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	<id>https://wizlords.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aurelian</id>
	<title>Wizards and Warlords - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wizlords.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aurelian"/>
	<link rel="alternate" type="text/html" href="https://wizlords.wiki/Special:Contributions/Aurelian"/>
	<updated>2026-11-02T14:10:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Multiple_characters&amp;diff=2443</id>
		<title>Template:Multiple characters</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Multiple_characters&amp;diff=2443"/>
		<updated>2026-10-05T18:28:33Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Collapsible section&lt;br /&gt;
|toc=Multiple Characters&lt;br /&gt;
|title=Multiple Characters&lt;br /&gt;
|summary=Expand this section if you want to play more than one character.&lt;br /&gt;
|id=wizlords-multiple-characters-section&lt;br /&gt;
|bottom=yes&lt;br /&gt;
|bottom class=wizlords-multiple-characters-collapse&lt;br /&gt;
|content=&lt;br /&gt;
Players may have up to three active characters at any one time.&lt;br /&gt;
&lt;br /&gt;
Each character is treated as an entirely separate individual within the world.&lt;br /&gt;
&lt;br /&gt;
Characters do not share:&lt;br /&gt;
&lt;br /&gt;
* Experience&lt;br /&gt;
* Reputation&lt;br /&gt;
* Coin&lt;br /&gt;
* Items&lt;br /&gt;
* Treasures&lt;br /&gt;
* Story Progression&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Creating Additional Characters&amp;lt;/div&amp;gt;&lt;br /&gt;
When creating a second or third character, that character begins as a brand new resident of Tanyth.&lt;br /&gt;
&lt;br /&gt;
New characters start with:&lt;br /&gt;
&lt;br /&gt;
* 0 Experience&lt;br /&gt;
* 0 Reputation&lt;br /&gt;
* 0 Coin&lt;br /&gt;
* No Items or Treasures&lt;br /&gt;
&lt;br /&gt;
Your existing characters retain all of their own progression separately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Choosing a Character to Play&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before each game session, players must nominate which of their characters they will be playing.&lt;br /&gt;
&lt;br /&gt;
Only one character may be played during a game session.&lt;br /&gt;
&lt;br /&gt;
For full-day events, weekend events, campaigns, and other long-form adventures, players must select a single character for the entire duration of the event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Character Retirement and Consolidation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players may retire or delete characters that they no longer wish to play.&lt;br /&gt;
&lt;br /&gt;
Once every six months, players may request a character consolidation.&lt;br /&gt;
&lt;br /&gt;
During consolidation, one character is selected to receive the Experience earned by another retired character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;What Transfers?&amp;lt;/div&amp;gt;&lt;br /&gt;
The following transfers to the chosen character:&lt;br /&gt;
&lt;br /&gt;
* Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;What Is Lost?&amp;lt;/div&amp;gt;&lt;br /&gt;
The following are not transferred during consolidation:&lt;br /&gt;
&lt;br /&gt;
* Reputation&lt;br /&gt;
* Coin&lt;br /&gt;
* Items&lt;br /&gt;
* Treasures&lt;br /&gt;
* Story Rewards&lt;br /&gt;
&lt;br /&gt;
These are lost when the character is retired.&lt;br /&gt;
&lt;br /&gt;
This system allows players to experiment with different character concepts while ensuring progression remains meaningful and manageable.&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the complete Multiple Characters guidance used on the Character Creation page. It reuses [[Template:Collapsible section]] and preserves the existing ID, headings, summary, content, bottom control, and special bottom-control class.&lt;br /&gt;
&lt;br /&gt;
Edit this template when changing the shared rules for creating, playing, retiring, or consolidating multiple characters. Do not place it more than once on the same rendered page because it uses the fixed ID &amp;lt;code&amp;gt;wizlords-multiple-characters-section&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Multiple characters}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Multiple_characters&amp;diff=2442</id>
		<title>Template:Multiple characters</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Multiple_characters&amp;diff=2442"/>
		<updated>2026-10-05T18:27:56Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Collapsible section&lt;br /&gt;
|toc=Multiple Characters&lt;br /&gt;
|title=Multiple Characters&lt;br /&gt;
|summary=Expand this section if you want to play more than one character.&lt;br /&gt;
|id=wizlords-multiple-characters-section&lt;br /&gt;
|bottom=yes&lt;br /&gt;
|bottom class=wizlords-multiple-characters-collapse&lt;br /&gt;
|content=&lt;br /&gt;
Players may have up to three active characters at any one time.&lt;br /&gt;
&lt;br /&gt;
Each character is treated as an entirely separate individual within the world.&lt;br /&gt;
&lt;br /&gt;
Characters do not share:&lt;br /&gt;
&lt;br /&gt;
* Experience&lt;br /&gt;
* Reputation&lt;br /&gt;
* Coin&lt;br /&gt;
* Items&lt;br /&gt;
* Treasures&lt;br /&gt;
* Story Progression&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Creating Additional Characters&amp;lt;/div&amp;gt;&lt;br /&gt;
When creating a second or third character, that character begins as a brand new resident of Tanyth.&lt;br /&gt;
&lt;br /&gt;
New characters start with:&lt;br /&gt;
&lt;br /&gt;
* 0 Experience&lt;br /&gt;
* 0 Reputation&lt;br /&gt;
* 0 Coin&lt;br /&gt;
* No Items or Treasures&lt;br /&gt;
&lt;br /&gt;
Your existing characters retain all of their own progression separately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Choosing a Character to Play&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before each game session, players must nominate which of their characters they will be playing.&lt;br /&gt;
&lt;br /&gt;
Only one character may be played during a game session.&lt;br /&gt;
&lt;br /&gt;
For full-day events, weekend events, campaigns, and other long-form adventures, players must select a single character for the entire duration of the event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Character Retirement and Consolidation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players may retire or delete characters that they no longer wish to play.&lt;br /&gt;
&lt;br /&gt;
Once every six months, players may request a character consolidation.&lt;br /&gt;
&lt;br /&gt;
During consolidation, one character is selected to receive the Experience earned by another retired character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;What Transfers?&amp;lt;/div&amp;gt;&lt;br /&gt;
The following transfers to the chosen character:&lt;br /&gt;
&lt;br /&gt;
* Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;What Is Lost?&amp;lt;/div&amp;gt;&lt;br /&gt;
The following are not transferred during consolidation:&lt;br /&gt;
&lt;br /&gt;
* Reputation&lt;br /&gt;
* Coin&lt;br /&gt;
* Items&lt;br /&gt;
* Treasures&lt;br /&gt;
* Story Rewards&lt;br /&gt;
&lt;br /&gt;
These are lost when the character is retired.&lt;br /&gt;
&lt;br /&gt;
This system allows players to experiment with different character concepts while ensuring progression remains meaningful and manageable.&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the complete Multiple Characters guidance used on the Character Creation page. It reuses [[Template:Collapsible section]] and preserves the existing ID, headings, summary, content, bottom control, and special bottom-control class.&lt;br /&gt;
&lt;br /&gt;
Edit this template when changing the shared rules for creating, playing, retiring, or consolidating multiple characters. Do not place it more than once on the same rendered page because it uses the fixed ID &amp;lt;code&amp;gt;wizlords-multiple-characters-section&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Multiple characters}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2441</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2441"/>
		<updated>2026-10-05T18:25:10Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 2.2. Chanting and Spell Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. &lt;br /&gt;
** Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. &lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
** Represented by a purple or white weapon sock.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Arcane, 2 Arcane, 3 Arcane...&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Blessed, 2 Blessed, 3 Blessed...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2440</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2440"/>
		<updated>2026-10-05T18:24:46Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 2.2. Chanting and Spell Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. &lt;br /&gt;
** Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. &lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
** Represented by a purple or white weapon sock.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Arcane, 2 Arcane, 3 Arcane...&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;quot;1 Bless, 2 Bless, 3 Bless...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2439</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2439"/>
		<updated>2026-10-05T18:24:25Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 2.2. Chanting and Spell Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. &lt;br /&gt;
** Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. &lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
** Represented by a purple or white weapon sock.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Arcane, 2 Arcane, 3 Arcane...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Bless, 2 Bless, 3 Bless...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2438</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2438"/>
		<updated>2026-10-05T18:23:22Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 1.2. Recognising Magical Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. &lt;br /&gt;
** Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. &lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
** Represented by a purple or white weapon sock.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2437</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2437"/>
		<updated>2026-10-05T18:23:06Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 1.2. Recognising Magical Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. &lt;br /&gt;
** Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. &lt;br /&gt;
** Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2436</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2436"/>
		<updated>2026-10-05T18:22:43Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 1.2. Recognising Magical Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. &lt;br /&gt;
**If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. &lt;br /&gt;
**Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2435</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2435"/>
		<updated>2026-10-05T18:21:51Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
Healers must clearly tell the player which spell they are using, with an understandable call such as &amp;quot;Heal, 2 HP!&amp;quot; or &amp;quot;Full Heal!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2434</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2434"/>
		<updated>2026-10-05T18:18:01Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2433</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2433"/>
		<updated>2026-10-05T18:16:39Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;An example of what a spellbook can look like.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2432</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2432"/>
		<updated>2026-10-05T18:15:32Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2431</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2431"/>
		<updated>2026-10-05T18:14:58Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Buckler.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Large round shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Rectangular shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: buckler, large round shield, and rectangular shield.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bow and arrows.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bandgun and band ammunition.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: bow and arrows, and bandgun with band ammunition.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Arcane Bolts.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Death Balls.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: Arcane Bolts and Death Balls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2430</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2430"/>
		<updated>2026-10-05T18:12:06Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 4. Spell Projectiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Buckler.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Large round shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Rectangular shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: buckler, large round shield, and rectangular shield.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bow and arrows.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bandgun and band ammunition.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: bow and arrows, and bandgun with band ammunition.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Arcane Bolts.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Death Balls.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: Arcane Bolts and Death Balls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2429</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2429"/>
		<updated>2026-10-05T18:11:53Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Buckler.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Large round shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Rectangular shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: buckler, large round shield, and rectangular shield.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bow and arrows.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bandgun and band ammunition.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: bow and arrows, and bandgun with band ammunition.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Arcane Bolts.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Death Balls.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: Arcane Bolts and Death Balls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2428</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2428"/>
		<updated>2026-10-05T18:11:43Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Buckler.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Large round shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Rectangular shield.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: buckler, large round shield, and rectangular shield.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bow and arrows.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Bandgun and band ammunition.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: bow and arrows, and bandgun with band ammunition.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery wizlords-example-gallery-two&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Arcane Bolts.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Temporary placeholder for Death Balls.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: Arcane Bolts and Death Balls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
* [[The Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Race_intro/styles.css&amp;diff=2427</id>
		<title>Template:Race intro/styles.css</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Race_intro/styles.css&amp;diff=2427"/>
		<updated>2026-10-05T18:06:51Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Template:Race intro/styles.css */&lt;br /&gt;
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.wizlords-race-intro-example-image a,&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2426</id>
		<title>Armour &amp; Hit Points</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2426"/>
		<updated>2026-10-05T18:05:52Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have from adding together their base HP, armour, and bonuses from helmets and costuming is 13 HP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Players can gain further temporary HP with spells and potions.&lt;br /&gt;
&lt;br /&gt;
== 1. Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine with overlapping metal pieces&#039;&#039;&#039;, or &#039;&#039;&#039;lamellar and scales&#039;&#039;&#039;.&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 2. Armour Zones and Coverage ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:armourzones.png|234px|link=File:Armourzones.png|alt=Front and back body diagrams showing the sixteen armour zones on the arms, legs, and torso.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;The 16 armour zones.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== 3. Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Light Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Heavy Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
==== 3.2.1. Additional Notes ====&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 4. Bonus HP from Helmets and Costuming ==&lt;br /&gt;
You may earn &#039;&#039;&#039;Bonus HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:Race intro/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-examples wizlords-example-gallery&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-images wizlords-example-images-three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a +1 Bonus HP helmet.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a +2 Bonus HP helmet.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-example-image&amp;quot;&amp;gt;[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Drakeling tail.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-race-intro-caption&amp;quot;&amp;gt;Left to right: +1 Bonus HP helmet, +2 Bonus HP helmet, and Drakeling tail (+1 Bonus HP).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 4.1. +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These bonuses may &#039;&#039;&#039;stack&#039;&#039;&#039;, to a maximum of &#039;&#039;&#039;+2 Bonus HP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.2. +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This bonus cannot stack with any of the +1 Bonus HP options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Drakeling Tail ===&lt;br /&gt;
* Drakeling characters wearing an approved tail gain an additional +1 Bonus HP.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with any other Bonus HP gained from costuming and gear, allowing a Drakeling to gain up to +3 Bonus HP in total.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]] ← Next Step&lt;br /&gt;
* [[Combat &amp;amp; Damage]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2425</id>
		<title>Armour &amp; Hit Points</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2425"/>
		<updated>2026-10-05T18:04:03Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have from adding together their base HP, armour, and bonuses from helmets and costuming is 13 HP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Players can gain further temporary HP with spells and potions.&lt;br /&gt;
&lt;br /&gt;
== 1. Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine with overlapping metal pieces&#039;&#039;&#039;, or &#039;&#039;&#039;lamellar and scales&#039;&#039;&#039;.&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 2. Armour Zones and Coverage ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:armourzones.png|234px|link=File:Armourzones.png|alt=Front and back body diagrams showing the sixteen armour zones on the arms, legs, and torso.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;The 16 armour zones.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== 3. Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Light Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Heavy Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
==== 3.2.1. Additional Notes ====&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 4. Bonus HP from Helmets and Costuming ==&lt;br /&gt;
You may earn &#039;&#039;&#039;Bonus HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for a helmet granting +1 Bonus HP.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;+1 Bonus HP helmet.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for a full steel helmet granting +2 Bonus HP.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;+2 Bonus HP helmet.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for an approved Drakeling tail.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;Drakeling tail: +1 Bonus HP.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 4.1. +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These bonuses may &#039;&#039;&#039;stack&#039;&#039;&#039;, to a maximum of &#039;&#039;&#039;+2 Bonus HP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.2. +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This bonus cannot stack with any of the +1 Bonus HP options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Drakeling Tail ===&lt;br /&gt;
* Drakeling characters wearing an approved tail gain an additional +1 Bonus HP.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with any other Bonus HP gained from costuming and gear, allowing a Drakeling to gain up to +3 Bonus HP in total.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]] ← Next Step&lt;br /&gt;
* [[Combat &amp;amp; Damage]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2424</id>
		<title>Armour &amp; Hit Points</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2424"/>
		<updated>2026-10-05T18:03:50Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have from adding together their base HP, armour, and bonuses from helmets and costuming is 13 HP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Players can gain further temporary HP with spells and potions.&lt;br /&gt;
&lt;br /&gt;
== 1. Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine with overlapping metal pieces&#039;&#039;&#039;, or &#039;&#039;&#039;lamellar and scales&#039;&#039;&#039;.&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 2. Armour Zones and Coverage ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:armourzones.png|234px|link=File:Armourzones.png|alt=Front and back body diagrams showing the sixteen armour zones on the arms, legs, and torso.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;The 16 armour zones.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== 3. Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Light Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Heavy Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
==== 3.2.1. Additional Notes ====&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 4. Bonus HP from Helmets and Costuming ==&lt;br /&gt;
You may earn &#039;&#039;&#039;Bonus HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for a helmet granting +1 Bonus HP.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;+1 Bonus HP helmet.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for a full steel helmet granting +2 Bonus HP.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;+2 Bonus HP helmet.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder for an approved Drakeling tail.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;Drakeling tail: +1 Bonus HP.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 4.1. +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These bonuses may &#039;&#039;&#039;stack&#039;&#039;&#039;, to a maximum of &#039;&#039;&#039;+2 Bonus HP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.2. +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This bonus cannot stack with any of the +1 Bonus HP options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Drakeling Tail ===&lt;br /&gt;
* Drakeling characters wearing an approved tail gain an additional +1 Bonus HP.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with any other Bonus HP gained from costuming and gear, allowing a Drakeling to gain up to +3 Bonus HP in total.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Weapons and Equipment]] ← Next Step&lt;br /&gt;
* [[Combat and Damage]]&lt;br /&gt;
* [[Terrain and Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Game_Types_and_Maps&amp;diff=2423</id>
		<title>Game Types and Maps</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Game_Types_and_Maps&amp;diff=2423"/>
		<updated>2026-10-05T18:03:36Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
Weekly games use a variety of objectives, from capturing banners and binding relics to rescuing prisoners and confronting dangerous creatures. Select a game below to read its deployment, victory conditions, and additional rules.&lt;br /&gt;
&lt;br /&gt;
You do not need to memorise these rules, as the objectives and any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different game types, objectives, creatures, and special mechanics that may appear during play.&lt;br /&gt;
&lt;br /&gt;
See [[Game Special Rules]] for the shared scenario mechanics, including respawns and additional rules.&lt;br /&gt;
&lt;br /&gt;
== 1. Game Types ==&lt;br /&gt;
&lt;br /&gt;
{{Capture the Beast}}&lt;br /&gt;
&lt;br /&gt;
{{Capture the flag}}&lt;br /&gt;
&lt;br /&gt;
{{Claimed by Might}}&lt;br /&gt;
&lt;br /&gt;
{{Egg Hunt}}&lt;br /&gt;
&lt;br /&gt;
{{Envoys}}&lt;br /&gt;
&lt;br /&gt;
{{First Claim}}&lt;br /&gt;
&lt;br /&gt;
{{First Impressions}}&lt;br /&gt;
&lt;br /&gt;
{{For Honour}}&lt;br /&gt;
&lt;br /&gt;
{{Hide and Seek}}&lt;br /&gt;
&lt;br /&gt;
{{King of the Hill}}&lt;br /&gt;
&lt;br /&gt;
{{Loot and Pillage}}&lt;br /&gt;
&lt;br /&gt;
{{Reclaim the Hill}}&lt;br /&gt;
&lt;br /&gt;
{{Recruitment Drive}}&lt;br /&gt;
&lt;br /&gt;
{{Regicide}}&lt;br /&gt;
&lt;br /&gt;
{{Release the Beast}}&lt;br /&gt;
&lt;br /&gt;
{{Skulls of Command}}&lt;br /&gt;
&lt;br /&gt;
{{Steal the Flag}}&lt;br /&gt;
&lt;br /&gt;
{{Take and Hold}}&lt;br /&gt;
&lt;br /&gt;
{{Take no Prisoners}}&lt;br /&gt;
&lt;br /&gt;
{{The Arcane Storm}}&lt;br /&gt;
&lt;br /&gt;
{{The Ritual}}&lt;br /&gt;
&lt;br /&gt;
{{Treasure Hunt}}&lt;br /&gt;
&lt;br /&gt;
{{Valley of the Ancients}}&lt;br /&gt;
&lt;br /&gt;
{{We Don&#039;t Want It}}&lt;br /&gt;
&lt;br /&gt;
== 2. Maps ==&lt;br /&gt;
Maps will be created and added over time, so check back when you can!&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Weekly Games|How Weekly Games Work]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Game_Special_Rules&amp;diff=2422</id>
		<title>Game Special Rules</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Game_Special_Rules&amp;diff=2422"/>
		<updated>2026-10-05T18:02:54Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Some games use additional rules, objectives, or battlefield mechanics beyond the standard rules of Wizards and Warlords.&lt;br /&gt;
&lt;br /&gt;
The most common special rules are the Respawn and Limited Respawn rules, which all players should familiarise themselves with.&lt;br /&gt;
&lt;br /&gt;
The remaining special rules are provided as a reference and will always be explained during the game briefing if they are being used.&lt;br /&gt;
&lt;br /&gt;
== 1. Respawns ==&lt;br /&gt;
Some games allow players to return to the battle after becoming [[Combat &amp;amp; Damage#Downed|Downed]]. The respawn rules used for a game will be explained during the briefing and are detailed below.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Respawn ===&lt;br /&gt;
If respawn is active and a player is Downed, they may choose to go to their team&#039;s respawn point instead of waiting to be healed or resurrected.&lt;br /&gt;
&lt;br /&gt;
Each team has two respawn points located in the corners of their deployment zone.&lt;br /&gt;
&lt;br /&gt;
To respawn:&lt;br /&gt;
&lt;br /&gt;
* Walk to your team&#039;s designated respawn point.&lt;br /&gt;
* If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed.&lt;br /&gt;
* Count aloud to twice your base starting HP:&lt;br /&gt;
** &#039;&#039;&#039;Base 2 HP → Count to 4.&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Base 4 HP → Count to 8.&#039;&#039;&#039;&lt;br /&gt;
* Once the count is complete, you may re-enter the game.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Limited Respawn ===&lt;br /&gt;
Limited Respawn uses the normal Respawn rules with a limit on the number of times each player may respawn during the game.&lt;br /&gt;
&lt;br /&gt;
The number listed for the scenario is the maximum number of respawns available to each player.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* &#039;&#039;&#039;Limited Respawn 3&#039;&#039;&#039; allows each player to respawn up to &#039;&#039;&#039;three times&#039;&#039;&#039; during the game.&lt;br /&gt;
&lt;br /&gt;
Once a player has used all of their available respawns, they may no longer use the Respawn mechanic. However, they may still return to play through resurrection, or other scenario-specific rules where applicable.&lt;br /&gt;
&lt;br /&gt;
== 2. Scenario Additional Rules ==&lt;br /&gt;
The following rules may be used in specific scenarios, events, or game modes.&lt;br /&gt;
&lt;br /&gt;
You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play.&lt;br /&gt;
&lt;br /&gt;
{{Banner rules}}&lt;br /&gt;
&lt;br /&gt;
{{Relics rules}}&lt;br /&gt;
&lt;br /&gt;
{{Relic binding rules}}&lt;br /&gt;
&lt;br /&gt;
{{Burial mounds rules}}&lt;br /&gt;
&lt;br /&gt;
{{Beasts rules}}&lt;br /&gt;
&lt;br /&gt;
{{Eggs rules}}&lt;br /&gt;
&lt;br /&gt;
{{Marauders rules}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Character Creation]] ← Next Step&lt;br /&gt;
* [[Weekly Games]]&lt;br /&gt;
* [[Game Types and Maps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2421</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2421"/>
		<updated>2026-10-05T18:02:33Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Dacklash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2420</id>
		<title>Safety Rules</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2420"/>
		<updated>2026-10-05T18:01:53Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 4. Terrain Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Player safety is the highest priority at all Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
While combat and physical activity are core parts of the game, all participants are expected to act responsibly, use common sense, and help create a safe and enjoyable environment for everyone.&lt;br /&gt;
&lt;br /&gt;
Minor bumps, trips, and bruises can occur during physical play. First aid equipment is available on-site, and Marshals are available to assist if required.&lt;br /&gt;
&lt;br /&gt;
== 1. Follow All Marshal Directions ==&lt;br /&gt;
Marshals are responsible for maintaining player safety and ensuring the game runs smoothly.&lt;br /&gt;
&lt;br /&gt;
All participants must follow instructions given by Marshals immediately.&lt;br /&gt;
&lt;br /&gt;
If a Marshal stops play, issues a safety instruction, or directs players to move away from an area, those instructions take precedence over all game rules.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Warnings ===&lt;br /&gt;
Marshals may issue a warning if a player breaks a rule, behaves unsafely, or acts in a manner that negatively impacts the game.&lt;br /&gt;
&lt;br /&gt;
A warning is intended to identify the issue and help the player correct their behaviour. Players are expected to take warnings seriously and adjust their conduct accordingly.&lt;br /&gt;
&lt;br /&gt;
Repeated warnings or serious breaches of the rules may result in further action.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Red Cards ===&lt;br /&gt;
Marshals may issue a &#039;&#039;&#039;Red Card&#039;&#039;&#039; for serious rule breaches, unsafe behaviour, repeated warnings, or conduct that negatively impacts the safety or enjoyment of others.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Red Card&#039;&#039;&#039; removes the player from the game for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
Players who receive multiple Red Cards, repeatedly ignore staff directions, or engage in serious misconduct may be suspended from future Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
The duration of any suspension will be determined by the event organisers.&lt;br /&gt;
&lt;br /&gt;
== 2. General Conduct ==&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Good Sportsmanship ===&lt;br /&gt;
Wizards and Warlords is a collaborative game. Players are expected to act in good faith, resolve disputes respectfully, and remember that everyone is here to have fun.&lt;br /&gt;
&lt;br /&gt;
Winning a battle or achieving an objective should never come at the expense of another player&#039;s safety or enjoyment.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. General Safety Rules ===&lt;br /&gt;
All participants must:&lt;br /&gt;
&lt;br /&gt;
* Treat fellow players with respect.&lt;br /&gt;
* Remain aware of their surroundings at all times.&lt;br /&gt;
* Use only approved LARP-safe weapons and equipment.&lt;br /&gt;
* Report any damaged or unsafe equipment to a Marshal.&lt;br /&gt;
* Immediately report any injury or safety concern.&lt;br /&gt;
&lt;br /&gt;
== 3. Combat Safety Rules ==&lt;br /&gt;
Combat should always be controlled, safe, and enjoyable for everyone involved.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Pulling Blows ===&lt;br /&gt;
All strikes must be controlled and delivered with appropriate force.&lt;br /&gt;
&lt;br /&gt;
Players must pull their blows to avoid causing injury. Combat is intended to simulate battle, not inflict harm.&lt;br /&gt;
&lt;br /&gt;
Excessive force, reckless swinging, or intentionally striking harder than necessary is not permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Body Rushing ===&lt;br /&gt;
Players must not body rush opponents.&lt;br /&gt;
&lt;br /&gt;
Body rushing refers to using your body, weapon, or shield to make forceful physical contact with another player in order to:&lt;br /&gt;
&lt;br /&gt;
* Push them backwards.&lt;br /&gt;
* Force passage through a gap.&lt;br /&gt;
* Knock them off balance.&lt;br /&gt;
* Move them through physical pressure rather than normal combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.3. Weapon Pinning and Entrapment ===&lt;br /&gt;
During gameplay, an opponent&#039;s weapon may occasionally become pinned against terrain, boundary netting, or tangled in clothing, armour, or equipment.&lt;br /&gt;
&lt;br /&gt;
If this occurs:&lt;br /&gt;
&lt;br /&gt;
* Players should make a reasonable effort to release the trapped weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away during normal combat is permitted.&lt;br /&gt;
* Players must not intentionally trap, pin, or entangle another player&#039;s weapon against terrain, boundary netting, equipment, or another player.&lt;br /&gt;
&lt;br /&gt;
Accidental entanglements can happen during combat. If a weapon becomes trapped, players should prioritise safety and quickly resolve the situation before continuing to fight.&lt;br /&gt;
&lt;br /&gt;
=== 3.4. Couching and Ducking ===&lt;br /&gt;
Players may jump, sidestep, retreat, or otherwise to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
However, players must not deliberately crouch, duck, kneel, or suddenly lower their height in order to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
=== 3.5. Shield Bashing ===&lt;br /&gt;
Players must not use shields to make forceful physical contact with another player.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
* Pushing with a shield.&lt;br /&gt;
* Striking a player with a shield.&lt;br /&gt;
* Using a shield to force an opponent backwards.&lt;br /&gt;
&lt;br /&gt;
=== 3.6. Blocking with Ranged Weapons ===&lt;br /&gt;
Bows, crossbows, bandguns, and other ranged weapons may not be used to block attacks.&lt;br /&gt;
&lt;br /&gt;
Players must not intentionally parry, deflect, or absorb incoming attacks with a ranged weapon. If struck while holding a ranged weapon, the attack should be taken as if that weapon was not in the way. &lt;br /&gt;
&lt;br /&gt;
Players that attempt to block with a ranged weapon may be warned or red carded and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== 4. Terrain Safety ==&lt;br /&gt;
Players must not climb over terrain, obstacles, walls, fences, barricades, or other environmental features unless specifically instructed otherwise by event staff.&lt;br /&gt;
&lt;br /&gt;
Combat around terrain is permitted, however players are &#039;&#039;&#039;not allow to crouch behind low walls&#039;&#039;&#039; for safety.&lt;br /&gt;
&lt;br /&gt;
Specific terrain interactions are covered in the [[Terrain &amp;amp; Hazards|Terrain Rules]] section.&lt;br /&gt;
&lt;br /&gt;
== 5. Injuries and Accidents ==&lt;br /&gt;
Player safety always takes priority over the game.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. If You Are Injured ===&lt;br /&gt;
* Immediately stop participating in combat.&lt;br /&gt;
* Inform nearby players.&lt;br /&gt;
* Seek assistance from a Marshal, if required.&lt;br /&gt;
* Move to a safe location if able to do so.&lt;br /&gt;
&lt;br /&gt;
=== 5.2. If You Injure Another Player ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check that the player is okay.&lt;br /&gt;
* Assist them if required.&lt;br /&gt;
* Notify a Marshal, if required.&lt;br /&gt;
&lt;br /&gt;
== 6. CODE RED: Emergency Call ==&lt;br /&gt;
In the event of a serious injury or emergency, any player may call:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This call should only be used for genuine emergencies.&lt;br /&gt;
&lt;br /&gt;
=== 6.1. If You Hear CODE RED! ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check your surroundings.&lt;br /&gt;
* If safe to do so, sit or kneel where you are.&lt;br /&gt;
* Raise your weapon above your head.&lt;br /&gt;
* Repeat &#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039; until combat around you has stopped.&lt;br /&gt;
* Follow all instructions given by Marshals.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured person.&lt;br /&gt;
&lt;br /&gt;
=== 6.2. Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, a Marshal will signal the restart of play by calling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;GAME ON!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or sounding the event horn.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Combat &amp;amp; Damage]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2419</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2419"/>
		<updated>2026-10-05T18:01:04Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 2.4. Physical Representations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons &amp;amp; Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Dacklash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain and Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2418</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Spellcasting&amp;diff=2418"/>
		<updated>2026-10-05T18:00:51Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.&lt;br /&gt;
&lt;br /&gt;
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].&lt;br /&gt;
&lt;br /&gt;
== 1. The Basics ==&lt;br /&gt;
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Common Spells and Calls ===&lt;br /&gt;
==== Healing Spells ====&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Heal|Heal]]&#039;&#039;&#039; - Restores 2 HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Full_Heal|Full Heal]]&#039;&#039;&#039; - Restores all HP.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Mass_Heal|Mass Heal]]&#039;&#039;&#039; - Restores all HP of up to 5 adjacent players.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Resurrection|Resurrection]]&#039;&#039;&#039; - Revives a [[Combat &amp;amp; Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).&lt;br /&gt;
&lt;br /&gt;
==== Battle Calls ====&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Force&amp;quot;&#039;&#039;&#039; - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Bind&amp;quot;&#039;&#039;&#039; - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Immobilise&amp;quot;&#039;&#039;&#039; - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Taunt&amp;quot;&#039;&#039;&#039; - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted. &lt;br /&gt;
** &#039;&#039;This spell only will affect you if you are playing a summon or NPC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Nullify&amp;quot;&#039;&#039;&#039; - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Recognising Magical Buffs ===&lt;br /&gt;
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]&#039;&#039;&#039; - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]&#039;&#039;&#039; - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.&lt;br /&gt;
** &#039;&#039;&#039;[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]&#039;&#039;&#039; function identically but may only be cast on two-handed weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;&#039; - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons &amp;amp; Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.&lt;br /&gt;
&lt;br /&gt;
=== 1.3. Blessed and Enchanted Equipment ===&lt;br /&gt;
Weapons and shields affected by &#039;&#039;&#039;Arcane Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Blessed Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Arcane Ward&#039;&#039;&#039;, or &#039;&#039;&#039;Holy Ward&#039;&#039;&#039; may be cast on an item and left in a side&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.&lt;br /&gt;
&lt;br /&gt;
If the player becomes Downed or discards the item, the effect ends.&lt;br /&gt;
&lt;br /&gt;
== 2. Spellcasting Rules ==&lt;br /&gt;
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Stationary Casting ===&lt;br /&gt;
While casting a spell, the caster must remain in the same position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.&lt;br /&gt;
&lt;br /&gt;
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Chanting and Spell Timing ===&lt;br /&gt;
Most spells require the caster to chant the spell&#039;s name while counting aloud for the spell&#039;s listed casting time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;1 Heal, 2 Heal, 3 Heal...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The spell is completed once the full casting time has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Spellbooks ===&lt;br /&gt;
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.&lt;br /&gt;
&lt;br /&gt;
A Marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Spellbook = No Spellcasting&#039;&#039;&#039;, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Physical Representations ===&lt;br /&gt;
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons and Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for providing any physical representations required for the spells they intend to cast.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Spell Length ===&lt;br /&gt;
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.&lt;br /&gt;
&lt;br /&gt;
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Spell Levels ===&lt;br /&gt;
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;Arcane Weapon Lv 1&#039;&#039;&#039; allows 1 active Arcane Weapon, while &#039;&#039;&#039;Arcane Weapon Lv. 3&#039;&#039;&#039; allows 3 active Arcane Weapons.&lt;br /&gt;
&lt;br /&gt;
The exact benefits of each level are listed in the spell&#039;s description in [[Magic|Magic]].&lt;br /&gt;
&lt;br /&gt;
== 3. Spell Interruptions ==&lt;br /&gt;
A spell is interrupted if the caster:&lt;br /&gt;
&lt;br /&gt;
* Moves from their casting position.&lt;br /&gt;
** e.g. Walking, dodging, repositioning from their beginning position.&lt;br /&gt;
* Is forced to move.&lt;br /&gt;
** e.g. To block a hit, struck by an opponent, pushed or displaced.&lt;br /&gt;
* Is struck before the spell is completed.&lt;br /&gt;
* Voluntarily stops casting.&lt;br /&gt;
&lt;br /&gt;
When a spell is interrupted:&lt;br /&gt;
&lt;br /&gt;
* The caster must stop chanting immediately.&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* The caster may take &#039;&#039;&#039;Backlash Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Backlash Damage===&lt;br /&gt;
When a spell is interrupted it causes Dacklash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.&lt;br /&gt;
&lt;br /&gt;
The type of magic being cast determines the amount of backlash damage received:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wizlords-magic-table wizlords-reward-table&amp;quot;&lt;br /&gt;
! Magic Type&lt;br /&gt;
! Backlash Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]&lt;br /&gt;
| 2 HP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]&lt;br /&gt;
| 1 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The caster takes this damage in addition to any damage that caused the interruption.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Terrain and Hazards]] ← Next Step&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Game Special Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2417</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2417"/>
		<updated>2026-10-05T18:00:18Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles == &lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat_&amp;amp;_Damage#Siege_Damage|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield  is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2416</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2416"/>
		<updated>2026-10-05T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles == &lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat_&amp;amp;_Damage#Siege_Damage|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield  is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
The Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2415</id>
		<title>Armour &amp; Hit Points</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Armour_%26_Hit_Points&amp;diff=2415"/>
		<updated>2026-10-05T17:59:55Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have from adding together their base HP, armour, and bonuses from helmets and costuming is 13 HP.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Players can gain further temporary HP with spells and potions.&lt;br /&gt;
&lt;br /&gt;
== 1. Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine with overlapping metal pieces&#039;&#039;&#039;, or &#039;&#039;&#039;lamellar and scales&#039;&#039;&#039;.&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 2. Armour Zones and Coverage ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:armourzones.png|234px|link=File:Armourzones.png|alt=Front and back body diagrams showing the sixteen armour zones on the arms, legs, and torso.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;The 16 armour zones.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== 3. Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Light Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Heavy Armour ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
==== 3.2.1. Additional Notes ====&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 4. Bonus HP from Helmets and Costuming ==&lt;br /&gt;
You may earn &#039;&#039;&#039;Bonus HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== 4.1. +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These bonuses may &#039;&#039;&#039;stack&#039;&#039;&#039;, to a maximum of &#039;&#039;&#039;+2 Bonus HP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.2. +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This bonus cannot stack with any of the +1 Bonus HP options.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Drakeling Tail ===&lt;br /&gt;
* Drakeling characters wearing an approved tail gain an additional +1 Bonus HP.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with any other Bonus HP gained from costuming and gear, allowing a Drakeling to gain up to +3 Bonus HP in total.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]] ← Next Step&lt;br /&gt;
* [[Combat &amp;amp; Damage]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2414</id>
		<title>Terrain &amp; Hazards</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2414"/>
		<updated>2026-10-05T17:59:36Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== 1. Terrain Pieces ==&lt;br /&gt;
=== 1.1. Walls ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image right&amp;quot;&amp;gt;&lt;br /&gt;
[[File:inflatableterrain.png|450x225px|link=File:Inflatableterrain.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image-caption&amp;quot;&amp;gt;Inflatable terrain walls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play.&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe.&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
* Doorways may be used normally.&lt;br /&gt;
* Players may not strike through windows but may shoot ranged projectiles.&lt;br /&gt;
* Players may not pass through windows unless the player has Recon.&lt;br /&gt;
&lt;br /&gt;
Low Walls:&lt;br /&gt;
* Can be fought over.&lt;br /&gt;
* Do not block line of sight of ranged projectiles and spells.&lt;br /&gt;
* Cannot be climbed over.&lt;br /&gt;
* &#039;&#039;&#039;For safety you cannot crouch behind low walls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect. If you run into terrain pieces and move them you are [[Combat &amp;amp; Damage#Downed|Downed]].&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Palisades ===&lt;br /&gt;
Palisades are sharpened defensive barricades. These are simulated using foam pool noodles.&lt;br /&gt;
&lt;br /&gt;
Palisades function to block movement and line of sight. They can be fought over as normal but touching the pointed part of a palisade results in 2 HP of damage.&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
== 2. Hazards ==&lt;br /&gt;
&lt;br /&gt;
Certain areas of the battlefield may be designated as hazards. Hazards are marked using coloured material and represent environmental dangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any player who steps or jumps onto or over a hazard is immediately considered Downed.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Water Hazards ===&lt;br /&gt;
Water hazards are marked with blue material and represent deep water.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Pit Hazards ===&lt;br /&gt;
Pit hazards are marked with brown material and represent deep pits, chasms, or similar dangers.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Game Special Rules]] ← Next Step&lt;br /&gt;
* [[Combat &amp;amp; Damage]]&lt;br /&gt;
* [[Game Types and Maps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2413</id>
		<title>Terrain &amp; Hazards</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2413"/>
		<updated>2026-10-05T17:59:27Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== 1. Terrain Pieces ==&lt;br /&gt;
=== 1.1. Walls ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image right&amp;quot;&amp;gt;&lt;br /&gt;
[[File:inflatableterrain.png|450x225px|link=File:Inflatableterrain.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image-caption&amp;quot;&amp;gt;Inflatable terrain walls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play.&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe.&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
* Doorways may be used normally.&lt;br /&gt;
* Players may not strike through windows but may shoot ranged projectiles.&lt;br /&gt;
* Players may not pass through windows unless the player has Recon.&lt;br /&gt;
&lt;br /&gt;
Low Walls:&lt;br /&gt;
* Can be fought over.&lt;br /&gt;
* Do not block line of sight of ranged projectiles and spells.&lt;br /&gt;
* Cannot be climbed over.&lt;br /&gt;
* &#039;&#039;&#039;For safety you cannot crouch behind low walls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect. If you run into terrain pieces and move them you are [[Combat &amp;amp; Damage#Downed|Downed]].&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Palisades ===&lt;br /&gt;
Palisades are sharpened defensive barricades. These are simulated using foam pool noodles.&lt;br /&gt;
&lt;br /&gt;
Palisades function to block movement and line of sight. They can be fought over as normal but touching the pointed part of a palisade results in 2 HP of damage.&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
== 2. Hazards ==&lt;br /&gt;
&lt;br /&gt;
Certain areas of the battlefield may be designated as hazards. Hazards are marked using coloured material and represent environmental dangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any player who steps or jumps onto or over a hazard is immediately considered Downed.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Water Hazards ===&lt;br /&gt;
Water hazards are marked with blue material and represent deep water.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Pit Hazards ===&lt;br /&gt;
Pit hazards are marked with brown material and represent deep pits, chasms, or similar dangers.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Game Special Rules]] ← Next Step&lt;br /&gt;
* [[Combat &amp;amp; Damage]]&lt;br /&gt;
* [[Game Types &amp;amp; Maps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2412</id>
		<title>Terrain &amp; Hazards</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Terrain_%26_Hazards&amp;diff=2412"/>
		<updated>2026-10-05T17:59:16Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== 1. Terrain Pieces ==&lt;br /&gt;
=== 1.1. Walls ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image right&amp;quot;&amp;gt;&lt;br /&gt;
[[File:inflatableterrain.png|450x225px|link=File:Inflatableterrain.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-page-image-caption&amp;quot;&amp;gt;Inflatable terrain walls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play.&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe.&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
* Doorways may be used normally.&lt;br /&gt;
* Players may not strike through windows but may shoot ranged projectiles.&lt;br /&gt;
* Players may not pass through windows unless the player has Recon.&lt;br /&gt;
&lt;br /&gt;
Low Walls:&lt;br /&gt;
* Can be fought over.&lt;br /&gt;
* Do not block line of sight of ranged projectiles and spells.&lt;br /&gt;
* Cannot be climbed over.&lt;br /&gt;
* &#039;&#039;&#039;For safety you cannot crouch behind low walls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect. If you run into terrain pieces and move them you are [[Combat &amp;amp; Damage#Downed|Downed]].&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Palisades ===&lt;br /&gt;
Palisades are sharpened defensive barricades. These are simulated using foam pool noodles.&lt;br /&gt;
&lt;br /&gt;
Palisades function to block movement and line of sight. They can be fought over as normal but touching the pointed part of a palisade results in 2 HP of damage.&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
== 2. Hazards ==&lt;br /&gt;
&lt;br /&gt;
Certain areas of the battlefield may be designated as hazards. Hazards are marked using coloured material and represent environmental dangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any player who steps or jumps onto or over a hazard is immediately considered Downed.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Water Hazards ===&lt;br /&gt;
Water hazards are marked with blue material and represent deep water.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Pit Hazards ===&lt;br /&gt;
Pit hazards are marked with brown material and represent deep pits, chasms, or similar dangers.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Game Special Rules]] ← Next Step&lt;br /&gt;
* [[Combat and Damage]]&lt;br /&gt;
* [[Game Modes and Maps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Combat_%26_Damage&amp;diff=2411</id>
		<title>Combat &amp; Damage</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Combat_%26_Damage&amp;diff=2411"/>
		<updated>2026-10-05T17:59:01Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== 1. Good Strikes ==&lt;br /&gt;
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.&lt;br /&gt;
&lt;br /&gt;
Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.&lt;br /&gt;
&lt;br /&gt;
The following are not considered good strikes:&lt;br /&gt;
&lt;br /&gt;
* Repeated light tapping, drum rolling, or machine-gun strikes.&lt;br /&gt;
* Dragging a weapon across a target.&lt;br /&gt;
* Delivering multiple unrealistic hits from a single opening.&lt;br /&gt;
* Using a weapon in a manner that does not resemble a meaningful attack.&lt;br /&gt;
&lt;br /&gt;
Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.&lt;br /&gt;
&lt;br /&gt;
== 2. Hit Points ==&lt;br /&gt;
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.&lt;br /&gt;
&lt;br /&gt;
Each character has a base number of Hit Points (HP).&lt;br /&gt;
&lt;br /&gt;
* Most players begin with 2 HP.&lt;br /&gt;
* Some classes begin with 4 HP.&lt;br /&gt;
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour &amp;amp; Hit Points]].&lt;br /&gt;
* HP can be restored through healing magic and potions.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Downed ===&lt;br /&gt;
* When a character reaches 0 HP, they become Downed.&lt;br /&gt;
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.&lt;br /&gt;
* During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until resurrected or until the round ends.&lt;br /&gt;
* Downed players are allowed to move out of the way of combat if safe to do so.&lt;br /&gt;
* At events different rules may apply when Downed. Be sure to read the event rules for more information.&lt;br /&gt;
&lt;br /&gt;
== 3. Hit Locations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:invalidzones.png|234px|link=File:Invalidzones.png|alt=Front and back body diagrams with the head, neck, hands, feet, and groin marked red as invalid strike zones.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;Invalid strike zones are marked in red.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Valid Strike Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Invalid Strike Zones ===&lt;br /&gt;
The following areas are prohibited targets for striking:&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to invalid strike zones from melee or ranged weapons are &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Damage by Type and Location ==&lt;br /&gt;
Damage depends on the type of weapon and where the strike lands.&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Melee and Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs, excluding prohibited zones.&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso, including upper chest, belly, upper back, or lower back.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Arcane Bolts ===&lt;br /&gt;
Arcane Bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arcane Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location.&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a player&#039;s weapons, costume, or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;invalid strike zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Siege Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Siege Weapons:&#039;&#039;&#039; Deal &#039;&#039;&#039;12 HP damage&#039;&#039;&#039; regardless of hit location.&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a player&#039;s weapons, costume, or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;invalid strike zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
&lt;br /&gt;
== 5. Blocking Projectile Weapons and Spells ==&lt;br /&gt;
&#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Projectiles cannot be intentionally blocked using an invalid strike zone, such as hands or feet.&lt;br /&gt;
&lt;br /&gt;
* If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Projectile hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Costumes&lt;br /&gt;
* Invalid Strike Zones including head and neck&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]] ← Next Step&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]]&lt;br /&gt;
* [[Terrain &amp;amp; Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Combat_%26_Damage&amp;diff=2410</id>
		<title>Combat &amp; Damage</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Combat_%26_Damage&amp;diff=2410"/>
		<updated>2026-10-05T17:58:43Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 2. Hit Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== 1. Good Strikes ==&lt;br /&gt;
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.&lt;br /&gt;
&lt;br /&gt;
Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.&lt;br /&gt;
&lt;br /&gt;
The following are not considered good strikes:&lt;br /&gt;
&lt;br /&gt;
* Repeated light tapping, drum rolling, or machine-gun strikes.&lt;br /&gt;
* Dragging a weapon across a target.&lt;br /&gt;
* Delivering multiple unrealistic hits from a single opening.&lt;br /&gt;
* Using a weapon in a manner that does not resemble a meaningful attack.&lt;br /&gt;
&lt;br /&gt;
Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.&lt;br /&gt;
&lt;br /&gt;
== 2. Hit Points ==&lt;br /&gt;
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.&lt;br /&gt;
&lt;br /&gt;
Each character has a base number of Hit Points (HP).&lt;br /&gt;
&lt;br /&gt;
* Most players begin with 2 HP.&lt;br /&gt;
* Some classes begin with 4 HP.&lt;br /&gt;
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour &amp;amp; Hit Points]].&lt;br /&gt;
* HP can be restored through healing magic and potions.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Downed ===&lt;br /&gt;
* When a character reaches 0 HP, they become Downed.&lt;br /&gt;
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.&lt;br /&gt;
* During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until resurrected or until the round ends.&lt;br /&gt;
* Downed players are allowed to move out of the way of combat if safe to do so.&lt;br /&gt;
* At events different rules may apply when Downed. Be sure to read the event rules for more information.&lt;br /&gt;
&lt;br /&gt;
== 3. Hit Locations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-image&amp;quot;&amp;gt;[[File:invalidzones.png|234px|link=File:Invalidzones.png|alt=Front and back body diagrams with the head, neck, hands, feet, and groin marked red as invalid strike zones.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-photo-caption&amp;quot;&amp;gt;Invalid strike zones are marked in red.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Valid Strike Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Invalid Strike Zones ===&lt;br /&gt;
The following areas are prohibited targets for striking:&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to invalid strike zones from melee or ranged weapons are &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-image-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4. Damage by Type and Location ==&lt;br /&gt;
Damage depends on the type of weapon and where the strike lands.&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Melee and Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs, excluding prohibited zones.&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso, including upper chest, belly, upper back, or lower back.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Arcane Bolts ===&lt;br /&gt;
Arcane Bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arcane Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location.&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a player&#039;s weapons, costume, or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;invalid strike zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
&lt;br /&gt;
=== 4.3. Siege Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Siege Weapons:&#039;&#039;&#039; Deal &#039;&#039;&#039;12 HP damage&#039;&#039;&#039; regardless of hit location.&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a player&#039;s weapons, costume, or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;invalid strike zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
&lt;br /&gt;
== 5. Blocking Projectile Weapons and Spells ==&lt;br /&gt;
&#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Projectiles cannot be intentionally blocked using an invalid strike zone, such as hands or feet.&lt;br /&gt;
&lt;br /&gt;
* If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Projectile hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Costumes&lt;br /&gt;
* Invalid Strike Zones including head and neck&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Armour and Hit Points]] ← Next Step&lt;br /&gt;
* [[Weapons and Equipment]]&lt;br /&gt;
* [[Terrain and Hazards]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2409</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2409"/>
		<updated>2026-10-05T17:58:30Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 5.1. Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles == &lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat_&amp;amp;_Damage#Siege_Damage|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield  is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour and Hit Points]]&lt;br /&gt;
* [[Terrain and Hazards]]&lt;br /&gt;
The Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2408</id>
		<title>Weapons &amp; Equipment</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Weapons_%26_Equipment&amp;diff=2408"/>
		<updated>2026-10-05T17:58:18Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* 4. Spell Projectiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
This page covers the weapons and equipment used in Wizards and Warlords, including melee weapons, shields, projectile weapons, arcane bolts, and siege equipment.&lt;br /&gt;
&lt;br /&gt;
== 1. Melee Weapons ==&lt;br /&gt;
Melee weapons are handheld weapons used to strike opponents in close combat. All melee weapons must be LARP-safe, suitable for controlled combat, and approved before use.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Weapon Categories ===&lt;br /&gt;
Melee weapons are classified by how they are wielded.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands at all time, this includes when blocking.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Weapon Rules ===&lt;br /&gt;
* No thrusting with any weapon.&lt;br /&gt;
* Thrusting-only weapons are not permitted.&lt;br /&gt;
* Throwing weapons (such as throwing knives, rocks and bottles) are not permitted.&lt;br /&gt;
* All weapons must pass inspection before use.&lt;br /&gt;
* Players are responsible for ensuring their weapons remain safe, well-maintained, and in good repair.&lt;br /&gt;
&lt;br /&gt;
== 2. Shields ==&lt;br /&gt;
Shields are defensive equipment used to block melee weapons and some projectile weapons. Shields must be safe for contact, have padded edges, and pass inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Bucklers ===&lt;br /&gt;
Bucklers are small round shields.&lt;br /&gt;
&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. Shields ===&lt;br /&gt;
Standard shields may be round or shaped.&lt;br /&gt;
&lt;br /&gt;
* Round shields may be up to 70 cm in diameter.&lt;br /&gt;
* Other shield shapes may be up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons, including arrows, bolts, and bands from blackpowder weapons&lt;br /&gt;
&lt;br /&gt;
== 3. Projectile Weapons ==&lt;br /&gt;
Projectile weapons are ranged weapons that fire approved ammunition. Projectile weapons are split into bows and bandguns.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Bows ===&lt;br /&gt;
Bows are physical ranged weapons that fire approved LARP arrows.&lt;br /&gt;
&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm).&lt;br /&gt;
* Only unaltered IDV brand round-head arrows are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Bandguns ===&lt;br /&gt;
Bandguns are blackpowder-style weapon simulators that fire approved band rounds.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* Pistols&lt;br /&gt;
* Band wands&lt;br /&gt;
* Rifles&lt;br /&gt;
* Crossbows&lt;br /&gt;
* Similar long arms&lt;br /&gt;
&lt;br /&gt;
Bandguns must visually simulate historical or fantasy firearms, such as matchlock, wheellock, or flintlock-style weapons.&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Bandguns ====&lt;br /&gt;
* Bandguns up to 60cm in length may be used with one hand.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Bandguns ====&lt;br /&gt;
* Any bandgun over 60cm in length must be used with both hands at all times.&lt;br /&gt;
&lt;br /&gt;
== 4. Spell Projectiles == &lt;br /&gt;
Text about Spell Projectiles&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Arcane Bolts ===&lt;br /&gt;
* Only Arcane Bolts may be thrown by hand.&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell.&lt;br /&gt;
&lt;br /&gt;
=== 4.2. Death Balls ===&lt;br /&gt;
Death Balls are black fabric-covered balls thrown by NPCs and monsters.&lt;br /&gt;
&lt;br /&gt;
* Death Balls count wherever they strike, including invalid strike zones.&lt;br /&gt;
* A hit from a Death Ball deals [[Combat &amp;amp; Damage#4.3. Siege Weapons|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
== 5. Siege Weapons ==&lt;br /&gt;
Siege Weapons fire large projectiles that massacre fighters.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. Damage ===&lt;br /&gt;
* See [[Combat_and_Damage#Siege_Damage|Siege Damage]].&lt;br /&gt;
&lt;br /&gt;
=== 5.2. Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts struck by siege weapons take 1 HP damage.&lt;br /&gt;
* Magic Shields (&#039;&#039;see [[Magic#Arcane_Ward|Arcane Ward]] and [[Magic#Holy_Ward|Holy Ward]]&#039;&#039;) fully block siege weapon projectiles.&lt;br /&gt;
* A character using a Magic Shield  is pushed back as if struck by a weapon dealing Siege Damage.&lt;br /&gt;
&lt;br /&gt;
== 6. Safety Construction Rules ==&lt;br /&gt;
All weapons, shields, projectiles, and related equipment must meet the required safety construction standards before being used in play.&lt;br /&gt;
&lt;br /&gt;
The sections below contain the detailed construction rules for each equipment type. These rules are provided for players who are building, modifying, buying, or checking equipment.&lt;br /&gt;
&lt;br /&gt;
Not sure if a weapon is suitable? Before you buy, feel free to email [mailto:info@kongaskreations.com.au info@kongaskreations.com.au] and we&#039;ll help you check.&lt;br /&gt;
&lt;br /&gt;
{{Approved weapon brands}}&lt;br /&gt;
&lt;br /&gt;
{{Melee weapon construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Shield construction standards}}&lt;br /&gt;
&lt;br /&gt;
{{Projectile construction standards}}&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Spellcasting]] ← Next Step&lt;br /&gt;
* [[Armour and Hit Points]]&lt;br /&gt;
* [[Terrain and Hazards]]&lt;br /&gt;
The Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2407</id>
		<title>Safety Rules</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2407"/>
		<updated>2026-10-05T17:57:52Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Player safety is the highest priority at all Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
While combat and physical activity are core parts of the game, all participants are expected to act responsibly, use common sense, and help create a safe and enjoyable environment for everyone.&lt;br /&gt;
&lt;br /&gt;
Minor bumps, trips, and bruises can occur during physical play. First aid equipment is available on-site, and Marshals are available to assist if required.&lt;br /&gt;
&lt;br /&gt;
== 1. Follow All Marshal Directions ==&lt;br /&gt;
Marshals are responsible for maintaining player safety and ensuring the game runs smoothly.&lt;br /&gt;
&lt;br /&gt;
All participants must follow instructions given by Marshals immediately.&lt;br /&gt;
&lt;br /&gt;
If a Marshal stops play, issues a safety instruction, or directs players to move away from an area, those instructions take precedence over all game rules.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Warnings ===&lt;br /&gt;
Marshals may issue a warning if a player breaks a rule, behaves unsafely, or acts in a manner that negatively impacts the game.&lt;br /&gt;
&lt;br /&gt;
A warning is intended to identify the issue and help the player correct their behaviour. Players are expected to take warnings seriously and adjust their conduct accordingly.&lt;br /&gt;
&lt;br /&gt;
Repeated warnings or serious breaches of the rules may result in further action.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Red Cards ===&lt;br /&gt;
Marshals may issue a &#039;&#039;&#039;Red Card&#039;&#039;&#039; for serious rule breaches, unsafe behaviour, repeated warnings, or conduct that negatively impacts the safety or enjoyment of others.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Red Card&#039;&#039;&#039; removes the player from the game for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
Players who receive multiple Red Cards, repeatedly ignore staff directions, or engage in serious misconduct may be suspended from future Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
The duration of any suspension will be determined by the event organisers.&lt;br /&gt;
&lt;br /&gt;
== 2. General Conduct ==&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Good Sportsmanship ===&lt;br /&gt;
Wizards and Warlords is a collaborative game. Players are expected to act in good faith, resolve disputes respectfully, and remember that everyone is here to have fun.&lt;br /&gt;
&lt;br /&gt;
Winning a battle or achieving an objective should never come at the expense of another player&#039;s safety or enjoyment.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. General Safety Rules ===&lt;br /&gt;
All participants must:&lt;br /&gt;
&lt;br /&gt;
* Treat fellow players with respect.&lt;br /&gt;
* Remain aware of their surroundings at all times.&lt;br /&gt;
* Use only approved LARP-safe weapons and equipment.&lt;br /&gt;
* Report any damaged or unsafe equipment to a Marshal.&lt;br /&gt;
* Immediately report any injury or safety concern.&lt;br /&gt;
&lt;br /&gt;
== 3. Combat Safety Rules ==&lt;br /&gt;
Combat should always be controlled, safe, and enjoyable for everyone involved.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Pulling Blows ===&lt;br /&gt;
All strikes must be controlled and delivered with appropriate force.&lt;br /&gt;
&lt;br /&gt;
Players must pull their blows to avoid causing injury. Combat is intended to simulate battle, not inflict harm.&lt;br /&gt;
&lt;br /&gt;
Excessive force, reckless swinging, or intentionally striking harder than necessary is not permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Body Rushing ===&lt;br /&gt;
Players must not body rush opponents.&lt;br /&gt;
&lt;br /&gt;
Body rushing refers to using your body, weapon, or shield to make forceful physical contact with another player in order to:&lt;br /&gt;
&lt;br /&gt;
* Push them backwards.&lt;br /&gt;
* Force passage through a gap.&lt;br /&gt;
* Knock them off balance.&lt;br /&gt;
* Move them through physical pressure rather than normal combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.3. Weapon Pinning and Entrapment ===&lt;br /&gt;
During gameplay, an opponent&#039;s weapon may occasionally become pinned against terrain, boundary netting, or tangled in clothing, armour, or equipment.&lt;br /&gt;
&lt;br /&gt;
If this occurs:&lt;br /&gt;
&lt;br /&gt;
* Players should make a reasonable effort to release the trapped weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away during normal combat is permitted.&lt;br /&gt;
* Players must not intentionally trap, pin, or entangle another player&#039;s weapon against terrain, boundary netting, equipment, or another player.&lt;br /&gt;
&lt;br /&gt;
Accidental entanglements can happen during combat. If a weapon becomes trapped, players should prioritise safety and quickly resolve the situation before continuing to fight.&lt;br /&gt;
&lt;br /&gt;
=== 3.4. Couching and Ducking ===&lt;br /&gt;
Players may jump, sidestep, retreat, or otherwise to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
However, players must not deliberately crouch, duck, kneel, or suddenly lower their height in order to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
=== 3.5. Shield Bashing ===&lt;br /&gt;
Players must not use shields to make forceful physical contact with another player.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
* Pushing with a shield.&lt;br /&gt;
* Striking a player with a shield.&lt;br /&gt;
* Using a shield to force an opponent backwards.&lt;br /&gt;
&lt;br /&gt;
=== 3.6. Blocking with Ranged Weapons ===&lt;br /&gt;
Bows, crossbows, bandguns, and other ranged weapons may not be used to block attacks.&lt;br /&gt;
&lt;br /&gt;
Players must not intentionally parry, deflect, or absorb incoming attacks with a ranged weapon. If struck while holding a ranged weapon, the attack should be taken as if that weapon was not in the way. &lt;br /&gt;
&lt;br /&gt;
Players that attempt to block with a ranged weapon may be warned or red carded and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== 4. Terrain Safety ==&lt;br /&gt;
Players must not climb over terrain, obstacles, walls, fences, barricades, or other environmental features unless specifically instructed otherwise by event staff.&lt;br /&gt;
&lt;br /&gt;
Combat around terrain is permitted, however players are &#039;&#039;&#039;not allow to crouch behind low walls&#039;&#039;&#039; for safety.&lt;br /&gt;
&lt;br /&gt;
Specific terrain interactions are covered in the [[Terrain and Hazards|Terrain Rules]] section.&lt;br /&gt;
&lt;br /&gt;
== 5. Injuries and Accidents ==&lt;br /&gt;
Player safety always takes priority over the game.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. If You Are Injured ===&lt;br /&gt;
* Immediately stop participating in combat.&lt;br /&gt;
* Inform nearby players.&lt;br /&gt;
* Seek assistance from a Marshal, if required.&lt;br /&gt;
* Move to a safe location if able to do so.&lt;br /&gt;
&lt;br /&gt;
=== 5.2. If You Injure Another Player ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check that the player is okay.&lt;br /&gt;
* Assist them if required.&lt;br /&gt;
* Notify a Marshal, if required.&lt;br /&gt;
&lt;br /&gt;
== 6. CODE RED: Emergency Call ==&lt;br /&gt;
In the event of a serious injury or emergency, any player may call:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This call should only be used for genuine emergencies.&lt;br /&gt;
&lt;br /&gt;
=== 6.1. If You Hear CODE RED! ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check your surroundings.&lt;br /&gt;
* If safe to do so, sit or kneel where you are.&lt;br /&gt;
* Raise your weapon above your head.&lt;br /&gt;
* Repeat &#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039; until combat around you has stopped.&lt;br /&gt;
* Follow all instructions given by Marshals.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured person.&lt;br /&gt;
&lt;br /&gt;
=== 6.2. Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, a Marshal will signal the restart of play by calling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;GAME ON!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or sounding the event horn.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Combat &amp;amp; Damage]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Weapons &amp;amp; Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2406</id>
		<title>Safety Rules</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2406"/>
		<updated>2026-10-05T17:57:22Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Player safety is the highest priority at all Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
While combat and physical activity are core parts of the game, all participants are expected to act responsibly, use common sense, and help create a safe and enjoyable environment for everyone.&lt;br /&gt;
&lt;br /&gt;
Minor bumps, trips, and bruises can occur during physical play. First aid equipment is available on-site, and Marshals are available to assist if required.&lt;br /&gt;
&lt;br /&gt;
== 1. Follow All Marshal Directions ==&lt;br /&gt;
Marshals are responsible for maintaining player safety and ensuring the game runs smoothly.&lt;br /&gt;
&lt;br /&gt;
All participants must follow instructions given by Marshals immediately.&lt;br /&gt;
&lt;br /&gt;
If a Marshal stops play, issues a safety instruction, or directs players to move away from an area, those instructions take precedence over all game rules.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Warnings ===&lt;br /&gt;
Marshals may issue a warning if a player breaks a rule, behaves unsafely, or acts in a manner that negatively impacts the game.&lt;br /&gt;
&lt;br /&gt;
A warning is intended to identify the issue and help the player correct their behaviour. Players are expected to take warnings seriously and adjust their conduct accordingly.&lt;br /&gt;
&lt;br /&gt;
Repeated warnings or serious breaches of the rules may result in further action.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Red Cards ===&lt;br /&gt;
Marshals may issue a &#039;&#039;&#039;Red Card&#039;&#039;&#039; for serious rule breaches, unsafe behaviour, repeated warnings, or conduct that negatively impacts the safety or enjoyment of others.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Red Card&#039;&#039;&#039; removes the player from the game for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
Players who receive multiple Red Cards, repeatedly ignore staff directions, or engage in serious misconduct may be suspended from future Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
The duration of any suspension will be determined by the event organisers.&lt;br /&gt;
&lt;br /&gt;
== 2. General Conduct ==&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Good Sportsmanship ===&lt;br /&gt;
Wizards and Warlords is a collaborative game. Players are expected to act in good faith, resolve disputes respectfully, and remember that everyone is here to have fun.&lt;br /&gt;
&lt;br /&gt;
Winning a battle or achieving an objective should never come at the expense of another player&#039;s safety or enjoyment.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. General Safety Rules ===&lt;br /&gt;
All participants must:&lt;br /&gt;
&lt;br /&gt;
* Treat fellow players with respect.&lt;br /&gt;
* Remain aware of their surroundings at all times.&lt;br /&gt;
* Use only approved LARP-safe weapons and equipment.&lt;br /&gt;
* Report any damaged or unsafe equipment to a Marshal.&lt;br /&gt;
* Immediately report any injury or safety concern.&lt;br /&gt;
&lt;br /&gt;
== 3. Combat Safety Rules ==&lt;br /&gt;
Combat should always be controlled, safe, and enjoyable for everyone involved.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Pulling Blows ===&lt;br /&gt;
All strikes must be controlled and delivered with appropriate force.&lt;br /&gt;
&lt;br /&gt;
Players must pull their blows to avoid causing injury. Combat is intended to simulate battle, not inflict harm.&lt;br /&gt;
&lt;br /&gt;
Excessive force, reckless swinging, or intentionally striking harder than necessary is not permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Body Rushing ===&lt;br /&gt;
Players must not body rush opponents.&lt;br /&gt;
&lt;br /&gt;
Body rushing refers to using your body, weapon, or shield to make forceful physical contact with another player in order to:&lt;br /&gt;
&lt;br /&gt;
* Push them backwards.&lt;br /&gt;
* Force passage through a gap.&lt;br /&gt;
* Knock them off balance.&lt;br /&gt;
* Move them through physical pressure rather than normal combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.3. Weapon Pinning and Entrapment ===&lt;br /&gt;
During gameplay, an opponent&#039;s weapon may occasionally become pinned against terrain, boundary netting, or tangled in clothing, armour, or equipment.&lt;br /&gt;
&lt;br /&gt;
If this occurs:&lt;br /&gt;
&lt;br /&gt;
* Players should make a reasonable effort to release the trapped weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away during normal combat is permitted.&lt;br /&gt;
* Players must not intentionally trap, pin, or entangle another player&#039;s weapon against terrain, boundary netting, equipment, or another player.&lt;br /&gt;
&lt;br /&gt;
Accidental entanglements can happen during combat. If a weapon becomes trapped, players should prioritise safety and quickly resolve the situation before continuing to fight.&lt;br /&gt;
&lt;br /&gt;
=== 3.4. Couching and Ducking ===&lt;br /&gt;
Players may jump, sidestep, retreat, or otherwise to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
However, players must not deliberately crouch, duck, kneel, or suddenly lower their height in order to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
=== 3.5. Shield Bashing ===&lt;br /&gt;
Players must not use shields to make forceful physical contact with another player.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
* Pushing with a shield.&lt;br /&gt;
* Striking a player with a shield.&lt;br /&gt;
* Using a shield to force an opponent backwards.&lt;br /&gt;
&lt;br /&gt;
=== 3.6. Blocking with Ranged Weapons ===&lt;br /&gt;
Bows, crossbows, bandguns, and other ranged weapons may not be used to block attacks.&lt;br /&gt;
&lt;br /&gt;
Players must not intentionally parry, deflect, or absorb incoming attacks with a ranged weapon. If struck while holding a ranged weapon, the attack should be taken as if that weapon was not in the way. &lt;br /&gt;
&lt;br /&gt;
Players that attempt to block with a ranged weapon may be warned or red carded and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== 4. Terrain Safety ==&lt;br /&gt;
Players must not climb over terrain, obstacles, walls, fences, barricades, or other environmental features unless specifically instructed otherwise by event staff.&lt;br /&gt;
&lt;br /&gt;
Combat around terrain is permitted, however players are &#039;&#039;&#039;not allow to crouch behind low walls&#039;&#039;&#039; for safety.&lt;br /&gt;
&lt;br /&gt;
Specific terrain interactions are covered in the [[Terrain and Hazards|Terrain Rules]] section.&lt;br /&gt;
&lt;br /&gt;
== 5. Injuries and Accidents ==&lt;br /&gt;
Player safety always takes priority over the game.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. If You Are Injured ===&lt;br /&gt;
* Immediately stop participating in combat.&lt;br /&gt;
* Inform nearby players.&lt;br /&gt;
* Seek assistance from a Marshal, if required.&lt;br /&gt;
* Move to a safe location if able to do so.&lt;br /&gt;
&lt;br /&gt;
=== 5.2. If You Injure Another Player ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check that the player is okay.&lt;br /&gt;
* Assist them if required.&lt;br /&gt;
* Notify a Marshal, if required.&lt;br /&gt;
&lt;br /&gt;
== 6. CODE RED: Emergency Call ==&lt;br /&gt;
In the event of a serious injury or emergency, any player may call:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This call should only be used for genuine emergencies.&lt;br /&gt;
&lt;br /&gt;
=== 6.1. If You Hear CODE RED! ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check your surroundings.&lt;br /&gt;
* If safe to do so, sit or kneel where you are.&lt;br /&gt;
* Raise your weapon above your head.&lt;br /&gt;
* Repeat &#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039; until combat around you has stopped.&lt;br /&gt;
* Follow all instructions given by Marshals.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured person.&lt;br /&gt;
&lt;br /&gt;
=== 6.2. Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, a Marshal will signal the restart of play by calling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;GAME ON!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or sounding the event horn.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Combat &amp;amp; Damage]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Weapons and Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2405</id>
		<title>Safety Rules</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Safety_Rules&amp;diff=2405"/>
		<updated>2026-10-05T17:57:10Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Where To Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Player safety is the highest priority at all Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
While combat and physical activity are core parts of the game, all participants are expected to act responsibly, use common sense, and help create a safe and enjoyable environment for everyone.&lt;br /&gt;
&lt;br /&gt;
Minor bumps, trips, and bruises can occur during physical play. First aid equipment is available on-site, and Marshals are available to assist if required.&lt;br /&gt;
&lt;br /&gt;
== 1. Follow All Marshal Directions ==&lt;br /&gt;
Marshals are responsible for maintaining player safety and ensuring the game runs smoothly.&lt;br /&gt;
&lt;br /&gt;
All participants must follow instructions given by Marshals immediately.&lt;br /&gt;
&lt;br /&gt;
If a Marshal stops play, issues a safety instruction, or directs players to move away from an area, those instructions take precedence over all game rules.&lt;br /&gt;
&lt;br /&gt;
=== 1.1. Warnings ===&lt;br /&gt;
Marshals may issue a warning if a player breaks a rule, behaves unsafely, or acts in a manner that negatively impacts the game.&lt;br /&gt;
&lt;br /&gt;
A warning is intended to identify the issue and help the player correct their behaviour. Players are expected to take warnings seriously and adjust their conduct accordingly.&lt;br /&gt;
&lt;br /&gt;
Repeated warnings or serious breaches of the rules may result in further action.&lt;br /&gt;
&lt;br /&gt;
=== 1.2. Red Cards ===&lt;br /&gt;
Marshals may issue a &#039;&#039;&#039;Red Card&#039;&#039;&#039; for serious rule breaches, unsafe behaviour, repeated warnings, or conduct that negatively impacts the safety or enjoyment of others.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Red Card&#039;&#039;&#039; removes the player from the game for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
Players who receive multiple Red Cards, repeatedly ignore staff directions, or engage in serious misconduct may be suspended from future Wizards and Warlords events.&lt;br /&gt;
&lt;br /&gt;
The duration of any suspension will be determined by the event organisers.&lt;br /&gt;
&lt;br /&gt;
== 2. General Conduct ==&lt;br /&gt;
&lt;br /&gt;
=== 2.1. Good Sportsmanship ===&lt;br /&gt;
Wizards and Warlords is a collaborative game. Players are expected to act in good faith, resolve disputes respectfully, and remember that everyone is here to have fun.&lt;br /&gt;
&lt;br /&gt;
Winning a battle or achieving an objective should never come at the expense of another player&#039;s safety or enjoyment.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. General Safety Rules ===&lt;br /&gt;
All participants must:&lt;br /&gt;
&lt;br /&gt;
* Treat fellow players with respect.&lt;br /&gt;
* Remain aware of their surroundings at all times.&lt;br /&gt;
* Use only approved LARP-safe weapons and equipment.&lt;br /&gt;
* Report any damaged or unsafe equipment to a Marshal.&lt;br /&gt;
* Immediately report any injury or safety concern.&lt;br /&gt;
&lt;br /&gt;
== 3. Combat Safety Rules ==&lt;br /&gt;
Combat should always be controlled, safe, and enjoyable for everyone involved.&lt;br /&gt;
&lt;br /&gt;
=== 3.1. Pulling Blows ===&lt;br /&gt;
All strikes must be controlled and delivered with appropriate force.&lt;br /&gt;
&lt;br /&gt;
Players must pull their blows to avoid causing injury. Combat is intended to simulate battle, not inflict harm.&lt;br /&gt;
&lt;br /&gt;
Excessive force, reckless swinging, or intentionally striking harder than necessary is not permitted.&lt;br /&gt;
&lt;br /&gt;
=== 3.2. Body Rushing ===&lt;br /&gt;
Players must not body rush opponents.&lt;br /&gt;
&lt;br /&gt;
Body rushing refers to using your body, weapon, or shield to make forceful physical contact with another player in order to:&lt;br /&gt;
&lt;br /&gt;
* Push them backwards.&lt;br /&gt;
* Force passage through a gap.&lt;br /&gt;
* Knock them off balance.&lt;br /&gt;
* Move them through physical pressure rather than normal combat.&lt;br /&gt;
&lt;br /&gt;
=== 3.3. Weapon Pinning and Entrapment ===&lt;br /&gt;
During gameplay, an opponent&#039;s weapon may occasionally become pinned against terrain, boundary netting, or tangled in clothing, armour, or equipment.&lt;br /&gt;
&lt;br /&gt;
If this occurs:&lt;br /&gt;
&lt;br /&gt;
* Players should make a reasonable effort to release the trapped weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away during normal combat is permitted.&lt;br /&gt;
* Players must not intentionally trap, pin, or entangle another player&#039;s weapon against terrain, boundary netting, equipment, or another player.&lt;br /&gt;
&lt;br /&gt;
Accidental entanglements can happen during combat. If a weapon becomes trapped, players should prioritise safety and quickly resolve the situation before continuing to fight.&lt;br /&gt;
&lt;br /&gt;
=== 3.4. Couching and Ducking ===&lt;br /&gt;
Players may jump, sidestep, retreat, or otherwise to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
However, players must not deliberately crouch, duck, kneel, or suddenly lower their height in order to avoid attacks.&lt;br /&gt;
&lt;br /&gt;
=== 3.5. Shield Bashing ===&lt;br /&gt;
Players must not use shields to make forceful physical contact with another player.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
* Pushing with a shield.&lt;br /&gt;
* Striking a player with a shield.&lt;br /&gt;
* Using a shield to force an opponent backwards.&lt;br /&gt;
&lt;br /&gt;
=== 3.6. Blocking with Ranged Weapons ===&lt;br /&gt;
Bows, crossbows, bandguns, and other ranged weapons may not be used to block attacks.&lt;br /&gt;
&lt;br /&gt;
Players must not intentionally parry, deflect, or absorb incoming attacks with a ranged weapon. If struck while holding a ranged weapon, the attack should be taken as if that weapon was not in the way. &lt;br /&gt;
&lt;br /&gt;
Players that attempt to block with a ranged weapon may be warned or red carded and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== 4. Terrain Safety ==&lt;br /&gt;
Players must not climb over terrain, obstacles, walls, fences, barricades, or other environmental features unless specifically instructed otherwise by event staff.&lt;br /&gt;
&lt;br /&gt;
Combat around terrain is permitted, however players are &#039;&#039;&#039;not allow to crouch behind low walls&#039;&#039;&#039; for safety.&lt;br /&gt;
&lt;br /&gt;
Specific terrain interactions are covered in the [[Terrain and Hazards|Terrain Rules]] section.&lt;br /&gt;
&lt;br /&gt;
== 5. Injuries and Accidents ==&lt;br /&gt;
Player safety always takes priority over the game.&lt;br /&gt;
&lt;br /&gt;
=== 5.1. If You Are Injured ===&lt;br /&gt;
* Immediately stop participating in combat.&lt;br /&gt;
* Inform nearby players.&lt;br /&gt;
* Seek assistance from a Marshal, if required.&lt;br /&gt;
* Move to a safe location if able to do so.&lt;br /&gt;
&lt;br /&gt;
=== 5.2. If You Injure Another Player ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check that the player is okay.&lt;br /&gt;
* Assist them if required.&lt;br /&gt;
* Notify a Marshal, if required.&lt;br /&gt;
&lt;br /&gt;
== 6. CODE RED: Emergency Call ==&lt;br /&gt;
In the event of a serious injury or emergency, any player may call:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This call should only be used for genuine emergencies.&lt;br /&gt;
&lt;br /&gt;
=== 6.1. If You Hear CODE RED! ===&lt;br /&gt;
* Immediately stop fighting.&lt;br /&gt;
* Check your surroundings.&lt;br /&gt;
* If safe to do so, sit or kneel where you are.&lt;br /&gt;
* Raise your weapon above your head.&lt;br /&gt;
* Repeat &#039;&#039;&#039;&amp;quot;CODE RED!&amp;quot;&#039;&#039;&#039; until combat around you has stopped.&lt;br /&gt;
* Follow all instructions given by Marshals.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured person.&lt;br /&gt;
&lt;br /&gt;
=== 6.2. Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, a Marshal will signal the restart of play by calling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;GAME ON!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or sounding the event horn.&lt;br /&gt;
&lt;br /&gt;
== Where To Next? ==&lt;br /&gt;
* [[Combat and Damage]] ← Next Step&lt;br /&gt;
* [[Armour &amp;amp; Hit Points]]&lt;br /&gt;
* [[Weapons and Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-navbox-divider&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Player Guide}}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=MediaWiki:Vector.css&amp;diff=2404</id>
		<title>MediaWiki:Vector.css</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=MediaWiki:Vector.css&amp;diff=2404"/>
		<updated>2026-10-05T17:51:31Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&lt;br /&gt;
 * Wizards &amp;amp; Warlords Vector skin overrides.&lt;br /&gt;
 *&lt;br /&gt;
 * This file controls the Vector desktop shell, dark theme, top tabs, sidebar,&lt;br /&gt;
 * page title, footer, and desktop homepage layout.&lt;br /&gt;
 *&lt;br /&gt;
 * Some article typography remains below as a temporary compatibility copy.&lt;br /&gt;
 * Common.css now contains lower-specificity shared equivalents; retaining the&lt;br /&gt;
 * existing Vector selectors keeps the desktop cascade visually unchanged.&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Responsive Layout Standard&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Phone: 0-599px; tablet / large phone: 600-899px; small desktop /&lt;br /&gt;
   landscape tablet: 900-1199px; full desktop: 1200px+.&lt;br /&gt;
   Vector remains the desktop skin, but its narrow-window fallback follows the&lt;br /&gt;
   same viewport boundaries as the rest of the project.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Theme And Layout Variables&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Change these first when adjusting the overall site width, sidebar width,&lt;br /&gt;
   colours, background image, content padding, or logo size.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
:root {&lt;br /&gt;
	--wiz-page-width: 1360px;&lt;br /&gt;
	--wiz-sidebar-width: 210px;&lt;br /&gt;
	--wiz-sidebar-left-inset: 8px;&lt;br /&gt;
	--wiz-sidebar-right-inset: 8px;&lt;br /&gt;
	--wiz-logo-size: 150px;&lt;br /&gt;
	--wiz-logo-edge-space: calc((var(--wiz-sidebar-width) - var(--wiz-sidebar-left-inset) - var(--wiz-sidebar-right-inset) - var(--wiz-logo-size)) / 2);&lt;br /&gt;
	--wiz-sidebar-content-gap: 0px;&lt;br /&gt;
	--wiz-page-gutter: 24px;&lt;br /&gt;
	--wiz-content-width: calc(100% - var(--wiz-sidebar-width) - var(--wiz-sidebar-content-gap) - var(--wiz-page-gutter));&lt;br /&gt;
	--wiz-content-padding: 20px;&lt;br /&gt;
	--wiz-content-background: #222;&lt;br /&gt;
	--wiz-panel-solid-background: #0f0f0f;&lt;br /&gt;
	--wiz-panel-background: rgba(15, 15, 15, 0.82);&lt;br /&gt;
	--wiz-page-background: #111;&lt;br /&gt;
	--wiz-background-image: url(&amp;quot;/index.php/Special:Redirect/file/background_circle.jpeg&amp;quot;);&lt;br /&gt;
	--wiz-content-border: #ff942d;&lt;br /&gt;
	--wiz-text: #d2d2d2;&lt;br /&gt;
	--wiz-link: #ff942d;&lt;br /&gt;
	--wiz-heading: #e7e1d4;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Full Page Background&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The background image is attached to the whole browser viewport. The image&lt;br /&gt;
   keeps its aspect ratio and crops instead of stretching or skewing.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
html {&lt;br /&gt;
	min-height: 100%;&lt;br /&gt;
	background-color: var(--wiz-page-background);&lt;br /&gt;
	background-image: var(--wiz-background-image);&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-size: cover;&lt;br /&gt;
	background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Centered Wiki Shell And Panel Tint&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The body is the centered 1360px wiki shell. The body::before layer paints&lt;br /&gt;
   the transparent sidebar, right gutter, and header tint without stacking&lt;br /&gt;
   multiple semi-transparent Vector wrappers on top of each other.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
body {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 0;&lt;br /&gt;
	width: min(100%, var(--wiz-page-width));&lt;br /&gt;
	min-height: 100vh;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body::before {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: fixed;&lt;br /&gt;
	z-index: -1;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	left: 50%;&lt;br /&gt;
	width: min(100%, var(--wiz-page-width));&lt;br /&gt;
	height: 79px;&lt;br /&gt;
	transform: translateX(-50%);&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
	background: linear-gradient(&lt;br /&gt;
		to right,&lt;br /&gt;
		var(--wiz-panel-background) 0,&lt;br /&gt;
		var(--wiz-panel-background) calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap)),&lt;br /&gt;
		var(--wiz-panel-background) calc(100% - var(--wiz-page-gutter)),&lt;br /&gt;
		var(--wiz-panel-background) calc(100% - var(--wiz-page-gutter)),&lt;br /&gt;
		var(--wiz-panel-background) 100%&lt;br /&gt;
	);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector always uses the wide Main Page banner, including when its desktop&lt;br /&gt;
   shell is viewed through a narrow browser window. Citizen retains the&lt;br /&gt;
   responsive no-background banner swap defined in its own stylesheet. */&lt;br /&gt;
.skin-vector .page-banner {&lt;br /&gt;
	aspect-ratio: auto;&lt;br /&gt;
	margin-bottom: 24px;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector .page-banner-desktop {&lt;br /&gt;
	display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector .page-banner-mobile {&lt;br /&gt;
	display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ========================================================================== &lt;br /&gt;
   Vector Wrapper Cleanup&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Vector has several overlapping header/sidebar wrappers. These rules remove&lt;br /&gt;
   their default backgrounds, gradients, shadows, and borders so our single&lt;br /&gt;
   body::before tint layer is the only panel background.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base,&lt;br /&gt;
#mw-navigation,&lt;br /&gt;
#mw-head {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-panel {&lt;br /&gt;
	background: var(--wiz-panel-background);&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	outline: 0;&lt;br /&gt;
	opacity: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base::before,&lt;br /&gt;
#mw-head-base::after {&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Header Navigation Alignment&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   These align the left page tabs, right action tabs, login links, and search&lt;br /&gt;
   box with the content area and right gutter.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#right-navigation {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-personal {&lt;br /&gt;
	right: var(--wiz-page-gutter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-search {&lt;br /&gt;
	margin-right: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Sidebar And Logo&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The sidebar panel is 210px wide. The logo is centered inside the usable&lt;br /&gt;
   sidebar area after accounting for the small left/right inset.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#mw-panel {&lt;br /&gt;
	width: var(--wiz-sidebar-width);&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo {&lt;br /&gt;
	top: 0;&lt;br /&gt;
	left: var(--wiz-sidebar-left-inset);&lt;br /&gt;
	width: calc(var(--wiz-sidebar-width) - var(--wiz-sidebar-left-inset) - var(--wiz-sidebar-right-inset));&lt;br /&gt;
	height: calc(var(--wiz-logo-size) + var(--wiz-sidebar-left-inset) + var(--wiz-logo-edge-space));&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo a {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: 100%;&lt;br /&gt;
	background-position: center calc(var(--wiz-sidebar-left-inset) + var(--wiz-logo-edge-space));&lt;br /&gt;
	background-size: var(--wiz-logo-size) var(--wiz-logo-size);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-panel .portal,&lt;br /&gt;
#mw-panel .vector-menu-portal {&lt;br /&gt;
	margin-right: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Content And Footer Shell&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The content and footer share the same width and left/right alignment. The&lt;br /&gt;
   content gets the solid dark background; the footer uses the transparent&lt;br /&gt;
   panel tint.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#content.mw-body {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: var(--wiz-content-width);&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
	padding: var(--wiz-content-padding);&lt;br /&gt;
	border: 1px solid var(--wiz-content-border);&lt;br /&gt;
	background: var(--wiz-content-background);&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
	box-shadow:&lt;br /&gt;
		calc(-1 * (var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap))) 0 0 0 var(--wiz-panel-background),&lt;br /&gt;
		var(--wiz-page-gutter) 0 0 0 var(--wiz-panel-background);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: var(--wiz-content-width);&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
	min-height: 112px;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	background: var(--wiz-panel-background);&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
	box-shadow:&lt;br /&gt;
		calc(-1 * (var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap))) 0 0 0 var(--wiz-panel-background),&lt;br /&gt;
		var(--wiz-page-gutter) 0 0 0 var(--wiz-panel-background);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer-icons {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 50%;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	transform: translateY(-50%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Link Colours&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Global link colour rules for content, sidebar, header, and footer.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
a,&lt;br /&gt;
a:visited,&lt;br /&gt;
#mw-panel a,&lt;br /&gt;
#mw-head a,&lt;br /&gt;
#footer a {&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover,&lt;br /&gt;
#mw-panel a:hover,&lt;br /&gt;
#mw-head a:hover,&lt;br /&gt;
#footer a:hover {&lt;br /&gt;
	color: #ffd37a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation a,&lt;br /&gt;
#right-navigation a,&lt;br /&gt;
#p-personal a {&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Top Tabs And Vector Menu Resets&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   These rules restyle the Vector page/action tabs. Inactive tabs are&lt;br /&gt;
   transparent so they blend into the header. Selected tabs match the content&lt;br /&gt;
   background and use a small cover strip to hide the bottom border cleanly.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#left-navigation li,&lt;br /&gt;
#right-navigation li,&lt;br /&gt;
.vectorTabs li,&lt;br /&gt;
.vectorMenu h3 {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-namespaces .vector-menu-content,&lt;br /&gt;
#p-namespaces .vector-menu-content-list {&lt;br /&gt;
	margin-left: 0;&lt;br /&gt;
	padding-left: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-namespaces {&lt;br /&gt;
	padding-left: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li::before,&lt;br /&gt;
#left-navigation li::after,&lt;br /&gt;
#right-navigation li::before,&lt;br /&gt;
#right-navigation li::after,&lt;br /&gt;
.vectorTabs li::before,&lt;br /&gt;
.vectorTabs li::after,&lt;br /&gt;
.vectorMenu h3::before,&lt;br /&gt;
.vectorMenu h3::after {&lt;br /&gt;
	background: none;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	content: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li a,&lt;br /&gt;
#right-navigation li a,&lt;br /&gt;
.vectorTabs li a,&lt;br /&gt;
.vectorMenu h3 {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	border-left: 1px solid var(--wiz-content-border);&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li a span,&lt;br /&gt;
#right-navigation li a span,&lt;br /&gt;
.vectorTabs li a span,&lt;br /&gt;
.vectorMenu h3 span {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation .vectorTabs,&lt;br /&gt;
#right-navigation .vectorTabs,&lt;br /&gt;
#left-navigation .vector-menu-tabs,&lt;br /&gt;
#right-navigation .vector-menu-tabs,&lt;br /&gt;
#left-navigation .vector-menu-tabs-legacy,&lt;br /&gt;
#right-navigation .vector-menu-tabs-legacy,&lt;br /&gt;
#left-navigation .vectorTabs ul,&lt;br /&gt;
#right-navigation .vectorTabs ul,&lt;br /&gt;
#left-navigation .vector-menu-tabs ul,&lt;br /&gt;
#right-navigation .vector-menu-tabs ul,&lt;br /&gt;
#left-navigation .vectorTabs span,&lt;br /&gt;
#right-navigation .vectorTabs span,&lt;br /&gt;
#left-navigation .vector-menu-tabs span,&lt;br /&gt;
#right-navigation .vector-menu-tabs span,&lt;br /&gt;
#left-navigation .vectorTabs li,&lt;br /&gt;
#right-navigation .vectorTabs li,&lt;br /&gt;
#left-navigation .vector-menu-tabs li,&lt;br /&gt;
#right-navigation .vector-menu-tabs li,&lt;br /&gt;
#left-navigation .vectorTabs li a,&lt;br /&gt;
#right-navigation .vectorTabs li a,&lt;br /&gt;
#left-navigation .vector-menu-tabs li a,&lt;br /&gt;
#right-navigation .vector-menu-tabs li a,&lt;br /&gt;
#right-navigation .vectorMenu,&lt;br /&gt;
#right-navigation .vectorMenu h3,&lt;br /&gt;
#right-navigation .vectorMenu h3 span,&lt;br /&gt;
#right-navigation .vector-menu-heading,&lt;br /&gt;
#right-navigation .vector-menu-heading span,&lt;br /&gt;
#right-navigation .vector-menu-heading-label,&lt;br /&gt;
#p-cactions-label,&lt;br /&gt;
#p-cactions-label span {&lt;br /&gt;
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	padding-right: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-clear {&lt;br /&gt;
	clear: both;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Homepage section headings. */&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center {&lt;br /&gt;
	margin: 20px 0 10px;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
	color: var(--wiz-heading);&lt;br /&gt;
	font-size: 24px;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	line-height: 30px;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center .mw-headline,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center .mw-headline {&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center a,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center a {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center,&lt;br /&gt;
.wizlords-mainpage-items {&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; p,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; p {&lt;br /&gt;
	margin: 0 0 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Normal text lists inside homepage blocks. */&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; ul {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
	list-style: disc inside;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; ol {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
	list-style: decimal inside;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left li,&lt;br /&gt;
.wizlords-mainpage-right li {&lt;br /&gt;
	display: list-item;&lt;br /&gt;
	margin-bottom: 6px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left li::marker,&lt;br /&gt;
.wizlords-mainpage-right li::marker {&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Homepage Square Image Links&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Used for 100x100 icon links with a fixed-height text label underneath.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
.wizlords-imagetext {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	min-height: 122px;&lt;br /&gt;
	margin: 5px;&lt;br /&gt;
	vertical-align: top;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-image {&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
	object-fit: contain;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-text {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	font-size: 14px;&lt;br /&gt;
	line-height: 1.3;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Homepage Wide Image Links&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Used for 200x100 banner-style image links, such as Weekly Battle Games,&lt;br /&gt;
   World Lore, and Events.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
.wizlords-wideimagetext {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	margin: 10px 12px;&lt;br /&gt;
	vertical-align: top;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-grid {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-wrap: wrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	gap: 10px 24px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-grid .wizlords-wideimagetext {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-image {&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
	object-fit: cover;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-text {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	font-size: 14px;&lt;br /&gt;
	line-height: 1.3;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Useful Links List&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Specific list styling for the external/useful links block.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
.wizlords-useful-links,&lt;br /&gt;
.wizlords-mainpage-link-list,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
	list-style: disc inside;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-useful-links li,&lt;br /&gt;
.wizlords-mainpage-link-list li,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list li {&lt;br /&gt;
	margin-bottom: 6px;&lt;br /&gt;
	display: list-item;&lt;br /&gt;
	list-style: disc inside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-useful-links li::marker,&lt;br /&gt;
.wizlords-mainpage-link-list li::marker,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list li::marker {&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* What is LARP includes longer explanatory list items. Align its bullet edge&lt;br /&gt;
   with the paragraph above instead of using the narrower Useful Links inset. */&lt;br /&gt;
#content.mw-body&lt;br /&gt;
#bodyContent&lt;br /&gt;
.mw-parser-output&lt;br /&gt;
.wizlords-mainpage-right&lt;br /&gt;
&amp;gt; ul.wizlords-mainpage-whatislarp-list,&lt;br /&gt;
#content.mw-body&lt;br /&gt;
#bodyContent&lt;br /&gt;
.mw-parser-output&lt;br /&gt;
.wizlords-mainpage-left&lt;br /&gt;
&amp;gt; ul.wizlords-mainpage-whatislarp-list {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 8px 0 0;&lt;br /&gt;
	padding-left: 18px;&lt;br /&gt;
	list-style: disc outside;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body&lt;br /&gt;
#bodyContent&lt;br /&gt;
.mw-parser-output&lt;br /&gt;
.wizlords-mainpage-whatislarp-list&lt;br /&gt;
&amp;gt; li {&lt;br /&gt;
	margin-left: 0;&lt;br /&gt;
	list-style: disc outside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector assigns separate colours to external and visited links. Keep the&lt;br /&gt;
   shared homepage navigation-list component consistently orange. */&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a:visited,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a.external,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a:visited,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a.external {&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a:hover,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a.external:hover,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a:hover,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a.external:hover {&lt;br /&gt;
	color: #ffd37a;&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector&#039;s external-link indicator is a separate blue background SVG, so it&lt;br /&gt;
   must be recoloured independently from the anchor text. */&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a.external,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a.external {&lt;br /&gt;
	background-image: url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=&#039;http://www.w3.org/2000/svg&#039; width=&#039;10&#039; height=&#039;10&#039; viewBox=&#039;0 0 10 10&#039;%3E%3Cpath fill=&#039;%23ff942d&#039; d=&#039;M6 1h3v3H8V2.71L4.35 6.35l-.7-.7L7.29 2H6V1z&#039;/%3E%3Cpath fill=&#039;%23ff942d&#039; d=&#039;M2 2h3v1H3v4h4V5h1v3H2V2z&#039;/%3E%3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body .wizlords-mainpage-link-list a.external:hover,&lt;br /&gt;
#content.mw-body .wizlords-mainpage-whatislarp-list a.external:hover {&lt;br /&gt;
	background-image: url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=&#039;http://www.w3.org/2000/svg&#039; width=&#039;10&#039; height=&#039;10&#039; viewBox=&#039;0 0 10 10&#039;%3E%3Cpath fill=&#039;%23ffd37a&#039; d=&#039;M6 1h3v3H8V2.71L4.35 6.35l-.7-.7L7.29 2H6V1z&#039;/%3E%3Cpath fill=&#039;%23ffd37a&#039; d=&#039;M2 2h3v1H3v4h4V5h1v3H2V2z&#039;/%3E%3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Narrow Vector Fallback&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   When Vector is manually used below the small-desktop range, remove its&lt;br /&gt;
   desktop sidebar, reclaim that space, and stack the homepage columns.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
@media (max-width: 899px) {&lt;br /&gt;
	:root {&lt;br /&gt;
		--wiz-sidebar-width: 0px;&lt;br /&gt;
		--wiz-sidebar-content-gap: 0px;&lt;br /&gt;
		--wiz-content-width: calc(100% - var(--wiz-page-gutter) - var(--wiz-page-gutter));&lt;br /&gt;
		--wiz-page-gutter: 12px;&lt;br /&gt;
		--wiz-content-padding: 14px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	#mw-panel,&lt;br /&gt;
	#p-logo {&lt;br /&gt;
		display: none !important;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	#content.mw-body,&lt;br /&gt;
	#footer {&lt;br /&gt;
		margin-inline: var(--wiz-page-gutter);&lt;br /&gt;
		box-shadow:&lt;br /&gt;
			calc(-1 * var(--wiz-page-gutter)) 0 0 0 var(--wiz-panel-background),&lt;br /&gt;
			var(--wiz-page-gutter) 0 0 0 var(--wiz-panel-background);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	#left-navigation {&lt;br /&gt;
		margin-left: var(--wiz-page-gutter);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.wizlords-mainpage-left,&lt;br /&gt;
	.wizlords-mainpage-right {&lt;br /&gt;
		float: none;&lt;br /&gt;
		width: 100%;&lt;br /&gt;
		padding-left: 0;&lt;br /&gt;
		padding-right: 0;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Final What Is LARP List Alignment&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Vector and shared article styles both assign margins and padding to direct&lt;br /&gt;
   article lists. This final component-scoped reset guarantees that the What&lt;br /&gt;
   is LARP bullet edge aligns with the paragraph above, regardless of which&lt;br /&gt;
   MediaWiki wrapper is present.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#content.mw-body #bodyContent ul.wizlords-mainpage-whatislarp-list {&lt;br /&gt;
	box-sizing: border-box !important;&lt;br /&gt;
	width: 100% !important;&lt;br /&gt;
	max-width: none !important;&lt;br /&gt;
	margin: 8px 0 0 !important;&lt;br /&gt;
	padding-left: 1.15em !important;&lt;br /&gt;
	list-style: disc outside !important;&lt;br /&gt;
	text-align: left !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent ul.wizlords-mainpage-whatislarp-list &amp;gt; li {&lt;br /&gt;
	margin-left: 0 !important;&lt;br /&gt;
	padding-left: 0 !important;&lt;br /&gt;
	list-style: disc outside !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=MediaWiki:Vector.css&amp;diff=2403</id>
		<title>MediaWiki:Vector.css</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=MediaWiki:Vector.css&amp;diff=2403"/>
		<updated>2026-10-05T17:44:09Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&lt;br /&gt;
 * Wizards &amp;amp; Warlords Vector skin overrides.&lt;br /&gt;
 *&lt;br /&gt;
 * This file controls the Vector desktop shell, dark theme, top tabs, sidebar,&lt;br /&gt;
 * page title, footer, and desktop homepage layout.&lt;br /&gt;
 *&lt;br /&gt;
 * Some article typography remains below as a temporary compatibility copy.&lt;br /&gt;
 * Common.css now contains lower-specificity shared equivalents; retaining the&lt;br /&gt;
 * existing Vector selectors keeps the desktop cascade visually unchanged.&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Responsive Layout Standard&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Phone: 0-599px; tablet / large phone: 600-899px; small desktop /&lt;br /&gt;
   landscape tablet: 900-1199px; full desktop: 1200px+.&lt;br /&gt;
   Vector remains the desktop skin, but its narrow-window fallback follows the&lt;br /&gt;
   same viewport boundaries as the rest of the project.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Theme And Layout Variables&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Change these first when adjusting the overall site width, sidebar width,&lt;br /&gt;
   colours, background image, content padding, or logo size.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
:root {&lt;br /&gt;
	--wiz-page-width: 1360px;&lt;br /&gt;
	--wiz-sidebar-width: 210px;&lt;br /&gt;
	--wiz-sidebar-left-inset: 8px;&lt;br /&gt;
	--wiz-sidebar-right-inset: 8px;&lt;br /&gt;
	--wiz-logo-size: 150px;&lt;br /&gt;
	--wiz-logo-edge-space: calc((var(--wiz-sidebar-width) - var(--wiz-sidebar-left-inset) - var(--wiz-sidebar-right-inset) - var(--wiz-logo-size)) / 2);&lt;br /&gt;
	--wiz-sidebar-content-gap: 0px;&lt;br /&gt;
	--wiz-page-gutter: 24px;&lt;br /&gt;
	--wiz-content-width: calc(100% - var(--wiz-sidebar-width) - var(--wiz-sidebar-content-gap) - var(--wiz-page-gutter));&lt;br /&gt;
	--wiz-content-padding: 20px;&lt;br /&gt;
	--wiz-content-background: #222;&lt;br /&gt;
	--wiz-panel-solid-background: #0f0f0f;&lt;br /&gt;
	--wiz-panel-background: rgba(15, 15, 15, 0.82);&lt;br /&gt;
	--wiz-page-background: #111;&lt;br /&gt;
	--wiz-background-image: url(&amp;quot;/mywiki/index.php/Special:Redirect/file/background_circle.jpeg&amp;quot;);&lt;br /&gt;
	--wiz-content-border: #ff942d;&lt;br /&gt;
	--wiz-text: #d2d2d2;&lt;br /&gt;
	--wiz-link: #ff942d;&lt;br /&gt;
	--wiz-heading: #e7e1d4;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Full Page Background&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The background image is attached to the whole browser viewport. The image&lt;br /&gt;
   keeps its aspect ratio and crops instead of stretching or skewing.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
html {&lt;br /&gt;
	min-height: 100%;&lt;br /&gt;
	background-color: var(--wiz-page-background);&lt;br /&gt;
	background-image: var(--wiz-background-image);&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-size: cover;&lt;br /&gt;
	background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Centered Wiki Shell And Panel Tint&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The body is the centered 1360px wiki shell. The body::before layer paints&lt;br /&gt;
   the transparent sidebar, right gutter, and header tint without stacking&lt;br /&gt;
   multiple semi-transparent Vector wrappers on top of each other.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
body {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 0;&lt;br /&gt;
	width: min(100%, var(--wiz-page-width));&lt;br /&gt;
	min-height: 100vh;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body::before {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: fixed;&lt;br /&gt;
	z-index: -1;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	left: 50%;&lt;br /&gt;
	width: min(100%, var(--wiz-page-width));&lt;br /&gt;
	height: 79px;&lt;br /&gt;
	transform: translateX(-50%);&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
	background: linear-gradient(&lt;br /&gt;
		to right,&lt;br /&gt;
		var(--wiz-panel-background) 0,&lt;br /&gt;
		var(--wiz-panel-background) calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap)),&lt;br /&gt;
		var(--wiz-panel-background) calc(100% - var(--wiz-page-gutter)),&lt;br /&gt;
		var(--wiz-panel-background) calc(100% - var(--wiz-page-gutter)),&lt;br /&gt;
		var(--wiz-panel-background) 100%&lt;br /&gt;
	);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector always uses the wide Main Page banner, including when its desktop&lt;br /&gt;
   shell is viewed through a narrow browser window. Citizen retains the&lt;br /&gt;
   responsive no-background banner swap defined in its own stylesheet. */&lt;br /&gt;
.skin-vector .page-banner {&lt;br /&gt;
	aspect-ratio: auto;&lt;br /&gt;
	margin-bottom: 24px;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector .page-banner-desktop {&lt;br /&gt;
	display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector .page-banner-mobile {&lt;br /&gt;
	display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ========================================================================== &lt;br /&gt;
   Vector Wrapper Cleanup&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Vector has several overlapping header/sidebar wrappers. These rules remove&lt;br /&gt;
   their default backgrounds, gradients, shadows, and borders so our single&lt;br /&gt;
   body::before tint layer is the only panel background.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base,&lt;br /&gt;
#mw-navigation,&lt;br /&gt;
#mw-head {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-panel {&lt;br /&gt;
	background: var(--wiz-panel-background);&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	outline: 0;&lt;br /&gt;
	opacity: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base::before,&lt;br /&gt;
#mw-head-base::after {&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Header Navigation Alignment&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   These align the left page tabs, right action tabs, login links, and search&lt;br /&gt;
   box with the content area and right gutter.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#right-navigation {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-personal {&lt;br /&gt;
	right: var(--wiz-page-gutter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-search {&lt;br /&gt;
	margin-right: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Sidebar And Logo&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The sidebar panel is 210px wide. The logo is centered inside the usable&lt;br /&gt;
   sidebar area after accounting for the small left/right inset.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#mw-panel {&lt;br /&gt;
	width: var(--wiz-sidebar-width);&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo {&lt;br /&gt;
	top: 0;&lt;br /&gt;
	left: var(--wiz-sidebar-left-inset);&lt;br /&gt;
	width: calc(var(--wiz-sidebar-width) - var(--wiz-sidebar-left-inset) - var(--wiz-sidebar-right-inset));&lt;br /&gt;
	height: calc(var(--wiz-logo-size) + var(--wiz-sidebar-left-inset) + var(--wiz-logo-edge-space));&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo a {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: 100%;&lt;br /&gt;
	background-position: center calc(var(--wiz-sidebar-left-inset) + var(--wiz-logo-edge-space));&lt;br /&gt;
	background-size: var(--wiz-logo-size) var(--wiz-logo-size);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-panel .portal,&lt;br /&gt;
#mw-panel .vector-menu-portal {&lt;br /&gt;
	margin-right: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Content And Footer Shell&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The content and footer share the same width and left/right alignment. The&lt;br /&gt;
   content gets the solid dark background; the footer uses the transparent&lt;br /&gt;
   panel tint.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#content.mw-body {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: var(--wiz-content-width);&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
	padding: var(--wiz-content-padding);&lt;br /&gt;
	border: 1px solid var(--wiz-content-border);&lt;br /&gt;
	background: var(--wiz-content-background);&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
	box-shadow:&lt;br /&gt;
		calc(-1 * (var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap))) 0 0 0 var(--wiz-panel-background),&lt;br /&gt;
		var(--wiz-page-gutter) 0 0 0 var(--wiz-panel-background);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: var(--wiz-content-width);&lt;br /&gt;
	margin-left: calc(var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap));&lt;br /&gt;
	margin-right: var(--wiz-page-gutter);&lt;br /&gt;
	min-height: 112px;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	background: var(--wiz-panel-background);&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
	box-shadow:&lt;br /&gt;
		calc(-1 * (var(--wiz-sidebar-width) + var(--wiz-sidebar-content-gap))) 0 0 0 var(--wiz-panel-background),&lt;br /&gt;
		var(--wiz-page-gutter) 0 0 0 var(--wiz-panel-background);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer-icons {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 50%;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	transform: translateY(-50%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Link Colours&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Global link colour rules for content, sidebar, header, and footer.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
a,&lt;br /&gt;
a:visited,&lt;br /&gt;
#mw-panel a,&lt;br /&gt;
#mw-head a,&lt;br /&gt;
#footer a {&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover,&lt;br /&gt;
#mw-panel a:hover,&lt;br /&gt;
#mw-head a:hover,&lt;br /&gt;
#footer a:hover {&lt;br /&gt;
	color: #ffd37a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation a,&lt;br /&gt;
#right-navigation a,&lt;br /&gt;
#p-personal a {&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Top Tabs And Vector Menu Resets&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   These rules restyle the Vector page/action tabs. Inactive tabs are&lt;br /&gt;
   transparent so they blend into the header. Selected tabs match the content&lt;br /&gt;
   background and use a small cover strip to hide the bottom border cleanly.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#left-navigation li,&lt;br /&gt;
#right-navigation li,&lt;br /&gt;
.vectorTabs li,&lt;br /&gt;
.vectorMenu h3 {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-namespaces .vector-menu-content,&lt;br /&gt;
#p-namespaces .vector-menu-content-list {&lt;br /&gt;
	margin-left: 0;&lt;br /&gt;
	padding-left: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-namespaces {&lt;br /&gt;
	padding-left: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li::before,&lt;br /&gt;
#left-navigation li::after,&lt;br /&gt;
#right-navigation li::before,&lt;br /&gt;
#right-navigation li::after,&lt;br /&gt;
.vectorTabs li::before,&lt;br /&gt;
.vectorTabs li::after,&lt;br /&gt;
.vectorMenu h3::before,&lt;br /&gt;
.vectorMenu h3::after {&lt;br /&gt;
	background: none;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	content: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li a,&lt;br /&gt;
#right-navigation li a,&lt;br /&gt;
.vectorTabs li a,&lt;br /&gt;
.vectorMenu h3 {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	border-left: 1px solid var(--wiz-content-border);&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
	color: var(--wiz-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li a span,&lt;br /&gt;
#right-navigation li a span,&lt;br /&gt;
.vectorTabs li a span,&lt;br /&gt;
.vectorMenu h3 span {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation .vectorTabs,&lt;br /&gt;
#right-navigation .vectorTabs,&lt;br /&gt;
#left-navigation .vector-menu-tabs,&lt;br /&gt;
#right-navigation .vector-menu-tabs,&lt;br /&gt;
#left-navigation .vector-menu-tabs-legacy,&lt;br /&gt;
#right-navigation .vector-menu-tabs-legacy,&lt;br /&gt;
#left-navigation .vectorTabs ul,&lt;br /&gt;
#right-navigation .vectorTabs ul,&lt;br /&gt;
#left-navigation .vector-menu-tabs ul,&lt;br /&gt;
#right-navigation .vector-menu-tabs ul,&lt;br /&gt;
#left-navigation .vectorTabs span,&lt;br /&gt;
#right-navigation .vectorTabs span,&lt;br /&gt;
#left-navigation .vector-menu-tabs span,&lt;br /&gt;
#right-navigation .vector-menu-tabs span,&lt;br /&gt;
#left-navigation .vectorTabs li,&lt;br /&gt;
#right-navigation .vectorTabs li,&lt;br /&gt;
#left-navigation .vector-menu-tabs li,&lt;br /&gt;
#right-navigation .vector-menu-tabs li,&lt;br /&gt;
#left-navigation .vectorTabs li a,&lt;br /&gt;
#right-navigation .vectorTabs li a,&lt;br /&gt;
#left-navigation .vector-menu-tabs li a,&lt;br /&gt;
#right-navigation .vector-menu-tabs li a,&lt;br /&gt;
#right-navigation .vectorMenu,&lt;br /&gt;
#right-navigation .vectorMenu h3,&lt;br /&gt;
#right-navigation .vectorMenu h3 span,&lt;br /&gt;
#right-navigation .vector-menu-heading,&lt;br /&gt;
#right-navigation .vector-menu-heading span,&lt;br /&gt;
#right-navigation .vector-menu-heading-label,&lt;br /&gt;
#p-cactions-label,&lt;br /&gt;
#p-cactions-label span {&lt;br /&gt;
	background-image: none !important;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li:last-child a,&lt;br /&gt;
#right-navigation li:last-child a {&lt;br /&gt;
	border-right: 1px solid var(--wiz-content-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* The watch/unwatch star has different Vector sizing, so it is normalised here. */&lt;br /&gt;
#ca-watch a,&lt;br /&gt;
#ca-unwatch a {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	padding-top: 16.25px;&lt;br /&gt;
	padding-right: 0;&lt;br /&gt;
	padding-bottom: 0;&lt;br /&gt;
	padding-left: 0;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	line-height: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#ca-watch,&lt;br /&gt;
#ca-unwatch {&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	line-height: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#right-navigation li.mw-watchlink.icon {&lt;br /&gt;
	top: auto;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
	line-height: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#right-navigation li.mw-watchlink.icon a {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	line-height: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#ca-watch a span,&lt;br /&gt;
#ca-unwatch a span {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	width: 1px;&lt;br /&gt;
	height: 1px;&lt;br /&gt;
	clip: rect(1px, 1px, 1px, 1px);&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Selected tabs visually open into the content area below. */&lt;br /&gt;
#left-navigation li.selected a,&lt;br /&gt;
#right-navigation li.selected a,&lt;br /&gt;
.vectorTabs li.selected a {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 2;&lt;br /&gt;
	background: var(--wiz-content-background);&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
	color: var(--wiz-heading);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#left-navigation li.selected a::after,&lt;br /&gt;
#right-navigation li.selected a::after,&lt;br /&gt;
.vectorTabs li.selected a::after {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: -1px;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: 1px;&lt;br /&gt;
	background: var(--wiz-content-background);&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Shared border colour for the tab row. */&lt;br /&gt;
#left-navigation li,&lt;br /&gt;
#right-navigation li,&lt;br /&gt;
#p-search,&lt;br /&gt;
.vectorTabs,&lt;br /&gt;
.vectorMenu {&lt;br /&gt;
	border-color: var(--wiz-content-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput {&lt;br /&gt;
	background: rgba(0, 0, 0, 0.3);&lt;br /&gt;
	border-color: var(--wiz-race-table-border-colour, #4d4d4d);&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput::placeholder {&lt;br /&gt;
	color: #b9b3a8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Page Title And Body Content&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   The first heading sits inside the content area with its own spacing. On the&lt;br /&gt;
   main page only, &amp;quot;Main Page&amp;quot; is visually replaced with the wiki title.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
#firstHeading.firstHeading.mw-first-heading {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	display: block !important;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	margin: 12px 0 8px;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
	color: var(--wiz-heading);&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	line-height: 40px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page #firstHeading.firstHeading.mw-first-heading {&lt;br /&gt;
	font-size: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page #firstHeading.firstHeading.mw-first-heading::before {&lt;br /&gt;
	content: &amp;quot;Wizards and Warlords Wiki&amp;quot;;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#bodyContent {&lt;br /&gt;
	clear: both;&lt;br /&gt;
	display: block;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	font-size: 14px;&lt;br /&gt;
	line-height: 1.6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Normal article lists generated by * and # wikitext. */&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ul,&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ol {&lt;br /&gt;
	margin: 8px 0 12px 28px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ul {&lt;br /&gt;
	list-style: disc outside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output ul ul {&lt;br /&gt;
	margin: 4px 0 6px 22px;&lt;br /&gt;
	padding-left: 18px;&lt;br /&gt;
	list-style: disc outside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ol {&lt;br /&gt;
	list-style: decimal outside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ul &amp;gt; li,&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output &amp;gt; ol &amp;gt; li {&lt;br /&gt;
	display: list-item;&lt;br /&gt;
	margin-bottom: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output ul ul &amp;gt; li {&lt;br /&gt;
	display: list-item;&lt;br /&gt;
	margin-bottom: 3px;&lt;br /&gt;
	list-style: disc outside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent .mw-parser-output li::marker {&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Inline Article Table Of Contents&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Style Vector&#039;s generated #toc directly so it retains the established floated&lt;br /&gt;
   desktop appearance and allows article content to wrap beside it.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
/* Keep collapsible box borders and backgrounds beside the floated TOC. */&lt;br /&gt;
#content.mw-body #bodyContent .wizlords-collapsible-section {&lt;br /&gt;
	display: flow-root;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content.mw-body #bodyContent #toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
	clear: right;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: max-content;&lt;br /&gt;
	min-width: 220px;&lt;br /&gt;
	max-width: 320px;&lt;br /&gt;
	margin: 0 0 16px 24px;&lt;br /&gt;
	padding: 16px 24px;&lt;br /&gt;
	border: 1px solid var(--wiz-content-border);&lt;br /&gt;
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#content.mw-body #bodyContent #toc .toctitle {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body&lt;br /&gt;
#bodyContent&lt;br /&gt;
#toc:has(.toctogglecheckbox:checked)&lt;br /&gt;
.toctitle {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent #toc .toctitle h2 {&lt;br /&gt;
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#content.mw-body #bodyContent #toc .toctoggle {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent #toc .toctoggle a {&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent #toc li {&lt;br /&gt;
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#content.mw-body #bodyContent #toc &amp;gt; ul &amp;gt; li {&lt;br /&gt;
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#content.mw-body #bodyContent #toc li ul {&lt;br /&gt;
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#content.mw-body #bodyContent #toc li li {&lt;br /&gt;
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#content.mw-body #bodyContent #toc a {&lt;br /&gt;
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#content.mw-body #bodyContent #toc .toclevel-3,&lt;br /&gt;
#content.mw-body #bodyContent #toc .toclevel-4,&lt;br /&gt;
#content.mw-body #bodyContent #toc .toclevel-5,&lt;br /&gt;
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/* Article section headings generated by == through ====== wikitext. */&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading2 {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading3 {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading4 {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h2,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h3,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h4,&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading h2 {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading h3,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h4,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h5,&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h3:not(.center),&lt;br /&gt;
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#content.mw-body #bodyContent &amp;gt; h5:not(.center),&lt;br /&gt;
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#content.mw-body #bodyContent &amp;gt; h3:not(.center) {&lt;br /&gt;
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#content.mw-body #bodyContent &amp;gt; h4:not(.center) {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading h2,&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h3,&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h4,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h4:not(.center) {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h5,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading h6,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h5:not(.center),&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h6:not(.center) {&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h2:not(.center) .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h3:not(.center) .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h4:not(.center) .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h5:not(.center) .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h6:not(.center) .mw-headline,&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading a,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h2:not(.center) a,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h3:not(.center) a,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h4:not(.center) a,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h5:not(.center) a,&lt;br /&gt;
#content.mw-body #bodyContent &amp;gt; h6:not(.center) a {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
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#content.mw-body #bodyContent .mw-heading .mw-editsection {&lt;br /&gt;
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&lt;br /&gt;
#content.mw-body #bodyContent .mw-heading .mw-editsection a {&lt;br /&gt;
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&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Homepage Two-Column Layout&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
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.wizlords-mainpage-left {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-right {&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	float: right;&lt;br /&gt;
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	padding-left: 15px;&lt;br /&gt;
	padding-right: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-clear {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Homepage section headings. */&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center {&lt;br /&gt;
	margin: 20px 0 10px;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
	border-bottom: 1px solid var(--wiz-content-border);&lt;br /&gt;
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	font-size: 24px;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center .mw-headline,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center .mw-headline {&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; h2.center a,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; h2.center a {&lt;br /&gt;
	border-bottom: 0;&lt;br /&gt;
	text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center,&lt;br /&gt;
.wizlords-mainpage-items {&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; p,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; p {&lt;br /&gt;
	margin: 0 0 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Normal text lists inside homepage blocks. */&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; ul,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; ul {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
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	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-left &amp;gt; .center &amp;gt; ol,&lt;br /&gt;
.wizlords-mainpage-right &amp;gt; .center &amp;gt; ol {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left li,&lt;br /&gt;
.wizlords-mainpage-right li {&lt;br /&gt;
	display: list-item;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-mainpage-left li::marker,&lt;br /&gt;
.wizlords-mainpage-right li::marker {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
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   --------------------------------------------------------------------------&lt;br /&gt;
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.wizlords-imagetext {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
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	min-height: 122px;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-image {&lt;br /&gt;
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	height: 100px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
	object-fit: contain;&lt;br /&gt;
	border: 0;&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-imagetext-text {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	width: 100px;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	font-size: 14px;&lt;br /&gt;
	line-height: 1.3;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Homepage Wide Image Links&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Used for 200x100 banner-style image links, such as Weekly Battle Games,&lt;br /&gt;
   World Lore, and Events.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
.wizlords-wideimagetext {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	margin: 10px 12px;&lt;br /&gt;
	vertical-align: top;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-grid {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-wrap: wrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	gap: 10px 24px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-grid .wizlords-wideimagetext {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-image {&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 100px;&lt;br /&gt;
	object-fit: cover;&lt;br /&gt;
	border: 0;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.wizlords-wideimagetext-text {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	width: 200px;&lt;br /&gt;
	height: 40px;&lt;br /&gt;
	font-size: 14px;&lt;br /&gt;
	line-height: 1.3;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ==========================================================================&lt;br /&gt;
   Useful Links List&lt;br /&gt;
   --------------------------------------------------------------------------&lt;br /&gt;
   Specific list styling for the external/useful links block.&lt;br /&gt;
   ========================================================================== */&lt;br /&gt;
.wizlords-useful-links,&lt;br /&gt;
.wizlords-mainpage-link-list,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list {&lt;br /&gt;
	margin: 8px 0 0 20px;&lt;br /&gt;
	padding-left: 20px;&lt;br /&gt;
	list-style: disc inside;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-useful-links li,&lt;br /&gt;
.wizlords-mainpage-link-list li,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list li {&lt;br /&gt;
	margin-bottom: 6px;&lt;br /&gt;
	display: list-item;&lt;br /&gt;
	list-style: disc inside;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wizlords-useful-links li::marker,&lt;br /&gt;
.wizlords-mainpage-link-list li::marker,&lt;br /&gt;
.wizlords-mainpage-whatislarp-list li::marker {&lt;br /&gt;
	color: var(--wiz-text);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Valley_of_the_Ancients&amp;diff=2402</id>
		<title>Template:Valley of the Ancients</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Valley_of_the_Ancients&amp;diff=2402"/>
		<updated>2026-10-05T17:42:21Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== We Don&#039;t Want It ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;We Don&#039;t Want It&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Take the central relic and plant it on the opposing pillar.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone with their own pillar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both sides are trying to capture the Relic from the centre pillar and plant the Relic on their opponent&#039;s pillar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The side that can plant the Relic on their opponent&#039;s pillar first wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.2. Relics|Relics]] special rules.&lt;br /&gt;
* The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 3 respawns per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 1 Relic and 3 pillars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the We Don&#039;t Want It game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{We Don&#039;t Want It}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Valley_of_the_Ancients&amp;diff=2401</id>
		<title>Template:Valley of the Ancients</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Valley_of_the_Ancients&amp;diff=2401"/>
		<updated>2026-10-05T17:42:16Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Valley of the Ancients ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Valley of the Ancients&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Imprint the central relic while surviving the Arcane Servants.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced, with additional NPCs playing Arcane Servants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both sides are trying to capture the Relic from the centre pillarand imprint it to their side while also trying to avoid being killed by Arcane Servants.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The game will run until either side imprints the Relic or both sides are killed by the Arcane Servants.&lt;br /&gt;
* It takes 3 cumulative minutes for a side to Imprint the Relic.&lt;br /&gt;
* A side will score 1 point for each successful round they can imprint the Relic.&lt;br /&gt;
* If both sides are killed by the Arcane Servants before imprinting the relic, then points are awarded to the NPCs for that round.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game, including NPCs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.2. Relics|Relics]], [[Game Special Rules#2.3. Relic Binding|Imprint]], and [[Game Special Rules#2.4. Burial Mounds|Burial Mounds]] special rules.&lt;br /&gt;
* The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.&lt;br /&gt;
* Each pillar other than the pillar the Relic starts on is considered a burial mound for this scenario.&lt;br /&gt;
* This game may have between 2 and 8 burial mounds.&lt;br /&gt;
* Burial mounds contain Arcane Servants that use the rules as presented in the Arcane Magic Spell list.&lt;br /&gt;
* Arcane Servants may be Minor Arcane Servant - Attack, Arcane Servant - Attack, or Greater Arcane Servant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 5 respawns per player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 1 Relic, 3 to 9 pillars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Valley of the Ancients game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Valley of the Ancients}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Treasure_Hunt&amp;diff=2400</id>
		<title>Template:Treasure Hunt</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Treasure_Hunt&amp;diff=2400"/>
		<updated>2026-10-05T17:42:10Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Treasure Hunt ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Treasure Hunt&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Steal the defenders&#039; relic and deliver it to your own pillar.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone with their own pillar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Attackers are trying to steal the Relic from the defenders&#039; pillar and return it to their own pillar. Defenders are trying to prevent this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* Attackers win if they can steal the relic and place it on the pillar in their deployment zone.&lt;br /&gt;
* Defenders win if they can kill all the Attackers before they achieve their victory condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.2. Relics|Relics and Defended Relic]] special rules.&lt;br /&gt;
* The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 3 respawns per player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 1 Relic and 2 pillars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Treasure Hunt game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Treasure Hunt}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:The_Ritual&amp;diff=2399</id>
		<title>Template:The Ritual</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:The_Ritual&amp;diff=2399"/>
		<updated>2026-10-05T17:42:04Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== The Ritual ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;The Ritual&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Complete the ritual or rescue the sacrificial victim.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced. The defenders also have a Sacrificial Victim, who may be a kidnapped player from the opposing side or an NPC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone. The defenders have 1 pillar and the Sacrificial Victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; The defenders are trying to complete their ritual and the attackers are trying to save the Sacrificial Victim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The defenders win if they can complete their ritual in 3 minutes, or if they recapture the Sacrificial Victim and return them to the pillar.&lt;br /&gt;
* The attackers win if they can free and get the Sacrificial Victim to their starting zone.&lt;br /&gt;
* A victory scores 1 point.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;The Sacrificial Victim&amp;lt;/div&amp;gt;&lt;br /&gt;
* The Sacrificial Victim begins the game tied to a pillar and may not move unless freed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;The Ritual&amp;lt;/div&amp;gt;&lt;br /&gt;
* The ritual countdown is 3 cumulative minutes.&lt;br /&gt;
* It continues as long as at least one defender is in physical contact with a hand on the pillar.&lt;br /&gt;
* If the defender conducting the ritual is attacked, they must stop the ritual to defend themselves.&lt;br /&gt;
* The Sacrificial Victim may not be used as a shield and may not be intentionally harmed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;Freeing the Sacrificial Victim&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sacrificial Victim may get free in one of two ways:&lt;br /&gt;
* An attacker places a hand on the pillar, uncontested, and counts to 5.&lt;br /&gt;
* If no defenders are in contact with the pillar, the Sacrificial Victim may attempt to escape by counting to 30 uninterrupted.&lt;br /&gt;
* If a defender makes contact with the pillar and then moves away the counting begins again from zero.&lt;br /&gt;
* Once freed, the Sacrificial Victim may move at a walking pace only.&lt;br /&gt;
* The attacking side wins if the Sacrificial Victim reaches the attackers’ starting zone.&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;Recapturing the Sacrificial Victim&amp;lt;/div&amp;gt;&lt;br /&gt;
* If any defender makes uncontested physical contact with the Sacrificial Victim, the victim is considered recaptured.&lt;br /&gt;
* Defenders may then escort the Sacrificial Victim back to the pillar.&lt;br /&gt;
* If the Sacrificial Victim has passed the halfway point of the field and is recaptured, and the defenders successfully return them to the defenders’ Starting Zone, the victim is sacrificed immediately and the defenders win the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;Special Note&amp;lt;/div&amp;gt;&lt;br /&gt;
Neither side may attack the Sacrificial Victim with weapons, spells, or missile fire. The victim is too valuable to be intentionally harmed by either faction unless sacrificed correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 5 respawns per player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; Victim, 1 pillar, timer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the The Ritual game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{The Ritual}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:The_Arcane_Storm&amp;diff=2398</id>
		<title>Template:The Arcane Storm</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:The_Arcane_Storm&amp;diff=2398"/>
		<updated>2026-10-05T17:41:58Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== The Arcane Storm ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;The Arcane Storm&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Control Arcane Nodes to score points while surviving their surges.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone. Three Arcane Nodes are scattered across the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both teams are trying to control as many Arcane Nodes as possible and maintain control over them to score victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The round lasts 5 minutes.&lt;br /&gt;
* Victory Points are scored at the 2, 4, and 5 minute marks.&lt;br /&gt;
* At each scoring time, a team scores 1 Victory Point per Arcane Node they control.&lt;br /&gt;
* To control a node, a team must have a player touching it uncontested.&lt;br /&gt;
* If both teams are touching a node at a scoring time, that node is contested and scores no points.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;Node Control&amp;lt;/div&amp;gt;&lt;br /&gt;
A node is only controlled while a living player is in physical contact with it. If the controlling player is reduced to 0 HP or removes their hand, the node immediately becomes neutral. If players from both teams are touching the node, it is contested.&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subsubheading&amp;quot;&amp;gt;Arcane Surge&amp;lt;/div&amp;gt;&lt;br /&gt;
Every minute, a random Arcane Node surges. All players within 1 metre of that node take 2 HP damage unless they have Arcane Armour or are Blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 5 respawns per player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 3 pillars, timer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the The Arcane Storm game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{The Arcane Storm}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Take_no_Prisoners&amp;diff=2397</id>
		<title>Template:Take no Prisoners</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Take_no_Prisoners&amp;diff=2397"/>
		<updated>2026-10-05T17:41:53Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Take no Prisoners ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Take no Prisoners&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Outlast the opposing team and the Marauders.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced, with a third side of Marauders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone. Marauders are in the centre of the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both sides and the Marauders are trying to kill all their enemies and be the last to survive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The round lasts until only one team or the Marauders remain alive.&lt;br /&gt;
* A team scores 1 Victory Point for each round won. The NPCs may also score points.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game including the NPCs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.7. Marauders|Marauders]] special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; Marauders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Take no Prisoners game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Take no Prisoners}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Take_and_Hold&amp;diff=2396</id>
		<title>Template:Take and Hold</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Take_and_Hold&amp;diff=2396"/>
		<updated>2026-10-05T17:41:48Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Take and Hold ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Take and Hold&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Hold the Banner Point uncontested for a cumulative three minutes.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone with their banner in their possession.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Each team is trying to plant their banner at the Banner Point and hold it there for a cumulative total of 3 minutes. Only time when an uncontested Standard Bearer is actively holding the banner at the Banner Point counts toward this total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* A team immediately wins once they have held their banner at the Banner Point for a total of 3 minutes.&lt;br /&gt;
* The 3 minutes do not need to be consecutive. Time held accumulates over the course of the game.&lt;br /&gt;
* If both teams’ banners are inside the Banner Point, it is considered contested and neither side gains any time until one leaves.&lt;br /&gt;
* The team with the most rounds won at halftime wins the overall game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.1. Banner Rules|Standard of Command]] rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 2 team banners, timer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Take and Hold game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Take and Hold}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Steal_the_Flag&amp;diff=2395</id>
		<title>Template:Steal the Flag</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Steal_the_Flag&amp;diff=2395"/>
		<updated>2026-10-05T17:41:43Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Steal the Flag ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Steal the Flag&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Steal the opposing banner and return it to your starting zone.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone with their banner in their banner holder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both sides are trying to capture their opponent&#039;s flag and return it to their side&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* If a side can take the banner from their opponent&#039;s banner holder and return it to their starting zone first, they win.&lt;br /&gt;
* Both banner and player must be in their deployment zone, with the banner pole and both of the player&#039;s feet on the ground to count.&lt;br /&gt;
* Stealing your opponent&#039;s banner without yours being moved scores your side 2 points.&lt;br /&gt;
* Stealing your opponent&#039;s banner with yours being moved scores your side 1 point.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* The player holding the banner may not hold anything else in that hand.&lt;br /&gt;
* The player holding the banner may not run. They must walk or move at a steady, moderate pace.&lt;br /&gt;
* The banner may be passed to another teammate at any point during the round.&lt;br /&gt;
* If the player holding the banner is reduced to 0 HP, they must drop to one knee and wait for a teammate to come and take the banner from them, or for a teammate to resurrect them.&lt;br /&gt;
* The player holding the banner can be healed, receive blessings or arcane wards, and be affected by spells as normal, including resurrection.&lt;br /&gt;
* The player holding the banner does not gain any additional HP and uses their normal HP total.&lt;br /&gt;
* Each side may only touch their opponent&#039;s banner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Limited respawns, 3 respawns per player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 2 banners, 2 banner holders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Steal the Flag game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Steal the Flag}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://wizlords.wiki/index.php?title=Template:Skulls_of_Command&amp;diff=2394</id>
		<title>Template:Skulls of Command</title>
		<link rel="alternate" type="text/html" href="https://wizlords.wiki/index.php?title=Template:Skulls_of_Command&amp;diff=2394"/>
		<updated>2026-10-05T17:41:36Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;wizlords-toc-only-heading&amp;quot;&amp;gt;&lt;br /&gt;
=== Skulls of Command ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section mw-collapsible mw-collapsed wizlords-collapsed-hint-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-title&amp;quot;&amp;gt;Skulls of Command&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsed-hint&amp;quot;&amp;gt;Bind the opposing pillars and destroy their Arcane Servants.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side Balance:&#039;&#039;&#039; Sides are balanced, with additional NPCs playing Arcane Servants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Each team begins in their own deployment zone with 2 pillars and 2 Arcane Servants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Both sides are trying to capture and bind the 2 pillars on their opponent&#039;s side with Relics from the centre pillars, while also trying to avoid their own pillars being bound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Victory Conditions&amp;lt;/div&amp;gt;&lt;br /&gt;
* The game will run until a side binds both of their opponent&#039;s pillars and their opponent has no Arcane Servants active.&lt;br /&gt;
* It takes 1 consecutive minute for a side to bind the Relic to a pillar.&lt;br /&gt;
* The first side to bind both of their opponent&#039;s pillars and destroy their opponent&#039;s 2 Arcane Servants scores a point for the round.&lt;br /&gt;
* If both sides lose all Arcane Servants simultaneously, the game ends in a draw.&lt;br /&gt;
* The team with the most points won at halftime wins the overall game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wizlords-collapsible-section-subheading&amp;quot;&amp;gt;Additional Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
* This game uses the [[Game Special Rules#2.2. Relics|Relics]], [[Game Special Rules#2.3. Relic Binding|Relic Binding]], and [[Game Special Rules#2.4. Burial Mounds|Burial Mounds]] special rules.&lt;br /&gt;
* The Relics rules may be replaced with the Blessed Relic, Minor Cursed Relic, or Major Cursed Relic rules.&lt;br /&gt;
* Modification to the Burial Mounds rule: Bound NPCs will only attack players on the opposing team.&lt;br /&gt;
* Modification to the Burial Mounds rule: if an NPC is reduced to 0 HP, they will return to their starting Burial mound and may be released again unless their burial mound has had a relic bound to it. If it has, then they can no longer participate in that round.&lt;br /&gt;
* Burial mounds contain Arcane Servants that use the rules as presented in the Arcane Magic Spell list.&lt;br /&gt;
* Arcane Servants may be Minor Arcane Servant - Attack, Arcane Servant - Attack, or Greater Arcane Servant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respawns:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Requirements:&#039;&#039;&#039; 3 Relics, 7 pillars.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;wizlords-collapsible-section-bottom-toggle&amp;quot;&amp;gt;[&amp;lt;span&amp;gt;Collapse&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== About this template ==&lt;br /&gt;
Contains the Skulls of Command game rules, including deployment, objectives, victory conditions, additional rules, respawns, Recon, and game requirements.&lt;br /&gt;
&lt;br /&gt;
Uses the existing collapsible-section styling and bottom Collapse control. The card includes a hidden level-three heading so its game name can appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Skulls of Command}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
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