*** SPECIAL CLASSES ***

These are additional "classes" used to varying degrees in other lands. Though they are NOT officially sanctioned, you might wish to treat them as monsters and throw them into special scenarios:



(Click here to return to Previous Page)



AVATAR

(WL: Fionnghal Nic Phaidin)

(Note: Must have been a Knight for 12 weeks)
Type: Special class
Quester/monster ratio: 1:1
Armour: Up to 4 point armour; and may carry any shield (both at a cost of spell points)
Attacks: Any melee weapon, and javelins (at a cost of spell points)
Abilities:
1) Immune to all Wizard spells except the following: iceball, magic bolt, lighting bolt and sphere of annihilation.
2) Can cast magics (see below)
3) Natural Ambidexterity

Garb: Must openly display a yellow or gold phoenix on his/her garb or armaments. Must carry a spellbook to cast magic.
Description:
Lives: 4
Levels:
1st:
2nd:
3rd: As above.
4th: Class ability -- Sacrifice. Once per game the Avatar is able to strike two magic points off his/her spell list written for that game and give them to another spell caster. The Avatar touches the recipient and says 5x "I sacrifice my magic to thee" The recipient is then able to spend those spell points on any magic he/she is able to cast up to the class limitations on the magic. i.e. If the Avatar "sacrifices" to a healer that has already bought and used the maximum number of his/her resurrects, the healer must spend the points on other magics instead.
5th: May purchase armour for 1 magic point (instead of 2) per point of armour.
6th: Divine strength: The Avatar is able to cast magic while carrying his/her own enchantments.

Ability descriptions:
Weapon/armour costs
Small to medium round shield 1pt
Large round and any size Heater shield 2pts
Javelins 2pts
Short swords 1pt
Long swords 2pts
- All else are as per Wizard weapon costs.
- May wear up to 4 points armour at the cost of 2 magic pts per point of armour.
Spell list
For those marked with an asterisk, see notes below.
LevelNameFrequencyCost/Limit
1st level
Bludgen 1/life1/4
Cancel---0/unlim.
Enchant Shield 1/game1/4
Harden 1/life1/4
Heal 1/life1/6
Honor duel---0/unlim.
Mend 1/life1/4
2nd level
Bless 1/life2/4
Curse weapon1/life2/4
Hold person 1/life1/4
Messenger 1/game1/unlim.
3rd level
Awe* 1/game 1/4
Mutual destruction* 1/game1/4
Protect (as per Healer) 1/game1/4
Wounding 1/life2/2
4th level
Accept Wound* 1/game 2/4
Enchant Weapon 1/game1/4
Mute 1/life2/4
Resurrect 1/game1/2
Sever spirit 1/life2/4
5th level
Confidence* 1/game 2/4
Extension 1/game2/-
Flameblade (as per Druid)1/game 2/2
Pyrotechnics 1/game 1/4
Stun* 1/life2/2
Teleport 1/game1/4
6th level
Circle of protection ---2/unlim.
Dispel Magic 1/game1/4
Flight 1/game2/4
Yield* (as per Healer) 1/life2/4
Notes on spells:

3rd level:
AWE: Range: 20ft. The Avatar points to the victim and says 3X "I make thee in awe". The victim cannot attack the Avatar and must then stay at least 20ft from the Avatar for 500 count. Considered an Emotion Control spell: Monks 3+ level and Barbarians are immune.
MUTUAL DESTRUCTION: When the Avatar begins "Mutual Destruction", he/she is compelled to complete the spell save being subdued or "Muted". That is, once begun, the Avatar cannot stop casting the spell, even if his/her intended victim has run out of range. Nor can the Avatar be saved by wearing an enchantment to negate the effects of "Mutual Destruction." The spell affects the Avatar from within, killing the Avatar even if he/she is wearing Protection from Death or any other protection enchantment.

4th level:
ACCEPT WOUND: The Avatar touches wounded person and says 2X "I accept thy wound." The Avatar is then wounded in the area the wounded person was, and the wounded person is immediately healed.

5th level:
CONFIDENCE: Much like the bardic Emotion control. The Avatar ties on a white ribbon and touches recipient and says: 5x "I give thee confidence". The recipient can then play as if he/she were a level higher. Not usable on self. Good for that life, considered a stronger version of Emotion Control, in that Monks are not immune to this enchantment at any level.
STUN (and YIELD): Due to a strong sense of honor, the Avatar is unable to kill his/her victims of Yield or Stun. However, others may; but the Avatar must then Honor Duel the person that has done this. Considered an immediate effect (in other words the Avatar need not cast the enchantment), and no class is immune to this special kind of Honor Duel.

6th level:
YIELD: See notes on 5th level STUN.

Discussion: My idea would be for this to be a kind of lesser Wizard/neutral Paladin. The emphasis being more on the ability to fight with weapons than with magic, hence the armor and lesser weapon cost. I have tried NOT to make this a "Hose" at any level. You will notice the complete absence of "Bang, you're dead" spells (with the exception of "Mutual destruction") or any spell bolts. IMHO, an Avatar, being a Knight, would prefer the more honorable and fair play magics than the nasty destructive ones. Having a character that is immune to a lot of Wizard magic that can cast magic is scary in itself without these types of nasty spells. I will say that this is by no means complete. It would need a lot of thinking over to be perfected. -- Fionnghal

(Click here to return to the Top of the Page)

BOUNTY HUNTER

(GV: Larkin)

Type: Special class
Quester/monster ratio: 1:1
Armour: may wear up to 2 points; small or medium shield
Attacks: Any melee weapon under 4 feet
Abilities: Due to Bounty Hunter's alertness, cannot be made "lost" or put to "sleep."
Garb: dark, earthtone colors
Description: Hired swords, bringing their catch back alive or dead.
Lives: 4
Levels:
1st Tracking 1/life
2nd Talk to dead 1/life and Truth Serum 1/game
3rd Use of 1 Javelin under 5ft or may carry and use 3 throwing daggers
4th Poison Edged Weapon 1/game or Disappear 1/life
5th +1 Talk to Dead (Total of 2/life) and Truth Serum becomes 1/life
6th May use both 1 Javelin (under 5ft) AND may carry and use 3 throwing daggers
Ability descriptions:Discussion: A contribution from Goldenvale.

(Click here to return to the Top of the Page)

CLERIC

(VSR: Tyric)

Type: Special class
Quester/Monster ratio: 1:1
Armour: Can wear up to 3 points and/or use any shield, at a cost of spell points.
Attacks: Daggers, short sword, long sword, polearm, staff (detracts from spell points).
Abilities: Spellcasting.
Vulnerabilities: To wear armor, the Cleric sacrifices the ability to carry enchantments, including Clerical enchantments.
Garb: White robe, sash, or headband and a symbol of the Cleric's Faith.
Description: The armored, front-line priest, more Warrior than Healer, is a popular symbol in both fantasy and history. The Cleric Amtgard Class is such a fighting priest, using armor, weapons, and spells to combat the enemies of their Faiths.
Lives: 3 (4th life gained at 3rd level)
Levels:
See standard rulebook for spell point allocation.
4th life gained at 3rd level.


Ability descriptions:
CLERIC WEAPON COST TABLE:
Weapon TypeCost
Dagger0
Short sword (3')1
Long sword (4')2
Spear3
Staff2
Sm/Med shield1
Large Shield2
Armor (1-3)2 per point of armor

CLERIC MAGIC
LevelSpellTypeUsesCostMax
1stBless ShieldE1/game14
HealS1/life16
MendS1/life14
Spirit FistS1 bolt/u14
Weapon EnhanceE1/game14
2ndEnchant ShieldE1/game14
Harden SkinE1/game14
ShoveS1/life14
Spirit HammerS1 bolt/u11
Spell BlockE1/game14
3rdCleanseS1/life24
HardenE1/game14
ProtectE1/game14
ResurrectS1/game16
4thEnchant WeaponE1/game22
FlamebladeE1/game14
Spell BounceE1/game14
5thHoly ArmorE1/game24
Protection from DeathE1/game14
Vorpal SwordE1/game22
Holy FavorN1/game1-
6thMass ShoveS1/game12
Phoenix FireE1/game22
Protection from MagicE1/game14
ReplenishN1/game1-


CLERIC MAGIC DESCRIPTIONS

1st Level
Bless Shield
T: enchantment
M: white cloth
I: shield in left hand, tie on cloth and repeat "I bless this shield" x10
E: shield is proof against one spellball hit, including Iceball, Entangle, and Petrify.
N: will not stop a Sphere of Annihilation.

Heal
Exactly like the Healer spell of the same name.

Mend
Exactly like the Healer spell of the same name.

Spirit Fist
T: spell
M: padded blue spellball with streamers
I: hold spellball in hand and repeat "Spirit Fist" x5
E: a direct hit is treated exactly like a throwing weapon.
N: see Wizard Magic Bolt for more information

Weapon Enhance
T: enchantment
M: white cloth
I: hold weapon in left hand, tie on cloth and repeat "I enhance this weapon" x10
E: blue weapons are treated as red, weapons that are normally red do four points off armor and can destroy a shield and unprotected arm on two hits.


2nd level
Enchant Shield
Exactly like the Wizard spell of the same name.

Harden Skin
T: enchantment
M: white cloth, holy symbol
I: touch recipient with holy symbol and repeat "May thy form resist harm" x5, tie cloth to wrist
E: grants 1 point of armor to all body parts (sectional, non-invulnerable)
N: it is possible to simulcast up to 4 points of armor in this manner. Harden Skin may not be combined with any other form of protect except a shield. It is proof only against physical attacks.

Shove
Exactly like the Wizard spell of the same name.

Spirit Hammer
T: spell
M: a padded yellow throwing hammer (must be a legal throwing weapon) , holy symbol
I: touch symbol to hammer and say "Spirit Hammer" x5
E: a direct hit is treated exactly like a Wizard Lightning Bolt
N: only one Spirit Hammer may be carried at a time. Protection from Flame grants no protection from this spell.

Spell Block
T: enchantment
M: white cloth
I: tie cloth onto wrist and repeat "(Favorite deity) protect thee from magic" x5
E: bearer is immune to the first magic cast against them, including spellball hits.


3rd level
Cleanse
T: spell
M: diseased or poisoned person, holy symbol
I: touch target with holy symbol and repeat "May the spirit of (favorite deity) cleanse thy soul!" x5
E: the target is cured of all poisons and / or disease.
N: this is not a Heal spell, all wounds remain.

Harden
Exactly like the Healer enchantment of the same name.

Protect
Exactly like the Healer spell of the same name.

Resurrect
Exactly like the Healer spell of the same name.


4th level
Enchant Weapon
Exactly like the Wizard enchantment of the same name.

Flameblade
Exactly like the Druid spell of the same name, except that the Cleric must repeat "My the fires of heaven ignite this blade" x5, to activate along with all other material components.

Spell Bounce
T: enchantment
M: white cloth
I: tie cloth on wrist and repeat "Give back to others as they would give to you!" x5
E: the next verbal spell directed at the bearer will be directed back at the caster.
N: does not include spellballs.


5th level
Holy Armor
T: enchantment
M: white cloth, holy symbol
I: touch recipient with holy symbol, tie on cloth and repeat "May the armor of (favorite deity) protect you from harm" x5.
E: bearer gains one point of sectional, invulnerable armor (i.e.: Druidic Stoneskin).
N: may only be simulcast twice. May not be worn with any other protection except a shield. May not be Mended.

Protection from Death
Exactly like the Healer enchantment, except the Cleric must repeat "My Lord protect you from Death!" x5.

Holy Favor
T: neutral
I: announce at the start of the battlegame "The eyes of (favorite deity) look down upon me with great favor!"
E: Cleric may cast enchantments on self and still cast other spells without losing the enchantment.

Vorpal Sword
T: enchantment
M: sword, white cloth, holy symbol
I: touch holy symbol to weapon and repeat "May this weapon condemn thy enemies to Hades (or favorite nether-plane)!" x5, tie cloth on weapon
E: causes wounds to kill. Anyone slain by this weapon is treated as though they have been exposed to the Healer spell Sever Spirit (i.e.: may not be Resurrected by any means)


6th level
Mass Shove
T: spell
R: 50 feet
I: point at attackers and say loudly "From my heart and from my hand, I force my foes from my land!" x2
E: all targets within range are telekinetically forced back 20 feet.
N: will not work against Iceballed, Entangled, or Sleeping enemies. Does not work against Barbarians.

Phoenix Fire
T: enchantment
M: white cloth
I: tie cloth on wrist and repeat "May the fires of the Phoenix rise and resurrect thee!"
E: bearer may repeat the incantation at any time after they have died. When finished the bearer is Resurrected, as per the Healer spell.
N: bearer must repeat "May the fires of the Phoenix rise and resurrect me!" x5 and be heard within 50 feet to come back to life.

Protection from Magic
Exactly like the Wizard enchantment of the same name.

Replenish
T: neutral
E: may purchase 5 points (not 5 magics) worth of 1st through 3rd level spells.

Discussion: Sent in by Lucas Wyngarde.

(Click here to return to the Top of the Page)

DUELIST

(IM: author unknown)

Type: Special class
Quester/monster ratio: 1:1
Armour: No armour, but may carry a buckler.
Attacks: Any one-handed sword, melee daggers, or combination of either.
Abilities: See descriptions under "levels."
Garb: Purple sash or belt required. Renaissance style garb is encouraged.
Description: The swashbuckling specialist with a blade, who lives for the thrill of the duel.
Lives: 4
Levels:
1st Luck Point (1/life)
All thrusts do 2 points of damage vs. armor
2nd 1 additional life (total 5)
3rd May carry and use a maximum of 3 throwing daggers
4th May block arrows with weapons per Monk ability
Disarm (1/life)
5th Armor Piercing Thrust (1/life)
6th +1 Luck Point per life (total 2/life)
Ability descriptions:
Luck Point Duelist says "Luck Point", "Ha, that missed!", "Tis only a flesh wound!" or some other nonsense. This allows the Duelist to ignore the first previous hit. Luck Point must be announced immediately following the hit to be ignored. Works against any physical blow (including all spellballs).
Disarm Duelist indicates an opponents weapon and yells "Disarm!" The first weapon he touches must be dropped immediately. Does not work against two-handed weapons. Dropped weapons may be recovered as soon as possible.
Armor Piercing Thrust Duelist calls "AP Thrust" immediately preceding a thrust. That thrust ignores any armor and damages the target. DOES NOT discharge if the shot misses or is blocked. This attack does not destroy or harm armor in any way, it merely ignores armor for the purposes of that specific attack.

Discussion: A product of the Iron Mountains, and evidently in regular use there. This slightly altered version submitted by Lucas Wyngarde.

(Click here to return to the Top of the Page)

GYPSY

(WL: Fionnghal Nic Phaidin)

Type: Special class
Quester/monster ratio: 1:1
Armour: None initially; up to 1 point at 5th level; no shields.
Attacks: Short swords, daggers and throwing daggers only.
Abilities: Multiple gypsies on the same team may form a "gypsy band" (see below).
Vulnerabilities:
1. Gypsies cannot attack other Gypsies, as their kinship to one another is too strong.
2. Affected by Bardic Presence as per Barbarian (Due to the kinship they have with Bards.)
3. Gypsies are most comfortable with knives and prefer close combat. Any gypsy would most likely prefer to sell a sword seeing it more for its monetary value then its advantage in the field.
4. There can only be one Gypsy King/Queen in a game
Garb: Must wear a multicolored bandana that covers the head, and a bright tunic.
Description:
Lives: 4
Levels:
1st (Beggar)
Steal (1/life)
Luck Point (1/life) Note: This must be indicated with a purple or multicolored ribbon and is negated if the Gypsy wields a sword until 5th level.
2nd (Peddler)
Pass without Trace (2/game) as per Druid ability.
3rd (Tinker)
Sleep Powder OR Poison Weapon (1/game)
Antidote to Poison as per assassin ability. (will cancel Sleep Powder)
4th (Soothsayer)
Prophecy (1/game)
Heal (1/game)
5th (Gypsy Prince/Princess)
May use a sword without loss of dexterity armor point.
Dying gasp curse (1/game)
May wear up to 1 point of armor.
6th (Gypsy King/Queen.)
Evil Eye (1/game)

Ability descriptions:
Discussion: Submitted by Lucas Wyngarde.

(Click here to return to the Top of the Page)

MENTALIST

(SW: Lucas Wyngarde)

Type: Special class
Quester/monster ratio: 1:1
Armour: None; no shields.
Attacks: Any one-handed, non-hinged melee weapon under 4 feet in length. Note: use of weapons will deduct from the amount of spell points available.
Abilities:
1) Can cast spells (see below), referred to as "powers."
2) Earns spell points as other spellcasters.
3) As their powers are mental in nature, Mentalist enchantments and power effects may not be Dispelled, nor are they effected by Anti-Magic areas.
4) Mentalists are immune to the effect of the Silence and Mute spells, as their powers do not really need to be spoken aloud (though they must be heard like all other spellcasters for sake of game fairness).
Vulnerabilities:
1) May not carry magical enchantments or relics, nor may they gain benefit from magic in any way (i.e.: may not be magically Healed or Mended).
2) Unless noted in the power's description, Mentalists may not use their enchantments on other people (i.e.: Bestow)
Garb: Gray headband
Description:
Lives: 4
Levels:
1st) May wear one Mentalist enchantment at a time and still use other abilities
2nd) As above
3rd) As above
4th) May wear two Mentalist enchantments at a time and still use other abilities
5th) As above
6th) As above

Ability descriptions:

MENTALIST WEAPON COST TABLE:
Dagger0
Short (under 3')3
Long (under 4')4

MENTALIST POWER DESCRIPTIONS:
LevelSpellTypeUsesCost Max
1st (Novitiate)Force BoltS1 bolt/u14
Heal SelfS1/life12
Heat WeaponS1/life14
Immunity to CharmN1/game1-
PauseS1/game14
Protect from PoisonE1/game14
SleepS1/life14
2nd (Seer)ConfusionS1/game14
Dispel ControlS1/game14
Paralysis BoltS1 bolt/u14
Protect from DiseaseE1/game14
Protect from FlameE1/game14
TelepathyS1/game22
YieldS1/life22
3rd (Vizier)DaydreamS1/life24
DiversionS1/game12
Free MovementE1/game14
Harden SkinE1/game12
HealS1/life18
Mental BoltS1 bolt/u14
4th (Prophet)DominationS1/life24
Immunity to ControlN1/game1-
Psi BlastS1/game14
ProphecyE1/game14
ShatterS1/game14
OracleS1/game11
5th (Prelate)BestowE1/game14
DetonateS1 bolt/u14
Mental BoostN1/game2-
StronglifeN1/game1-
TeleportS1/game14
6th (Grand Mentalist)FeeblemindS1/game14
ServitudeS1/game22
Shadow WalkE1/game22
War MindE1/game21


Spell Descriptions

1st Level (Novitiate)
Force Bolt
T: spell
M: padded blue spellball with gray streamers
I: hold ball and say "Force Bolt" x5
E: a direct hit to an unarmored torso will cause death, hits to unarmored limbs wound, just like a Magic Bolt. Hits to an armored opponent cause 1 point of damage and force the target back 20 feet as if affected by a Shove
spell.
N: No classes are immune to this. All hits push target back, regardless of effect.

Heal Self
T: spell
I: remain stationary while slowly counting off "Heal 1...Heal 2... through Heal 50"
E: Mentalist is healed of a wound
N: may not be used on any other player. May not be used to free self from Petrify.

Heat Weapon
Exactly as Wizard spell of the same name, except the Mentalist must state "By the power of my mind, I heat that (specific weapon)" x2 to cast.

Immunity to Charm
T: neutral
I: declare loudly "I am Immune to all that Charms!" at start of battlegame
E: Mentalist is immune to Charm, Lost, Feeblemind, Confusion, Legend, and Truth spells, from players and Monsters.

Pause
T: spell
R: 20 feet
I: point at target and declare (Target's name) "I give thee cause to pause!" x2
E: target must stop in place for a 10 count. Target may still take other actions, but may not move toward or attack the Mentalist during that time.
N: Mentalist may not attack the target until the 10 count is up. Monks of 3rd level and higher are immune.

Protect from Poison
T: enchantment
M: gray cloth
I: tie cloth around wrist while saying "I steel my body against toxins" x5
E: players is rendered immune to all forms of poison.
N: this may be Bestowed.

Sleep
Exactly like the Healer spell of the same name.


2nd Level (Seer)
Confusion
Exactly like the Druid spell of the same name.

Dispel Control
T: spell
M: charmed person
R: 20 feet
I: touch target and say "I restore your mind to its rightful state" x5
E: target is cured of any mind-controlling influences
N: does not work against enchantments (i.e.: Emotion Control, Honor Duel)

Paralysis Bolt
T: spell
M: padded white spellball with gray streamers
I: hold spellball and say "Paralysis" x5
E: a direct hit causes the target's nervous system to stop working for a 300 count. Target may not move or cast magic.
N: Barbarians and Monks of 5th level and above are immune. Paralyzed victims may not be slain, except by a Sphere of Annihilation.

Protect from Disease
T: enchantment
M: gray cloth
I: tie cloth on wrist while saying "I steel my body against disease" x5
E: target is immune to all forms of disease for remainder of that life, including lycanthropy, the Plague, and Zombie Infestation.
N: this may be Bestowed.

Protect from Flame
T: enchantment
M: gray cloth
I: tie cloth on wrist while saying "I steel my body against all forms of flame" x5.
E: bearer is immune to all fire- and lightning-based attacks for the remainder of that life.
N: this may be Bestowed.

Telepathy
T: spell
M: any other player, except Monks of 4th level or higher.
R: 50 feet
I: point at target and say "I intrude upon thy mind, share your secrets with me" x3
E: Mentalist may ask one "Yes" or "No" question per own experience level. Target must answer truthfully. Mentalist has 50 count to ask all questions. Both Mentalist or target may be affected by outside forces, but may not harm each other while questioning takes place.
N: This power should only be used to gain information, not to gain an immediate battlefield advantage. (i.e.: may not be used to escape death at the hands of an enemy, or place one's self in a better field position)

Yield
Exactly like the Wizard spell of the same name.


3rd Level (Vizier)
Daydream
T: spell
R: 50 feet
I: point at target and say (Target's name) "By my will I make thee ponder. Set loose aggression, find peace and wander" x2
E: Target may not respond to outside stimuli until physically struck or a 100 count expires, which ever comes first. Target may walk, converse about the meaning of life, chase imaginary butterflies, or whatever non-aggressive actions they choose for the duration or until hit for damage or affected by magic that "snaps the player out of the dream." (i.e.: any spell that harms the character or their equipment, or Shove)
N: Monks of 3rd level and higher are immune.

Dimension Jump
T: spell
R: 50 feet
I: repeat loudly "I open a door through the dimensions!" x3
E: all opponents in range pursuing the Mentalist must stop for 10 seconds to try and figure out "which way the Mentalist went" because he has jumped through a brief hole in reality and exited somewhere near-by. The Mentalist may take no other actions while Dimension Jumping except movement, but may go anywhere during the count. When the 10 count expires, pursuit may be resumed as normal.
N: No one is immune. This power may be used while moving. It may not be Tracked. Those affected by this power are not helpless, they just can not follow or attack the Mentalist.

Free Movement
T: enchantment
M: gray cloth
I: tie cloth on wrist while repeating "I free my body of physical constraints. Let nothing impede my flesh" x5
E: bearer is immune to all spells and abilities which Hold, Entangle, or cause immobility of any kind. Bearer is not affected by "mundane hazards" like areas of water, quicksand, or the like (In the game sense, of course)
N: this may be Bestowed.

Harden Skin
T: enchantment
M: gray cloth
I: tie cloth on wrist an repeat "I steel my body against physical attack" x5
E: Mentalist gains one point of Natural armor per spell point spent (similar to Druid Barkskin) This armor may be Healed by the Mentalist.
N: this power may NOT be Bestowed. May only be simulcast twice.

Heal
Exactly like the Healer spell of the same name.

Mental Bolt
T: spell
M: padded yellow spellball with gray streamers
I: hold spellball and say "Mental Bolt" x5
E: treat as Wizard Lightning Bolt. Hits to non-invulnerable targets kills.
N: Protection from Flame, of course, grants no immunity to this power.


4th Level (Prophet)
Domination
T: spell
R: 20 feet
I: point at target and say (Target's name) "By the power of my mind, I dominate your will!" x3
E: target must serve the Mentalist to the best of their ability for a 100 count. This includes defending the Mentalist, aiding the Mentalist's team with magic, and sharing information with him, but does not include committing suicide.
N: The Dominated victim may not be harmed by the Mentalist, nor should the Mentalist allow the Dominated to be harmed by his team, for the duration of the spell. Once the duration is expired, the target is granted safe passage back to their original team's base. May not be used on team mates or Monks of 3rd level or higher.

Immunity to Control
T: neutral
I: at the start of a battlegame, declare loudly "I am immune to all that Controls the mind!"
E: Mentalist is immune to Yield, Sleep, Honor Duel, and all other purely mental effects.
N: grants no immunity to Iceball, Entangle, Shove, or Petrify.

Prophecy
T: enchantment
I: tie cloth on wrist and repeat "I have foreseen a great disaster!" x10
E: Mentalist gains one point of over-all non-sectional Invulnerability (basically, one Healer Protect). This is proof against verbal magic, as well as physical hits. It may not be simulcast, but may be re-enchanted if the first Prophecy is struck off. I.e.: may cast it again if he purchased multiple Prophecies)
N: this power may not be combined with Harden Skin or War Mind. This may be Bestowed

Psi Blast
T: spell
R: 50 feet
I: point at target and declare (Target's name) "By the power of my mind, I call for your death!" x3.
E: target dies instantly.
N: Those who are immune to death magic are immune to this power.

Shatter
Exactly like the Druid spell of the same name, except the Mentalist must say "I call upon the power of my mind to destroy that (object)" x2 to cast.

Oracle
T: spell
M: a reeve
I: find a reeve and declare unto them, "Grant me the knowledge I seek!"
E: reeve and Mentalist withdraw from the game, where the Mentalist may ask information about the game from the reeve for up to a 20 count, at which point the Oracle fades from view and the Mentalist returns to the game. Questions need not be true-or-false, yes-or-no questions. The reeve should be helpful but not overly so, and honest in answering, but may be as cryptic or vague as they deem necessary (Oracles are fickle after all)
N: while in an Oracle, the Mentalist may not be effected in any way.

5th Level (Prelate)
Bestow
T: neutral
M: another player, gray cloth
I: tie cloth on wrist and repeat "Focus your will and receive the power of (enchantment's name) x5"
E: may bestow Mentalist enchantment to other players. This counts toward the total number of enchantments that may be carried by the target.
N: Mentalist must pay for both the Bestow and the enchantments to be granted, much like Wizard Lend. Barbarians and Samurai may not wear Mentalist enchantments.

Detonate
T: spell
M: padded orange spellball with gray streamers
I: hold spellball in hand and repeat "Detonate" x5
E: a direct hit to an unprotected target kills instantly. Hits to an armored location destroy all armor on that location and wound that location as well (which may cause death if the hit is a torso shot). Shots to weapons or shields destroy both the item and the limb if unarmored, OR the item and any armor worn on that limb (leaving the arm unwounded). Two-handed weapon wielders may choose which arm or armor is lost.
N: may be used to destroy objects as well, including Thornwalls.

Mental Boost
T: neutral
E: Mentalist gains 5 points (not 5 powers) to spend on first-, second-, or third-level powers at their discretion.

Stronglife
T: neutral
I: at start of a battlegame declare loudly, "My life force is strong!"
E: Mentalist gains immunity to Death magic and abilities, much like a Monk. Also gains one additional life (total 5).

Teleport
Exactly like the Wizard spell of the same name, except it is treated as a spell that may be cast only on the Mentalist and not an enchantment.

6th Level (Grand Mentalist)
Feeblemind
Exactly like the Druid spell of the same name.

Servitude
T: spell
M: another player
R: 20 feet
I: point at target and say (Target's name) "By the power of my mind, I control your actions!" x10
E: target must serve the Mentalist for the remainder of that life.
N: works on subdued, Held, Entangled, and Iceballed players, as well.

Shadow Walk
T: enchantment
M: gray veil or hood to cover the head
I: enter shadowed area, place hood over head and say "I merge my form with shadows!" x5
E: Mentalist drops all weapons and enters the Shadow Plane. Mentalist may not use any powers while Shadow Walking, but may move about freely within the shadows. May move from shadow to shadow, so long as the shadowy areas are not more than 20 feet apart. To regain physical form, the Mentalist must declare "I rejoin the Physical World!" x5 Weapons may only be recovered once the Mentalist returns.
N: this may NOT be Bestowed. If out of shadows for more than 10 count, the power ends. Shadows must be fairly large and completely stationary. (I.e.: shadows of people and passing airplanes do not count)

War Mind
T: enchantment
M: red cloths for weapons
I: stand stationary and count "War Mind" x20
E: Mentalist gains two points of Invulnerable sectional armor (i.e.: Stoneskin) and Red weapons for the duration of that life. No other Mentalist powers may be used during War Mind, but any melee weapon may be used at no spell point cost or penalty.
N: this may NOT be Bestowed. Invulnerable armor may not be Mended or Healed in any way.

Discussion: Submitted by Lucas Wyngarde.

(Click here to return to the Top of the Page)

PIRATE

(WL: Gideon Goldmoon)

Type: Special class
Quester/monster ratio: 1:1
Armour: up to 2 points; at 5th level can carry a small shield or buckler
Attacks: Any one-handed sword, melee daggers; at 2nd level can use throwing daggers
Abilities: See under "levels."
Garb: Black headband or a Jolly Roger (skull-and-crossbones) evident on the person.
Description: D'ye really have t' ask? Avast, there, ye lubbers! Prepare to be boarded!
Lives: 4
Levels:
1st (Swabbie)
Immune to Lost, Honor Duel and Wind
Peg Leg (1/life)
2nd (Mate)
Disarm (1/life)
May carry and use up to 4 throwing daggers
3rd (Mariner)
Jeweled Sword (1/game)
4th (Freebooter)
Amazing Agility (1/game)
May Poison any one reusable weapon (per Assassin ability)
5th (Buccaneer)
Hook hand (1/life)
May use small shield or buckler
6th (The Pirate King)
Pirate Stand (1/game)

Ability descriptions: Discussion: Submitted by Lucas Wyngarde.
(Click here to return to the Top of the Page)

SAMURAI

(IM: author unknown)

Type: Special class
Quester/monster ratio: 1:1
Armour: Up to 4 points; no shield.
Attacks: Any single sword, any 2 sword combination (except two long swords), melee daggers, polearms, long bow
Abilities: See under "levels."
Vulnerabilities: Samurai may never carry enchantments, nor use relics or artifacts
Garb: White headband with personal symbol
Description: Warriors with a keen sense of honor.
Lives: 5
Levels:
1st as above
2nd Call Honor Duel (1/game)
Kamikaze (1/game)
3rd Family Sword
4th Heal Self (1/life)
May use Long Bow
5th Immune to magics that Charm or Control (as Monk ability)
6th Call Honor Duel (2/game)

Ability descriptions: Discussion: A product of the Iron Mountains, and evidently in regular use there. This slightly altered version submitted by Lucas Wyngarde.

(Click here to return to the Top of the Page)

SHIRE REEVE

(SW: Lucas Wyngarde)

Type: Special class
Quester/monster ratio: 1:1
Armour: Up to 3 points, and any shield.
Attacks: Any one-handed melee weapon under 4 feet in length, crossbows (at 3rd level)
Abilities: See under "levels."
Vulnerabilities:
1) The Shire Reeve may never join a team in a battlegame. As the law enforcement authority in an area, the Reeve is beyond taking any side except that which is morally right and within the laws of the land. It is the task of the Shire Reeve and his Deputies to police the populace and keep the peace.
2) All Reeves should carry a 100' tape measure, and a copy of the Amtgard: Handbook on the Rules of Play.
Garb: Black robe bearing the symbol of the reeve's jurisdiction or a gold sash
Description: Roving enforcers of justice.
Lives: 5
Levels:

1st (Probationer)
Stockade
Incarcerate
Accuse Commoner
Rebuke (1/life)
Hold Person (1/life)
2nd (Constable)
Deputize (1/game)
Boon (1/game)
Bounty (1/game)
3rd (Judge)
May use crossbows
Bribery (1/game)
Hold Person (2/life)
4th (Justice)
Deputize (total of 2/game)
Accuse Lesser Noble (Lord to Marquis)
Boon (2/game)
5th (High Justice)
Long Arm of the Law
Hold Person (3/life)
6th (Supreme Justice)
Deputize (total of 3 per game)
Accuse Greater Noble (Marquis or higher)
Boon (1/life)

Ability descriptions:Discussion: This very powerful class was designed out of a need to get people interested in Reeving. Most battlegames are mindless, directionless pandemonium with flagrant rules violations when there is no authority figure to referee the action. The Shire Reeve can only be played by someone who is a Kingdom-certified reeve, and should only be played in role-playing scenarios or lengthy quests. Submitted by Lucas Wyngarde.
(Click here to return to the Top of the Page)

THIEF

(DS: Sir Alaeric Sigurdsson)

Type: Special class
Quester/monster ratio: 1:1
Armour: Up to 2 points initially. The armor must be made of cloth or leather, but may include studs, rings, or scales. No shields.
Attacks: Any single-handed sword under 4 feet in length, any single-handed club under 3 feet in length, melee daggers and throwing daggers. The Thieves Bag may be filled with foam and used as a Stun-only weapon, but the bag itself must be held (i.e.: can not be swung by the drawstring) The Bag may be used to block and takes damage as a weapon. Thieves can not be with out their bags for more then a 300 or they revert to first level Warriors for the remainder of that life or until the bag is regained.
Abilities: Thieves are immune to all forms of Honor Duel, as there is no honor among thieves.
Garb: A dark colored tunic or tabard. Thieves must carry a medium- to large-sized bag.
Description:
Lives: 4
Levels:
1st Steal Object (1/life)
Hide in Shadows (1/life)
2nd Find and Disarm Traps (1/life)
Hindrance (1/life)
3rd Additional Steal Object (total 2/life)
Escape (1/game)
Climb Surfaces (1/life)
4th Additional Hide in Shadows (total 2/life)
Open Locks (1/life)
5th May wear up to 3 points of armor (class restrictions still apply)
Additional Escape (total 2/game)
6th Cover Trail (1/life)
Additional ability from lower level. (choices limited to: Steal Object, Hide in Shadows, Hindrance, and Escape)

Ability descriptions: Discussion: Used regularly and successfully in its homeland of Dragonspine for a couple of years, it has since been dropped in the interest of "a unified Amtgard." We now consider it a monster-type class usable only in special scenarios (just like other monsters). Not a good combination with the Samurai: if you "steal" a Samurai's family sword, they have to kill themselves. - Bjarni

(Click here to return to the Top of the Page)


(Click here to return to Previous Page)