Editors note:
This scathing diatribe was originally published on 9/26/23 in the Rising Winds Circle of Paragons group. It was in response to the growing trend in that group described in the first sentence.
Esoteric Writings and Reference
Editors note:
This scathing diatribe was originally published on 9/26/23 in the Rising Winds Circle of Paragons group. It was in response to the growing trend in that group described in the first sentence.
Sometimes you need to run a tournament – I’m looking at you, first-time Champion of a Shire. See my previous article for an broad overview on types of tournaments. Herein, I will explain some relevant basic vocabulary, and then a few strategies for running tournaments that require minimal logistics and planning experience.
A single instance of two fighters hitting each other a bunch is a bout. We usually describe it as “Best X of Y”, e.g. “best 2 out of 3”, meaning, we fight until someone has won twice, and simultaneous kills count as nothing – winner of 2 advances. That is a whole bout. It is normal for most bracket-based tournaments to be best-2-of-3 for most bouts, and best-3-of-5 of final for the final 1 or 2 rounds. An X-elimination format means you must be defeated in X bouts to be eliminated from the entire tournament.
A Reeve (Amtgard), Herald (Belegarth/Dagorhir), or Marshal (SCA) is a referee who (1) knows the rules, (2) can stand next to a fight and go “no, you got hit there, you died”, and (3) often wears yellow or carries a long striped stick. Those titles are largely interchangeable, though I will often default to Reeve. A bean counter is someone who does not necessarily actually judge fights, but records results of bouts on paper and does addition.
A ring is a spot where people fight a bout. You probably will not actually mark a ring on the ground, nor have hard boundaries to the fighting zone. It may not even stay in the same place (but it’s helpful if it does). Each ring should have a reeve or set of reeves that control the fight and report the score to the tournament organizer. The number of rings is usually the bottleneck to tournament seed – two rings means twice as many fights as one ring.
When it is known that a number of entrants are of high skill, common practice is to strategically place them on a constructed bracket. In other words, they are “seeded” at specific intervals in the list. Places with advanced history may calculate “seed points” based on previous tournament performance, or just consider previous wins at the same annual tournament. Places which can remember scaling awards for fighting prowess (Amtgard) can also simply count the people with the biggest number. Different tournament formats will do different things to seeded players.
Other common formats, such as Texas Two-Step or Swiss, have logistical or administrative challenges that require significant setup or organizer effort. Traditional brackets are the easiest to administer.
Structured brackets function by putting two players in a bout, and one player leaves. Each round eliminates half the players. For this reason, fully structured brackets must be of a power of two size, e.g. 8 or 16 starting slots. A tournament with a different number of entrants (most tournaments) must use bracket of the next larger size, and fill the remaining slots with “byes”. When an player’s opponent is a bye, the player automatically “wins” and proceeds to the next round. Generally, byes should be assigned either randomly (if the overall seed assignment is random) or to the top seeded players, i.e. treated as if the bye is a lowest seed.
Usually, seeding is for placing high-skill players at specified points in a tournament bracket. If all of your players are of a specific known level – which is usually the case during the second stage of a tournament where the first stage creates the seeding – you can seed the entire bracket.
Many times, however, you only know that a few players are far ahead of the others. You can partially seed a bracket by placing the few high-skill players as per normal seed rules, then just filling up the rest of the bracket with the rest of the names in no particular order.
In this case, 3 of the players were known to be higher skill than the other 5, so they were seeded into the bracket far from each other according to normal seed rules. Then, the other 5 players were arbitrarily assigned seed spots.
If you don’t wish to seed any players by number – either to simply avoid the emotional/administrative labor of ranking players by skill, or because the whole field is of roughly equal skill or simply unknown to you – you can simply fill in all the boxes with names. Even though the seeding is arbitrary and pseudorandom, it is useful because everyone’s names and the bouts are written down from the start. You have created an instructional guide for yourself – just call up the next pair of names when a ring is open. Players can wander off and mingle between fights, and you won’t lose track of who still needs to fight whom.
Notice that I filled in the same names in a different pattern than above. It is good to not fill in the names the same way if you are running multiple brackets with the same group of people in one day. It is more interesting for the players to not fight the same people in the same order every time.
You can also opt to not do any seeding at all. Rather than fully diagramming out the progress of the tournament from start to finish, you will virtually create the structure of a bracket in your mind. The advantage of this strategy is that you do not need to do any upfront administration: counting players, drawing a bracket on paper, getting everyone’s names, etc. It also allows you to easily ignore players who leave partway, or choosing exactly who gets a bye in a round. The disadvantage of this format is that it requires you to keep all the players in place, and it is much more difficult to track intermediate results.
Instruct the entrants to stand in a line, and stay in line (the head of the line is in front of the tournament organizer). Simply grab the two players at the front of the line, and send them to the next available ring. Winner goes back to the end of the line. Loser leaves. Repeat until the line is empty. If your tournament requires you to track placements, such as 1st through 3rd, you will need to stop the line when there are 4 people remaining, and explicitly set up, record, and direct the players. Usually, the number of rings will reduce so more reeves can watch the fewer, but more important fights.
Essentially, this creates a bracket that goes straight down the line, with byes assigned to players at the end of the line at the end of every round.
A double-elimination tournament is like a single-elimination tournament except players have to be eliminated twice. The advantage of this is that everybody gets to fight at least twice. The disadvantage is that you now have to organize twice as many fights and think harder half way through. You should construct the actual bracket when running a double-elimination tournament, because there is much more to keep track of than a single-elimination tournament. It is possible, but not recommended, to skip writing it all down by making your players stand in two lines.
In this format, the “winners bracket” (the standard bracket everyone starts in) is accompanied by the “losers bracket”. Losing a bout in the winners bracket sends you to the losers bracket. Losing a bout in the losers bracket sends you out of the tournament. Losing a bout in the later rounds of the winners bracket essentially seeds you forward directly into the later rounds of the losers bracket.
Most of the way through the tournament, you will have your tentative 1st place “no losses” winner of the winners bracket. This person will stand by. Shortly thereafter, you will have your tentative 2nd place “1 loss” winner of the losers bracket (as well as your 3rd and 4th, who were the last people eliminated from the losers bracket). These two people will fight the final round for real first place. The tentative 1st, who has not lost a bout yet, enters this fight “with Advantage”; they must be defeated twice to be knocked down to real 2nd place. Crucially, this means the tentative 2nd may face a player they have already lost to. They are not knocked out despite the previous loss, but have the opportunity to challenge for 1st place by winning two bouts.
Rounds of the winners bracket must be played before the corresponding round of the losers bracket. Losers of round #R of the winners bracket are seeded into round #R of the losers bracket. It is best to alternate rounds – play round 1 of the winners bracket, then round 1 of losers bracket, then round 2 of the winners bracket, then round 2 of the losers bracket…and so forth. This method minimizes the amount of time players must sit around waiting for the losers bracket to start – players eliminated from early rounds of the losers bracket know that they may safely leave.
It is possible to run a double-elimination tournament without writing the brackets out. Similar to an unseeded single-elimination tournament, you must simply have losers of the winners line stand on the other side of the field, forming a losers line. This is not recommended, because it is much easier to make mistakes, requires keeping everyone standing in place, and players must stand around for a long time waiting for the second stage to begin.
Now that the theory of simple tournaments has been explained, I will describe the practical steps of running a tournament.
Editors note:
This document was originally written by Battlemasters Twilus Galeheart, Artorius Dragonwrit, and Yorick Ebonmoon, all of the Rising Winds. It was originally published on 4/24/23, under the v8.5.2 Spicy B ruleset. The content of the text is presented here unaltered, except for minor formatting changes.
This document serves as a guide to help newer players easily understand spell list construction, editing, and the theory behind it. Within, we will go into topics such as: must-have spells for the respective classes, making changes to a list based on your field experiences, common pitfalls to avoid, and so on.
Essentials will be the spells that we determine are good at almost anytime for almost any list. These abilities often have good spell point value and versatility. They are often core identity spells of the class.
Traps are what we will denote as low niche and often not worth adding to the list. Often requires a lot of teamwork or specific scenarios to have good use. Usually, these will put crunch on your spell list in areas where you are strapped for points with essentials and other more viable spells.
Archetypes are often the power spike to certain spell lists that make abilities even more accessible. Archetypes can often dictate how you build a list and take some of the average spells to the level of essentials. These are often Archetype essentials and things you’ll want to take pending your Archetype.
How To Make an Effective Spell List: There’s not really a crazy secret to making a good spell list. The main thing you should be looking at to make a good spell list is a set of tools that will work best for the meta you’re playing in. Does your park have a lot of insubstantial? Take insubstantial counters. Does your park use a lot of iceball? Imbue shield, adaptive protection and choose subdual school, and be active with releases. This applies at all levels of play. Take what will give you a good set of counters for your usual opponents with a mix of what you find gives you success.
How To Edit Your List: The key to making a successful list is testing it frequently and making smart changes that give you more of what you need and less of what you don’t. If you find yourself not needing as many of a spell, take some off and take more of a spell you find yourself using frequently. Repeat this every time you run it until it feels optimized and doing what you intended for the list to do. Make sure not to go overboard on too many of one spell, but also sometimes you’ll have to judge not to cut something that you didn’t use if it’s important to have on the list in a decent quantity. Go with your own judgment but this cycle should help you better your lists over time.
How To Theme Your List: Going into a list, you want to have an idea of what you want to do, this can be helped by picking an archetype, but doesn’t have to be. If you want to kill people with spells as a wizard per se, you would like to take something like lightning bolt to stop a target, and dragged below to kill a target stopped player. If you want to play a verbal bard that keeps people away from your team, you may want to take awe, shove, terror, and lost, as all of those make space for your team. If you wanted to play a fighty druid with self enchanted armor, you’d want to take avatar of nature, lycanthropy, stoneskin, attuned, poison, and the like. If you wanted to play a heavy support healer, you may want to go warder, take powerful protection enchants, and lots of release and greater release to keep teammates safe. It is important to have these lines of thinking when making a list to keep a consistent theme, and maintain synergy.
Spell point Value: This is an evaluation of what you get in return for your spell point. The value increases based on how much you can use the ability. Per life has higher value over refresh abilities. Chargeable abilities also increase value. 2 uses per point is also a value increase. A high value ability example would be Healer release which is 1 point for 2 uses, per life, charge times 3.
Charged: These are abilities that can be charged to be used again using the charge incantation. Some abilities are already charge x (X) or can be made chargeable using experienced.
Frontline: Frontline refers to playing at the front of the field where you will either pull the attention of the enemies frontline or midfield and be the first involved in attacks or defenses.
Skirmish: Skirmishing is when you have small engagements with small units. Often repeating this process over and over rather than slugging it out on the frontline with constant action.
Utility: This term is used to define spells that have more than one use and prove valuable to have in many different scenarios.
Crowd Control (CC): This is imparting state on enemies to create actions you want to make. Pretty synonymous with most games that have these types of effects.
Flanking: Finding the weak side of a team to break into the backline and cause chaos or death.
Meta: A term describing what is most often played and winning in a given Park or Kingdom.
Charge incantation and Cancel are two abilities that all caster have access to. Always make sure to learn how to cast both of these abilities and to purchase cancel on your spell list. Cancel costs nothing and should be something you add regardless of if you take enchantments or not. This is often referred to as the “Yorick Principal”.
Confidence: A core ability already chargeable that gives support to your friends to bring back their chargeable abilities.
Restoration: The value of restoration can be very high. Making this rechargeable with experienced is highly recommended.
Mend: As a more frontline based caster class, mends are very useful for your support and offensive play.
Awe/Lost/Shove: Bard can make great use out of these per life space-making spells, having at least one of these 3 on a list is a must have.
Agoraphobia: As a 5th level per refresh spell that is of the command school, it has poor spell value and runs out quickly over longer games.
Amplification: This spell requires very specific planning on very specific strategies to be useful, and on your average bard list, it’s not valuable as a niche level 4 per refresh spell.
Song of Visit: This spell is mostly just a worse escape than song of survival, and locks you into an unsafe position.
Discordia: This ability takes up your enchantment slot preventing you from casting your songs. The payoff of Discordia outside of certain game types is just not high enough despite it being five suppressions for a point. Immunity to command is pretty common and getting stuck with this enchantment on is going to be poor synergy in most builds.
Playstyle: This archetype allows you to cast without a free hand, giving you the unique ability to cast while fighting. You should be looking to stack equipment and combat songs to bolster your ability to frontline and skirmish when applicable.
Spell Synergy:
Equipment: Armor, 1 Point (level 6 and/or level 2): Allows you to soak damage and trade better in melee engagements. While usually spell synergy is about spells and abilities, it is important for bard to take equipment to make certain builds work well. This is one of them.
Song of Interference: This song can save you from powerful spells when surprised in the midst of combat.
Song of Survival: A song that allows you to survive rough melee engagements and escape safely.
Ambulant: This allows you to move while casting, amplifying your ability to cast while fighting.
Swift: Very useful for quick releases or mends to keep you healthy during and in between fights.
Song of Freedom: This song can protect you from a lot of common states applied to people engaging in melee combat, allowing you to apply threat uncontested.
Song of Battle: Gaining armor breaking from this song allows you to go toe-to-toe with every class in melee combat other than warrior.
Mend: A necessity to take on an armored bard list, for self armor repair after close fights. Notably good to experience this spell on longer form games where you’re not always in the front.
Release: Useful to save yourself from a stopped or insubstantial state if caught unaware, or for general use on teammates.
Insult: Great spell to stumble a caster’s thought process and take their attention.
Playstyle: This archetype provides a playstyle that gives you larger control over the field at large through additional extensions.
Spell Synergy:
Extension: Your main tool on this build, choose key spells that gain extra utility at further ranges.
Insult: Great to use on casters trying to support in the backline to force them to have to target you and need a release from an ally.
Lost: Useful to stop people on far flanks and send them packing.
Playstyle: Dervish enables you to run heavy verbal builds with preferably less equipment, to either make space, crowd control, recharge allies, or suppress en masse. Dervish players can truly overtake a field with their voice.
Spell Synergy:
Stun: A great tool for setting up kills on key players, notably good because of the sorcery school.
Lost: Use this to take threats out of a fight or away from an objective.
Terror: Useful to keep specific players far away from your threat range or an objective. Especially useful due to it being a death school spell.
Suppress Aura: A medium length suppression that has a base 50ft range, great for shutting down casters before they make it into their effective range.
Break Concentration: Helpful for those clutch shutdown moments or take intro a melee engagement against another caster.
Awe: This tool is plentiful as a per life space making spell, never bad to have at least one.
Greater Release: An extremely useful tool to save allies at range, stop a fight after death, or elemental barrage. Helpful to grab a good handful of these.
Empower: Slightly more niche, but still a plentiful spell to have for focused recharge support builds.
Shove: A useful per life sorcery spell to keep people away and delay pushes through choke points.
Release: Always pertinent to have a good couple of these to save allies from CC, and getting double from Dervish helps you spend less points for more, or to have a plentiful amount.
Insult: A great tool to use on enemy casters to prevent them from affecting teammates or to force them off of supporting their allies.
Stoneform: Without question your best defensive ability for tanking or defending yourself as a support.
Iceball: Can be taken on any list a druid makes and is considered the strongest crowd control ball in our game currently.
Mend: Being able to mend the magic armor you give out, weapons, shields, or armor allies already wear is just a great way to support your team or yourself in the battlefield.
Icy Blast: This is a per life frozen spell that is arguably an auto take on any non-summoner list. There is no better crowd control than Frozen in the meta.
Heat weapon: A key component to verbal casting tools for Druid. Already a chargeable ability and your best tool against monks.
Imbue Armor: This ability just doesn’t do enough without a lot of proper planning
Gift of Water: GoW looks cool on paper but has conflicts within it. You get heals, but you have magic armor as well. This is kinda counterintuitive requiring you to take wounds to use the second ability. This Spell is also taking up points from better options at level 4.
Regeneration: At level 3 this ability takes up valuable points away from other key abilities.
Gift of Earth: Just not a very useful enchantment most of the time without proper teamwork. Too many other key abilities at level 2.
Flame Blade: This ability just eats up so many spell points for what it gives you. Bear Strength and gift of fire at level 3 are more effective
Resurrect: This is just a major point sink at 5th level that usually just isn’t ever worth the investment.
Playstyle: Summoner is a strong enchanted archetype that loses ranged verbals and equipment past level 2. A summoner is looking to enchant and support the team and even has enchantments to apply to themselves. Mending, healing, and releasing become pivotal in supporting your team.
Spell Synergy:
Naturalize Magic:This is your way of countering other enchanters and with a quick cast and 10 uses for 1 point. The value is insane and can put your team in major enchantment leads.
Ironskin: Magic armor and immunity to flame is very good for making classes like monk or others strong against their counters.
Stoneskin: Magic armor that is ancestral helps counter against balls and arrows.
Lycanthropy: This is a great enchant to give your casters that need to be immune to command. A solid enchant for Wizards and other classes that could use the armor.
Gift of Air: This makes caster classes have a lot of survivability against projectiles and normal weapons.
Golem: This enchant does a lot and can be considered the core of a summoner’s job. Usually used in unison with attuned or essence graft, this ability gives a ton of utility and most importantly makes all the bearer’s enchantments persistent.
Snaring Vines: This ability gives you cc at range without spell balls. This is important in a lot of scenarios especially if trying to help your frontline. Not always an auto take but a notable ability for sure.
Teleport: This can be used to safely position yourself on the battlefield or to move your Golem into hard to access areas to unleash a massive push or flank.
Attuned/Essence Graft: These abilities allow you to stack enchantments into powerful combinations offensively and defensively. They are key components for any summoner.
Poison: This is your only per life enchantment and gives your summoner list some longevity and a burner enchant you can give anyone.
Force Bolt: Underrated offensive capability for summoners to use. Basically thrown arrows.
Playstyle: This archetype allows you to enchant yourself and become a stronger body for martial combat. The important part is making sure you have enough utility spells to go along with your self enchants. Avatars often find themselves helping with flanking attacks or pressuring frontlines with their armor and verbals.
Spell Synergy:
Lycanthropy: Making yourself immune to command while having magical armor along with shield crushing. Making this enchant useful against casters and fighters alike.
Attuned: This is important for making sure you can have multiple enchants in scenarios where you need utility on top of your armor enchantments.
Poison: This is the enchant that gives you longevity on enchanting yourself in longer games.
Dispel Magic: Dispelling frontline without having to wear an enchantment with Naturalize is key here. Along with being able to add extension or ambulant to the incant to ensure it hits is solid.
Playstyle: Ranger is the equipment heavy caster. This also opens up the use of a bow which can really change how you need to position on the field. Rangers will sometimes double up on other archetypes but are versatile enough of one to have their own specified builds.
Spell Synergy:
Equipment: All your equipment is now free, make sure to purchase your max of all.
Verbals: Many of the verbals in the essentials and other lists are super strong on ranger builds as well.
Corrosive Mist: Despite this enchantment costing double. In certain formats, the three destroy armor spells you get from this can improve your ability to snipe someone in armor out or stab with a polearm. Can be useful in other archetypes but sticks out in ranger lists as an almost hunter’s mark like ability.
Heal: The bread and butter of the class, it’s in the namesake and has infinite uses for Healer.
Resurrect: Great value at Charge x5 on a very impactful spell. Bring a teammate back to life? Yes.
Release: Healer’s release is 2/Life Charge x3. Great for saving teammates in sticky situations.
Greater Release: A very powerful and faster ranged release. Great for taking barbarians out of fight after death, wizards out of elemental barrage, or saving teammates from range. It can also remove the cursed state unlike basic Release, which is helpful to guarantee resurrects. Recommended to always experience this spell, as you can get it back through steal life or innate very easily.
Innate: Healer is the only caster with per life innate, making it extremely valuable for getting those good per refresh spells back.
Steal Life Essence: A great tool to recharge your spells, curse the enemy, or quickly heal yourself after a close fight.
Iceball: Immense value, one of the best hard crowd control spells in the game.
Ambulant: Very low value at a level 5 point and per refresh, healer is the only caster with ambulant as a per refresh spell. Outside of Priest, the points are just more valuable on other key abilities.
Greater Harden: Low value for a level 3 spell point, much better enchantment options available at, below, and above that level.
Greater Heal: You’ll very rarely come into situations where you’ll have a teammate get cursed, be alive, and have it be worth your spell points to take this spell.
Undead Minion: Once you’ve unlocked Greater Undead Minion at level 5, this spell becomes entirely obsolete.
Harden: There are so many other high impact level 1 spells to take that it isn’t worth your spell points.
Blessed Aura & Blessing Against Harm: These spells, while seeming impactful, would only really be useful on a warder build, and there are much better, longer lasting high value enchants at the levels these spells are accessible, so they just aren’t worth your spell points.
Playstyle: This archetype gives you a lot of rechargeability, specifically on your meta-magics. With this in your build, you are aiming to give quick support and micromanage a lot of chargeable spells to keep allies going in any way possible.
Spell Synergy:
Persistent: This spell is mostly a trap for priest, really only usable on Mass Healing, the Charge x3 aspect doesn’t do anything for you here, not great spell point value.
Ambulant: Priest is where Healer’s Ambulant shines, since it changes it from per refresh to per life. Useful for usage on Heal, Resurrect, Sever Spirit, Summon Dead, and Banish. The added Charge x3 here proves to be very useful.
Swift: Swift is great for quick Heals and Resurrects in clutch scenarios, the added Charge x3 here just makes it up all the more often.
Extension: Useful for Banish and Sever Spirit. The added Charge x3 doesn’t add too much value here.
Heal: It’s free now, so make sure to take it.
Playstyle: This archetype gives you rechargeability on a couple of spells, and allows you to use monks and other low armor + low ability players as cannon fodder to defend or heavily assault a location with numbers advantage. Can also be used as a tool just to have rechargeable Steal Life.
Spell Synergy:
(Greater) Undead Minion: This allows you to create your cannon fodder. Useful for holding or sieging locations with constant pressure and numbers advantage. Necromancer allows you to have 5 active, instead of the normal 3, making the rechargeability provided here very useful, given you have enough players to enchant.
Steal Life Essence: Amazing spell, especially amplified to Charge x3. You can use it to chain curse a line of dead players by using the Steal Life to recharge itself, or get near infinite recharges given you recharge and find enough dead players. It can even be used to charge back the Greater Undead Minion on the person you’re casting it on. Sometimes it’s worth it to just take Necromancer and this spell for its amazing utility.
Playstyle: This archetype gives you a bunch of extra protection enchantments to work with, allowing you to bolster the defenses of your team through big high value enchants or many smaller value enchants. It heavily limits your access to crowd control spells however, giving you more of a true support style.
Spell Synergy:
Persistent: Useful for warders because it increases the longevity of your enchantments, not super useful against heavy dispel teams.
Ancestral Armor: A helpful enchant to take on occasion, more niche, very good for stacking on full kit scouts and Anti-Paladin Classes.
Protection From Magic- Great protection against heavy magic teams. Specifically against teams with a lot of spell balls and verbals
Phoenix Tears: Mainly notable here for the extra protection enchantment slot it gives. Be wary that this will make the person you give it to a more likely dispel target while they’re frozen by it.
Greater Resurrect: More valuable on a warder build because it keeps enchants on a resurrected player unlike basic resurrect.
Enlightened Soul: Great protection against teams with a heavy amount of verbal magic as opposed to spell balls.
Protection From Projectiles: Insane value against heavy archer or thrown weapon teams. Throw this on a squishy caster that’s being targeted by archers.
Imbue Shield: Great against teams with a lot of shield crushing effects and spell balls. Comes in at 4/Refresh as a warder too, so very good value.
Circle of Protection: A decent pickup on warder, gives an okay escape spell for you and a few teammates in dire situations. You can banish yourself or allies out of circle of protection for a safe escape.
Adaptive Protection: A nice spell to take a few of, gives specialized protection against problem schools your team may be facing.
Adaptive Blessing: A decent spell to pick up, being per life it has good value. Good to just hand out as extra help for skirmishers facing problem schools.
Blessing Against Wounds: Another good spell to hand out to skirmishers to help them survive melee combat, also quite valuable, being per life.
Dispel Magic: You have debatably the most prevalent way of enchant removal in a game where enchantments are very powerful, at Charge x3 on a level 3 ability.
Break Concentration: The ability to remove another player’s casting, even for only 10 seconds, can make a lot of room for your teammates to push forward, or allow you to cast on other players for 10 seconds without the target punishing you.
Release: Not only is Release great at maintaining the health of your team, but is also very effective at maintaining your own personal ability to do your job, by keeping you out of Insubstantial, Lost, Stopped, etc.
Teleport: The offensive and defensive utility of this spell is superb. You can utilize it to throw a heavy hitter into a mob of people for a huge distraction, on yourself to flank, or Swift it on yourself as a method of escape when pressured.
Shove: Being Sorcery school, this ability has the power to make a player on the front line forcibly retreat from you, and is very rarely resisted.
Steal Life Essence- An all around excellent ability, this can allow you to immediately recharge an important ability such as Dispel, recover a lost limb after winning a trade, or can simply curse an opponent to make it so they can’t be resurrected nearly as easily.
Force Barrier: This may seem like a good escape akin to Druid’s Stoneform at a first glance, but upon further review, this leaves you in a very negative spot without the ability to counterplay, since you have to either rely on a teammate to end your state early, or are subject to whatever the other team may do in the next 30 seconds.
Ravage: The incant is clunky, and Fragile as a state is only loosely usable on many people, as a wounded target is already somebody who would be easier to defeat. The amount you receive may appear delightful, but the usability is very niche and the points are better spent elsewhere.
Destroy Armor: This spell actually is relatively usable, but the trap lies in its price per use- though it provides 2 per purchase, it is only usable per Refresh, and at 4th Level, where you begin to have access to some of the most powerful individual abilities in the Wizard list.
Greater Mend: The middle-ground between an effective single Mend and the wildly powerful Word of Mending, Greater Mend just doesn’t fit the bill at the strenuous price tag it has, compared to just more Mend.
Planar Grounding: Much like Destroy Armor, the problem keeping Planar Grounding from being strongly usable is its frequency- it is again only a per Refresh ability. It is good, but only usable so many times per game, effectively.
Playstyle: The unique part of all of the Wizard archetypes is that they remove a major and strong portion of your usable and strong abilities, to give you access to an also very strong utility in brute force. With Battlemage, a single purchase of Ambulant makes Ambulant usable an infinite amount of times, but removes your ability to provide amazing Enchantments for support, as well as the incredibly strong CC of spell balls. This is great for maintaining hyper-mobility for the caster always on the go, as you can use Ambulant on literally every verbal you cast, allowing you to chase down skirmishers, continue to move while Teleporting to safety, and even begin casting your support abilities such as Release before you are in range of your target.
Spell Synergy:
Release: Being able to begin casting Release for your Frozen teammate before you are on top of them and continuing to move around them to avoid fire allows you to play far more defensively while maintaining your team’s ability to fight.
Dispel Magic: When you begin to cast Dispel on most targets with valuable enchantments, they often tend to try and avoid it. With your Ambulant being unlimited, you cannot be punished for at least attempting to chase them to complete your spell and remove those pesky Flameblades and Ancestral Armors.
Heat Weapon: Removing melee weapons from the equation can allow you to remove threats without expending spells of a much higher level, and this is certainly relevant while either running at or away from targets.
Shove: Being able to run at somebody and force them to run, or prevent them from chasing you, provides excellent mobile space-making.
Astral Intervention: A secret technique in Battlemage is to casually be casting an Astral Intervention on yourself so you can choose to end it should you need to remove yourself from melee, but it also is a very valuable CC.
Hold Person: If you can keep moving and casting while your opponent can’t chase you, it’s almost as effective for verbals as them being Stunned.
Throw: This spell single-handedly removes a whole player from encounters around them for a long duration of time
Dimensional Rift: Chasing down Teleporters or Blinked Assassins that can’t end their Insub near you and forcing them to die is incredible to remove flankers, and also will remind them to stay away.
Icy Blast & Shatter: Mentioning these two together is important- a whole engine of Sorcery CC and kill spells is wild. It is so difficult to be immune to Sorcery and it is easy for you to remove this immunity, force them to be unable to do anything, and kill them for being in that state.
Wounding: Wounding has many uses amplified by chasedown potential, such as wounding running targets to prevent their speed, removing limbs to prevent combat, or removing the ability to fire arrows for bow users.
Finger of Death: Unlike Warlock or generalist builds, FoD on Battlemage is excellent as a strong threat; you can make people run away by starting to cast at them
Playstyle: The sacrifice Evoker makes is, well, all of your verbal versatility, in order to use spell balls at a ludicrous frequency. Evoker does one thing, but it does it very well- you throw spellballs without having to first cast them. This is for both your CC balls, as well as your damage balls. It is notable that due to the nature of how this works, you can even continue to throw your spellballs while you are suppressed; the wording and intent of Elemental Barrage is that you have cast one ability to use spellballs- they are active without actually having been cast.
Spell Synergy:
All Spellballs: Most of your list should be Evoker, Elemental Barrage, and your cavalcade of spell balls. All spell balls become much more useful when you no longer have to incant the ball name. Iceball is powerful CC you can machine gun, and Force Bolts are a barrage of magical beams you can launch en masse. Phase Bolt ignores enchantments and punishes Monks. Sphere is a black void of death.
Innate + Steal Life Essence: Of note: when you die, Elemental Barrage ends, but since you can charge it, you can use SLE to regain your use of Elemental Barrage. Being able to quickly reapply your primary function is pretty nice!
Playstyle: Warlock foregoes a huge portion of your utility to power to amplify your abilities as a death machine, and quite literally. Warlocks cannot dispel people, and their only suppression ability is locked behind a somewhat niche spell ball that deals no extra damage. However, their ability to utilize their doubled Flame and Death school verbals is absolutely ludicrous. The natively charged Wounding, the extra Fingers of Death, extra Pyrotechnics and Heat Weapon, etc. Sometimes an ability which is bad elsewise is made very good due to the nature of the amplifier, as well.
Spell Synergy:
Heat Weapon: The sheer amount of this spell you can have makes this strategy absurd. It’s very strong against any player not immune to Flame and very cost efficient in this archetype.
Ravage: Despite the clunky incantation, each purchase of this ability on Warlock gives you 4 uses per life. Given the Warlock restrictions, this is a very solid choice if you opt not to take a large amount of spell balls. This also sets up a kill-combo with Wounding.
Dragged Below: While your verbals are limited, your spell balls are not! Being able to Stop opponents with your CC balls, and follow up with your multiplied Death-school kill combo is a great built-in death machine, as well as letting you take advantage of the Stopped state inflicted elsewise, such as Healers or Assassins.
Wounding: Already natively chargeable, Wounding being more usable alongside a viable kill combo and the other uses for wounding opponents gives this far more value.
Pyrotechnics: Being natively 50’, this spell has a huge range. Getting double is more instances where a combat class no longer has their equipment to fight you back, outside of Flameblade. Even a per refresh ability can be made far more usable with the right setup in Warlock, akin to Dervish.
Steal Life Essence: Being able to charge your abilities more or recover your limbs, or simply Curse enemies, is always good. SLE provides much more sustain to you and your team.
Finger of Death: For a maximum of 8 guaranteed deaths if used correctly, doubling your 6th level spells is an absolutely huge win. It’s very simple- more death to the bad team, more win for the good team.
Editors note:
This document was originally written by Battlemaster Twilus Galeheart of the Rising Winds, and was presented as part of a battlegaming class taught at Battlecry 2023, Grand Duchy of Midgard. The text was published on 9/4/23, during the v8.5.3 Saucy ruleset. The content of the text is presented here unaltered, except for minor formatting changes.
Becoming the best support you can involves choosing the playstyle that is right for you. If you aren’t a good shot, you may wanna stay away from bow or spellball support builds until you put some time into target practice. If you aren’t the most athletic or good at fighting, you may wanna stay away from flank support builds or midline support builds until you can more consistently come out on top in physically demanding engagements. Choose a style you are most comfortable with and try mastering it to the best of your ability.
For as long as nerds have been hitting each other with sticks, they have also been competing to see who is the best at stick hitting. Here, I will describe different types of tournaments and some of the words used to describe them. This is not an in-depth guide on how to run a tournament; it is a basic primer on different formats.
Note: typically, Amtgard tournaments will be an individual event of a single format, consisting of multiple categories, each run back to back. For example, the Single Short, Florentine, Sword and Board, Open, and Great Weapon categories will all be run in sequence, with approximately the same people, and all of them together are considered one whole tournament. Performance in each category will provide a number of “victory points” (4/2/1/0.5 for 1st/2nd/3rd/4th is typical), and the fighter with the most total victory points wins the whole tournament. In Belgarth and Dagorhir, each weapon category is typically considered its own tournament, i.e. first is the Single Blue tournament, then the Florentine tournament, and the Green Tournament, and then the Greatsword (Red, under 66 inches)…and so forth, with each one being distinct.
First, I shall rigorously define certain terms, so we can be certain that we are all using them the same way.
A single instance of two fighters hitting each other a bunch is a bout. We usually describe it as “Best X of Y”, e.g. “best 2 out of 3”, meaning, we fight until someone has won twice, and simultaneous kills count as nothing – winner of 2 advances. An X-elimination means you must be defeated in X bouts to be eliminated from the entire tournament.
A simultaneous kill, “simul” for short – sometimes pronounced simply as “simo” – is when two fighters hit each other at the exact same time, or so close that we can’t tell the difference. This include shots that are “in time”, i.e. “already in motion”. For most formats, these count as nothing; fighters reset and try again. It is not “SIMO” – a purported backronym for “Shot In MOtion”. Simul is short for simultaneous.
In the strictest sense, a bracket is the simplest form of tournament structure, where fighters fight, winners advance to the next round, and eventually only 1 person remains. Since many multi-stage tournaments have a final section where the winner is decided with a bracket, or multi-category tournaments have distinct brackets for each weapon type, we often also use “bracket” to mean “category”, in the sense that each category gets its own bracket. For example, question: “How many brackets are there?” – answer: “3 brackets – we’re doing sword-and-board, greatsword, and open, today.”
A type of category – usually denoting one where there are no restrictions on the type and number of weapons allowed. Contrast with “restricted”. Since most tournaments are open to all players, “open” usually does not refer to tournaments with no restriction on entrants.
A type of tournament – usually denoting that entrants (not weapons) are restricted to a certain demographic; e.g. non-men (aka Valkyrie tournament), newbies/newcomers (below a certain number of years in game, or level of award for fighting prowess) , etc. Usually, a tournament category for a specific set of weapons is just named for that weapon (e.g. Sword and Board Tournament, Florentine/Two-Stick Tournament), rather than described as “restricted”.
When it is known that a number of entrants are of high skill, common practice is to strategically place them on a constructed bracket. In other words, they are “seeded” at specific intervals in the list. Places with advanced history may calculate “seed points” based on previous tournament performance, or just consider previous wins at the same annual tournament. Places which can remember scaling awards for fighting prowess (Amtgard) can also simply count the people with the biggest number. Different tournament formats will do different things to seeded players.
A Reeve (Amtgard), Herald (Belegarth/Dagorhir), or Marshal (SCA) is a referee who (1) knows the rules, (2) can stand next to a fight and go “no, you got hit there, you died”, and (3) often wears yellow or carries a long striped stick. Those titles are largely interchangeable, though I will often default to Reeve. A bean counter is someone who does not necessarily actually judge fights, but records results of bouts on paper and does addition.
Now, I briefly describe different formats of tournaments.
The simplest format of tournament is a straight bracket. You gather the names of all the players; put them in a list; then they fight, winners against each other, until one is left.
For a bracket, bouts should usually be best-2-out-of-3, increasing to 3-out-of-5 for the final. In a double elimination bracket, you must be knocked out twice to be eliminated. Whomever loses their first bout is sent to the losers’ bracket, where they fight other players whom have already lost once. Players who do not lose for the first time until late in the original bracket are seeded into later rounds of the losers’ bracket. Eventually, you will have your first winner (who has not lost once), and the winner of the losers’ bracket (lost once, and won every bout since). The winner of the losers’ bracket challenges the first winner – and must defeat the latter twice (because it is double elimination). The first winner needs only win 1 bout, which would be the other player’s second elimination, to secure 1st place.
Each bout of a bracket needs only 1 reeve, with a single central organizer to keep track of winners and losers on the bracket. One can run as many simultaneous bouts as there are reeves.
For straight brackets, seeded players are seeded away from each other, so they meet as late as possible. This is to prevent the top fighters from knocking each other out in early bouts, when they should theoretically be able to prove themselves good enough to reach the latest rounds.
Straight brackets are the logistically easiest tournament format to run. You do not even need to actually construct a bracket – just write all the names in a list (or make them all stand in a line), and call them out two at a time, crossing out the loser. Very few tools and foreknowledge is required to run a bracket.
Formerly known as Warlord-style, this format happens over 2 sections: the ironman (aka pits), and the bracket.
The ironman section sees all players sent into a field, with a small number of designated fighting pits, and line(s). At each pit, two players fight a bout of a single kill. The winner stays in the pit (and restores wounds), and the loser returns to the line, and is replaced by a new player. This can be organized with a single line feeding all pits, with an official directing players to pits as space opens up; or with each pit having its own line, and players free to join whichever line they wish. The ironman portion of the format continues for a predetermined time: 8-12 minutes is typical, 15 for sword-and-board; time tends to scale up with number of players. The goal is to simply rack up the greatest number of kills. At the end of time, a predetermined number of players advance to the second stage. Typically, this is the top 8 by total kills – scale this up and down to fit the number of entrants, but always keep it a power of 2 to fit a straight bracket.
When fighters simul in the pit, you have 3 options: (1) let all simuls reset without limit, (2) let the first simul reset, and after that, both fighters are out and the pit gets 2 new fighters, or (3) all simuls are both out and pit gets 2 new fighters. Removing simuls from the pit minimizes the amount of time that specific fighters linger in the pit, allowing other fighters the opportunity to fight more. One can also run an optional “mercy” rule: when a fighter reaches a certain killcount, they are instantly removed from the ironman. Removed fighters are automatically placed at the top of the rankings for the second stage. This mechanic pulls obvious frontrunners out of the pits early, to give other fighters better opportunity to fight.
Each pit typically has 1 reeve and 1 bean counter. Fighters are encouraged to call out their name (or number) after they win a bout, so the bean counter knows whose name to put a tick next to on their paper. The central tournament organizer may act as a reeve or bean counter, or to direct fighters from the single line, or stand somewhere else/walk around organizing in other ways. When time is called (by the central organizer), bouts finish, then the bean counters convene to add up all the kills.
At the beginning of the ironman section, seeded players are typically placed in separate pits. If the number of strong frontrunners is known beforehand, some organizers deliberately have 1 fewer pit than the number of strong fighters, in order to force them to fight each other, and cycle the pits.
The second stage of a Texas Two-Step is the bracket. Take the top players and seed them into a single elimination bracket. See the figure above for a traditional seed structure – the player with the most kills from the first stage is matched against the 8th most, the 4th against the 5th, and so forth. If tiebreaks are necessary, e.g., the top 7 are clear, but 3 players tied for 8th, then sort out your top players before constructing the bracket. For a 2 person tiebreak, this is typically a best-2-of-3. For 3 or more, this can be done as a round-robin. For very large tiebreaks, e.g. 5+, this can be a best-of-1 single elimination, for speed. During the bracket stage, there will typically be 2 reeves per bout. Bouts will be best-2-of-3, and 3-of-5 at least for the final.
For large, multi-category tournaments, such as an Amtgard Weaponmaster, one can immediately run each bracket, or save all brackets for the end. These styles can be referred to as “pits-brackets-pits-brackets”, or “all-pits-all-brackets”, respectively.
Texas Two-Step tournaments require a medium amount of infrastructure, due to the relatively large amount of kill-tracking and addition. However, there is only a small amount of initial setup, since bean counters begin counting only when players win in their pit. One advantage of this format is that since nobody is knocked out of the first round (bout losers just go back in line), players are guaranteed a certain amount of fight opportunity (though a potentially-large proportion of that time is spent waiting in line).
A Texas Two-Step, Ironman/Pits-to-Brackets is not the same as a tournament just called “Ironman”. An ironman tournament is one that has no bracket stage. In a pure ironman tournament, there is 1 or more pit(s), and the winner is simply the person with the most total kills. Do not refer to a 2 stage, Texas Two-Step, pits into brackets tournament merely as “Ironman”.
A round robin tournament is one where every player fights every other player. Since everyone fights everyone else and no one is knocked out, no seeding is relevant. However, since the number of bouts required rapidly increases as more players enter, this format is not feasible for large, or even medium, tournaments.
A variant of the round robin is the Swiss tournament, popularized by competitive chess. Swiss is like round robin, with no knockouts, however, it is run only over a limited number of rounds (typically 5 or 6, more required for tournaments with more than 32 players). Scores are tracked with points assigned for victory in previous rounds, and players are matched with other players of similar scores – with a bias towards not repeating opponents. If seeded, players with high strength are matched against each other in the first round (when everyone’s score is zero). A Swiss tournament reduces the group to a definite ranking in as few rounds as a single-elimination bracket. Since no one is knocked out, however, players are guaranteed the same amount of fights. Since players who lose earlier bouts can continue to win points in later rounds, it is like a multi-elimination bracket with no strict limit.
Individual bouts in the rounds of a Swiss tournament are typically best-2-of-3, 1 reeve per fight. Typically, the central organizer will not reeve fights, but only record scores and call new matches.
The major advantage of a Swiss tournament is the guaranteed fight time for all entrants, but taking much less overall time than a full round robin. However, Swiss tournaments are mathematically very complex, virtually requiring computer aid. All players must be known beforehand to set up the system, and it is difficult to remove (walk-offs) and impossible to add (walk-ons) players partway through.
Tournament runners may also choose to run a second stage with a single elimination bracket, using the top players from the result of the Swiss rounds. Players will be seeded, in the normal way for brackets, based on their score from the Swiss stage.
A pools-system is a multi-stage tournament, where a large field of entrants is first divided into a number of small pools. The players of each pool will then fight amongst themselves using a different tournament format, and the top players from each pool will advance to the next stage. Typically, this will be pools of around 8 competing in a best-of-3 round robin, with the top 2 from each pool advancing. For example, 60-100 total players could be separated into 8 pools of 7-13 players each, from which the top 2 of each pool advance into a 16 person double elimination bracket. Seeded players are distributed equally throughout the pools. This system is useful for reducing a very large entrant group into smaller, relatively fast stages – which individually happen more quickly while still giving every player a guaranteed number of fights. Conversely, this is not useful with a small group, since you could simply run the other tournament format directly instead of separating into pools first.
A pools system requires a large amount of initial setup and a medium amount of administration. Each pool should have a dedicated bean counter, who is individually responsible for fewer people than a typical ironman pit. Each pool should have at least 1 on-demand reeve (not necessary for every single bout, but available).
Author’s Note 4/28/2023: This was originally written during Amtgard v8.4 Sunny. As of 7/18/2022 and the release of v8.5 Spicy, this is no longer completely accurate, following the clarification that extraordinary enchantments of the same name cannot be stacked. You can, however, still cast a very large number of Sleight of Mind on someone, as it is magic.
Every now and then, someone asks, “What’s the most enchantments I could have at once?” Technically, this is a request for a clarification of the bounds of the rules, so I don’t get too annoyed when it’s posted on Official Amtgard Rules Clarifications for the fifth time this month.
Normally, of course, you have a maximum of one magical enchantment. Extraordinary enchantments (usually martial classes’ self-only abilities) don’t count towards this limit, so you could have a Warrior with her own Harden (ex) and Ancestral Armor (ex) up at the same time, in addition to an Imbue Armor (m). Scout even has Evolution, which just gives her a whole extra enchantment slot.
Certain enchantments behave specially with regards to the enchantment limit. Blessing Against Wounds doesn’t count towards the limit, but you can’t have any other Protection school spells with it (probably to keep you from stacking ridiculous numbers of Blessings on top of each other). Phoenix Tears does count towards the limit, and gives you one extra enchantment, but only from the Protection school. Most commonly, Druid’s Attuned and Essence Graft increase the enchantment limit altogether.
Usually, it’s an Essence Graft build that gets crowned most-enchantments-at-once. In fact, that’s even my most common build at a Kingdom level event: Essence Graft, Golem, Lycanthropy, Ironskin, Imbue Weapon. If I look annoyed at you after you ask me to declare enchantments, it’s not because I don’t want to tell you. It’s because in the time it took me to say them all, I could’ve killed you already.
Sometimes, people get very clever and propose casting Cancel on the Essence Graft then applying Sleight of Mind on top of the stack. This combination works because Sleight of Mind doesn’t take an enchantment slot, and enchantments only check conditions when they’re first cast, not continually.
The +3 enchantments don’t get retroactively removed (because the slots were available when they were cast), and Essence Graft is now gone, so anyone can cast enchantments on this person. It’s also actually a seriously effective build, because the Sleight of Mind will now protect your extremely valuable enchantment stack from Dispel Magic. On the other hand, however, this combination doesn’t work, because of Rule 0: “Yeah, I understand that the RoP says that, but also a real human person with a modicum of cleverness is in charge of the game, so no, you can’t do that.”
So, usually, which is to say, feasibly, if not commonly, the maximum number of enchantments someone wears is 5. Theoretically, you could put this all on a Scout with Evolution, and get one more enchantment. Realistically, though, why would you give all that to a Scout?
Sometimes, people mix up the question and change it to “What’s the most enchantment strips I could wear at once?” My {EG, Golem, IS, Lycan, IW} combo is 7 spell strips. Since Ironskin and Imbue Weapon are only 1 each, we can replace them with Gift of Fire and Troll Blood (2 and 3) for 10 total strips. Put it on a Scout, give her Gift of Water, too, that makes it 12. Since we’re counting spell strips, you might be tempted to throw in the big “put on 5 spell strips and do something with each of them” spells (Naturalize Magic, Battlefield Triage, etc.). Phoenix Tears + Troll Blood only gets you 5. Add Attuned (6) and Corrosive Mist and we’re only back to 11. Well, let’s give that Scout Corrosive Mist, too. Essence Graft (1), Golem (2), Gift of Fire (2), Lycanthropy (2), Troll Blood (3), and Corrosive Mist (5), make for 15 total spell strips.
Here’s the other thing, though. Remember that Sleight of Mind trick from earlier?
Does not count towards the bearer’s enchantment limits. That doesn’t just mean we can slap a Sleight of Mind on top of other enchantments. That means we can slap Sleight of Mind on top of itself. Of course, they don’t actually do anything extra – all of them are removed by the first Dispel Magic. We don’t care about practicalities, though. We gave that up as soon as we put Essence Graft on a Scout. All we care about is maximal magic – total enchantments, total strips, it doesn’t matter. They’re both the same. The answer is infinite Sleight of Minds.
Or is it?
Infinite Sleight of Mind was my go-to answer for a while, mainly because it came naturally from the “what if we Cancelled Essence Graft and put Sleight of Mind over it?” build. Sleight of Mind, unlike, for example, Blessing Against Wounds, which also does not count towards the enchantment limit, Sleight of Mind does not have “cannot be worn with” restriction. As long as we have Sleight of Minds available, we can keep putting them on. Sleight of Mind is limited, however, by the number of Bards you have. With Look-the-Part and all points spent, each Bard can only cast 16 Sleight Of Minds per refresh.
The real question, therefore, isn’t “How many enchantments can I wear?”. It’s “How many enchantments can I give?”
There are 3 ways to cast infinite enchantments without a refresh.
The first method is Assassin’s or Antipaladin’s Poison (self-only) charge x3 (ex). Since enchantments cannot be Experienced, we need an ability which is already chargeable. Additionally, since these are (ex), they automatically do not count towards the enchantment limit, meaning we can stack them infinitely.
The second method is with Druid’s otherwise little-used Poison Glands spell. Poison Glands grants the bearer Poison, self-only (ex) charge x3. Essentially, this method mimics Assassin’s and Antipaladin’s class ability, allowing infinite stacks of Poison on anyone (except for Barbarians, who cannot receive enchantments).
The third method is a combination of Warrior’s Harden and Druid’s Golem. Warrior’s Harden is (ex), per life, and, unlike Poison, not chargeable. This does not stop the precocious Warrior, however – instead of charging, she just needs to die a lot. Normally, the enchantment would be lost upon death and respawn, but Golem makes all enchantments worn persistent.
Not one other, not other (m)agical enchantments, all. She needs only to cast Harden, die, respawn with her persistent Hardens, cast Harden and die again, and repeat infinitely.
At first, we might think, infinite enchantments is infinite enchantments, how does it matter which one? Strictly speaking, any of these applications only gives Aleph-Null infinite enchantments, and are therefore the same number. However, we can give more infinite enchantments per player depending on the method used.
We might think Assassin/Antipaladin is the best plan. An Assassin can just cast Poison and charge by himself forever – a 1:1 infinite enchantment stack to player ratio, whereas both other methods require an entire Druid in addition to the enchantee.
What we do is combine methods 2 and 3.
Out of every 5 players, we need 4 Warriors and 1 Druid. The Druid needs Summoner, 2 purchases each of Attuned, Poison Glands, and Golem. Because of Summoner, each of those enchants have 4 uses per refresh. Cast Poison Glands, Attuned, and Golem on a Warrior, who can now infinitely cast Poison and Harden on herself. Each Warrior now has two infinite enchantment stacks on her – an efficiency ratio of 8:5, 60% higher than the Assassin plan.
You may be considering two objections to this plan: Poison is Death school, and Golem confers Immunity to Death; and a Druid can only have 1 active Golem at a time.
The first objection, however, does not work, because we know that enchantments do not interact with immunities.
We see that a player can still benefit from the Poison from Poison Glands, even if they are Immune to Death.
The second objection also does not work, because of the same Cancel trick from before. Because enchantments only check conditions when they’re first cast, we are free to move Golem around. Enchant Warrior 1, let her create an infinite stack of Hardens. Then cancel Golem and cast it on Warrior 2. Warrior 1’s Hardens are no longer persistent, but they remain active even after Golem is removed.
So now, whenever someone asks you, “What’s the most enchantments I could have?” you can tell them: 8 infinite enchantment stacks for every 5 players, or, if no one is cooperative, 1 infinite enchantment stack for yourself.
All Rules of Play citations refer to v8 – Snowy. Thanks to Heron, Paragon Warrior of the Northern Lights for introducing the Infinite Harden-Golem trick to me.
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