Miscellaneous Rules


Potions require you to have available magical energy (described as a “link”) in order to make a potion (alchemical or herbal) to function. If all your links are in use, potions (including healing potions) do not function for you. If you have nothing linked you always have the energy available to make potions work (even if you are unable to have linked items for some reason).

You can only benefit from one potion at a time (this does not apply to poisons) – if you take a second while the first is functioning, you are DEBILITATED while both are functioning. If the potions are durational, both function but during the period that both are in effect you are DEBILITATED; once the duration of one ends, the DEBILITATION ends and the other continues normally. If one of the potions is instant (for example a healing potion), you are DEBILITATED for 5 minutes. This applies to both potions made by alchemists and herbalists.


Using poisons in most circumstances can be dangerous if you do not have the appropriate skills (for example using Oil of Swift Death without the skill to wield a poisoned weapon). You may attempt this if you tell a referee BEFORE using the poison but be warned, you may poison yourself and not the target.

Spell Books

A mage’s spell book is a vital resource. They can use a spell book in various ways to help them to cast and prepare spells. They must have their spell book and light to read by to perform all rites and to create runes. You can purchase a spell book from the Mages Guild if you cannot make your own. Player mages will be required to bring a suitable phys rep if they wish to use their book at the event (if no book is brought, it is assumed to be safely stored elsewhere). 


Mages can use scrolls to store both the knowledge of a spell and the energy to cast it. You can cast a spell from a scroll using it as a matrix but it takes 30 seconds and requires the normal expenditure of soulfire. Alternatively you can burn out a scroll to cast the spell in the same way but with no expenditure of soulfire. Any use of a scroll requires light to read it by.

Wands, Rods and Staves

Mages carry and use these magical tools to make spell casting easier. All these items can be used to store spell matrixes but they have additional properties: you can use them to cast the spells stored in them by touch. Wands cannot be used as melee weapons but rods and staves can deliver the spell (at the usual cost) as a weapon effect; this makes it impossible to counter or resist with willpower. You have to use the spell verbal, you then have 10 seconds to deliver a hit with the weapon. To do this, the mage has to have the skill to use the appropriate weapon.

Permanent Magic Items

Your latent magical energy is used to power magical items made by the alchemists. A character normally has four available links which can be attached to items to make them work. This can vary for a variety of reasons (most notably race). If you are a magic using character (spell caster) some of these links become unavailable as you use them to power your magic. You can always link to items but this blocks your ability to cast spells: you need one available link to cast 1st order spells, two available links to cast 2nd order spells and three links available to cast 3rd order spells (high magic). If you have no linked items you are always assumed to have the latent energy to spell cast.

Most items take just a single link but very powerful items may require two or even more links. 

When an item is made, it is made for a specific person and links to that person. The creator needs to know the true name of the user in order to do this. If the person dies (even if subsequently resurrected)  the link is broken and the item ceases to function. You can voluntarily remove a link to an item breaking it and enabling you to link to other items (for example to upgrade your equipment). Broken items have value and can be sold to the Alchemists Guild who will use the materials for new items. There is no known way to restore a broken item. It is theoretically possible to keep an item functioning but this involves trapping the soul of the linked person and is a terrible offence against the gods.


When a spell caster puts a rune on themselves or another character it depletes the caster’s maximum soulfire / force / oghham by one point until the next day. Even if the rune is removed this loss remains. It takes a rite to attach the rune which can be drawn on the target’s face or placed on a necklace. Other methods may be possible (please see a referee with your ideas). In order for it to work the caster must use the target’s true name in the rite.

Mages must use a unit of Korba to place a rune on themselves or another person.


Rites are short freeform rituals. A referee is required to perform a rite. The rite usually takes a couple of minutes of appropriate roleplaying and mages must have their spell book but all casters need light to perform a rite.

Casting a spell which is not normally a rite requires nothing more. If the spell is a defined rite, it must be inscribed on a rite paper before the rite can be performed (performing the rite destroys the rite paper).


Certain skills and certain magic items cause you to have an aura visible to certain beings; this is represented in the game by the need to wear visible “tags” which must be prominently displayed on your kit. If you are asked you must show your tags or describe them (this is most likely to happen if they are hidden by your position when lying down etc.).

  • If you are an Avatar or a Fae – BLACK tag

  • If you are a healer or a devotee of the gods – WHITE tag and a further tag for each blessing

  • If you have any links to items – BLUE tag for each link that is in use based on the link cost before reductions

  • If you are a caster – one BLUE tag for each rank of magic you have the skill to cast

NB Tags are a game mechanic and may not be used by players in character unless for some reason the character has the ability to see them.

True Names

Every character has a true name. This must be registered with and approved by the game team. The name may not be too long or confusing, may not duplicate another character’s name (including NPCs), may not be obscene or abusive or silly.

Your true name is vital for many reasons as many magics can only affect you if your true name is used. We recommend you are careful who you tell it to.


Most characters (but not all) have souls. Your soul can be pledged, sold, traded and used in various ways. Be careful how you do this. Your soul can also become corrupted or tainted. If this happens it will have a major effect on you (some beneficial, some less so). You should be careful what you do with your soul – you only have one!

Important Game Signs and Signals

Hand held above head    

This indicates that the person is temporally not actually present. You should ignore them. This is usually because they have died but may be for other reasons (such as being currently being on another plane or being moved by a referee).

A squared off R    

This marks a referee or referee object. If you are not a referee please ignore this object unless told otherwise by a referee (this includes things like monster packages that have not been issued, rules and referee only areas).

A squared fish shape    

(Actually a squared off O and C) This marks an OOC object or person or area. Please do not interact with it in character (this includes things like toilet areas, people taking photos for us etc.)

Time In    

(Referee Only) This call is used to resume game play after a suspension. Also used at the start of the event.

Man Down    

This call is reserved for an actual real life injury or suspected injury. Anyone may call it (please do if you see someone injured). The game team should be informed so that they can try to assist the person / call for medical aid. The game is suspended until this is dealt with (Time out).

Time Freeze    

(Referee call only) This call suspends the game temporarily. It is intended to be a short period so that a referee can deal with a situation or briefing. Please stand quietly with eyes closed until Time In is called.

Time Out    

(Referee call only) This call is used for longer game suspensions. It works like a time freeze but you may move about, talk and so on. Please remain in the area and do not engage in any in game activity as the game is considered suspended. It is also used at the end of the event.