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Queen of Hearts XVII
Magic Guidelines
Basics:
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. The magic marshal will be following the guidelines below.
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 magic 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 (but you still have to check them in):
Any magic weapons that are JUST magic weapons will work. You can swing magic in tournaments.
No other magic items will function in tournaments apart from a weapon's ability to swing magic.
Any one (1) power in an item that effectively duplicates the spell effects of a first through fourth 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' Knightly Blow.
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.
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.
Items that aren't on the "will work" or "will not work" list:
You can get an idea of the power level of items that we are going to allow based on our rules for what items work. You are welcome to bring your items to the magic marshall and ask about them, but don't be shocked when very powerful magic items are not passed.
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