Spellflag Rules

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the redhurst

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

about this book

hose of you who have purchased The Redhurst


Academy of Magic and read it through know that its
a gold mine for DMs hungry for adventure ideas. Due
to the nature of the book, however, we werent able to
spell out adventure hooks directly in the book, as that
would have broken the metaphor under which the
book was constructed. The spy who wrote the bits in
the margins, for instance, couldnt just throw in advice
for DMs as she went along. It just wouldnt fit.
Through the wonder of the World Wide Web, however, were able to offer you the first official enhancement to The Redhurst Academy of Magic, free of charge.
Since this is an adjunct to that book and not actually
part of it, we are free to break the books fourth wall, so
to speak, and address d20 System DMs directly.

other enhancements

This is the second of a number of web enhancements


planned for The Redhurst Academy of Magic. The first in
the seriesThe Redhurst Academy of Magic: Adventure
Seedsfeatures a bakers dozen of adventure ideas to
help you tie Redhurst into your campaign. Next up, we
present an adventure for use on the Redhurst campus.
To keep up to date on the latest Redhurst developments, as well as to learn all about other upcoming
releases from Human Head Studios, be sure to visit
www.humanheadgames.com.

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spellflag:
the sport of wizards
s

let the
games begin!

pellflag is a game played by the student-wizards of


Redhurst, as described on in The Redhurst Academy
of Magic: Student Handbook. The sport was founded
at Redhurst ten years ago under the guidance of the
games creator Andarlin, Redhursts current headmaster, and its skyrocketing popularity has spawned teams
in most of the best arcane colleges throughout the
Known Realms.
This document records the official rules of spellflag
as Andarlin first set them forth, including various
modifications he has made over the years. As with
many new sports, the various teams playing the game
often experiment with all sorts of new ideas during
their intramural matches, but these rules are the final
arbiter for interacademic play.

winning the game

The first team to score three pointsand at least


two more than the other teamwins the game. Time
has no factor in the game, and contests between evenly
matched opponents can last hours. Other games can
be over quickly. In such cases, the losing team at least
doesnt have to suffer long.

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.

designing the pitch

In many spellflag games, the pitch is simply a flat,


even grassy field. The boundaries are clearly marked
with wide stripes of white chalk. Additionally, there is
a mid-field line and a penalty box that sits up against
each scoregate. The box is forty yards across, centered
on the scoregate, and it runs twenty-five yards out
from the scoregate.
In official spellflag games, each team is allowed to
design the terrain of one half of the pitch before the
game begins. Some teams simply add hills, walls, and
other obstacles, while other teams are a bit more inventive. In one match, a team replaced its half of the field
with a bottomless pit dotted with floating islands of
turf that the players had to navigate by leaping from
bit to bit.

Custom-field matches are a bit more involved than


the standard fare. They must be lined up at least a
week in advance. This gives each team enough time to
design its end of the field and to fashion it according to
their designs. They are permitted to use magic of any
kind to implement their vision.
Most teams rely on illusionists to realize their more
creative designs. While these dont have the same effects as reality, many matches are played under real
illusion rules. These state that the players will treat
illusions as real at all times.
The reasons for this are practical. Its far less trouble
to have an illusionist mock up a false version of an
outlandish pitch design than it is to actually create it. It
allows for a wider variety of pitch designs that otherwise could never see the light of day.
A custom pitch end must be completed at least a
full day before the match is to begin. After that point,
the team is not allowed to make any further adjustments. The opposing team is then allowed to practice
for at least half a day on the newly created pitch end.
The team who customized this end of the pitch gets to
practice on it for the other half of the day.

the teams

proper spellflag team consist of six players on each


side. One playerknown as the flagkeeperis
usually left behind to guard the teams flagpost. The
others can help with defense or work on scoring as
they like.
Many coaches set back two or three defenders to
help the flagkeeper with defense. The remaining players are sent forth to grab the opponents flag and bring
it back through their scoregate.

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

If a player is hurt, play stops at the next opportunity.


Play does not stop while any carrier is within scoring
range. This is defined by the carrier being within the
penalty box around his scoregate.
If the player can leave the pitch under his own
power once play stops, he is encouraged to do so. Otherwise, the team healer is sent out to offer aid.
Once a healer attends to the player, the player must
leave the pitch. A substitute player can take his place if
one is available. If the injured player feels better later,
he can rejoin the game as a regular substitute.
After the injury is resolved, any player carrying a
spellflag brings it to the nearest sideline. There he must
try to pass the flag to one of his teammates. Failure
to manage this within fifteen second results in the
spellflag being turned over to the other team to pass in.

playing short

In some circumstances, a spellflag team may end


up short of the ideal number of players on a team.
This normally happens due to injuries on the pitch,
although it can result from players being tossed out of
the game for flagrant violations of the rules.
A team can play with as few as four members on the
pitch. However, if the team is unable to field at least
four members, it automatically forfeits the game.

the flag

he spellflag is enchanted. When removed from


its flagpost, it begins to keen loudly, effectively
announcing its location to any within earshot, which
includes anywhere on the pitch. Muffling this sound is
illegal.

scoring

To score a point, a player holding the opposing


teams flag must carry it through his teams scoregate.
It cannot be thrown or dropped through. The point
is scored once any part of the flag breaks the plane
formed by the edges of the scoregate, as long as it is in
the grasp of a player on the proper team.

moving the spellflag

Once a player has the spellflag, he can run with it


as he likes. The spellflag must be held in the hand and
cannot be tucked into, tied around, or otherwise fastened to the players clothing or equipment.
The carrieras the player with the spellflag is
knowncan give the spellflag to another player in one
of two ways.
First, the carrier can hand the spellflag to another
player on his team.
Second, the carrier can attempt to pass the spellflag
to another player on his team by throwing it. Due to
the nature of the flag, this can be difficult. Most players
tie the spellflag into knots once they get their hands on
it, to make for easier passing.

taking the spellflag

Grabbing the spellflag from your flagpost is simple.


You simply reach up and take it. Players are not permitted to remove the spellflag from their opponents
flagpost. Also they are not allowed within a twenty-bytwenty-foot box around that flagpost, which is usually
marked off with chalk.
Once someone has the spellflag, there are four ways
to relieve him of it.
5

First, the carrier may drop the spellflag. While it is


not in any players possession, any player can grab it at
will.
Second, the spellflag can be torn from the carriers
grasp. This is not easy to do, as most players carry the
flag close to them, away from grasping hands.
Third, the carrier can be downed. When this happens, the carrier must give up the spellflag for a faceoff.
Fourth, the carrier can try to pass the spellflag, and
the pass can be intercepted by an opponent before it
reaches its intended receiver.

downing the carrier

A carrier is considered down when at least one part


of his body below his waist and above his feetnormally a knee or hindquarterstouches the ground and
he is in contact with an opposing player.
When the carrier is downed, the judge following that
spellflag blows his whistle two short blasts to stop play
around that flag. Play around the other flag continues
normally. The judge takes the play from the carrier and
conducts a face-off.
Some venues play a less rough version of spellflag
in which the carrier is downed as soon as an opponent
manages to get two hands on him at once. The players
at Redhurst dont think much of this, but they can play
this way when required.

face-off

If a player is downed, the carrier gives up the


spellflag to the judge following that spellflag. The
judge holds the spellflag up in the air, and it magically
projects a circle around it with a ten-foot radius. The
carrier and one of the players who downed him face off
against each other across the circle, each facing the end
of the pitch where his teams scoregate stands.
When the judge drops the spellflag, the two opponents dive for the flag. No others are allowed
within the circle until one player manages to grab the
spellflag. Most players try to pass the spellflag as soon
as they have it. Otherwise, they risk being downed
right away again.

the official spellflag pitch


100 yards

50 yards

40 yards

25 Yards

the officials

hile all spellflag players are assumed to be honest


and honorable contestants, each game is officiated by a team of three wizards trained in the rules of
the game. These are selected by lottery from a pool of
impartial, eligible wizards.
The referee is the head official, and two judges assist
him. The referee roams the field, often observing play
from above. The two other judges are each assigned to
follow one of the two spellflags. Throughout the game,
the officials keep a careful eye out for rules infractions.
When an official spots an infraction, he blows a long
blast on his whistle, stopping the game. The players then wait for the officials ruling and the assigned
penalty.

penalties

There are several kinds of penalties in the game,


each described here in full.
Pass-In: For most infractions committed by the
team without the spellflag involved in the foul, play
is stopped, and the spellflag is given to a member of
the team who suffered from the infraction. That player
must toss the flag in from the nearest sideline. If the
player does not manage this within 18 seconds (three
rounds), the spellflag is returned to its flagpost.
Returned Spellflag: For most infractions committed by the team carrying the spellflag involved in the
foul, play is stopped and the spellflag is returned to its
flagpost.
Free Shot: Any infractions committed against a
carrier within his penalty box result in a free shot. The
carrier is award the opposing teams spellflag at his
own flagpost. No other players are allowed within the
penalty box until the carrier crosses into the penalty
area.
Ejection: For major infractions, the officials have the
option of ejecting the offender. This penalty can be applied not just to players but also to coaches, substitutes,
fans, and anyone else in the playing area. The offender
must leave the area until the game is over.
7

fouls

Here is a list of common fouls.

Illegal Spell: Minor infraction.


Ignoring Illusion: Minor infraction.
Flag Muffling: Minor infraction.
Unwizardly Conduct: Minor infraction. If conduct
is repeated or is dangerous to others, this may be cause
for ejection.
Faking an Injury: Minor infraction. Faker not permitted to return to pitch.
Illegal Tackle: You are not permitted to tackle or
trip a player who is not carrying a spellflag. Overrunning any opponent is perfectly legal though. Minor
infraction.
Holding: You are not permitted to grapple a player
who is not carrying a spellflag. Minor infraction.
Harming Opponent: Player causes real damage
(1 hp or more) to another player. Minor infraction. If
referee rules that this was intentional, it can be cause
for ejection.

getting started

t the start of each match, the referee tosses a


magic-proofed gold piece into the air. The captain
of the designated visiting team calls the toss in the air,
either heads or stars.
The head is that of the Redhurst ram mascot, embossed on one side of the coin. The stars are a circle of
eight stars, each representing one of the eight major
schools of magic.
The team that wins the coin toss gets to decide
which flagpost it wishes to protect first.
To begin the game, the players line up inside of their
own scoregate. The referee blows a whistle to begin the
match.

after scoring

nce a team scores a point, the judge following that


flag blows a whistle to stop play and assign the
point. The teams then switch sides of the pitch. The
players line back up in their new scoregate, and the
flags are replaced on their new flagposts. Any knots in
the spellflag are removed.
Flipping sides ensures a more evenly matched game.
Besides the obvious advantages offered by customized
ends of the pitch, there are other variables to consider,
like the angle of the sun, the direction of the wind, and
the effects of inclement weather.
Most importantly, each teams coaches and trainers can dispel any spell effects affecting their players.
This is an all-or-nothing affair, as it involves the use
of an area-effect dispel magic. In other words, if a coach
decides to use dispel magic on a particular player, any
spells affecting that playerfor good or illare dispelled.
Any spells that were cast after the start of the game
that still affect conditions on the pitch are also dispelled
at this time. Care is taken to leave any spells cast before
the match beganto design the pitch, for instanceare
left in place.

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

The following spells are usable in a Redhurst


spellflag match. If a spell is listed as lesser, wizards
who know the standard version of the spell automatically know the lesser version as well. If a spell isnt
listed as lesser, then the standard version is permissible.

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

Heres how the lesser spells differ from the standard.

Arcane Lock: Duration: 1 round/level.


Arcane Lock, One-Way: Duration: 1 round/level.
Bears Endurance, Lesser: Duration: 1 round/level.
Bulls Strength, Lesser: Duration: 1 round/level.
Cats Grace, Lesser: Duration: 1 round/level.
Darkness, Lesser: Duration: 1 round/level.
Eagles Splendor, Lesser: Duration: 1 round/level.
Enlarge Person, Lesser: Duration: 1 round/level.
Expeditious Retreat, Lesser: Adds 10 feet to your
base land speed, not 30. Duration: 1 round/level.
Foxs Cunning: Duration: 1 round/level.
Hold Portal, Lesser: Duration: 1 round/level.
Levitate, Lesser: Duration: 1 round/level.
Mirror Image, Lesser: Creates only a single duplicate for every three caster levels.
9

Obscuring Mist, Lesser: Duration: 1 round/level.


Owls Wisdom: Duration: 1 round/level.
Reduce Person, Lesser: Duration: 1 round/level.
Sleep, Lesser: Duration: 1 round/level.
Spider Climb, Lesser: Duration: 1 round/level.
Touch of Idiocy, Lesser: Duration: 1 round/level.
Touch of Inspiration, Lesser; Duration: 1 round/
level.
Web, Lesser: Duration: 1 round/level.

familiars

Familiars are not permitted on the spellflag pitch.

magic items

No magic items of any kind are permitted on the


pitch or to affect the players on the field. The only
exception are the two spellflags, and these cannot be
modified from their original state.
Some schools permit limited use of magic items,
particularly for certain kinds of terrain. Aerial battles
between teams using magic items to fly, for instance,
are popular.

weather

pellflag games are played in all sorts of weather.


The only time that games are called off is when the
weather is potentially lethal, as during a thunderstorm.
The referee is the only person who can call off a
game on account of foul weather. Coaches can petition
for this, but those who pull their teams off the pitch
without the referees consent immediately forfeit the
game.

alternate rules:
full-on magic

pellflag is played in different ways throughout the


Known Realms. Some venues eschew the use of the
spellflag list of permitted spells, preferring to permit
players to have access to a wider range of spells. Still,
even in such cases, there are limits. These are described
below.
Teams planning to use the full-on magic rules
should realize that they drastically change the nature
of the game. Andarlin is often heard to say, If youre
having fun, youre playing it right, but he doesnt
permit the use of these rules himself.

banned spells

Even in full-on magic games of spellflag, the use of


spells is strictly regulated. Spellflag players are permitted to any of the standard spellsfrom 0 to 2nd
levelto which they have access, except the following:
Acid splash*
Burning hands*
Chill touch*
Disrupt undead*
Flaming sphere*
Mages acid arrow*
Magic missile*
Mount*
Ray of enfeeblement
Ray of frost*
Scorching ray*
Shocking grasp*
Summon monster I*
Summon monster II*
Summon swarm*
* On the Redhurst pitch, these additional spells are
also allowed. Due to the nature of the pitch, all damage
these spells do is considered subdual damage.

10

restricted spells

The following spells can be used only certain ways:

Ghost sound (cannot be used to mimic the sound of a


spellflag or a whistle)
Grease (cannot be cast upon spellflag)

high-level games

You can try games with higher-level wizards as


well. If you do, there are a few guidelines you should
keep in mind when building lists of permitted spells.
Spells of any kind can be allowed in the game as
well, as long as both coaches agree upon each suggested spell. Spells that cause damage or summon creatures are usually banned anywhere but at Redhurst.
Those that damage ability scores for anything longer
than 10 minutes per level are banned as well.
In general, spells cannot be used to break the rules
of the game. This is considered cheating, and those
repeatedly caught casting such spells can expect to be
banned from the game.
One additional rule applies. Any spells that involve
leaving the current plane, even for a moment, are not
permitted. This include spells like teleport or blink.
Players that voluntarily leave the pitch in this way are
normally ejected from the game.

d20 rules

pellflag translates well in to the d20 System rules.


Here are some guidelines for playing spellflag with
the d20 System.

playing surface

Spellflag is best played on a surface with a battle


grid. The pitch is 60 squares long by 30 squares wide.
Be sure to mark the locations of the flagposts and
scoregates, as well as the line around the penalty area.
If a rule states that a player must be outside of a
certain area, the figure for that character cannot be in a
square through which the border of that area passes.

initiative

Make initiative checks at the start of the match and


write down the order on a piece of paper. This establishes the order of actions until any break in the action,
whether due to a penalty, an injury, or a score. At any
of those points, make initiative checks again.

attacks of opportunity

Since all spellflag players are unarmed, they dont


normally get to make attacks of opportunity. However,
a spellcaster delivering a touch attack spell counts as
armed, so take this into account.
Many spellflag players have the Improved Unarmed
Strike feat. This allows to make attacks of opportunity
too.

tackling

Tackling is considered an attempt to trip your target.


Follow the standard rules for tripping. If you succeed,
the carrier is considered downed.
You can try to grapple a carrier instead if you like,
but this is usually less efficient. You must then pin the
carrier for him to be downed.

11

grabbing the spellflag

Taking the spellflag from its flagpost is considered a


move action. It provokes an attack of opportunity.

stealing the spellflag

Snatching a spellflag from an opponent qualifies as


a standard disarm attempt. A spellflag is considered to
be neither poorly or well secured. In other words, you
dont get any bonus to your attempt, but you do not
have to pin the wearer before you can try to take the
flag.
Since the attacker is unarmed and is trying to take
a spellflag, not a weapon, each of the opposed attack
rolls suffers a 4 penalty. These effectively cancel each
other out, so you can ignore them.

cheating

The d20 System assumes that everyone means


everything they do. There are no accidental means of
committing penalties. That doesnt mean that the players who commit fouls are always caught.
Every time a player commits a foul, the player may
try to hide the infraction by making a Hide check. Any
official that could be watching the play must make a
Spot check against the players Hide check. The referee has a chance to see any play, while the judges can
normally only see plays within 10 yards of the flag they
follow.
Dont forget to figure in penalties for the officials
distance from the foul. The judges are almost never
distracted, but the referee cant look in two directions
at once. If both spellflags are in action (not on their
flagposts), apply the 5 penalty to him for a distracted
spotter.

spellflag stats

A spellflag is considered a one-handed weapon for


purposes of throwing it, making such throws a standard action. It starts out knotted but can be unknotted
during play.
When knotted, a spellflag has a Range Increment
of 10. Unknotted, it has a Range Increment of 5 and
a maximum range of 20. Unknotting a spellflag is a
standard action.

passing the spellflag

To pass a spellflag, you must throw it to another


player. Treat this as a ranged touch attack, but if the
player wants to catch it, add his Dexterity bonus to
your attack roll instead of to his AC. If you score a hit,
the target player catches the spellflag.
If you miss, check to see where the spellflag lands by
rolling 1d8. See the Missing with a Thrown Weapon
diagram near the Throw Splash Weapon entry in the
Combat chapter of the Players Handbook. If a player
is in the square in which the spellflag lands, he can
make a Dexterity check (DC 10) to catch it.

profiles for officials

The referee is considered to be hovering just above


the exact center of the pitch at all times. The judges
hover just above the spellflag to which they are assigned. They can move as fast as is necessary to keep
up with the spellflag.
Each judge has the following skill totals, which
include any ability modifiers:
Spellcraft: +10
Spot: +10
The referee has the following skill totals, which
include any ability modifiers:
Spellcraft: +15
Spot: +15

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
This book is published under version 1.0a of the Open Game
License and draft or official versions of the System Reference
Document by permission of Wizards of the Coast.
Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of
Hasbro, Inc., and are used with permission.
Designation of Product Identity: The following items are
hereby designated as Product Identity in accordance with Section
1(e) of the Open Game License, version 1.0a : Any and all Human Head Studios logos and identifying marks and trade dress,
including all Human Head Studios product and product line
names, including but not limited to The Redhurst Academy of
Magic; any elements of The Redhurst Academy of Magic setting,
including but not limited to capitalized names, names of artifacts
characters, countries, creatures, geographic locations, gods,
historic events, magic items, organizations, songs, and spells; any
and all stories, storylines, plots, thematic elements, and dialogue;
and all artwork, symbols, designs, depictions, illustrations, maps
and cartography, likenesses, poses, logos, symbols, or graphic
designs, except such elements that already appear in the d20
System Reference Document. The above Product Identity is not
Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this work is
designated Open Game Content and may be used with the Open
Game License.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards).
All Rights Reserved.
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sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and
includes the methods, procedures, processes and routines to the
extent such content does not embody the Product Identity and
is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under copyright law, but specifically
excludes Product Identity; (e) Product Identity means product
and product line names, logos and identifying marks including
trade dress; artifacts; creatures characters; stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or au-

13

dio representations; names and descriptions of characters, spells,


enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of
the Product Identity, and which specifically excludes the Open
Game Content; (f) Trademark means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to
the Open Game License by the Contributor; (g) Use, Used
or Using means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game
Content; (h) You or Your means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of
this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text
of the COPYRIGHT NOTICE of any Open Game Content You
are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holders name to the
COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark
or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used
in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are
distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents


may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do
so.
12. Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically
if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a. Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document. Copyright 20002003, Wizards
of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip
Williams, and Bruce Cordell, based on original material by E.
Gary Gygax and Dave Arneson.
The Redhurst Academy of Magic. Copyright 2003, Human
Head Studios, Inc.; authors Matt Forbeck, Seth Johnson, Timothy
S. Gerritsen, David Gulisano, and Paul Tutcher.
The Redhurst Academy of Magic: Spellflag Rules. Copyright 2003, Human Head Studios, Inc.; author Matt Forbeck.

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