d20 Human Head Studios The Redhurst Academy of Magic - Spellflag Rules.pdf

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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 Player’s Handbook, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v. 3.5 revision.
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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”
t hose of you who have purchased The Redhurst
©2003 Human
Head Studios, Inc.
All Rights Reserved.
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Academy of Magic and
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Reproduction of non-
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means without express
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Human Head Studios,
except for short ex-
cerpts for the purposes
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License can be found
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d20. Dungeons &
Dragons and Wizards
of the Coast are
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other countries and are
used with permission.
Academy of Magic and read it through know that it’s
a gold mine for DMs hungry for adventure ideas. Due
to the nature of the book, however, we weren’t 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, couldn’t just throw in advice
for DMs as she went along. It just wouldn’t it.
Through the wonder of the World Wide Web, how-
ever, we’re able to offer you the irst oficial enhance-
ment 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 book’s 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 irst in
the series— The Redhurst Academy of Magic: Adventure
Seeds— features a baker’s 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 develop-
ments, as well as to learn all about other upcoming
releases from Human Head Studios, be sure to visit
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spellflag:
the sport of wizards
let the
games begin!
s pelllag is a game played by the student-wizards of
the pitch
t he playing surface for any spelllag match is prop-
erly known as the “pitch,” although many refer to it
as the “ield.” The standard pitch is one hundred yards
long by ifty yards wide. A square scoregate thirty feet
wide and ten feet tall stands squarely at the center of
each end of the pitch. Each team’s spelllag starts out
hanging from a post standing twenty-ive yards out
from the scoregate.
To score a point, you must take the opposing team’s
spelllag from its lagpost and carry it through your
own scoregate.
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
game’s creator Andarlin, Redhurst’s current headmas-
ter, and its skyrocketing popularity has spawned teams
in most of the best arcane colleges throughout the
Known Realms.
This document records the oficial rules of spelllag
as Andarlin irst set them forth, including various
modiications 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 inal
arbiter for interacademic play.
designing the pitch
In many spelllag games, the pitch is simply a lat,
even grassy ield. The boundaries are clearly marked
with wide stripes of white chalk. Additionally, there is
a mid-ield 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-ive yards out
from the scoregate.
In oficial spelllag 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 inven-
tive. In one match, a team replaced its half of the ield
with a bottomless pit dotted with loating islands of
turf that the players had to navigate by leaping from
bit to bit.
winning the game
The irst team to score three points—and at least
two more than the other team—wins 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
doesn’t have to suffer long.
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Custom-ield 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 ield 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 don’t have the same ef-
fects 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. It’s 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 other-
wise 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 adjust-
ments. 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.
substitutions
While only six members of a spelllag team are al-
lowed 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 speciic points in the game:
either during an injury time-out or directly after a point
is scored.
Some coaches don’t like to use substitutes, only call-
ing 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 coach’s 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 deined 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. Oth-
erwise, 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
spelllag brings it to the nearest sideline. There he must
try to pass the lag to one of his teammates. Failure
to manage this within ifteen second results in the
spelllag being turned over to the other team to pass in.
the teams
a proper spelllag team consist of six players on each
side. One player—known as the lagkeeper—is
usually left behind to guard the team’s lagpost. The
others can help with defense or work on scoring as
they like.
Many coaches set back two or three defenders to
help the lagkeeper with defense. The remaining play-
ers are sent forth to grab the opponent’s lag and bring
it back through their scoregate.
playing short
In some circumstances, a spelllag 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 lagrant violations of the rules.
A team can play with as few as four members on the
pitch. However, if the team is unable to ield at least
four members, it automatically forfeits the game.
equipment
Spelllag players wear uniforms lined with strategi-
cally 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.
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First, the carrier may drop the spelllag. While it is
not in any player’s possession, any player can grab it at
will.
Second, the spelllag can be torn from the carrier’s
grasp. This is not easy to do, as most players carry the
lag close to them, away from grasping hands.
Third, the carrier can be downed. When this hap-
pens, the carrier must give up the spelllag for a face-
off.
Fourth, the carrier can try to pass the spelllag, and
the pass can be intercepted by an opponent before it
reaches its intended receiver.
the flag
t he spelllag is enchanted. When removed from
its lagpost, it begins to keen loudly, effectively
announcing its location to any within earshot, which
includes anywhere on the pitch. Mufling this sound is
illegal.
scoring
To score a point, a player holding the opposing
team’s lag must carry it through his team’s scoregate.
It cannot be thrown or dropped through. The point
is scored once any part of the lag 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.
downing the carrier
A carrier is considered down when at least one part
of his body below his waist and above his feet—nor-
mally a knee or hindquarters—touches the ground and
he is in contact with an opposing player.
When the carrier is downed, the judge following that
spelllag blows his whistle two short blasts to stop play
around that lag. Play around the other lag continues
normally. The judge takes the play from the carrier and
conducts a face-off.
Some venues play a less rough version of spelllag
in which the carrier is downed as soon as an opponent
manages to get two hands on him at once. The players
at Redhurst don’t think much of this, but they can play
this way when required.
moving the spellflag
Once a player has the spelllag, he can run with it
as he likes. The spelllag must be held in the hand and
cannot be tucked into, tied around, or otherwise fas-
tened to the player’s clothing or equipment.
The carrier—as the player with the spelllag is
known—can give the spelllag to another player in one
of two ways.
First, the carrier can hand the spelllag to another
player on his team.
Second, the carrier can attempt to pass the spelllag
to another player on his team by throwing it. Due to
the nature of the lag, this can be dificult. Most players
tie the spelllag into knots once they get their hands on
it, to make for easier passing.
face-off
If a player is downed, the carrier gives up the
spelllag to the judge following that spelllag. The
judge holds the spelllag 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 team’s scoregate stands.
When the judge drops the spelllag, the two op-
ponents dive for the lag. No others are allowed
within the circle until one player manages to grab the
spelllag. Most players try to pass the spelllag as soon
as they have it. Otherwise, they risk being downed
right away again.
taking the spellflag
Grabbing the spelllag from your lagpost is simple.
You simply reach up and take it. Players are not per-
mitted to remove the spelllag from their opponents’
lagpost. Also they are not allowed within a twenty-by-
twenty-foot box around that lagpost, which is usually
marked off with chalk.
Once someone has the spelllag, there are four ways
to relieve him of it.
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