Map Elements

Map Elements are items placed around the battlefield in order to give the purchasing team an advantage, whether by helping friendly units or by hindering opponents. Map Elements usually take the shape of inanimate obstacles, such as traps or barriers, but they can also include creatures and magical devices. Many of the Map Elements can be improved with the purchase of Additional Build Options. (For higher level Matches, augmenting Map Elements isn’t just beneficial, it becomes all but a necessity if the Map Element is going to be strong enough to be effective.) With the proper tactics, Map Elements can grant a team or individual game-changing advantage.

Bookworm Plates Catch Plates Drift plates Fascinate Plates Fearsome Hollows
Fearsome Hollows Fog Plates Guillotine Plates Launch Plates Living Hollows
Mag Plates Pods Pools of Lesser Restoration Rusty Shammer Hollows
Shatter Plates

Map Points

All Map Elements are purchased with Map Points (MP). Each purchased Map Element can be augmented by spending further MP to purchase Additional Build Options for that Map Element. The amount of MP that each team will have available to spend for a given Match Type is found in the description of that Match Type. Note that MP is assigned to the team and not individually to each player on that team. You will find the MP cost of each Map Element under its description in the proper section. It is strongly suggested that your team spend every Map Point available, as any unspent points are lost. Map points cannot be traded or swapped amongst teams.

Ground Rules

Below you will find a few ground rules that govern the use and placement of Map Elements. Each team must carefully select the placement of each map element.

◆◆ No Layering: Map Elements cannot be placed on top of each other. The square a Map Element occupies cannot overlap with a square that is occupied by another Map Element. For example, adding a Statue Of Life in the center of a Fog Plate is clever, but banned.
◆◆ Your Map End Only: A team must place its purchased Map Elements within its Map End. Simply put, Map Elements cannot be placed on the enemy’s side of the map or on neutral ground.
◆◆ No Bridging: Map Elements may not be used to bridge openings or gaps. A Map Element cannot be used to bridge the gap between two buildings or cover a large hole in the ground.
◆◆ No Blockading: Map Elements that cannot be moved through by non-magical means may not be used to prevent passage through a doorway or similar opening.
◆◆ Entirety: No portion of the Map Element can extent past the boundaries of the map.
◆◆ No Magic Aura: Map Elements do not give off any magical auras. They may still be detected through mundane means.

Map Element Awareness

Teams are free to discuss the purchase and placement of their Map Elements before the Match. A player’s character has all of the information regarding his team’s Map Elements that his player does. Unless explicitly stated otherwise, characters can trigger Map Elements purchased by their own team, and suffer the effects accordingly.

Hallows

A Hallow is a sentient embodiment of magic that represents a team’s personal sacred space. Hallows are visible to all, appearing as luminous runes of light that flow intricately along the surface area of a team’s sacred borders. Victory conditions are often based around defending or occupying Hallows. Unless stated otherwise in the rules of a given Match Type, the Hallows will have the following effects. Each team should be aware of them all:

◆◆ Location: All official Conflict Maps will have Hallows clearly designated. On other maps, Hallows may be placed on any ground that the GM deems suitable. When placing Hallows, refer to the Match Type’s rules to determine how many Hallows are needed, and where they should be placed for the fairest (or, failing that, most fun) matchup. In games with multiple Hallows, try to place each one in an identical location, mirroring the other Hallow(s).
Above all else, Hallows must be reachable by mundane means.

◆◆ Ownership: On official maps, Hallow ownership is clearly marked, and every team should know which Hallow is theirs. On non-official Conflict Maps, the GM should indicate Hallow ownership clearly on the map.
◆◆ Activation: Unless otherwise stated, activating a Hallow is a move action that requires two feet to be firmly planted on the surface of the Hallow. Flying over or burrowing under a Hallow will not work. Insubstantial characters cannot activate a Hallow. Characters under mind-affecting effects can be forced to activate a Hallow.
◆◆ Scoring: For Match Types where a character must remain in a Hallow for a round in order to score points, the character must remain inside the Hallow from the end of his current turn to the beginning of his next turn. The character may perform any action he desires during this time, so long as one foot remains in contact with the Hallow (e.g. a character may kneel while scoring, but may not lay prone).

The Hallow’s Magic

Each Hallow is sentient. Hallows are aware of the Match objectives, the teams, the rules, and the victory conditions. Hallows always remain neutral and will use the following abilities in order to keep the Match fair
and competitive. With the exception of the Expansion ability, Hallows may only use their magic once per round, before any character’s action. A Hallow’s actions are determined by the GM:

◆◆ Hallow Shift: A Hallow Shift occurs when a Hallow becomes unreachable by mundane means for two consecutive rounds, or at the GM’s discretion. When a Hallow shifts, it moves to the nearest space that is accessible by mundane means and can properly fit the Hallow. Hallows revert to their standard 10’ x 10’ size after a Shift.
◆◆ Expansion: Hallows begin each Match as 10’ x10’ Map Elements. Should a creature of any size category larger than medium enter the Hallow, the Hallow increases in size to accommodate it. This expansion takes place on the same turn it is triggered. The Hallow expands its width until it is 5’ larger than the creature entering its space, and does not reduce in size unless a Hallow Shift occurs. Hallows will always occupy an evenly square amount of spaces (10’ x 10’, 15’ x 15’, 20’ x 20’, etc.). Only participants in the Match may trigger the Expansion, meaning illusory or summoned creatures, as well as familiars, cannot trigger the Expansion. The Hallow will not
expand vertically, except to match the terrain it is placed on, such as to accommodate a hill. During the Expansion, to prevent overlapping, a Hallow can disable or destroy other Map Elements.

◆◆ Magical Barriers: At the beginning of every round, prior to any other actions, a Hallow will cast a targeted dispel magic (equivalent to a 20th level spellcaster) on any magical barrier within a 20’ radius that prevents access to it. Barriers that simply hinder instead of prevent access are acceptable and will not be targeted.

◆◆ Announcement: Upon activation, a Hallow will erupt in a vibrant and distinctive blast of light and sound. The effect is equivalent to casting ghost sound and dancing lights. The ghost sound is equal in volume to eight humans running and shouting. Illusory or summoned creatures, as well as familiars, cannot trigger the Announcement. The effects dissipate after the turn that triggered the Announcement.

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