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	<title>Wizards &amp; Warlords Wiki - User contributions [en]</title>
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	<updated>2026-04-18T13:47:07Z</updated>
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		<id>https://aureliansvault.com.au/index.php?title=Auravell,_The_Capital&amp;diff=749</id>
		<title>Auravell, The Capital</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Auravell,_The_Capital&amp;diff=749"/>
		<updated>2026-03-19T22:09:56Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:auravell_banner_placeholder.png|center|frameless|1200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Auravell&#039;&#039;&#039; is the capital of &#039;&#039;&#039;Valendor&#039;&#039;&#039; and the direct domain of the crown. Often called the radiant heart of the kingdom, it is a land where royal authority, sacred geography, and arcane innovation converge. Nestled between two vast rivers and overshadowed by the legendary &#039;&#039;&#039;Flames of Creation&#039;&#039;&#039;, Auravell stands as both the political center of Valendor and one of its holiest regions.&lt;br /&gt;
&lt;br /&gt;
Governed by &#039;&#039;&#039;King Aldemar III, the Clockwork Sovereign&#039;&#039;&#039;, Auravell represents the union of tradition and progress. White-stone palaces, enchanted streets, great temples, and mechanical marvels all stand side by side, reflecting the kingdom’s belief that magic and machinery can exist in harmony.&lt;br /&gt;
&lt;br /&gt;
== The King&#039;s Lands ==&lt;br /&gt;
Unlike the duchies of Valendor, Auravell is not ruled by a noble house beneath the crown. It is the king’s own land, forming the political, spiritual, and administrative center of the realm.&lt;br /&gt;
&lt;br /&gt;
The surrounding territories are among the most sacred and strategically important in the kingdom. Rich farmlands, ancient forests, holy sites, and the kingdom’s principal sea port all fall under the crown’s protection.&lt;br /&gt;
&lt;br /&gt;
[[File:auravell_kingsknight_placeholder.png|right|thumb|300px|A King&#039;s Guard of Auravell.]]&lt;br /&gt;
&lt;br /&gt;
== Geography and Sacred Lands ==&lt;br /&gt;
Auravell lies at the center of some of the most significant landscapes in all Valendor.&lt;br /&gt;
&lt;br /&gt;
=== The Lands of the Crown ===&lt;br /&gt;
The lands of Auravell are ruled directly by the king and are distinct from the noble duchies. These territories provide resources, food, trade access, and spiritual authority to the kingdom as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Northern Oakwood Forest ===&lt;br /&gt;
Stretching across the southern regions of Auravell toward the coast, the Northern Oakwood Forest is a vast and ancient woodland. It provides timber, game, and rare alchemical ingredients, while also serving as a natural defensive barrier for the capital.&lt;br /&gt;
&lt;br /&gt;
=== The Argentwood ===&lt;br /&gt;
The Argentwood is a mystical forest of luminous trees and ethereal creatures. It surrounds the sacred regions near the Well of Life and is said to shield them from the unworthy. Druids, sages, and seekers of divine wisdom are often drawn to its hidden groves.&lt;br /&gt;
&lt;br /&gt;
[[File:argentwood_placeholder.png|right|thumb|300px|The Argentwood is home to many creatures. It is the embodiment of life and those who walk it&#039;s floors find themselves filled with the Well of Life&#039;s energies.]]&lt;br /&gt;
&lt;br /&gt;
== The Flames of Creation ==&lt;br /&gt;
At the heart of Auravell stand the five sacred volcanoes known as the &#039;&#039;&#039;Flames of Creation&#039;&#039;&#039;. These towering peaks encircle the Well of Life and are revered as symbols of creation, destruction, renewal, stability, and mystery.&lt;br /&gt;
&lt;br /&gt;
To the people of Valendor, the volcanoes are not merely natural formations. They are living spiritual forces, woven into the kingdom’s myths and identity.&lt;br /&gt;
&lt;br /&gt;
=== Vorithar, the Eternal Flame ===&lt;br /&gt;
The most active and volatile of the five, Vorithar burns with constant heat and flowing magma. Its eruptions are seen as both destructive and life-giving, enriching the land with fertile ash. Fire-priests and master artisans revere it as a source of creation.&lt;br /&gt;
&lt;br /&gt;
=== Tharandir, the Silent Watcher ===&lt;br /&gt;
Dormant for centuries, Tharandir is wrapped in ancient mystery. Many believe immense power slumbers within its core, and seers often travel to its slopes seeking visions or hidden truths.&lt;br /&gt;
&lt;br /&gt;
=== Avolmir, the Thunderous Heart ===&lt;br /&gt;
Known for violent eruptions and storm-wreathed peaks, Avolmir is called the Voice of the Earth. Its quakes and lightning-charged outbursts are often interpreted as omens or divine warnings.&lt;br /&gt;
&lt;br /&gt;
=== Eryndor, the Smoldering Sentinel ===&lt;br /&gt;
Though it rarely erupts, Eryndor constantly emits smoke and embers. Its lower reaches are revered as sites of healing, and the &#039;&#039;&#039;Knights of the Ember&#039;&#039;&#039; guard its sanctuaries.&lt;br /&gt;
&lt;br /&gt;
=== Veltharion, the Shrouded Peak ===&lt;br /&gt;
Veiled in cloud and ash, Veltharion is the most mysterious of the five. Legends speak of lost relics, forgotten spirits, and ancient civilizations hidden beneath its slopes.&lt;br /&gt;
&lt;br /&gt;
== The Well of Life ==&lt;br /&gt;
At the center of the Flames of Creation lies the &#039;&#039;&#039;Well of Life&#039;&#039;&#039;, a shimmering crater lake believed to contain the lifeblood of the world. It is the most sacred site in all Valendor and is said to radiate healing, prophetic, and magical power.&lt;br /&gt;
&lt;br /&gt;
=== Mystical Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Healing Waters&#039;&#039;&#039; – The Well’s waters are said to mend grievous wounds and restore vitality, though only the worthy may safely partake.&lt;br /&gt;
* &#039;&#039;&#039;Visions and Prophecy&#039;&#039;&#039; – Those who gaze into its depths may witness glimpses of the future.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Nexus&#039;&#039;&#039; – Many believe the Well sits at a great convergence of ley lines, making it one of the most powerful magical sites in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sacred Surroundings ===&lt;br /&gt;
The lands around the Well are fertile, untouched, and filled with rare life. Temples and shrines dedicated to life, creation, and fate line its outer reaches, while pilgrims and scholars journey there in search of blessing, wisdom, and revelation.&lt;br /&gt;
&lt;br /&gt;
[[File:auravell_city_placeholder.png|right|thumb|300px|Auravell, the radiant capital of Valendor.]]&lt;br /&gt;
&lt;br /&gt;
== Auravell, the Capital City ==&lt;br /&gt;
Auravell itself is a city where the grandeur of the old world meets the innovation of the new. Elegant stone spires rise beside vast clockwork towers. White marble bridges cross luminous canals, while runic infrastructure powers mechanical constructs throughout the city.&lt;br /&gt;
&lt;br /&gt;
The capital is both a royal seat and a living symbol of Valendor’s identity: disciplined, visionary, and deeply tied to sacred power.&lt;br /&gt;
&lt;br /&gt;
== Key Landmarks ==&lt;br /&gt;
=== The Celestial Spire ===&lt;br /&gt;
The royal palace and seat of King Aldemar III. Built from white stone and gilded brass, it towers over the city and serves as the center of the king’s court, military planning, and arcane policy.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Assembly Hall ===&lt;br /&gt;
The central chamber of governance, where nobles, scholars, and emissaries debate laws and policy. Great mechanical orreries chart the heavens, while enchanted archives preserve the kingdom’s history.&lt;br /&gt;
&lt;br /&gt;
=== The Argent Forum ===&lt;br /&gt;
Auravell’s great market and innovation district. Merchants, machinists, artificers, and enchanters gather here to trade goods, inventions, magical tools, and fine craftsmanship.&lt;br /&gt;
&lt;br /&gt;
=== The Temple of the Eternal Flame ===&lt;br /&gt;
A major spiritual center dedicated to the Flames of Creation and the Well of Life. Priests, shamans, and scholars gather here to preserve sacred tradition and interpret the meaning of the land’s divine power.&lt;br /&gt;
&lt;br /&gt;
=== The Arcane Forge ===&lt;br /&gt;
A legendary workshop where metallurgy and enchantment are joined. Some of Valendor’s finest weapons, armor, and constructs are said to be forged here.&lt;br /&gt;
&lt;br /&gt;
[[File:dragonmay_port_placeholder.png|right|thumb|300px|Dragonmay Port, gateway to Auravell.]]&lt;br /&gt;
&lt;br /&gt;
== Dragonmay Port ==&lt;br /&gt;
While Auravell is the capital, its great sea gateway is &#039;&#039;&#039;Dragonmay Port&#039;&#039;&#039;, the kingdom’s principal maritime stronghold and one of the crown’s most important settlements.&lt;br /&gt;
&lt;br /&gt;
Positioned where the great river meets the sea, Dragonmay is both a military bastion and a center of trade.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon’s Gate ===&lt;br /&gt;
The port’s defining structure is the &#039;&#039;&#039;Dragon’s Gate&#039;&#039;&#039;, a massive set of brass barriers shaped like the wings of a dragon. These gates control access between river and sea, preventing unauthorized passage inland.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Fleet ===&lt;br /&gt;
Dragonmay houses the king’s fleet, including both conventional warships and arcane-enhanced vessels. It serves as a naval training ground and the kingdom’s first line of defense along the coast.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Market ===&lt;br /&gt;
The port is also a thriving trade center where foreign merchants, emissaries, and adventurers first enter the realm. Trade is tightly regulated by the crown, reinforcing Dragonmay’s role as both gateway and checkpoint.&lt;br /&gt;
&lt;br /&gt;
== Culture and Faith ==&lt;br /&gt;
Auravell is the spiritual and ideological heart of Valendor. The people of the capital and crownlands live beneath the influence of both the throne and the sacred land itself.&lt;br /&gt;
&lt;br /&gt;
The Well of Life and the Flames of Creation are central to religious life, symbolizing the balance between creation and destruction, prosperity and sacrifice, knowledge and mystery. The crown’s legitimacy is deeply tied to its duty to guard these sites from corruption or exploitation.&lt;br /&gt;
&lt;br /&gt;
== Role in Valendor ==&lt;br /&gt;
Auravell is more than a capital. It is the kingdom’s center of authority, faith, innovation, and destiny. Its sacred geography shapes the beliefs of the people, while its institutions shape the future of the realm.&lt;br /&gt;
&lt;br /&gt;
As long as Auravell stands, the people of Valendor believe the kingdom endures beneath the protection of the Flames of Creation and the grace of the Well of Life.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Auravell,_The_Capital&amp;diff=748</id>
		<title>Auravell, The Capital</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Auravell,_The_Capital&amp;diff=748"/>
		<updated>2026-03-19T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:auravell_banner_placeholder.png|center|frameless|1200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Auravell&#039;&#039;&#039; is the capital of &#039;&#039;&#039;Valendor&#039;&#039;&#039; and the direct domain of the crown. Often called the radiant heart of the kingdom, it is a land where royal authority, sacred geography, and arcane innovation converge. Nestled between two vast rivers and overshadowed by the legendary &#039;&#039;&#039;Flames of Creation&#039;&#039;&#039;, Auravell stands as both the political center of Valendor and one of its holiest regions.&lt;br /&gt;
&lt;br /&gt;
Governed by &#039;&#039;&#039;King Aldemar III, the Clockwork Sovereign&#039;&#039;&#039;, Auravell represents the union of tradition and progress. White-stone palaces, enchanted streets, great temples, and mechanical marvels all stand side by side, reflecting the kingdom’s belief that magic and machinery can exist in harmony.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike the duchies of Valendor, Auravell is not ruled by a noble house beneath the crown. It is the king’s own land, forming the political, spiritual, and administrative center of the realm.&lt;br /&gt;
&lt;br /&gt;
The surrounding territories are among the most sacred and strategically important in the kingdom. Rich farmlands, ancient forests, holy sites, and the kingdom’s principal sea port all fall under the crown’s protection.&lt;br /&gt;
&lt;br /&gt;
[[File:auravell_kingsknight_placeholder.png|right|thumb|300px|A King&#039;s Guard of Auravell.]]&lt;br /&gt;
&lt;br /&gt;
== Geography and Sacred Lands ==&lt;br /&gt;
Auravell lies at the center of some of the most significant landscapes in all Valendor.&lt;br /&gt;
&lt;br /&gt;
=== The Lands of the Crown ===&lt;br /&gt;
The lands of Auravell are ruled directly by the king and are distinct from the noble duchies. These territories provide resources, food, trade access, and spiritual authority to the kingdom as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Northern Oakwood Forest ===&lt;br /&gt;
Stretching across the southern regions of Auravell toward the coast, the Northern Oakwood Forest is a vast and ancient woodland. It provides timber, game, and rare alchemical ingredients, while also serving as a natural defensive barrier for the capital.&lt;br /&gt;
&lt;br /&gt;
=== The Argentwood ===&lt;br /&gt;
The Argentwood is a mystical forest of luminous trees and ethereal creatures. It surrounds the sacred regions near the Well of Life and is said to shield them from the unworthy. Druids, sages, and seekers of divine wisdom are often drawn to its hidden groves.&lt;br /&gt;
&lt;br /&gt;
[[File:argentwood_placeholder.png|right|thumb|300px|The Argentwood is home to many creatures. It is the embodiment of life and those who walk it&#039;s floors find themselves filled with the Well of Life&#039;s energies.]]&lt;br /&gt;
&lt;br /&gt;
== The Flames of Creation ==&lt;br /&gt;
At the heart of Auravell stand the five sacred volcanoes known as the &#039;&#039;&#039;Flames of Creation&#039;&#039;&#039;. These towering peaks encircle the Well of Life and are revered as symbols of creation, destruction, renewal, stability, and mystery.&lt;br /&gt;
&lt;br /&gt;
To the people of Valendor, the volcanoes are not merely natural formations. They are living spiritual forces, woven into the kingdom’s myths and identity.&lt;br /&gt;
&lt;br /&gt;
=== Vorithar, the Eternal Flame ===&lt;br /&gt;
The most active and volatile of the five, Vorithar burns with constant heat and flowing magma. Its eruptions are seen as both destructive and life-giving, enriching the land with fertile ash. Fire-priests and master artisans revere it as a source of creation.&lt;br /&gt;
&lt;br /&gt;
=== Tharandir, the Silent Watcher ===&lt;br /&gt;
Dormant for centuries, Tharandir is wrapped in ancient mystery. Many believe immense power slumbers within its core, and seers often travel to its slopes seeking visions or hidden truths.&lt;br /&gt;
&lt;br /&gt;
=== Avolmir, the Thunderous Heart ===&lt;br /&gt;
Known for violent eruptions and storm-wreathed peaks, Avolmir is called the Voice of the Earth. Its quakes and lightning-charged outbursts are often interpreted as omens or divine warnings.&lt;br /&gt;
&lt;br /&gt;
=== Eryndor, the Smoldering Sentinel ===&lt;br /&gt;
Though it rarely erupts, Eryndor constantly emits smoke and embers. Its lower reaches are revered as sites of healing, and the &#039;&#039;&#039;Knights of the Ember&#039;&#039;&#039; guard its sanctuaries.&lt;br /&gt;
&lt;br /&gt;
=== Veltharion, the Shrouded Peak ===&lt;br /&gt;
Veiled in cloud and ash, Veltharion is the most mysterious of the five. Legends speak of lost relics, forgotten spirits, and ancient civilizations hidden beneath its slopes.&lt;br /&gt;
&lt;br /&gt;
== The Well of Life ==&lt;br /&gt;
At the center of the Flames of Creation lies the &#039;&#039;&#039;Well of Life&#039;&#039;&#039;, a shimmering crater lake believed to contain the lifeblood of the world. It is the most sacred site in all Valendor and is said to radiate healing, prophetic, and magical power.&lt;br /&gt;
&lt;br /&gt;
=== Mystical Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Healing Waters&#039;&#039;&#039; – The Well’s waters are said to mend grievous wounds and restore vitality, though only the worthy may safely partake.&lt;br /&gt;
* &#039;&#039;&#039;Visions and Prophecy&#039;&#039;&#039; – Those who gaze into its depths may witness glimpses of the future.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Nexus&#039;&#039;&#039; – Many believe the Well sits at a great convergence of ley lines, making it one of the most powerful magical sites in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sacred Surroundings ===&lt;br /&gt;
The lands around the Well are fertile, untouched, and filled with rare life. Temples and shrines dedicated to life, creation, and fate line its outer reaches, while pilgrims and scholars journey there in search of blessing, wisdom, and revelation.&lt;br /&gt;
&lt;br /&gt;
[[File:auravell_city_placeholder.png|right|thumb|300px|Auravell, the radiant capital of Valendor.]]&lt;br /&gt;
&lt;br /&gt;
== Auravell, the Capital City ==&lt;br /&gt;
Auravell itself is a city where the grandeur of the old world meets the innovation of the new. Elegant stone spires rise beside vast clockwork towers. White marble bridges cross luminous canals, while runic infrastructure powers mechanical constructs throughout the city.&lt;br /&gt;
&lt;br /&gt;
The capital is both a royal seat and a living symbol of Valendor’s identity: disciplined, visionary, and deeply tied to sacred power.&lt;br /&gt;
&lt;br /&gt;
== Key Landmarks ==&lt;br /&gt;
=== The Celestial Spire ===&lt;br /&gt;
The royal palace and seat of King Aldemar III. Built from white stone and gilded brass, it towers over the city and serves as the center of the king’s court, military planning, and arcane policy.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Assembly Hall ===&lt;br /&gt;
The central chamber of governance, where nobles, scholars, and emissaries debate laws and policy. Great mechanical orreries chart the heavens, while enchanted archives preserve the kingdom’s history.&lt;br /&gt;
&lt;br /&gt;
=== The Argent Forum ===&lt;br /&gt;
Auravell’s great market and innovation district. Merchants, machinists, artificers, and enchanters gather here to trade goods, inventions, magical tools, and fine craftsmanship.&lt;br /&gt;
&lt;br /&gt;
=== The Temple of the Eternal Flame ===&lt;br /&gt;
A major spiritual center dedicated to the Flames of Creation and the Well of Life. Priests, shamans, and scholars gather here to preserve sacred tradition and interpret the meaning of the land’s divine power.&lt;br /&gt;
&lt;br /&gt;
=== The Arcane Forge ===&lt;br /&gt;
A legendary workshop where metallurgy and enchantment are joined. Some of Valendor’s finest weapons, armor, and constructs are said to be forged here.&lt;br /&gt;
&lt;br /&gt;
[[File:dragonmay_port_placeholder.png|right|thumb|300px|Dragonmay Port, gateway to Auravell.]]&lt;br /&gt;
&lt;br /&gt;
== Dragonmay Port ==&lt;br /&gt;
While Auravell is the capital, its great sea gateway is &#039;&#039;&#039;Dragonmay Port&#039;&#039;&#039;, the kingdom’s principal maritime stronghold and one of the crown’s most important settlements.&lt;br /&gt;
&lt;br /&gt;
Positioned where the great river meets the sea, Dragonmay is both a military bastion and a center of trade.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon’s Gate ===&lt;br /&gt;
The port’s defining structure is the &#039;&#039;&#039;Dragon’s Gate&#039;&#039;&#039;, a massive set of brass barriers shaped like the wings of a dragon. These gates control access between river and sea, preventing unauthorized passage inland.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Fleet ===&lt;br /&gt;
Dragonmay houses the king’s fleet, including both conventional warships and arcane-enhanced vessels. It serves as a naval training ground and the kingdom’s first line of defense along the coast.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Market ===&lt;br /&gt;
The port is also a thriving trade center where foreign merchants, emissaries, and adventurers first enter the realm. Trade is tightly regulated by the crown, reinforcing Dragonmay’s role as both gateway and checkpoint.&lt;br /&gt;
&lt;br /&gt;
== Culture and Faith ==&lt;br /&gt;
Auravell is the spiritual and ideological heart of Valendor. The people of the capital and crownlands live beneath the influence of both the throne and the sacred land itself.&lt;br /&gt;
&lt;br /&gt;
The Well of Life and the Flames of Creation are central to religious life, symbolizing the balance between creation and destruction, prosperity and sacrifice, knowledge and mystery. The crown’s legitimacy is deeply tied to its duty to guard these sites from corruption or exploitation.&lt;br /&gt;
&lt;br /&gt;
== Role in Valendor ==&lt;br /&gt;
Auravell is more than a capital. It is the kingdom’s center of authority, faith, innovation, and destiny. Its sacred geography shapes the beliefs of the people, while its institutions shape the future of the realm.&lt;br /&gt;
&lt;br /&gt;
As long as Auravell stands, the people of Valendor believe the kingdom endures beneath the protection of the Flames of Creation and the grace of the Well of Life.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Spellcasting_Rules&amp;diff=747</id>
		<title>Spellcasting Rules</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Spellcasting_Rules&amp;diff=747"/>
		<updated>2026-03-19T22:05:13Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Stationary Casting ==&lt;br /&gt;
A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete.&lt;br /&gt;
&lt;br /&gt;
If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displaced), the spell immediately fails.&lt;br /&gt;
&lt;br /&gt;
The caster must immediately stop chanting, and the spell attempt is wasted. If the spell has a per round casting limit, this attempt still counts toward that limit even though the spell was not successfully cast.&lt;br /&gt;
&lt;br /&gt;
Most magic spells (see [[Spell Interruptions]]) have additional consequences when a spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
== Chanting &amp;amp; Spell Timing ==&lt;br /&gt;
All spells must be cast using a slow-count chant.&lt;br /&gt;
&lt;br /&gt;
The caster must say the spell’s name between each number (e.g., “1 Heal, 2 Heal, 3 Heal”).&lt;br /&gt;
&lt;br /&gt;
This chant lets others recognize the spell and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
== Spell Round Definition ==&lt;br /&gt;
For spells with a per round limit, they may be cast up to the amount allowed by the spell each round until that limit is reached.&lt;br /&gt;
&lt;br /&gt;
During weekly games, a round starts when a game or encounter begins and ends when the game is called or reset.&lt;br /&gt;
&lt;br /&gt;
For longer format games, there will be set reset times when spell limits refresh. These reset points will be clearly defined in the Player Handbook for those events and may vary depending on the event structure.&lt;br /&gt;
&lt;br /&gt;
== Spell book Requirement ==&lt;br /&gt;
Every player who wishes to be a caster must carry a physical Spell book during the game.&lt;br /&gt;
&lt;br /&gt;
Spellbooks must accurately list the spells the player has selected for their character.&lt;br /&gt;
&lt;br /&gt;
A marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
No Spellbook = No Spellcasting, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
== Physical Representations &amp;amp; Buff Limits ==&lt;br /&gt;
Lasting magical effects (e.g., enchanted weapons and shields, mage armour, blessings) must be visibly marked with coloured bands of cloth.&lt;br /&gt;
&lt;br /&gt;
Buffs do not stack:&lt;br /&gt;
&lt;br /&gt;
* Only one magical headband effect may be worn at a time.&lt;br /&gt;
* A weapon may have only one magical effect buff active.&lt;br /&gt;
* You may use two buffed weapons if each is enchanted separately.&lt;br /&gt;
&lt;br /&gt;
== Buff Spells ==&lt;br /&gt;
A caster may cast a buff spell, such as Arcane Weapon or Blessed Weapon, on as many weapons as their level allows.&lt;br /&gt;
&lt;br /&gt;
They may cast these spells on weapons they are not holding and leave the blessed weapons in their side’s starting area to be collected by other players.&lt;br /&gt;
&lt;br /&gt;
Once a weapon has been picked up and carried out of the starting area, or once it is used in combat, the blessing becomes bound to that user.&lt;br /&gt;
&lt;br /&gt;
If the user discards the weapon or is killed, the blessing ends.&lt;br /&gt;
&lt;br /&gt;
This rule also applies to holy and arcane wards placed on shields.&lt;br /&gt;
&lt;br /&gt;
== Types of Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Magic ===&lt;br /&gt;
Used by: Clerics, Druids, Prophets, Bards, Paladins, Barbarians, Savage Archers, Fighters, and Rangers.&lt;br /&gt;
&lt;br /&gt;
Granted by divine or spiritual sources.&lt;br /&gt;
&lt;br /&gt;
Focused on healing, protection, and guidance.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Magic ===&lt;br /&gt;
Used by: Wizards, Sorcerers, Battle Mages, Shamans, and Arcane Assassins.&lt;br /&gt;
&lt;br /&gt;
Drawn from natural forces, universal energy, or raw magical power.&lt;br /&gt;
&lt;br /&gt;
Focused on offense, control, and manipulation.&lt;br /&gt;
&lt;br /&gt;
== Spell Interruptions ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Magic ===&lt;br /&gt;
If interrupted:&lt;br /&gt;
&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* An interrupted spell counts towards a spells per round casting limit.&lt;br /&gt;
* The caster takes 1 HP of backlash damage, in addition to any physical damage (see below). This represents the caster being deeply focused on channelling divine power into the spell, with the sudden severing of their connection to their deity causing a psychic shock.&lt;br /&gt;
&lt;br /&gt;
Voluntarily stopping a spell also causes 1 HP of backlash damage.&lt;br /&gt;
&lt;br /&gt;
If struck while casting:&lt;br /&gt;
&lt;br /&gt;
* Apply full normal damage from the attack plus 1 HP backlash.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions to this rule: Resurrection and Heal. If either of these spells are interrupted, no backlash damage is taken. If the caster is physically struck while casting, only the normal damage from the attack applies.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Magic ===&lt;br /&gt;
Arcane magic follows the same structure but with harsher consequences&lt;br /&gt;
&lt;br /&gt;
If interrupted:&lt;br /&gt;
&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* An interrupted spell counts towards a spells per round casting limit.&lt;br /&gt;
* The caster takes 2 HP of backlash damage, in addition to any physical damage. This reflects the caster channelling raw elemental power, with that unstable energy escaping through them before it can be shaped into a controlled spell.&lt;br /&gt;
&lt;br /&gt;
Voluntarily stopping a spell also causes 2 HP of backlash damage.&lt;br /&gt;
&lt;br /&gt;
If struck while casting:&lt;br /&gt;
&lt;br /&gt;
* Apply full normal damage from the attack plus 2 HP backlash.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is riskier and more volatile than Divine magic, but is faster and often more powerful.&lt;br /&gt;
&lt;br /&gt;
== Spell Types ==&lt;br /&gt;
&lt;br /&gt;
=== Progressive Spells (Scaling Power) ===&lt;br /&gt;
These spells grow more powerful as additional points are invested.&lt;br /&gt;
&lt;br /&gt;
Each level must be unlocked in order, starting from Level 1.&lt;br /&gt;
&lt;br /&gt;
A caster may only use the highest level of the spell they have unlocked.&lt;br /&gt;
&lt;br /&gt;
Example – Arcane Bolt&lt;br /&gt;
&lt;br /&gt;
* Level 1: Costs 1 Spell Point&lt;br /&gt;
* Level 2: Costs +1 Point (Total 2 Points)&lt;br /&gt;
* Level 3: Costs +1 Point (Total 3 Points)&lt;br /&gt;
&lt;br /&gt;
To cast Arcane Bolt at Level 3, the player must spend 3 Spell Points on it.&lt;br /&gt;
&lt;br /&gt;
=== Fixed-Cost Spells (Prerequisite Required) ===&lt;br /&gt;
These spells have a fixed cost and do not scale.&lt;br /&gt;
&lt;br /&gt;
Some require a lower powered spell to be learned first.&lt;br /&gt;
&lt;br /&gt;
Example – Full Heal&lt;br /&gt;
&lt;br /&gt;
* Prerequisite: Must know &amp;quot;Heal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Spell Selection Rules ==&lt;br /&gt;
Players may mix and match Progressive and Fixed-Cost spells freely.&lt;br /&gt;
&lt;br /&gt;
All prerequisites must be met.&lt;br /&gt;
&lt;br /&gt;
The total cost of selected spells must not exceed the character’s available Spell Points.&lt;br /&gt;
&lt;br /&gt;
Chosen spells must be recorded in a player’s spell book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons and Equipment]] || [[Spellcasting Rules]] || [[Game Special Rules]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=746</id>
		<title>Weapons and Equipment</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=746"/>
		<updated>2026-03-19T22:04:49Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
All melee weapons must be LARP-safe, constructed from approved materials, and pass a safety inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Types ===&lt;br /&gt;
Melee weapons are classified by how they are wielded:&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons: ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons: ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands for greater control.&lt;br /&gt;
&lt;br /&gt;
=== Construction Guidelines ===&lt;br /&gt;
All weapons (commercial or homemade) must meet the following:&lt;br /&gt;
&lt;br /&gt;
* Core: Fibreglass or carbon fibre, at least 10 mm thick&lt;br /&gt;
* Tip: Kevlar or equivalent&lt;br /&gt;
* Padding: Covered in soft polyurethane foam suitable for combat use&lt;br /&gt;
* Polearms: First 40 cm from the head must be padded well enough that the core cannot be felt with firm finger pressure&lt;br /&gt;
&lt;br /&gt;
=== Important Weapon Rules ===&lt;br /&gt;
* No thrusting only weapons are permitted&lt;br /&gt;
&lt;br /&gt;
Players are responsible for ensuring their weapons are:&lt;br /&gt;
&lt;br /&gt;
* Safe&lt;br /&gt;
* Well-maintained&lt;br /&gt;
* In good repair&lt;br /&gt;
&lt;br /&gt;
=== Approved Weapon Brands ===&lt;br /&gt;
The following brands are generally accepted, pending safety inspection:&lt;br /&gt;
&lt;br /&gt;
* Ateliers Nemesis&lt;br /&gt;
* Calimacil&lt;br /&gt;
* Epic Armoury&lt;br /&gt;
* FakeSteel Armoury&lt;br /&gt;
&lt;br /&gt;
Homemade weapons are also allowed but must be:&lt;br /&gt;
&lt;br /&gt;
* Inspected and approved before their first use&lt;br /&gt;
* Re-checked before each game&lt;br /&gt;
&lt;br /&gt;
== Projectile Weapons ==&lt;br /&gt;
Projectile weapons are split into two categories:&lt;br /&gt;
&lt;br /&gt;
* Black Powder Simulations (e.g. band launchers)&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Black Powder Weapons ===&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* Single-Handed: Pistols, band wands&lt;br /&gt;
* Two-Handed: Rifles, crossbows, similar long arms&lt;br /&gt;
&lt;br /&gt;
Band launchers must simulate historical firearms, such as:&lt;br /&gt;
&lt;br /&gt;
* Matchlock, wheellock, or flintlock-style guns.&lt;br /&gt;
&lt;br /&gt;
Band crossbows and band wands are also acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Band Missiles Requirements ===&lt;br /&gt;
* Made from blue or green rubber exercise tubing&lt;br /&gt;
* Relaxed band must be at least 1/3 the length between trigger catch and front anchor&lt;br /&gt;
* Band ties spaced no more than 4 cm apart&lt;br /&gt;
* Cord must be used as joint material&lt;br /&gt;
&lt;br /&gt;
=== Bows ===&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm)&lt;br /&gt;
* Only un-altered IDV brand round-head arrows are permitted&lt;br /&gt;
&lt;br /&gt;
== Throwing Weapons and Magic ==&lt;br /&gt;
Martial thrown weapons, such as throwing daggers, are not permitted at Wizards and Warlords. Only Magic Bolts may be thrown.&lt;br /&gt;
&lt;br /&gt;
=== Magic Bolts ===&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell,&lt;br /&gt;
* Standard magic bolts deal 4 HP damage&lt;br /&gt;
* Constructed from a foam ball wrapped in cloth, secured with twine, string, or similar material&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
Shields are divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Bucklers: ===&lt;br /&gt;
* Small, round shields.&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== Shields: ===&lt;br /&gt;
* Can be round or other shapes.&lt;br /&gt;
* Round Shields: Up to 70 cm in diameter.&lt;br /&gt;
* Other Shapes: Up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== Shield Construction and Safety ===&lt;br /&gt;
Shields may be made from wood or foam and may include a metal boss.&lt;br /&gt;
&lt;br /&gt;
Edges must have at least 1 cm of progressive give and be padded sufficiently so that the core cannot be felt under firm finger pressure.&lt;br /&gt;
&lt;br /&gt;
No sharp edges or protrusions are allowed on the sides or face of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons (arrows, bolts, band launchers)&lt;br /&gt;
&lt;br /&gt;
==== Shield Bashing: ====&lt;br /&gt;
Players may not use shields to make physical contact with another player’s body (e.g., pushing or bashing).&lt;br /&gt;
&lt;br /&gt;
== Siege Weapons ==&lt;br /&gt;
Siege weapons fire projectiles that function as a stronger version of an arcane bolt.&lt;br /&gt;
&lt;br /&gt;
=== Damage: ===&lt;br /&gt;
* A direct hit from a siege weapon inflicts 12 HP damage regardless of the location struck.&lt;br /&gt;
* For most players, this is fatal.&lt;br /&gt;
* This damage applies even if the projectile hits a:&lt;br /&gt;
** Shield&lt;br /&gt;
** Weapon&lt;br /&gt;
** Costume&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts: Siege weapon hits deal 1 HP damage.&lt;br /&gt;
* Magic Shields:&lt;br /&gt;
** Fully block siege weapon projectiles.&lt;br /&gt;
** The bearer is pushed back as if struck by an arcane force spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour and Hit Points]] || [[Weapons and Equipment]] || [[Spellcasting Rules]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=745</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=745"/>
		<updated>2026-03-19T22:04:25Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=744</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=744"/>
		<updated>2026-03-19T22:04:03Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=743</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=743"/>
		<updated>2026-03-19T22:03:43Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=742</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=742"/>
		<updated>2026-03-19T22:03:23Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=741</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=741"/>
		<updated>2026-03-19T22:01:49Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=740</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=740"/>
		<updated>2026-03-19T22:01:34Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT TEST TEXT &lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=739</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=739"/>
		<updated>2026-03-19T22:00:33Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=738</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=738"/>
		<updated>2026-03-19T21:59:58Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TOC PAGE DIV */&lt;br /&gt;
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	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
	gap: 16px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
.val-duchy-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=737</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=737"/>
		<updated>2026-03-19T21:57:46Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TOC PAGE DIV */&lt;br /&gt;
/* ------------ */&lt;br /&gt;
.toc-page #toc,&lt;br /&gt;
.toc-page .toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
	width: 26%;&lt;br /&gt;
	max-width: 320px;&lt;br /&gt;
	min-width: 220px;&lt;br /&gt;
	margin: -2.2em 0 16px 24px;&lt;br /&gt;
	clear: right;&lt;br /&gt;
	font-size: 0.95em;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc-page h2,&lt;br /&gt;
.toc-page h3,&lt;br /&gt;
.toc-page h4 {&lt;br /&gt;
	clear: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.toc-page #toc,&lt;br /&gt;
	.toc-page .toc {&lt;br /&gt;
		float: none;&lt;br /&gt;
		width: auto;&lt;br /&gt;
		max-width: none;&lt;br /&gt;
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	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* RULES GRID RULES */&lt;br /&gt;
/* ---------------- */&lt;br /&gt;
.rules-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
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&lt;br /&gt;
.rules-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 28px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0 0 8px 0;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.rules-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.main-grid-title {&lt;br /&gt;
		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
	border-bottom: 1px solid #ccc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 36px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 260px 1fr;&lt;br /&gt;
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&lt;br /&gt;
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	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 30px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
	gap: 16px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
.val-duchy-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=736</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=736"/>
		<updated>2026-03-19T21:57:28Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=735</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=735"/>
		<updated>2026-03-19T21:55:48Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=734</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=734"/>
		<updated>2026-03-19T21:55:44Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TOC PAGE DIV */&lt;br /&gt;
/* ------------ */&lt;br /&gt;
.toc-page #toc,&lt;br /&gt;
.toc-page .toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
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&lt;br /&gt;
.toc-page h2,&lt;br /&gt;
.toc-page h3,&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* RULES GRID RULES */&lt;br /&gt;
/* ---------------- */&lt;br /&gt;
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.rules-grid-item {&lt;br /&gt;
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&lt;br /&gt;
.rules-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
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	font-size: 28px;&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
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	}&lt;br /&gt;
&lt;br /&gt;
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		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
	border-bottom: 1px solid #ccc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 36px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
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	grid-template-columns: 260px 1fr;&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 30px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
	gap: 16px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
.val-duchy-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=733</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=733"/>
		<updated>2026-03-19T21:53:25Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TOC PAGE DIV */&lt;br /&gt;
/* ------------ */&lt;br /&gt;
.toc-page #toc,&lt;br /&gt;
.toc-page .toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
	width: 26%;&lt;br /&gt;
	max-width: 320px;&lt;br /&gt;
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	font-size: 0.95em;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc-page h2,&lt;br /&gt;
.toc-page h3,&lt;br /&gt;
.toc-page h4 {&lt;br /&gt;
	clear: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.toc-page #toc,&lt;br /&gt;
	.toc-page .toc {&lt;br /&gt;
		float: none;&lt;br /&gt;
		width: auto;&lt;br /&gt;
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	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* RULES GRID RULES */&lt;br /&gt;
/* ---------------- */&lt;br /&gt;
.rules-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
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&lt;br /&gt;
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	.rules-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.main-grid-title {&lt;br /&gt;
		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
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}&lt;br /&gt;
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.val-capital-title {&lt;br /&gt;
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	font-weight: bold;&lt;br /&gt;
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	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
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	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
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	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
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&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
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	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=732</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=732"/>
		<updated>2026-03-19T21:51:04Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toc-page&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=731</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=731"/>
		<updated>2026-03-19T21:50:54Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TOC PAGE DIV */&lt;br /&gt;
/* ------------ */&lt;br /&gt;
.toc-page #toc,&lt;br /&gt;
.toc-page .toc {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.toc-page h2,&lt;br /&gt;
.toc-page h3,&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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/* RULES GRID RULES */&lt;br /&gt;
/* ---------------- */&lt;br /&gt;
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&lt;br /&gt;
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	flex-direction: column;&lt;br /&gt;
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	line-height: 1.1;&lt;br /&gt;
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	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	height: auto;&lt;br /&gt;
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&lt;br /&gt;
.rules-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.rules-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.main-grid-title {&lt;br /&gt;
		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
	border-bottom: 1px solid #ccc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 36px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 260px 1fr;&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 30px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
	gap: 16px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
.val-duchy-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=730</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=730"/>
		<updated>2026-03-19T21:48:45Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;rules-page&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=729</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=729"/>
		<updated>2026-03-19T21:48:41Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* RULES PAGE DIV */&lt;br /&gt;
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&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
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.val-capital-image img,&lt;br /&gt;
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.val-capital-text,&lt;br /&gt;
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	.val-capital-text,&lt;br /&gt;
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		font-size: 30px;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=728</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=728"/>
		<updated>2026-03-19T21:44:10Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TABLE OF CONTENTS RULES */&lt;br /&gt;
/* ----------------------- */&lt;br /&gt;
#toc,&lt;br /&gt;
.toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
	width: 26%;&lt;br /&gt;
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&lt;br /&gt;
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	#toc,&lt;br /&gt;
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&lt;br /&gt;
/* RULES RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.rules-grid {&lt;br /&gt;
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&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
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&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.main-grid-title {&lt;br /&gt;
		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
	border-bottom: 1px solid #ccc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 36px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 260px 1fr;&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 30px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
	gap: 16px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
.val-duchy-image img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=727</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=727"/>
		<updated>2026-03-19T21:43:34Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=726</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=726"/>
		<updated>2026-03-19T21:40:39Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* OVERVIEW RULES */&lt;br /&gt;
/* -------------- */&lt;br /&gt;
.page-overview-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 1fr 320px;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.page-overview-title {&lt;br /&gt;
	font-size: 2.2em;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	line-height: 1.2;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
	border-bottom: 1px solid #a2a9b1;&lt;br /&gt;
	padding-bottom: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.page-overview-toc #toc,&lt;br /&gt;
.page-overview-toc .toc {&lt;br /&gt;
	float: none;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
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&lt;br /&gt;
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		order: 2;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* TABLE OF CONTENTS RULES */&lt;br /&gt;
/* ----------------------- */&lt;br /&gt;
#toc,&lt;br /&gt;
.toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
	width: 320px;&lt;br /&gt;
	margin: 8px 0 20px 24px;&lt;br /&gt;
	clear: right;&lt;br /&gt;
	font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	#toc,&lt;br /&gt;
	.toc {&lt;br /&gt;
		float: none;&lt;br /&gt;
		width: auto;&lt;br /&gt;
		margin: 0 0 20px 0;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* RULES RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.rules-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 28px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0 0 8px 0;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.rules-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 32px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
	padding: 0 0 4px 0;&lt;br /&gt;
	height: 65px;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
	border: 1px solid #777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.main-grid-text {&lt;br /&gt;
	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1100px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
	.main-grid {&lt;br /&gt;
		grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.main-grid-title {&lt;br /&gt;
		height: 88px;&lt;br /&gt;
		font-size: 28px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* VALENDOR GRID RULES */&lt;br /&gt;
/* ------------------- */&lt;br /&gt;
.val-capital {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin: 0 0 32px 0;&lt;br /&gt;
	padding-top: 24px;&lt;br /&gt;
	padding-bottom: 24px;&lt;br /&gt;
	border-top: 1px solid #ccc;	&lt;br /&gt;
	border-bottom: 1px solid #ccc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: 36px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 16px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-capital-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 260px 1fr;&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
	gap: 28px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.val-duchy-title {&lt;br /&gt;
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	font-weight: bold;&lt;br /&gt;
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	line-height: 1.1;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	margin: 0 0 12px 0;&lt;br /&gt;
}&lt;br /&gt;
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.val-duchy-row {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: 140px 1fr;&lt;br /&gt;
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&lt;br /&gt;
.val-capital-image img,&lt;br /&gt;
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	border: 1px solid #777;&lt;br /&gt;
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&lt;br /&gt;
.val-capital-text,&lt;br /&gt;
.val-duchy-text {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
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@media (max-width: 700px) {&lt;br /&gt;
	.val-capital-row,&lt;br /&gt;
	.val-duchy-row {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
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	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
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	.val-capital-title {&lt;br /&gt;
		font-size: 30px;&lt;br /&gt;
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	.val-duchy-title {&lt;br /&gt;
		font-size: 26px;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=725</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=725"/>
		<updated>2026-03-19T21:40:31Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;page-overview-row&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;page-overview-main&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;page-overview-title&amp;quot;&amp;gt;Overview&amp;lt;/div&amp;gt;&lt;br /&gt;
 Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;page-overview-toc&amp;quot;&amp;gt;&lt;br /&gt;
 __TOC__&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=724</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=724"/>
		<updated>2026-03-19T21:39:36Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Combat and Damage}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;page-overview-row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;page-overview-main&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;page-overview-title&amp;quot;&amp;gt;Overview&amp;lt;/div&amp;gt;&lt;br /&gt;
    Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;page-overview-toc&amp;quot;&amp;gt;&lt;br /&gt;
    __TOC__&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=723</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=MediaWiki:Common.css&amp;diff=723"/>
		<updated>2026-03-19T21:36:52Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* TABLE OF CONTENTS RULES */&lt;br /&gt;
/* ----------------------- */&lt;br /&gt;
#toc,&lt;br /&gt;
.toc {&lt;br /&gt;
	float: right;&lt;br /&gt;
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&lt;br /&gt;
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		margin: 0 0 20px 0;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* RULES RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.rules-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
	gap: 20px;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	align-items: start;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
.rules-grid-title {&lt;br /&gt;
	font-variant: small-caps;&lt;br /&gt;
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	font-size: 28px;&lt;br /&gt;
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	margin: 0 0 8px 0;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rules-grid-item img {&lt;br /&gt;
	display: block;&lt;br /&gt;
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	height: auto;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
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&lt;br /&gt;
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	margin-top: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 700px) {&lt;br /&gt;
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	}&lt;br /&gt;
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	.rules-grid-title {&lt;br /&gt;
		font-size: 24px;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MAIN GRID RULES */&lt;br /&gt;
/* --------------- */&lt;br /&gt;
.main-grid {&lt;br /&gt;
	display: grid;&lt;br /&gt;
	grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
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.main-grid-item {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
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&lt;br /&gt;
	.val-duchy-grid {&lt;br /&gt;
		grid-template-columns: 1fr;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	.val-capital-text,&lt;br /&gt;
	.val-duchy-text {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
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		font-size: 30px;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=722</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=722"/>
		<updated>2026-03-19T21:36:19Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Combat and Damage}}&lt;br /&gt;
== Overview == &lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; features &#039;&#039;&#039;full-contact combat&#039;&#039;&#039; using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=721</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=721"/>
		<updated>2026-03-19T20:52:08Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
Welcome to the Wizards and Warlords Wiki! Here you’ll find everything you need to know about Wizards and Warlords (Wizlords).&lt;br /&gt;
&lt;br /&gt;
New to LARP or curious about what to expect? Start with &#039;&#039;&#039;The Game&#039;&#039;&#039; section. Ready to jump in? Head to &#039;&#039;&#039;The Rules&#039;&#039;&#039; to prepare for weekly battles at your nearest chapter. Then, begin creating your character and dive into the world’s story.&lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]. This section provides background on its lands, power, and place in Tymora.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=720</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=720"/>
		<updated>2026-03-19T20:51:03Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizards and Warlords Wiki! Here you’ll find everything you need to know about Wizards and Warlords (Wizlords).&lt;br /&gt;
&lt;br /&gt;
New to LARP or curious about what to expect? Start with &#039;&#039;&#039;The Game&#039;&#039;&#039; section. Ready to jump in? Head to &#039;&#039;&#039;The Rules&#039;&#039;&#039; to prepare for weekly battles at your nearest chapter. Then, begin creating your character and dive into the world’s story.&lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]. This section provides background on its lands, power, and place in Tymora.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=719</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=719"/>
		<updated>2026-03-19T20:29:15Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizlords Wiki! Here you will be able to find everything you need to know about Wizlords. Start with reading the rules so you can join in the weekly battles at your closest Wizlords chapter. After that feel free to delve into the story of our game and Weeklong Events. &lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]. This section provides background on its lands, power, and place in Tymora.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=718</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=718"/>
		<updated>2026-03-19T20:29:07Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizlords Wiki! Here you will be able to find everything you need to know about Wizlords. Start with reading the rules so you can join in the weekly battles at your closest Wizlords chapter. After that feel free to delve into the story of our game and Weeklong Events. &lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]. This section provides background on its lands, power, and place Tymora.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=717</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=717"/>
		<updated>2026-03-19T20:28:45Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizlords Wiki! Here you will be able to find everything you need to know about Wizlords. Start with reading the rules so you can join in the weekly battles at your closest Wizlords chapter. After that feel free to delve into the story of our game and Weeklong Events. &lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]. This section provides background on its lands, power, and place in the world.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=716</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=716"/>
		<updated>2026-03-19T20:28:15Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizlords Wiki! Here you will be able to find everything you need to know about Wizlords. Start with reading the rules so you can join in the weekly battles at your closest Wizlords chapter. After that feel free to delve into the story of our game and Weeklong Events. &lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the Kingdom of Valendor, the wider setting of the [[https://www.instagram.com/melbourne_renfair/ Melbourne Renfair 2026]]. This section provides background on its lands, power, and place in the world.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=715</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Main_Page&amp;diff=715"/>
		<updated>2026-03-19T20:27:03Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Wizlords_banner.png|center|frameless|1200px]]&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Wizlords Wiki! Here you will be able to find everything you need to know about Wizlords. Start with reading the rules so you can join in the weekly battles at your closest Wizlords chapter. After that feel free to delve into the story of our game and Weeklong Events. &lt;br /&gt;
&lt;br /&gt;
The site is updated regularly so be sure to check back when you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[The Game | The Game]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_01_placeholder.png|frameless|link=The Game]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to LARPing? Read our introduction to live roleplaying here. This section also acts as an overview of how Wizlords games function so make sure you start here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Combat Rules | The Rules]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_02_placeholder.png|frameless|link=Combat Rules]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Wizlords uses a simple set of rules that are fun and easy to understand for our battles at Weekly Battlegames and Weeklong Events. Start here to learn the basics!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Character Creation | Character Creation]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_03_placeholder.png|frameless|link=Character Creation]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Create your character and choose a class to begin your journey. This section walks you through the process step by step so you can get started with confidence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Companies | Companies]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_04_placeholder.png|frameless|link=Companies]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Looking to join a group? This section explains how Companies work and how to become part of one to take part in organised play and shared experiences.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Carcer | The World of Carcer]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_05_placeholder.png|frameless|link=Carcer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;New to the setting? Explore the world of Carcer, its history, and the forces that shape it. This section gives an overview of the lore behind the game.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tymora | The Land of Tymora]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_06_placeholder.png|frameless|link=Tymora]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Learn about the continent of Tymora and the cultures within it. This section outlines the homelands of the various races and heritages available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Tanyth | The Free City of Tanyth]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_07_placeholder.png|frameless|link=Tanyth]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;The heart of weekly games. This section introduces the city of Tanyth, where stories unfold and players gather to take part in ongoing events.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-item&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-title&amp;quot;&amp;gt; [[Valendor | The Kingdom of Valendor]] &amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Mainpage_09_placeholder.png|frameless|link=Valendor]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-grid-text&amp;quot;&amp;gt;Discover the kingdom of Valendor, the wider setting of the Renfaire. This section provides background on its lands, power, and place in the world.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages Under Construction ==&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Spellcasting_Rules&amp;diff=714</id>
		<title>Spellcasting Rules</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Spellcasting_Rules&amp;diff=714"/>
		<updated>2026-03-19T20:12:16Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: Created page with &amp;quot;{{DISPLAYTITLE:Spellcasting Rules}} __TOC__ == Stationary Casting == A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete.  If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, push...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Spellcasting Rules}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Stationary Casting ==&lt;br /&gt;
A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete.&lt;br /&gt;
&lt;br /&gt;
If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displaced), the spell immediately fails.&lt;br /&gt;
&lt;br /&gt;
The caster must immediately stop chanting, and the spell attempt is wasted. If the spell has a per round casting limit, this attempt still counts toward that limit even though the spell was not successfully cast.&lt;br /&gt;
&lt;br /&gt;
Most magic spells (see [[Spell Interruptions]]) have additional consequences when a spell is interrupted.&lt;br /&gt;
&lt;br /&gt;
== Chanting &amp;amp; Spell Timing ==&lt;br /&gt;
All spells must be cast using a slow-count chant.&lt;br /&gt;
&lt;br /&gt;
The caster must say the spell’s name between each number (e.g., “1 Heal, 2 Heal, 3 Heal”).&lt;br /&gt;
&lt;br /&gt;
This chant lets others recognize the spell and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
== Spell Round Definition ==&lt;br /&gt;
For spells with a per round limit, they may be cast up to the amount allowed by the spell each round until that limit is reached.&lt;br /&gt;
&lt;br /&gt;
During weekly games, a round starts when a game or encounter begins and ends when the game is called or reset.&lt;br /&gt;
&lt;br /&gt;
For longer format games, there will be set reset times when spell limits refresh. These reset points will be clearly defined in the Player Handbook for those events and may vary depending on the event structure.&lt;br /&gt;
&lt;br /&gt;
== Spell book Requirement ==&lt;br /&gt;
Every player who wishes to be a caster must carry a physical Spell book during the game.&lt;br /&gt;
&lt;br /&gt;
Spellbooks must accurately list the spells the player has selected for their character.&lt;br /&gt;
&lt;br /&gt;
A marshal may request to see your Spellbook at any time.&lt;br /&gt;
&lt;br /&gt;
No Spellbook = No Spellcasting, even if your class has spell access.&lt;br /&gt;
&lt;br /&gt;
== Physical Representations &amp;amp; Buff Limits ==&lt;br /&gt;
Lasting magical effects (e.g., enchanted weapons and shields, mage armour, blessings) must be visibly marked with coloured bands of cloth.&lt;br /&gt;
&lt;br /&gt;
Buffs do not stack:&lt;br /&gt;
&lt;br /&gt;
* Only one magical headband effect may be worn at a time.&lt;br /&gt;
* A weapon may have only one magical effect buff active.&lt;br /&gt;
* You may use two buffed weapons if each is enchanted separately.&lt;br /&gt;
&lt;br /&gt;
== Buff Spells ==&lt;br /&gt;
A caster may cast a buff spell, such as Arcane Weapon or Blessed Weapon, on as many weapons as their level allows.&lt;br /&gt;
&lt;br /&gt;
They may cast these spells on weapons they are not holding and leave the blessed weapons in their side’s starting area to be collected by other players.&lt;br /&gt;
&lt;br /&gt;
Once a weapon has been picked up and carried out of the starting area, or once it is used in combat, the blessing becomes bound to that user.&lt;br /&gt;
&lt;br /&gt;
If the user discards the weapon or is killed, the blessing ends.&lt;br /&gt;
&lt;br /&gt;
This rule also applies to holy and arcane wards placed on shields.&lt;br /&gt;
&lt;br /&gt;
== Types of Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Magic ===&lt;br /&gt;
Used by: Clerics, Druids, Prophets, Bards, Paladins, Barbarians, Savage Archers, Fighters, and Rangers.&lt;br /&gt;
&lt;br /&gt;
Granted by divine or spiritual sources.&lt;br /&gt;
&lt;br /&gt;
Focused on healing, protection, and guidance.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Magic ===&lt;br /&gt;
Used by: Wizards, Sorcerers, Battle Mages, Shamans, and Arcane Assassins.&lt;br /&gt;
&lt;br /&gt;
Drawn from natural forces, universal energy, or raw magical power.&lt;br /&gt;
&lt;br /&gt;
Focused on offense, control, and manipulation.&lt;br /&gt;
&lt;br /&gt;
== Spell Interruptions ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Magic ===&lt;br /&gt;
If interrupted:&lt;br /&gt;
&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* An interrupted spell counts towards a spells per round casting limit.&lt;br /&gt;
* The caster takes 1 HP of backlash damage, in addition to any physical damage (see below). This represents the caster being deeply focused on channelling divine power into the spell, with the sudden severing of their connection to their deity causing a psychic shock.&lt;br /&gt;
&lt;br /&gt;
Voluntarily stopping a spell also causes 1 HP of backlash damage.&lt;br /&gt;
&lt;br /&gt;
If struck while casting:&lt;br /&gt;
&lt;br /&gt;
* Apply full normal damage from the attack plus 1 HP backlash.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions to this rule: Resurrection and Heal. If either of these spells are interrupted, no backlash damage is taken. If the caster is physically struck while casting, only the normal damage from the attack applies.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Magic ===&lt;br /&gt;
Arcane magic follows the same structure but with harsher consequences&lt;br /&gt;
&lt;br /&gt;
If interrupted:&lt;br /&gt;
&lt;br /&gt;
* The spell fails.&lt;br /&gt;
* An interrupted spell counts towards a spells per round casting limit.&lt;br /&gt;
* The caster takes 2 HP of backlash damage, in addition to any physical damage. This reflects the caster channelling raw elemental power, with that unstable energy escaping through them before it can be shaped into a controlled spell.&lt;br /&gt;
&lt;br /&gt;
Voluntarily stopping a spell also causes 2 HP of backlash damage.&lt;br /&gt;
&lt;br /&gt;
If struck while casting:&lt;br /&gt;
&lt;br /&gt;
* Apply full normal damage from the attack plus 2 HP backlash.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is riskier and more volatile than Divine magic, but is faster and often more powerful.&lt;br /&gt;
&lt;br /&gt;
== Spell Types ==&lt;br /&gt;
&lt;br /&gt;
=== Progressive Spells (Scaling Power) ===&lt;br /&gt;
These spells grow more powerful as additional points are invested.&lt;br /&gt;
&lt;br /&gt;
Each level must be unlocked in order, starting from Level 1.&lt;br /&gt;
&lt;br /&gt;
A caster may only use the highest level of the spell they have unlocked.&lt;br /&gt;
&lt;br /&gt;
Example – Arcane Bolt&lt;br /&gt;
&lt;br /&gt;
* Level 1: Costs 1 Spell Point&lt;br /&gt;
* Level 2: Costs +1 Point (Total 2 Points)&lt;br /&gt;
* Level 3: Costs +1 Point (Total 3 Points)&lt;br /&gt;
&lt;br /&gt;
To cast Arcane Bolt at Level 3, the player must spend 3 Spell Points on it.&lt;br /&gt;
&lt;br /&gt;
=== Fixed-Cost Spells (Prerequisite Required) ===&lt;br /&gt;
These spells have a fixed cost and do not scale.&lt;br /&gt;
&lt;br /&gt;
Some require a lower powered spell to be learned first.&lt;br /&gt;
&lt;br /&gt;
Example – Full Heal&lt;br /&gt;
&lt;br /&gt;
* Prerequisite: Must know &amp;quot;Heal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Spell Selection Rules ==&lt;br /&gt;
Players may mix and match Progressive and Fixed-Cost spells freely.&lt;br /&gt;
&lt;br /&gt;
All prerequisites must be met.&lt;br /&gt;
&lt;br /&gt;
The total cost of selected spells must not exceed the character’s available Spell Points.&lt;br /&gt;
&lt;br /&gt;
Chosen spells must be recorded in a player’s spell book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons and Equipment]] || [[Spellcasting Rules]] || [[Game Special Rules]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=713</id>
		<title>Weapons and Equipment</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=713"/>
		<updated>2026-03-19T19:54:47Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Weapons and Equipment}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
All melee weapons must be LARP-safe, constructed from approved materials, and pass a safety inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Types ===&lt;br /&gt;
Melee weapons are classified by how they are wielded:&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons: ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons: ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands for greater control.&lt;br /&gt;
&lt;br /&gt;
=== Construction Guidelines ===&lt;br /&gt;
All weapons (commercial or homemade) must meet the following:&lt;br /&gt;
&lt;br /&gt;
* Core: Fibreglass or carbon fibre, at least 10 mm thick&lt;br /&gt;
* Tip: Kevlar or equivalent&lt;br /&gt;
* Padding: Covered in soft polyurethane foam suitable for combat use&lt;br /&gt;
* Polearms: First 40 cm from the head must be padded well enough that the core cannot be felt with firm finger pressure&lt;br /&gt;
&lt;br /&gt;
=== Important Weapon Rules ===&lt;br /&gt;
* No thrusting only weapons are permitted&lt;br /&gt;
&lt;br /&gt;
Players are responsible for ensuring their weapons are:&lt;br /&gt;
&lt;br /&gt;
* Safe&lt;br /&gt;
* Well-maintained&lt;br /&gt;
* In good repair&lt;br /&gt;
&lt;br /&gt;
=== Approved Weapon Brands ===&lt;br /&gt;
The following brands are generally accepted, pending safety inspection:&lt;br /&gt;
&lt;br /&gt;
* Ateliers Nemesis&lt;br /&gt;
* Calimacil&lt;br /&gt;
* Epic Armoury&lt;br /&gt;
* FakeSteel Armoury&lt;br /&gt;
&lt;br /&gt;
Homemade weapons are also allowed but must be:&lt;br /&gt;
&lt;br /&gt;
* Inspected and approved before their first use&lt;br /&gt;
* Re-checked before each game&lt;br /&gt;
&lt;br /&gt;
== Projectile Weapons ==&lt;br /&gt;
Projectile weapons are split into two categories:&lt;br /&gt;
&lt;br /&gt;
* Black Powder Simulations (e.g. band launchers)&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Black Powder Weapons ===&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* Single-Handed: Pistols, band wands&lt;br /&gt;
* Two-Handed: Rifles, crossbows, similar long arms&lt;br /&gt;
&lt;br /&gt;
Band launchers must simulate historical firearms, such as:&lt;br /&gt;
&lt;br /&gt;
* Matchlock, wheellock, or flintlock-style guns.&lt;br /&gt;
&lt;br /&gt;
Band crossbows and band wands are also acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Band Missiles Requirements ===&lt;br /&gt;
* Made from blue or green rubber exercise tubing&lt;br /&gt;
* Relaxed band must be at least 1/3 the length between trigger catch and front anchor&lt;br /&gt;
* Band ties spaced no more than 4 cm apart&lt;br /&gt;
* Cord must be used as joint material&lt;br /&gt;
&lt;br /&gt;
=== Bows ===&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm)&lt;br /&gt;
* Only un-altered IDV brand round-head arrows are permitted&lt;br /&gt;
&lt;br /&gt;
== Throwing Weapons and Magic ==&lt;br /&gt;
Martial thrown weapons, such as throwing daggers, are not permitted at Wizards and Warlords. Only Magic Bolts may be thrown.&lt;br /&gt;
&lt;br /&gt;
=== Magic Bolts ===&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell,&lt;br /&gt;
* Standard magic bolts deal 4 HP damage&lt;br /&gt;
* Constructed from a foam ball wrapped in cloth, secured with twine, string, or similar material&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
Shields are divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Bucklers: ===&lt;br /&gt;
* Small, round shields.&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== Shields: ===&lt;br /&gt;
* Can be round or other shapes.&lt;br /&gt;
* Round Shields: Up to 70 cm in diameter.&lt;br /&gt;
* Other Shapes: Up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== Shield Construction and Safety ===&lt;br /&gt;
Shields may be made from wood or foam and may include a metal boss.&lt;br /&gt;
&lt;br /&gt;
Edges must have at least 1 cm of progressive give and be padded sufficiently so that the core cannot be felt under firm finger pressure.&lt;br /&gt;
&lt;br /&gt;
No sharp edges or protrusions are allowed on the sides or face of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons (arrows, bolts, band launchers)&lt;br /&gt;
&lt;br /&gt;
==== Shield Bashing: ====&lt;br /&gt;
Players may not use shields to make physical contact with another player’s body (e.g., pushing or bashing).&lt;br /&gt;
&lt;br /&gt;
== Siege Weapons ==&lt;br /&gt;
Siege weapons fire projectiles that function as a stronger version of an arcane bolt.&lt;br /&gt;
&lt;br /&gt;
=== Damage: ===&lt;br /&gt;
* A direct hit from a siege weapon inflicts 12 HP damage regardless of the location struck.&lt;br /&gt;
* For most players, this is fatal.&lt;br /&gt;
* This damage applies even if the projectile hits a:&lt;br /&gt;
** Shield&lt;br /&gt;
** Weapon&lt;br /&gt;
** Costume&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts: Siege weapon hits deal 1 HP damage.&lt;br /&gt;
* Magic Shields:&lt;br /&gt;
** Fully block siege weapon projectiles.&lt;br /&gt;
** The bearer is pushed back as if struck by an arcane force spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour and Hit Points]] || [[Weapons and Equipment]] || [[Spellcasting Rules]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=712</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=712"/>
		<updated>2026-03-19T19:54:18Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Terrain and Hazards}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=711</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=711"/>
		<updated>2026-03-19T19:54:17Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Body Rushing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Combat and Damage}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; features &#039;&#039;&#039;full-contact combat&#039;&#039;&#039; using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=710</id>
		<title>Weapons and Equipment</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Weapons_and_Equipment&amp;diff=710"/>
		<updated>2026-03-19T19:54:05Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: Created page with &amp;quot;{{DISPLAYTITLE:Weapons and Equipment}} __TOC__ == Melee Weapons == All melee weapons must be LARP-safe, constructed from approved materials, and pass a safety inspection before use.  === Weapon Types === Melee weapons are classified by how they are wielded:  ==== Single-Handed Weapons: ==== * Can be safely wielded with one hand. * Maximum length: 130 cm.  ==== Two-Handed Weapons: ==== * Any weapon over 130 cm must be wielded with both hands. * Weapons shorter than 130 cm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Weapons and Equipment}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
All melee weapons must be LARP-safe, constructed from approved materials, and pass a safety inspection before use.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Types ===&lt;br /&gt;
Melee weapons are classified by how they are wielded:&lt;br /&gt;
&lt;br /&gt;
==== Single-Handed Weapons: ====&lt;br /&gt;
* Can be safely wielded with one hand.&lt;br /&gt;
* Maximum length: 130 cm.&lt;br /&gt;
&lt;br /&gt;
==== Two-Handed Weapons: ====&lt;br /&gt;
* Any weapon over 130 cm must be wielded with both hands.&lt;br /&gt;
* Weapons shorter than 130 cm may also be used with two hands for greater control.&lt;br /&gt;
&lt;br /&gt;
=== Construction Guidelines ===&lt;br /&gt;
All weapons (commercial or homemade) must meet the following:&lt;br /&gt;
&lt;br /&gt;
* Core: Fibreglass or carbon fibre, at least 10 mm thick&lt;br /&gt;
* Tip: Kevlar or equivalent&lt;br /&gt;
* Padding: Covered in soft polyurethane foam suitable for combat use&lt;br /&gt;
* Polearms: First 40 cm from the head must be padded well enough that the core cannot be felt with firm finger pressure&lt;br /&gt;
&lt;br /&gt;
=== Important Weapon Rules ===&lt;br /&gt;
* No thrusting only weapons are permitted&lt;br /&gt;
&lt;br /&gt;
Players are responsible for ensuring their weapons are:&lt;br /&gt;
&lt;br /&gt;
* Safe&lt;br /&gt;
* Well-maintained&lt;br /&gt;
* In good repair&lt;br /&gt;
&lt;br /&gt;
=== Approved Weapon Brands ===&lt;br /&gt;
The following brands are generally accepted, pending safety inspection:&lt;br /&gt;
&lt;br /&gt;
* Ateliers Nemesis&lt;br /&gt;
* Calimacil&lt;br /&gt;
* Epic Armoury&lt;br /&gt;
* FakeSteel Armoury&lt;br /&gt;
&lt;br /&gt;
Homemade weapons are also allowed but must be:&lt;br /&gt;
&lt;br /&gt;
* Inspected and approved before their first use&lt;br /&gt;
* Re-checked before each game&lt;br /&gt;
&lt;br /&gt;
== Projectile Weapons ==&lt;br /&gt;
Projectile weapons are split into two categories:&lt;br /&gt;
&lt;br /&gt;
* Black Powder Simulations (e.g. band launchers)&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Black Powder Weapons ===&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* Single-Handed: Pistols, band wands&lt;br /&gt;
* Two-Handed: Rifles, crossbows, similar long arms&lt;br /&gt;
&lt;br /&gt;
Band launchers must simulate historical firearms, such as:&lt;br /&gt;
&lt;br /&gt;
* Matchlock, wheellock, or flintlock-style guns.&lt;br /&gt;
&lt;br /&gt;
Band crossbows and band wands are also acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Band Missiles Requirements ===&lt;br /&gt;
* Made from blue or green rubber exercise tubing&lt;br /&gt;
* Relaxed band must be at least 1/3 the length between trigger catch and front anchor&lt;br /&gt;
* Band ties spaced no more than 4 cm apart&lt;br /&gt;
* Cord must be used as joint material&lt;br /&gt;
&lt;br /&gt;
=== Bows ===&lt;br /&gt;
* Maximum draw weight: 28 lbs at 28 inches (71 cm)&lt;br /&gt;
* Only un-altered IDV brand round-head arrows are permitted&lt;br /&gt;
&lt;br /&gt;
== Throwing Weapons and Magic ==&lt;br /&gt;
Martial thrown weapons, such as throwing daggers, are not permitted at Wizards and Warlords. Only Magic Bolts may be thrown.&lt;br /&gt;
&lt;br /&gt;
=== Magic Bolts ===&lt;br /&gt;
* Any hand-thrown projectile is considered a magic spell,&lt;br /&gt;
* Standard magic bolts deal 4 HP damage&lt;br /&gt;
* Constructed from a foam ball wrapped in cloth, secured with twine, string, or similar material&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
Shields are divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Bucklers: ===&lt;br /&gt;
* Small, round shields.&lt;br /&gt;
* Maximum diameter: 40 cm.&lt;br /&gt;
&lt;br /&gt;
=== Shields: ===&lt;br /&gt;
* Can be round or other shapes.&lt;br /&gt;
* Round Shields: Up to 70 cm in diameter.&lt;br /&gt;
* Other Shapes: Up to 60 cm wide and 90 cm long.&lt;br /&gt;
&lt;br /&gt;
=== Shield Construction and Safety ===&lt;br /&gt;
Shields may be made from wood or foam and may include a metal boss.&lt;br /&gt;
&lt;br /&gt;
Edges must have at least 1 cm of progressive give and be padded sufficiently so that the core cannot be felt under firm finger pressure.&lt;br /&gt;
&lt;br /&gt;
No sharp edges or protrusions are allowed on the sides or face of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Shield Use ===&lt;br /&gt;
Shields can be used to block:&lt;br /&gt;
&lt;br /&gt;
* Melee weapons&lt;br /&gt;
* Projectile weapons (arrows, bolts, band launchers)&lt;br /&gt;
&lt;br /&gt;
==== Shield Bashing: ====&lt;br /&gt;
Players may not use shields to make physical contact with another player’s body (e.g., pushing or bashing).&lt;br /&gt;
&lt;br /&gt;
== Siege Weapons ==&lt;br /&gt;
Siege weapons fire projectiles that function as a stronger version of an arcane bolt.&lt;br /&gt;
&lt;br /&gt;
=== Damage: ===&lt;br /&gt;
* A direct hit from a siege weapon inflicts 12 HP damage regardless of the location struck.&lt;br /&gt;
* For most players, this is fatal.&lt;br /&gt;
* This damage applies even if the projectile hits a:&lt;br /&gt;
** Shield&lt;br /&gt;
** Weapon&lt;br /&gt;
** Costume&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
* Arcane Servants or Beasts: Siege weapon hits deal 1 HP damage.&lt;br /&gt;
* Magic Shields:&lt;br /&gt;
** Fully block siege weapon projectiles.&lt;br /&gt;
** The bearer is pushed back as if struck by an arcane force spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour and Hit Points]] || [[Weapons and Equipment]] || [[Spellcasting Rules]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=709</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=709"/>
		<updated>2026-03-19T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* Pit Hazards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Terrain and Hazards}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
!  Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=708</id>
		<title>Combat and Damage</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Combat_and_Damage&amp;diff=708"/>
		<updated>2026-03-19T19:48:59Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Combat and Damage}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; features &#039;&#039;&#039;full-contact combat&#039;&#039;&#039; using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.&lt;br /&gt;
&lt;br /&gt;
== Combat Safety Rules ==&lt;br /&gt;
&#039;&#039;Wizards and Warlords&#039;&#039; is a &#039;&#039;&#039;full-contact&#039;&#039;&#039; combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.&lt;br /&gt;
&lt;br /&gt;
All participants must:&lt;br /&gt;
* &#039;&#039;&#039;Pull their blows&#039;&#039;&#039; to avoid causing harm.&lt;br /&gt;
* &#039;&#039;&#039;Avoid excessive force&#039;&#039;&#039; during combat.&lt;br /&gt;
* &#039;&#039;&#039;Remain aware&#039;&#039;&#039; of their surroundings and fellow players.&lt;br /&gt;
* &#039;&#039;&#039;Use only approved, LARP-safe weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor injuries may occur during physical play. &#039;&#039;&#039;First aid equipment is available on-site.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CODE RED: Emergency Protocol ==&lt;br /&gt;
In the event of a serious injury or emergency on the field, any player may call out &#039;&#039;&#039;&amp;quot;CODE RED.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you hear &#039;&#039;&#039;&amp;quot;CODE RED&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Immediately stop fighting&#039;&#039;&#039; and check your surroundings.&lt;br /&gt;
* &#039;&#039;&#039;If safe&#039;&#039;&#039;, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.&lt;br /&gt;
* The player who initiated the call may &#039;&#039;&#039;remain standing&#039;&#039;&#039; to assist organizers in locating the injured individual.&lt;br /&gt;
&lt;br /&gt;
The player who initiated the call may remain standing to help organisers locate the injured individual.&lt;br /&gt;
&lt;br /&gt;
=== Resuming the Game ===&lt;br /&gt;
Once the situation has been resolved, the GM will call &#039;&#039;&#039;&amp;quot;GAME ON&amp;quot;&#039;&#039;&#039; or sound the horn to resume play.&lt;br /&gt;
&lt;br /&gt;
== Hit Points ==&lt;br /&gt;
Each character has a &#039;&#039;&#039;base number of Hit Points (HP).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most players begin with &#039;&#039;&#039;2 HP&#039;&#039;&#039;.&lt;br /&gt;
* Some classes may begin with &#039;&#039;&#039;4 HP&#039;&#039;&#039;.&lt;br /&gt;
* Additional HP can be gained through &#039;&#039;&#039;armour&#039;&#039;&#039;, &#039;&#039;&#039;costume pieces&#039;&#039;&#039;, or &#039;&#039;&#039;bonuses&#039;&#039;&#039;. See [[Armour and Hit Points]].&lt;br /&gt;
&lt;br /&gt;
== Hit Locations ==&lt;br /&gt;
Only specific areas of the body are considered &#039;&#039;&#039;valid targets&#039;&#039;&#039; during combat.&lt;br /&gt;
&lt;br /&gt;
=== Valid Target Zones ===&lt;br /&gt;
* Arms: upper arm, elbow, forearm&lt;br /&gt;
* Legs: thigh, knee, lower leg&lt;br /&gt;
* Torso: upper chest, belly, upper back, lower back&lt;br /&gt;
&lt;br /&gt;
=== Out-of-Play Zones ===&lt;br /&gt;
The following areas are prohibited targets:&lt;br /&gt;
* Head&lt;br /&gt;
* Neck&lt;br /&gt;
* Hands&lt;br /&gt;
* Feet&lt;br /&gt;
* Groin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.&lt;br /&gt;
&lt;br /&gt;
== Damage by Location ==&lt;br /&gt;
Damage depends on where the strike lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 HP Damage:&#039;&#039;&#039; Strikes to arms or legs (excluding prohibited zones)&lt;br /&gt;
* &#039;&#039;&#039;2 HP Damage:&#039;&#039;&#039; Strikes to the torso (any of the four torso zones)&lt;br /&gt;
* &#039;&#039;&#039;Magic Bolts:&#039;&#039;&#039; Deal &#039;&#039;&#039;4 HP damage&#039;&#039;&#039; regardless of hit location&lt;br /&gt;
&lt;br /&gt;
== Magic Bolt Rules ==&lt;br /&gt;
Magic bolts have the following rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039; shields and count if they hit any part of a players weapons, costume or armour.&lt;br /&gt;
* May strike &#039;&#039;&#039;out-of-play zones&#039;&#039;&#039;, though players should still &#039;&#039;&#039;avoid aiming&#039;&#039;&#039; for these areas.&lt;br /&gt;
* Deal &#039;&#039;&#039;4 HP of damage&#039;&#039;&#039; no matter where they land.&lt;br /&gt;
&lt;br /&gt;
== Weapon Pinning and Entrapment ==&lt;br /&gt;
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In such cases:&#039;&#039;&#039;&lt;br /&gt;
* Players must attempt to release the weapon as soon as possible.&lt;br /&gt;
* Deflecting, blocking, or pushing weapons away is allowed.&lt;br /&gt;
* &#039;&#039;&#039;Purposely pinning&#039;&#039;&#039; an opponent’s weapon against terrain, the boundary net, or another player is &#039;&#039;&#039;not allowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Blocking Projectile Weapons and Spells ==&lt;br /&gt;
* &#039;&#039;&#039;Melee weapons cannot deflect or strike projectiles or spells&#039;&#039;&#039;.&lt;br /&gt;
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).&lt;br /&gt;
** If a projectile is blocked by a non-target area &#039;&#039;&#039;but would have hit a valid target zone&#039;&#039;&#039;, the strike &#039;&#039;&#039;counts as a hit&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Hits to the head and neck never count&#039;&#039;&#039; as valid strikes.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; count as hits regardless of where they land, including:&lt;br /&gt;
** Weapons&lt;br /&gt;
** Costumes&lt;br /&gt;
** Non-target areas&lt;br /&gt;
&lt;br /&gt;
== Body Rushing ==&lt;br /&gt;
Players must &#039;&#039;&#039;not body rush&#039;&#039;&#039; opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body rushing&#039;&#039;&#039; refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:&lt;br /&gt;
* Push them back.&lt;br /&gt;
* Force passage in an unsafe or aggressive manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Rules | The Rules]] || [[Combat and Damage]] || [[Terrain and Hazards]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=707</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=707"/>
		<updated>2026-03-19T19:48:48Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Terrain and Hazards}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=706</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=706"/>
		<updated>2026-03-19T19:48:32Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Combat Rules | The Rules]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=705</id>
		<title>Terrain and Hazards</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Terrain_and_Hazards&amp;diff=705"/>
		<updated>2026-03-19T19:47:12Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Terrain and Hazards}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The battlefield in Wizards and Warlords weekly games includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.&lt;br /&gt;
&lt;br /&gt;
== Terrain Pieces ==&lt;br /&gt;
=== Palisades ===&lt;br /&gt;
Palisades represent sharpened defensive barricades.&lt;br /&gt;
&lt;br /&gt;
Simulated using pool noodles or similar foam props.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Function:&#039;&#039;&#039; Block movement and line of sight&lt;br /&gt;
* &#039;&#039;&#039;Damage Rule:&#039;&#039;&#039; Touching the pointed part of a palisade results in 2 HP of damage&lt;br /&gt;
&lt;br /&gt;
Players should avoid leaning, pushing, or attempting to climb over palisades.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.&lt;br /&gt;
&lt;br /&gt;
* Do not run into, climb, or move walls during play&lt;br /&gt;
* Do not strike blindly around or through walls, this can be unsafe&lt;br /&gt;
&lt;br /&gt;
Some walls include windows and doorways:&lt;br /&gt;
&lt;br /&gt;
* Doorways may be used normally&lt;br /&gt;
* Windows may not be used to pass through or strike through&lt;br /&gt;
&lt;br /&gt;
==== Low Walls ====&lt;br /&gt;
* Can be fought over&lt;br /&gt;
* Do not block line of sight of spells&lt;br /&gt;
* Cannot be climbed over&lt;br /&gt;
* For safety you cannot crouch behind low walls&lt;br /&gt;
&lt;br /&gt;
Treat all wall structures with caution and respect.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using coloured material and are lethal upon contact.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazards ===&lt;br /&gt;
Marked with blue material&lt;br /&gt;
&lt;br /&gt;
Represents deep water&lt;br /&gt;
&lt;br /&gt;
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated&lt;br /&gt;
&lt;br /&gt;
There is no escape, it is treated as an instant watery death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
=== Pit Hazards ===&lt;br /&gt;
Marked with brown material&lt;br /&gt;
&lt;br /&gt;
Represents a deep pit or chasm&lt;br /&gt;
&lt;br /&gt;
If a player steps on a pit hazard, they are considered to have fallen to their death&lt;br /&gt;
&lt;br /&gt;
After elimination:&lt;br /&gt;
&lt;br /&gt;
* The player may respawn if the game mode allows&lt;br /&gt;
* If not, they may stand aside and wait for resurrection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat and Damage]] || [[Terrain and Hazards]] || [[Armour and Hit Points]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=704</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=704"/>
		<updated>2026-03-19T19:46:56Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=703</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=703"/>
		<updated>2026-03-19T19:46:32Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CONTINUE READING====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=702</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=702"/>
		<updated>2026-03-19T19:46:05Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=701</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=701"/>
		<updated>2026-03-19T19:45:55Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
	<entry>
		<id>https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=700</id>
		<title>Armour and Hit Points</title>
		<link rel="alternate" type="text/html" href="https://aureliansvault.com.au/index.php?title=Armour_and_Hit_Points&amp;diff=700"/>
		<updated>2026-03-19T19:45:45Z</updated>

		<summary type="html">&lt;p&gt;Aurelian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armour and Hit Points}}&lt;br /&gt;
__TOC__&lt;br /&gt;
Armour provides &#039;&#039;&#039;bonus HP&#039;&#039;&#039; based on the type and how much of your body it covers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The maximum HP a player can have (including base HP, armour, and all bonuses) is 13 HP. This is a hard cap.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Categories ==&lt;br /&gt;
Armour is divided into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
* Includes &#039;&#039;&#039;metal plate&#039;&#039;&#039;, &#039;&#039;&#039;chainmail&#039;&#039;&#039;, &#039;&#039;&#039;brigandine&#039;&#039;&#039;, or &#039;&#039;&#039;overlapping metal pieces&#039;&#039;&#039; (like lamellar or scales).&lt;br /&gt;
* Metal must be &#039;&#039;&#039;at least 1 mm thick&#039;&#039;&#039;.&lt;br /&gt;
* Lamellar and scale must &#039;&#039;&#039;overlap&#039;&#039;&#039; to count as heavy.&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
Any armour not classified as heavy, such as:&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039; (minimum 2mm thick)&lt;br /&gt;
* &#039;&#039;&#039;Quilted padding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costume or plastic armour&#039;&#039;&#039; made to resemble metal or fantasy materials&lt;br /&gt;
* &#039;&#039;&#039;Metal-boned corsets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armour Zones and Coverage ==&lt;br /&gt;
The body is divided into &#039;&#039;&#039;16 armour zones&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arms:&#039;&#039;&#039; Forearms (2), Elbows (2), Upper arms (2)&lt;br /&gt;
* &#039;&#039;&#039;Legs:&#039;&#039;&#039; Thighs (2), Knees (2), Lower legs (2)&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Upper chest, Belly, Upper back, Lower back (4 total)&lt;br /&gt;
&lt;br /&gt;
To count toward your armour HP bonus, &#039;&#039;&#039;each zone must be covered by at least 60%&#039;&#039;&#039; of the appropriate armour type.&lt;br /&gt;
&lt;br /&gt;
== Armour HP Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Light Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every 4 &#039;&#039;&#039;zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +4 HP&#039;&#039;&#039; for full-body light armour&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armor ===&lt;br /&gt;
* &#039;&#039;&#039;+1 HP&#039;&#039;&#039; for every &#039;&#039;&#039;2 zones&#039;&#039;&#039; covered&lt;br /&gt;
* &#039;&#039;&#039;Maximum bonus: +8 HP&#039;&#039;&#039; for full-body heavy armour&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
* Players may wear &#039;&#039;&#039;both light and heavy armour&#039;&#039;&#039;, but the HP bonuses are still calculated separately.&lt;br /&gt;
* You &#039;&#039;&#039;cannot stack&#039;&#039;&#039; armour bonuses in the same location. If two types overlap, &#039;&#039;&#039;choose one&#039;&#039;&#039; (typically the better value).&lt;br /&gt;
* Heavy armour &#039;&#039;&#039;can be counted as light&#039;&#039;&#039;, but &#039;&#039;&#039;light armour cannot be counted as heavy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonus HP from Costuming and Gear ==&lt;br /&gt;
You may earn &#039;&#039;&#039;additional HP&#039;&#039;&#039; from specific costume pieces:&lt;br /&gt;
&lt;br /&gt;
=== +1 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;helmet&#039;&#039;&#039;, &#039;&#039;&#039;chainmail coif&#039;&#039;&#039;, or a &#039;&#039;&#039;costume armour piece&#039;&#039;&#039; that covers the brow&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full-faced creature&#039;&#039;&#039; or &#039;&#039;&#039;racial mask&#039;&#039;&#039;&lt;br /&gt;
* Wearing a &#039;&#039;&#039;tail &#039;&#039;&#039;(Drakeling characters only)&lt;br /&gt;
&lt;br /&gt;
These may &#039;&#039;&#039;stack&#039;&#039;&#039;, for a maximum of &#039;&#039;&#039;+2 bonus HP&#039;&#039;&#039;, or &#039;&#039;&#039;+3 HP if you are a Drakeling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== +2 Bonus HP ===&lt;br /&gt;
* Wearing a &#039;&#039;&#039;full steel helmet&#039;&#039;&#039; that covers the top of the head, brow, jawline, and includes either a grill, visor, or nasal and cheek guards&lt;br /&gt;
* This bonus &#039;&#039;&#039;cannot stack&#039;&#039;&#039; with any of the +1 bonuses, &#039;&#039;&#039;except the Drakeling tail bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+ CONTINUE READING&lt;br /&gt;
|-&lt;br /&gt;
! Previous !! Current !! Next&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Hazards]] || [[Armour and Hit Points]] || [[Weapons and Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main_Page | Home]]&lt;br /&gt;
* [[Other]]&lt;/div&gt;</summary>
		<author><name>Aurelian</name></author>
	</entry>
</feed>