Spellflag Rules
Spellflag Rules
Spellflag Rules
academy of magic
spellflag rules
web enhancement #2
For use with the
Requires the use of the Dungeons & Dragons Players Handbook, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v. 3.5 revision.
credits
Writing and Design: Matt Forbeck
Editing: Timothy S. Gerritsen
Art Direction: Matt Forbeck
Graphic Design: Matt Forbeck and Tim Bowman
Cartography: Jeff Lahren
Creative Direction: Matt Forbeck and
Timothy S. Gerritsen
Playtesting: Matt Forbeck and Seth Johnson
other enhancements
2003 Human
Head Studios, Inc.
All Rights Reserved.
Redhurst, The Redhurst
Academy of Magic and
the Human Head
Studios logo are
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spellflag:
the sport of wizards
s
let the
games begin!
the pitch
he playing surface for any spellflag match is properly known as the pitch, although many refer to it
as the field. The standard pitch is one hundred yards
long by fifty yards wide. A square scoregate thirty feet
wide and ten feet tall stands squarely at the center of
each end of the pitch. Each teams spellflag starts out
hanging from a post standing twenty-five yards out
from the scoregate.
To score a point, you must take the opposing teams
spellflag from its flagpost and carry it through your
own scoregate.
the teams
equipment
Spellflag players wear uniforms lined with strategically placed padding to help protect them from injury.
They also wear a padded leather helmet that covers
their ears and is strapped under their chin.
substitutions
While only six members of a spellflag team are allowed on the pitch at one time, a full team normally
consists of ten players. The three players who do not
start the game on the pitch can come in as substitutes
for the other players at specific points in the game:
either during an injury time-out or directly after a point
is scored.
Some coaches dont like to use substitutes, only calling on them if one of the players on the pitch is injured
or otherwise incapacitated. Others make full use of
these extra players, putting them in to cast their spells
once the other players have exhausted theirs. It all
depends on the coachs style.
injuries
playing short
the flag
scoring
face-off
50 yards
40 yards
25 Yards
the officials
penalties
fouls
getting started
after scoring
spellflag magic
ne problem that Coach Andarlin immediately spotted in the first spellflag games he set up is that the
standard spellseven the low-level onesare often too
powerful for the game. Andarlin tried several different
changes, from moving the flagposts around to working
with a double-sized field, but none of his early ideas
gave him the kind of game he wanted.
Then an idea struck Andarlin. If the spells were too
powerful, he would just change the spells. He created
lesser versions of many of the most popular spells. At
Redhurst, players are limited to the use of these spells
during a standard match.
spellflag spells
0-level spells
Daze
Flare
Light
Mage Hand
Message
Resistance
Snowball
Touch of Fatigue
Wake
1st-level spells
Alarm
Ball of Light
Cause Fear
Color Spray
Endure Elements
Enlarge Person, Lesser
Expeditious Retreat, Lesser
Grease (cant use on a spellflag)
Hold Portal, Lesser
Jump
Mage Armor
Obscuring Mist, Lesser
Mages Floating Disk
Protection from Chaos/Evil/Good/Law
Reduce Person, Lesser
Shield
Sleep, Lesser
Stick (cant use on a spellflag)
True Strike
Unseen Servant
2nd-level spells
Arcane Lock, Lesser
Arcane Lock, Lesser One-Way
Continual Flame
Bears Endurance, Lesser
Bulls Strength, Lesser
Cats Grace, Lesser
Darkness, Lesser
Darkvision
Ghoul Touch
Glitterdust
Eagles Splendor, Lesser
Foxs Cunning, Lesser
Knock
Levitate, Lesser
Mages Hideous Laughter
Mirror Image, Lesser
Owls Wisdom, Lesser
Touch of Idiocy, Lesser
Touch of Inspiration, Lesser
Scare
Spectral Hand
Spider Climb, Lesser
Web, Lesser
lesser spells
familiars
magic items
weather
alternate rules:
full-on magic
banned spells
10
restricted spells
high-level games
d20 rules
playing surface
initiative
attacks of opportunity
tackling
11
cheating
spellflag stats
12
sample player
Spellflag Player: Male human; Enchanter 3; hp 9;
Init +0; Spd 30 ft.; AC 11 (+1 padded armor); Atk melee +1, ranged +1; AL NG; SV Fort +1, Ref +1, Will +3;
Str 11, Dex 11, Con 11, Int 17, Wis 11, Cha 11.
Skills: Balance +3, Concentration +6, Hide +3,
Knowledge (Arcana) +9, Spellcraft +9.
Feats: Eschew Materials, Improved Unarmed Strike,
Scribe Scroll.
Spells Prepared: (5/4/3) 0daze (x2), mage hand,
touch of fatigue (x2); 1stcolor spray (x2), lesser expeditious retreat, lesser sleep*; 2ndghoul touch, glitterdust,
lesser touch of idiocy. Specialized School: Enchantment*.
Prohibited Schools: Abjuration, Evocation.
The padded armor has a 5% chance of arcane spell
failure.
legal matters
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