Realms: Adept Magic

Under CHOOSING SPELLS after the last bullet add the following:

  • An Adept Magic spell (see below).

Add the following text after the Regional Magic heading and two paragraphs.

Adept Magic

Similar to regional, Adept Magic can be taken any time a regional could be taken. Each learning of Adept Magic allows the spellcaster who takes it to swap it out for another spell 1 circle lower then the Adept Magic slot. This swap can only be done at check in / magic registration.

Change Regen Timer

Original text:

Regeneration (Shaman 6)

Uses: 2 – Verbal: 30 words – Active: Spellcaster must sit on the ground with weapons a minimum of 10 feet away when casting this spell.

Regeneration only works on the spellcaster. There can be no weapons within 10 feet of the spellcaster when this spell is initially cast, or the spell will fail to work. When killed, the spellcaster regenerates once, after 200 seconds. If the spellcaster is raised with another spell before the 200 seconds is up, the spell remains unused, and will trigger again the next time the spellcaster dies. This spell ceases to function if the spellcaster is scalped. The spellcaster may only be under the effects of one Regeneration spell at a time. If you have learned this spell twice, you may have a Raise Dead “recharge” one usage. These recharges cannot come from Circle of Healing, or any other Raising effects other than the Raise Dead spell. See the Regeneration Caveat.

Changes:
200 seconds referenced above to 120 seconds.

Realms: Blackwood Tournaments II

Blackwood Tournaments II

Blackwood Independence Day
6:00 PM Friday July 5, 2013 – 4:00 PM Sunday July 7, 2013
Site Opens at 4:00pm and Closes at 5:00pm

Place: Creathorne Farm — Grafton, NH
Cost: $25 at the door, $10 a day for single days.
Pre-Registration: (Suggested)

Event Holder(s):
Ally Cunningham
Keith Cronyn
Neil S. Tozier

Magic Marshal(s):
Don Ottman
James Murphy

Other Contact(s):
Jamison Bancroft

Event Description:
In celebration of Blackwood Independence Day, Blackwood is inviting the adventurers of the Realms to come join us for a weekend of tournaments, war maneuvers, light questing, and festivities.

Order of the list ranking will be used for tournaments!

There may (hint WILL) be fireworks, and Meds will not be allowed to shoot them off.

Drinking will be permitted by those of legal age, but Please LARP responsibly.

Paid pre-regs may receive a perk for this event.

Please pre-reg all magic. All implements must be checked in at magic check in.

There will be a dinner break Saturday evening, we will be providing burgers, hot dogs, pasta, salad, etc.

Tournament Prospective Schedule

Saturday
— DAY —
armored tournaments:

War Maneuvers
– Bridge Battle
– Line Battles
– Squad Battles
– Capture the Flag
– Castle Siege
– 4 way bridge battles

Dagger
Single Short
Hand and a Half
Florentine
Sword and Marn
Sword and Shield
Great Weapon
Single Competitor
Turtles
First Blood
Sword and Dagger
Longsword
Javelins

Sunday

unarmored tournaments

Dagger
Single Short
Hand and a Half
Florentine
Sword and Marn
Sword and Shield
Great Weapon
Single Competitor
Turtles
First Blood
Sword and Dagger
Longsword
Bow and Dagger
Double Daggers

Some tournaments may be cut based on time.

Blackwood Casino will be open at various time through out the weekend.

Vendors that are planning on being on site are:
The Cat’s Scratches

If you read this and pre-reg with the word banana in your pre-reg you may receive a perk at check in.

Rules Changes/Notes:
Blackwood Regionals will be in effect. Please pre-reg your magic to
get your regionals ahead of time.

Vendors are welcome. Please let us know if you are planning on
setting up.

There will be a Golden Ticket Raffle, drawing will be on Sunday.

Event Site: Creathorne Farm — Grafton, NH
For GPS: 702 main St. Grafton, NH

From the Southeast (middle and southern NH, and anywhere in MA east of
Springfield):
you will want to take route 93 North through NH. From MA or CT you
can get to route 93 from routes 495, 3, and 95(128). Take route 93
North through Nashua, Manchester, and Concord.
If you are coming from the Northeast, you want to take 93 South.

Get off at exit 17, just North of Concord. This should put you on
route #4. Take route 4 West. Route 4 runs concurrent with routes 3 and
11 off and on during this trip, so make sure you stick with the right
route! You should pass through several small towns, including
Boscawen, Andover, Franklin, and Danbury. It take about 30 minutes to
get from route 93 to Grafton (it?s about 30.5 miles to the border).
Creathorne is 3.5 miles from the Grafton/Danbury town line, on the
right. There is a white sign that says ?Little Creathorne Farm? in
plain sight. The farm house is a white color.
Pull in through the gate in the wooden fence (NOT the driveway) and
park in the area defined by the logs, on either side of the small hill
right there. I will have Creathorne, Black and gray shields near the
road in the day light, and torches burning at the gate at night, so
this site is usually very easy to find.

From the Northwest, VT, NY, or anywhere West of Springfield, MA:
you?ll want to come into Grafton from the other direction. Take route
91 (which runs up the NH/VT border) to 89S into Lebanon, NH. You?ll be
getting off, at exit 17. This should put you on route 4. Take route 4
East, passing through Enfield and Canaan, and into Grafton. It takes
about 35 minutes to get from route 89 to Grafton (it?s about 20 miles
to the border). Creathorne is about 10-15 minutes from Canaan center,
on the left.

Realms: Confirming an event

section: BECOMING A REALMS EVENT HOLDER
sub section after:
“Throwing a legal event gives an Event Holder certain privileges and responsibilities above and beyond a normal player.”

bullet # 1
* To validate your event you must send a confirmation email the official Event List Administrator within one month of the date of their event with the following information: Event Name, EHs (and Co-EHs), Event Date and duration of play on each day of the event. The names of the EHs can’t be changed after the event.

change to:
* To validate your event you must confirm it electronically with the official Event List Administrator within one month of the date of the event.

Rational: this is how its actually done.

Realms Proposals 2014

This section is devoted to rule change proposals for the upcoming Realms 2014 Event Goers and Event Holders Council meetings. Every year the Realms gathers to debate rules changes. This past years changes were pretty minimal. This little area is devoted to proposals that I have written and or will submit to the Event Goers Meeting.

Realms Aid V

This year Realms Aid will be making a come back in the Realms Community! This just posted on realmsnet and on realmsaid.org

Realms Aid V

Event starts at 11:00 AM, on Sunday September 15, 2013.
Event ends at 6:00 PM, on Sunday September 15, 2013.
Site opens at 10:00 am and closes at dusk
Place: Greely Park (big) – Nashua, NH.
Cost: $6 paid pre-reg, $10 at the door.
Pre-registration: None Required.

Eventholder(s):
Liz Butler — LizzieB01@comcast.net
Quincy, MA 02169

Magic Marshal(s):
Neil S. Tozier — iamtmib@gmail.com
Nashua, NH 03060

Other Contact Person(s):
Beth Tozier — damefreesia@gmail.com
Nashua, NH 03060

Jamison Bancroft — nosofidaris@gmail.com
Nashua, NH 03060

Event Description:

Unto the heroes of the Realms,

In the past we have taken up arms together against great foes. We have won many battles and over come great odds. But there is one adversary we have yet to defeat. This adversary touches many lives and leaves a path of destruction and heartbreak in its wake. It also brings the community together with shows of great strength and courage. So we the staff of Realms Aid present to you once again the opportunity to take up arms and come together against this foe. Gather with us to help us defeat Cancer.

This year we are bringing the Endurance Challenge (Fight-a-thon) back. Please email Liz for more information.

We hope that you will join us in a day of tournaments and remembrance for those who have fought valiantly in the past and some who still are. We look forward to taking up arms with you once again.

Sincerely,

~The Staff of Realms Aid V~

We are looking for Marshals and staff.

Please let me know if you are First Aid Certified (must be current) and will be on site (this is requested by the land owner).

Tournaments:
Endurance Challenge (aka Fight-A-Thon): get donations and fight for as long as you can!
The pledge sheet available here: pledge sheet

More Tournaments TBA soon!

Rules Changes/Notes:

**Mission Statement**
Realms Aid is dedicated to the eradication of Cancer. Our mission is
to help raise money for foundations dedicated to the treatment,
prevention, and eventual cure for Cancer in all its forms. All
proceeds above site rental cost are sent as a donation to the Norris
Cotton Cancer Center at the Dartmouth Hitchcock Medical Center in
Lebanon NH for 2010.

We are looking for Marshals and staff.

Please let me know if you are First Aid Certified (must be current)
and will be on site (this is requested by the land owner).

*Site Rules*

THIS IS A DRY SITE!

More to come as the summer progresses.

Other Notes:

We will be starting Tournaments no later than Noon

More to come as we work on the schedule

More information about past Realms Aid events and this one can be
found at: http://www.realmsaid.org/

Directions to Greely Park (big):
Concord st.
Nashua, NH

Find your best way to Rt 3 (Everrett Turnpike).
From Everrett Turnpike / Rt 3 in Nashua
Get off exit 7 East.

If from the North cross over the highway and take you first left past a “99” restaurant on to Henri a Burque Dr.

If from the South, go straight across from the exit past the “99” restaurant you will be on Henri a Burque Dr.

Follow Henri a Burgue Dr. for aprox a 1 mile. At the end of the road take a right onto Concord st. Park on the side of the road next to the field.

We are on the right side of the park, with the stone bathrooms.

Realms 2013 Spell Table

The Realms spell table this year only changed two things. Spells that were moved, or are new are in red below.

EHC 2012 Wrap up (Rule changes)

As many of you know every year the Realms has an Event Holder Council to go over the proposals for changing the rules. This year the meeting was in Nashua NH at the Welcoming Light, Inc training center at Harbor Homes, Inc’s multi media function room at 45 High St. The meeting started on time at 11am and ran until about 7:30pm.

This article contains the proposals that made a majority with a two-thirds majority of yes over no votes. A shorter summarized version was written by Jason Gray and posted on Facebook at:

https://www.facebook.com/groups/2258256958/permalink/10151691403631959/

Cheating addition:

Eventholders who want to bring formal charges should report them to the Event Holders’ Council organizers. The organizers will present the charges at the Event Holders Council meeting.

Change to rule 2:

Change To:
2. This is a sport of personal honor; treat it as such. You are responsible for keeping track of many aspects of this game, such as weapon blows and known spells. Failure to report or accurately respond to any of these aspects is cheating, and a stain on your personal honor. If you are caught cheating, a marshal may remove you from part or all of the event.

Arrow changes:

Being struck with any portion of the foam area (not including fetching and nocks) of the Arrow will cause damage.

All projectile weapons, with the exception of arrows and javelins, are live and inflict damage on any target they hit until they come to rest; regardless of whether they hit the ground, a wall, a weapon, a tree or any other obstacle along the way. In the case of arrows and javelins, an arrow or javelin is considered live and is able to inflict damage until it comes into contact with the ground. If an arrow or javelin hits you after it comes into contact with the ground it does no damage and you should not take it. It is the responsibility of the player wielding the bow or javelin to tell you not to take the blow.

Bamboo okay for 6’6″

● Bamboo may be used in place of PVC pipe for non thrust-only, melee weapons 6’6″ in length or shorter. Tubing should measure approximately ¾” in diameter.

Calling armor when dead

Add this sentence to the end of Calling Hits under Combat Etiquette:
Armor must always be called, even when a player is dead.

Impale rule change

Change To:
Impaling

Impaling is the act of holding a weapon in an opponent’s kill location after death, and saying the word, “Impale”. It counts as continuous, non-scalping blows to that location. The act of impaling will bypass any armor, damaged or not. While impaled, a character cannot be raised or animated and is unable to regenerate.The results can vary when impaling NPCs.

Also, in the Regeneration caveat:

Original:
Impaling causes regeneration to stop, and the count resets once the weapon is removed.

Change To:
Impaling stops regeneration; the count resets when the weapon is removed.

Boulder changes

move to under “combat calls”

Boulders: A boulder is often represented by throwing large duct-taped chunks of foam or beanbag chairs with the zippers duct-taped over. When thrown, the boulder is active until it comes completely to rest. While active, boulders convey damage in the following manner: they kill any PC whose body or equipment they touch. They destroy all armor over any locations they touch. Magical items they touch are disenchanted. Non-enchanted weapons, bows, shields, and non-monetary stealable items they touch are “broken.” It is the player’s responsibility to see that items damaged this way are not used until the appropriate repair spells are cast upon them. PCs may not throw or pick up boulders. Four or more PCs, each using both hands, may work together to “push” a boulder along, to free trapped gear and companions, but not to cause damage.

Squishy tips for Great Weapons

Changed To:
Weapons over 5’ must be made out of PVC pipe labeled 1”. These weapons must have thrusting tips that are at least 2 ¼” long as well as squishy-foam tips on top of the thrusting tips. The squishy-foam tip of a weapon greater than 5′ must be at least 2”.

Calling hits

Changed To:
Calling Hits: It is your responsibility to call where you were hit in combat. This is to let the other participant(s) and the marshals know that they hit you and where they hit you. Calling armor, protections and other effects is also your responsibility.

How characters are scalped

Changed To:
In order to scalp a body, you must strike 200 blows with a weapon beside the body of the character being scalped.

Rules are rules

Under “Cheating”
2nd paragraph

Original:
However, if a major rule is broken, or if there are repeated small infractions, an Event Holder may impose consequences on any player(s) at their event.

Change To:
However, if a rule is broken, or if there are repeated infractions, an Event Holder may impose consequences on any player(s) at their event.

Also in last paragraph of the Cheating section.

Original:
Repeated or major rule violations may result in formal charges being brought against a player at the Event Holders Council for the purpose of disciplinary action.

Change To:
Repeated rule violations may result in formal charges being brought against a player at the Event Holders Council for the purpose of disciplinary action.

BMEESK: Raise Dead

Original:
Raise Dead: This spell raises a character. This spell will not work if there is a weapon within 10 feet of the spellcaster. Inform a spellcaster the spell has failed if you know about a weapon near enough to disrupt the spell.

Changed To:
Raise Dead: This spell raises a character. This spell will not work if there is a weapon within 10 feet of the spellcaster. Inform a spellcaster the spell has failed if you know about a weapon near enough to disrupt the spell. A bow is not considered a weapon, but the arrows are considered weapons.

BMEESK: Necromancy

Original:
Certain spells make your character “undead” for their duration. While undead, your character cannot cross a Circle of Protection (represented by a circle of rope on the ground), or advance within 5 feet of someone casting Ward: Undead or Ward: Enchanted Beings.

Changed To:
Certain spells make your character “undead” for their duration. While undead, your character cannot cross a Circle of Protection other than one he created himself (represented by a circle of rope on the ground), or advance within 5 feet of someone casting Ward: Undead or Ward: Enchanted Beings.

Undead Caveat Change

add as last sentance to Undead Caveat:
A PC will remember what happened to them while they were undead.

Replace Spell Failure Caveat

Original:
Some spells fail to work if there are weapons within a certain proximity. If a spell fails due to weapon proximity, the casting is lost

Change To:
Some spells have fail conditions in their description. Any spell that fails due to its fail condition expends the casting of that spell.

Active component changes: Circle Spells

Add the following to the first paragraph under Circles Caveat:
Only one spell may be cast with a particular rope at a given time, although after the spell ends, a different spell may be cast with the rope.

Change active component on the following circle spells:
Circle of Healing, Circle of Protection, Mystic Forge, Group Healing

Change To:
Touch the rope

Additionally remove the redundant information from the spell descriptions.

Armored Clock active component change, and small tweaks

In the active component remove text:
to cast or recharge

Middle of spell description remove text:
In order to recharge, the wearer must lay flat on his back while reciting the verbal.

last sentence remove text:
of recharged

Correcting wording on Silver Strike

change spell description to:
This spell gives the spellcaster the ability to temporarily silver a weapon. After preparing it with the spell, the spellcaster must call “Silver” the next time he swings that weapon. See the Combat Calls and Weapon Call Spells Caveats.

Create Magic Weapon: Variable weapon design

remove the following text:
When learning this spell, the spellcaster must draw a sketch of the weapon he wishes to create in his spellbook. The spellcaster may learn a different shape or length of weapon to create, but he must unlearn and then relearn the spell to do so.

Familiar Change

remove the following point options:
Resist Magic (2 pts.) – 1 use
Ward: Enchanted Beings (3 pts.) – 5 uses
Regeneration (3 pts.) – 1 use

add the following point options:
Raise Dead (1 pts.) – 1 use

Heal Limb rewrite

new spell description:

Heal Limb (Healer 2)
Uses: Unlimited – Verbal: 20 words – Active: Spellcaster must be stationary, must touch the target limb.

This spell allows the spellcaster to heal one damaged limb at a time. The spellcaster must recite the VC while touching the recipient’s injured limb. The spellcaster cannot move his feet while casting this spell, although he may be moving his arms and such (e.g., parrying, so long as he doesn’t take a step).

Transformation Nerf

Proposal Wording:
Increase uses of the spell ‘Transformation’ to 2.

Remove the 4th paragraph of the spell ‘Transformation’ which reads:
Spellcasters under the effects of the Transformation spell can be the target of a spell, but the enchantments do not carry over if the spellcaster reverts to his common form. Likewise, if the spellcaster is enchanted and then uses the Transformation spell, the enchantments do not carry over to the altered form, but will resume after the
shaman reverts to his common form.

Replace it with the following:
Any potions or other spells with a lingering effect cast by the spellcaster are suspended when he transforms. It is the spellcaster’s responsibility to notify anyone else effected by this (such as any players carrying potions the he created) before he transforms. Suspended spells will resume functioning when the spellcaster reverts to his common form.

Move Cry of Life to Healer 7

Change To:
Cry of Life (Healer 7)

Regeneration power boost

Add to Shaman (6) regeneration:
Learning this spell a second time will give you the additional two usages of this spell. In addition, if you have learned this twice you may have a Raise Dead (only the healer spell Raise Dead, no other raising effects allowed) can ‘re charge’ one usage. These Raise Dead spells cannot come from Circle of Healing.

Transformation Armor change

Armor Options:
● Natural Armor: 1 point for a single point of body armor. It covers every hit location. Up to 1 point of armor may be purchased. Cannot be used in conjunction with Regenerating Armor.
● Regenerating Armor: 3 points for a single point of body armor. Up to 1 point of armor may be purchased. The spellcaster must lie on his back without attacking. Once so positioned, the altered form’s armor regenerates 1 point for every 10 seconds the spellcaster remains still (repairing every hit location once would take 70 seconds). The spellcaster cannot choose to regenerate only one area to full, then go back to combat, but must take the time to repair all the armor damaged before resuming combat. Cannot be used in conjunction with Natural Armor.
● Both forms of armor may be repaired by casting Repair Item (repairs all locations)

Undead Soldier Armor change

Armor
1 pt. of armor (max 1 pt.)

Regenerating Armor
2 pts. armor (max 1 pt.)

● Armor can be repaired though use of one Repair Item spell for all locations
● An undead soldier may not have more than 1 point of armor, and may not combine regenerating armor and normal armor.

You can see Magic Missile and Lightning Bolt

You can see Magic Missile and Lightning Bolt:

Lightning Bolt

The prop is a physical representation of the magic. After it comes to rest, it cannot be affected or moved by anyone other than the spellcaster, but it may still be seen or guarded by anybody.

Magic Missile

The prop is a physical representation of the magic. After it comes to rest, it cannot be affected or moved by anyone other than the spellcaster, but it may still be seen or guarded by anybody.

Additionally, under “combat spells” Change the following:

Certain combat calls (see Lightning Bolt and Magic Missile in Combat Calls) involve a prop that is thrown at a combatant. After the prop has come to rest it is only a physical representation of magic, and cannot be moved or touched other than by the person who threw it. It may be seen and guarded, but not purposefully hidden (e.g. putting a bucket over)

Add new Pool Spell: Implement

Implement (Pool)
Material: Non-weapon, combat-safe Staff (between 4’ and 6’ long, inclusive,) Wand (between 12” and 18” long, inclusive,) or Orb (at least 4” in diameter).

The caster is able to create a staff, wand or orb (hereafter called “implement”) that enhances their own casting. Each time the spellcaster learns the spell, they gain 1 point into a pool from which they may purchase special abilities from the following choices below. At the magic check-in of an event, the caster may choose how the points in their pool are spent. An implement may not have more than 5
points spent into it.

Unless otherwise state, abilities gained that augment or alter spells require that the caster already knows the spell, otherwise there is no effect. In order to use the gained ability, the caster must be holding the implement in one hand.

If a weapon hits an implement, the implement is “broken” and may not be used until fixed. The caster can fix a broken implement by holding the implement with two hands, then counting to 200.

Gain 1 additional casting of one of the following spells for 1 point each: Find the Path, Fortune Tell, Guidance, Precognition, Skew Divination, Raise Dead, Deep Pockets, Enfeeble Being, Create Zombie, Beckon Corpse, Zombie Send, Disenchant, Disrupt.

Gain the following abilities for 1 point each:
● The active component for armored cloak is changed to “Kneel on one knee while holding the implement with both hands to cast or recharge”.
● The active component for protection from magic missile is changed to “Kneel on one knee while holding the implement with both hands”.
● When using a circle spell you may double the length of the rope. This may only be done once.

Gain 1 additional casting of one of the following spells for 2 points each: Call the Soul, Group Healing, Resist Magic, Create Undead, Soul Bane

Gain the following abilities for 2 points each:
● The active component for death watch is changed to “Spellcaster must kneel on one knee holding the orb with both hands for 60 seconds before being killed”. The requirement of recasting the spell has been removed.
● The uses for speak becomes unlimited.
● Gain 1 point to spend on your familiar. This ability may not be taken more than once.
● Gain 1 point to spend on your create undead soldier. This ability may not be taken more than once.

Gain 1 additional casting of one of the following spells for 3 points each: Vision, Séance

Gain the following abilities for 3 points each:
● Gain one use of Regeneration. You are not required to know the spell to use this ability.
● Gain one use of Regeneration. Upon completion, the spellcaster will be raised as a free-willed undead. You are not required to know the spell to use this ability.
● Gain one additional magic missile prop.

ADD TO CANTRIP:
This spell cannot be used with Staff/Wand/Orb.

Event Holders Council Change

Original:
Any Event Holder holding a “legal” event between January 1st and December 31st (inclusive) of the previous year and has attended at least 6 events including his own, shall be eligible to vote.

Change To:
Any Event Holder who throws and attends their “legal” event between January 1st and December 31st (inclusive) of the previous year and has attended at least 6 events including his own, shall be eligible to attend and vote at the Event Holders Council meeting.

If an Event Holder cannot or does not attend their own event due to real life emergencies, extenuating circumstances, etcetera, they may still sit on the council but their eligibility to vote (and back magic items) will be reviewed by the remaining EHC members [who can vote] to determine eligibility on a case by case basis.

Any EH that is determined to not be eligible to vote immediately: loses the privilege to vote and back magic items. This penalty remains in effect until the next time they throw a “legal” event. They may however still attend the meeting and provide verbal feedback in the forum. Eligibility of any EH that did not attend their own event will be determined at the beginning of the EHC regardless if they wish to attend.

Limit number of EHs that can be listed on an event

Section:
Rules for a Legal Event

Add the following bullet at the end of the other bullets in this section:

● An Event can only have one EH per event day.

Part III re-write / re-name

This did not change any rules, however it did re-organize the entire Part III: Being a Realms EH. Please see realmsnet.net for the actual wording.

Change blue duct tape to blue blade for weapons

Under Weapon Construction, change:
Only magic weapons should be made with blue duct tape, and you may only make a magic weapon through the use of spells in the magic system, or if you are an EH.

Change To:
Only magic weapons should be made with a blue-colored striking surface, and you may only make a magic weapon through the use of spells in the magic system, or if you are an EH.

Magic items must include the items name on it:

Original:
All magic items, including weapons, must have the responsible EH’s name, the date it was released and the words ‘Magic’ and ‘Stealable’ written on them.

Change To:
All magic items, including weapons, must have the items name or an accompanying tag, the responsible EH’s name, the date it was released and the words ‘Magic’ and ‘Stealable’ written on them.

Repairing Magic Items

Remove:
All magic weapons that are currently in existence may not be re-bladed without the use of a Repair Magic Item spell. When the foam in one breaks down, it is retired or repaired. Magic weapons may never be re-foamed without the use of a Repair Magic Item spell.

Add:
Magic weapons that are currently in existence may be re-bladed without the use of a Repair Magic Item spell, to repair safety issues, by first contacting and gaining permission from the issuing EH.

Allow EHs to call emergency EHC meetings

Section:
The Event Holder Council’s

After the last paragraph add:

Any serious issue(s), may be brought to the attention of the Event Holder List. If at least 50% of the EHs agree that a personal meeting is required to discuss the issue(s), an emergency EH meeting can be called. This meeting must be attended by at least 50% of legal event holders and meet the restrictions of a legal event for planning purposes (i.e. at least two week notice). The person calling for the meeting will work with the organizers of the upcoming Players Meeting and Event Holders Council. Meetings of this nature will not have the ability to make changes to the Omnibus.

Grandfathering:
This is subject to change but currently the wording is:

For the 2013 season only, all characters who were in existence (first attended an event) before 
February 2nd, 2013 are allowed to have up to 18 spells, making a legal build following the rules of the 
current Omnibus. At the first event that their PC attends in the 2013 season where the Omnibus is 
available, they must get their spellbook checked in and signed by the Event Holder or his designated 
Magic Marshal.

All spells after grandfathering will be added to the spellcaster’s “Spell Mastery” section, in addition 
to the list they had before grandfathering (if any).

Elected Positions:

Next Years Meeting Organizers – Jason & Angela Gray

Event List Administrator – Ian Pushee

Magic Item List Administrator – Neil Tozier

Death Marshall – Jason Gray

Please remember that rule changes do not go into effect until the first event that the Omnibus is printed and available at.

Proposal Idea: Paths -> Archetypes

Hey all,

I know that this is long, and verbose. But the concept I think is
pretty simple. And I’m looking for some feedback as to if you think
its REALMS or not.

So I’ve been thinking about different ways to structure spells (aka
classes) in Realms. And one of the things that occurred to me a while
back was that there is rarely ever a benefit for being a specific
class of healer beyond the “You don’t have to pay buy down costs for
these spells”. Why is that exactly? I don’t really have an answer for
that beyond because that’s the way the system was written. Can we
change that with out drastically revamping the system? Yes I think
that we can.

If we add 0 cost buy down (pool proposal) to the game I still think
that we should have some sort of path or class system.

Each path has an ability that makes it fundamentally different from
other paths. Healers can heal, Channelers can ward, Alchemists can
make potions, Sorcerers can throw around magic, Necromancers animate,
Seer’s divine the future/past, Blacksmiths repair things, Abjurer get
rid of things, Assassins kill things, Shaman are in touch with their
inner selves and nature, Protectionists protect themselves against
everything.

So lets make them better at what they do or reward them for being that
Class or Archetype. (Oops I said Archetype again! /looks both ways)

First off lets change progression to be 1-6, 1-6, 1-6. You gain the
Class Archetype ability for the first path that you choose. If you
unlearn your entire first path you may re-declare a first path.

Changes:
Remove 7th Circle spells from the spell table lists, some will go
away. Most will live on in some form as an Archetype ability..
Change Heal Limb to only work on Other Characters.
Reduce castings of some 3rd and 5th circle spells by 1. (aka all
spells mentioned below that now scale)

Add the following:

Archetypes:

Healer:
Caster may cast Heal Limb on themselves.
Caster may prepare Raise Dead as a heal over time spell, doing so
doubles the number of castings. (see Seed of Life)
Both Raise Dead and Combat Raise dead have a number of castings equal
to their base castings +1 for each two healing path spells in the path
it was learned in.

Channeler:
May once per event combine a casting of Circle of Protection and
Divine Aid to attempt an power request for help. (See intervention)
Divine Aid and Call the Soul have a number of castings equal to their
base castings +1 for each two Channeler path spells in the path it was
learned in.

Alchemist:
May once per event combine a casting of Create Poison and Create
Potion to create a poisonous but potent draught which restores some
spell casting ability. (See Power Potion)
Create Poison and Create Potion have a number of castings equal to
their base castings +1 for each two Alchemist path spells in the path
it was learned in.

Sorcerer:
May designate one of their magic missile props as a lightning bolt.
(See Lightning Bolt)
Cantrip has a number of castings equal to the base castings +1 for
each two Sorcerer path spells in the path it was earned in.
Magic Missile has a number of props equal to the base +1 for every 5
Sorcerer path spells in the path it was learned in.

Necromancer:
May cast Create Undead on themselves when they are animated or alive,
so that whey they die they regenerate to Undeath once. Preparing this
spell does not consume a casting, but does require the spellcaster to
have the spell and a casting available. (See Embrace Death)
Create Zombie and Create Undead -OR- Disease Weapon and Death Wish
have a number of castings equal to their base castings +1 for each two
Necromancer path spells in the path it was learned in.

Seer:
May once per event combine a Precognition and Vision in an attempt to
tell a Prophecy or Provide a Second Chance. Casting these two spells
in this way does not consume a casting, but does require the
spellcaster to have the spell and a casting available. (See Prophecy
and Second Chance)
Fortune Tell and Find the Path have a number of castings equal to
their base castings +1 for each two Seer path spells in the path it
was learned in.

Blacksmith:
May repair any item if they are “stationary” [cannot move feet] and
have both hand on the item for 5 minutes. [note: magic items are not
re-enchanted]
Mystic Forge and Repair Magic Item have a number of castings equal to
the base +1 for every 5 Blacksmith path spells in the path it was
learned in.

Abjurer:
May prepare Enfeeble Being and Disrupt into a ritual that may “Banish”
conjured or extra planar creatures. (see Ritual of Banishment)
Disenchant and Disrupt have a number of castings equal to their base
castings +1 for each two Seer path spells in the path it was learned in.

Assassin:
May prepare one specific weapon with one of the following spells:
Poison Weapon, Armor Piercing Weapon. Preparing this weapon does not
consume a casting, but does require the spellcaster to have the spell
and a casting available.
Soul Bane and Shapeshifting have a number of castings equal to their
base castings +1 for each two Assassin path spells in the path it was
learned in.

Shaman:
May once per event combine a casting of Commune with Spirit and
Transmute Self to release their inner nature. Casting these two spells
in this way does not consume a casting, but does require the
spellcaster to have the spell and a casting available. (See
Transformation)
Commune with Spirit has a number of castings equal to the base
castings +1 for each two Shaman path spells in the path it was earned in.
Regeneration has a number of castings equal to the base +1 for every 5
Shaman path spells in the path it was learned in.

Protection:
Caster may cast Protection from Melee Weapon and Protection from Magic
an additional time on themselves. These two spells do not stack with
other castings, however do enable the caster to Resist Death once.
Casting these two spells in this way does not consume a casting, but
does require the spellcaster to have the spell and a casting
available. (see Resist Death)
Protection from Missile Weapon and Protection from Melee Weapon have a
number of castings equal to the base +1 for every 5 Protection path
spells in the path it was learned in.

Note that this would change some of the formerly 7th Circle spells to
ONCE PER EVENT.

Examples:

Raise Dead would drop to 4 castings.
Comcast Raise Dead would drop to 2 castings.

A Healer with the following build:

P: Cure Disease
2: Heal Limb
3: Raise Dead
4: Call the Soul
5: Combat Raise Dead
6: Circle of Healing

Would have 6 castings of Raise Dead, and 4 Castings of Combat Raise
Dead. Stacking more spells like

P: Cure Disease
2: Heal Limb
3: Raise Dead
4: Raise Dead
5: Combat Raise Dead
6: Combat Raise Dead

Would result in 12 castings of Raise Dead, and 8 Castings of Combat
Raise Dead. Having only 1 Buy down would not be penalized…. (see
below)

P: Cure Disease
2: Heal Limb
3: Raise Dead
4: Enchant Armor
5: Combat Raise Dead
6: Combat Raise Dead

Would have 6 castings of Raise Dead, and 8 Castings of Combat Raise
Dead. Two buy downs would be penalized however.

P: Cure Disease
2: Heal Limb
3: Raise Dead
4: Enchant Armor
5: Combat Raise Dead
6: Armor Option (or any other buy down)

Would have 5 Castings of Raise Dead, and 3 castings of Combat Raise Dead.

Additional changes that this would be require [to make this a legal
proposal]:

1. Each spell would either have to stay in the spell diagram table, or
add a descriptor to each spell “Path: pathname”. [If we keep the
spell table then the following spells need to be removed or moved
within the table:

2. Archetype descriptions (above) would need to be added to the omnibus.

3. Under “Spellbooks” change:
“The beginning of each spellbook must have the spellcaster’s
in-character and out-of-character name; their current weapon
restriction; whether the spellcaster wears armor or not and whether
the spellbook is IC or OOC (see below).”

to:
The beginning of each spellbook must have the spellcaster’s
in-character and out-of-character name; their
archetype; their current weapon restriction; whether the
spellcaster wears armor or not and whether the spellbook is IC or OOC
(see below).

4. Move the following spells:
Create Magic Weapon to Blacksmith 6.
Remove Enchant Bracer from the game or move to Blacksmith 6.
Remove Assassin’s Blade from the game.

Question: “I am assuming you only get the “perks” if you take all the
spells within a path without getting “buydowns” to another path…or
do you get the perks simply by declaring a path even if you then take
no spells from that path?”

Answer: “You get the perks for your first spell path. It’s irrelevant
as to if a person actually takes any of that paths spells in said
actual path, because the perks all enhance spells in X path. If a
person doesn’t have the spells … then their perks are useless since
they cannot power them [except for Blacksmith].

example:

I declare myself a [evil evil] Necro!

My spell build is:

P: Repair Armor
2: Repair Armor
3: Heal Limb
4: Raise Dead
5: Raise Dead
6: Combat Raise Dead

My perks are:

May cast Create Undead on themselves when they are animated or alive,
so that whey they die they regenerate to Undeath once. Preparing this
spell does not consume a casting, but does require the spellcaster to
have the spell and a casting available. (See Embrace Death)
Create Zombie and Create Undead -OR- Disease Weapon and Death Wish
have a number of castings equal to their base castings +1 for each two
Necromancer path spells in the path it was learned in.

I don’t have Create Undead so I cannot empower my Embrace Death
effect. I do not have the other spells so I still have 0 castings of
said spells. The perks only increase the castings of spells you have.
[perhaps that was a little unclear]

If however I later take a second path….

P: Speak with Dead
2: Heal Undead Limb
3: Create Zombie
4: Beckon Corpse
5: Create Undead
6: Create Undead

Not only would I suddenly be able to empower my Embrace Death effect,
but my Create Undeads would have 3 castings each, and my Create Zombie
would have 4 castings.

What might be broken about this would be with out paths… the
declaration could make for uber specialized builds. Here is a healer
example:

HEALER

P1 (5 healer spells)

P: Cure Disease
2: Heal Limb
3: Raise Dead
4: Raise Dead
5: Combat Raise Dead
6: Combat Raise Dead

p2 (4 healer spells)
P: Identify
2: Disrupt Light

3: Raise Dead
4: Raise Dead
5: Combat Raise Dead
6: Combat Raise Dead

P3 (4 healer spells)
P: Light
2: Group Healing

3: Raise Dead
4: Raise Dead
5: Combat Raise Dead
6: Combat Raise Dead

Raise Dead castings
p1: 4+2 = 6 x2 = 12
p2: 4+2 = 6 x2 = 12
p3: 4+2 = 6 x2 = 12
——————-
36 castings [vs 30 they would have now]

Additionally if they really wanted to they could turn their 36
castings of Raise Dead in 72 Seeds of Life.

Combat Raise Dead castings
p1: 2+2 = 4 x2 = 8
p2: 2+2 = 4 x2 = 8
p3: 2+2 = 4 x2 = 8
——————-
24 castings [vs 18 they would have now]

Some healers would drop one learning of Combat Raise Dead for Circle
of Healing. They would still have 20 castings if they did this.”

p.s. Please blame Dave Hayden for this proposal… he wrote “I dislike
this in principle because it makes raises available to all
casters at the same cost – healers should be better able to heal than
everyone else.” on another proposal and it spawned this whole thing. 🙂

|
Spell Paths
First Circle Pool
1 Cure Disease Identify Creature Repair Armor
1 Detect Magic Immunity to Poison Silver Strike
1 Disrupt Light Light Speak
1 Heartiness Pas Speak with Dead
1 Identify Protect Item Zombie Walk
1   Implement  
  Healer Channeler Alchemist
2 Heal Limb
Group Healing
Ward: Undead Potion of Armor Repair
3 Raise Dead Protect the Soul Potion of Heal Limb
4 Call the Soul Call the Soul
Divine Aid
Potion of Combat Raise Dead
Potion of Create Zombie
5 Combat Raise Dead Circle of Protection Create Poison
6 Circle of Healing Ward: Enchanted Beings Create Potion
7 Seed of Life
Cry of Life
Intervention Power Potion
  Sorceror Necromaner Seer
2 Enchant Weapon
Prot. Magic Missile
Heal Undead Limb
Zombie Send
Guidance
3 Cantrip Create Zombie
Disease Weapon
Fortune Tell
4 Armored Cloak Beckon Corpse Precognition
5 Magic Missile Create Undead
Death Wish
Find the Path
Seance
6 Familiar Create Undead Soldier Vision
7 Lightning Bolt Embrace Death Prophecy
Second Chance
  Blacksmith Abjurer Assassin
2 Repair Item Prot. Magic Missile Deep Pockets
3 Enchant Armor Disenchant Feign Death
Soul Bane
4 Ghost Blade
Mystic Forge
Enfeeble Being Eviscerate
Skew Divination
5 Repair Magic Item Disrupt Poison Weapon
Shapeshifting
6 Silver Weapon Resist Magic Armor-Piercing Weapon
7 Create Magic Weapon
Enchant Bracer
Ritual of Banishment Assassin’s Blade
  Shaman   Protection
2 Death Watch   Protection from Boulder
3 Commune with Spirit   Protection from Missile Weapon
4 Purity:Disease
Purity:Poison
  Protection from Melee Weapon
5 Animal Companion
Transmute Self
  Protection from Magic
6 Regeneration   Regenerate the Scalp
7 Transformation   Resist Death