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Queen of Hearts XV
Magic Guidelines
Rules for Magic
You must check in with the magic marshal before you use any spells at
the event. You must check any magic weapons or items with the magic marshal
before they can be used. All Items MUST appear on the Realms Magic Item list.
The EH is the final arbiter for that event. The EH reserves the right
to deny or modify the powers of any backed magical item. If he says your
amulet of raise dead casts repair item, so it does. The EH is ultimately
responsible for the safety, fairness, and fun for the entire event. Thus,
they need to be entrusted with all system mechanics during that event.
All items must be searchable and stealable, and all items must be clearly
labeled as "stealable".
Any items or weapons that are used without approval by the Magic Marshal
or outside accordance with the Magic Marshal's regulations will be removed
from play for the duration of the event.
Powers that can be expected to work:
Any magic weapons that are JUST magic weapons will work at events using
these guidelines.
In addition, any one (1) power in an item or weapon that effectively
duplicates the spell effects of a first through third circle spell will
be allowed by the Magic Marshal. The magic marshal reserves the right
to choose which power is active, in the event that an item or weapon was
created with multiple powers. If the power chosen for your item or weapon
has multiple uses, it may not be invoked more than 3 times per event.
All Knights' Knightly Powers that are listed in this year's Omnibus to
the Realms are considered preregistered and do not need to be checked
in with the Magic Marshal. As of this writing, that list only includes
the Knights of the Eternal Flame / Knights of the Realms' Knight Blow.
While this document attempts to cover as much as possible, the Eventholder
or Magic Marshal may always allow additional powers or items, even if
they do not seem to fit into these guidelines.
Powers that will not work:
Powers that allow mages to break their weapon restrictions or otherwise
are deemed to interfere with the game balance of system spells & abilities
(ie: makes spells immune to disruption, or gives unlimited calls of "poison"
to a weapon) will not be allowed.
Any item that grants complete, continuous, immunity to a form of damage
will not function.
Powers that involve invisibility, teleportation or otherwise require
players to ignore people or things they can plainly see will not be allowed.
For similar reasons, powers that give characters "magical" travel.
(Ie flight, teleportation) will not function unless specifically permitted
by the Magic Marshal.
Any power that bestows armor points on locations not physically covered
by the item itself will not function. In addition, no item power may allow
a character to have more than 2 points of armor over any location at any
time.
No scrolls or potions created at previous events will be allowed, unless
they were specifically released by the eventholder as the event's magic
item.
No item may bestow a tick upon an unwilling participant, and no item
may remove a tick from a character under any circumstances.
Items which instruct players on how to play their characters, or that
forcibly change the way a player roleplays their character against the
player's will won't be permitted.
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