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Lt. Hellen Frost

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General rules for the LARP games in Bulgaria
« -: 11 Май, 2011, 22:32:22 pm »
This is the current generic set of rules, applicable for almost all LARP games in Bulgaria. Before each game the organizers normally specify if there will be any changes or additions.

The rules cover the following aspects:

1. Safety;
2. Types of weapons and armor, counting of hits and damage taken;
3. Rules related to the roleplaying aspects of the game;
4. Rules related to the use and effects of magic;
5. Rules related to the terrain, ground structures and game structures;
6. Other.

With the exception of safety rules, these rules are subject to additions and changes for all specific games, depending on the context, meta-game and/or other considerations of the game organizers.

Every player shall be familiar with the general rules described here, as well as with the specific rules for each game, published in the respective topic in the forum.

0. To participate in LARP games involving fighting/active physical interaction between the players and/or between players and the terrain, a person shall be minimum 16 years old. Organizers of specific games can increase the age restriction to 18+, in their own full discretion.
Organizers of each specific game may require players 16-18 to submit a written informed consent document signed by a parent and/or the presence of an adult escort.

1. Safety

General principles

Safety rules are mostly related to games, which involve fighting. However, even during games where any aggressive actions are absolutely irrelevant, all players shall bear in mind that they are required to take care of the safety of their game mates. Every player is obliged to protect the person they are fighting/physically interacting with, and be careful not to inflict injuries on them.

Prohibition of strikes and hits  to certain areas of the body

(1) It is prohibited to hit, as well as to aim with a melee weapon to the head, neck and groin. It is allowed, however, to perform a role-play action “cutting the throat” or threaten a character by holding a knife against his neck. These shall be performed without making swings and without application of any force.

(2) It is forbidden to aim for the head, neck and groin at close range - less than 5 meters, with ranged weapons - bows, throwing knives, etc., as well as with spring guns.

(3) A ranged hit to any of the prohibited body areas specified above from a distance greater than 5 meters is not considered a violation of the above rule.

(4) Any hits in the prohibited body areas made from a distance less than 5 meters do not count as damage, except at the discretion and desire of the player who has been hit.

(5) Each player is required to judge the strength of their own swings and hits, so that the hits on the permitted areas of the opponents’ bodies do not cause excessive pain, visible scars or injuries.

Prohibition of certain methods

(6) It is NOT allowed to use the following:
- Punches (hand of fist hits);
- Hits with elbows;
- Kicks;
- Grabbing and holding the hand of an opponent, to stop/deflect  impact;
- Attempts to extort the weapon of the opponent by applying force on a body part/articulation (e.g. twisting someone’s hand)

(7) Demonstrations or individual skirmishes, including the above methods or imitation (fake applying) of such methods may be conducted by adult players, upon their mutual consent and at their full responsibility.

(8) When entering close distance combat players are allowed to use their hands/arms to repulse/parry the opponent or the hand holding a weapon. This shall be done with caution and without applying force to drive/push back the opponent.

Exceptions to the prohibitions listed above and rules  for usage of yellow armbands

(9) Players who wish to pursue a tougher game in fighting, shall tie a yellow armband on their left or right arm - depending on which arm  the armband will be more visible.

(10) Players wearing a yellow armband:

- Count only clear and well marked hits. A clear and well marked hit is a hit, for the infliction of which the weapon has moved a sensible distance before hitting, and the contact with the body is evident (which does necessarily mean it is painful, but it may cause some mild, moderate pain).
- Are willing to take relevantly stronger hits, as defined in the above bullet, without complaining about that during or after the game;
- Are willing to use and allow to be subject to arm or weapon catching. Catching here is understood as control of limb, body or weapon without exercising force on the articulations of the opponent. Locks are prohibited.
- Allow pushing and throwing down the opponent .
- Allow contact with the shield, including kicking shields. It is not allowed, however, to catch the opponent's shield and to pull it to make an opening, due to the risk to the opponent elbow articulation in cases of shields with a double grip.

(11) The above rules apply only to two or more players wearing an armband, only when they fight BETWEEN each other. A player with an armband is NOT allowed to apply the above methods in a fight against a player without an armband. A player without an armband is not entitled to a tougher game against a player with an armband. In other words, if you do not wear and armband, the armbands are of no interest to you in any way.

(12) All players wearing yellow armbands are expected to treat one another with the care of good friends and partners in their common hobby; they are expected to have full control over their actions and strength applied, as well as to take into account the specifics of the terrain to decide whether the risk of, for example, pushing back an opponent, does not become unacceptable.

(13) Wearing a yellow armband is at the discretion of the player and at their own responsibility and risk. The game organizers are not to be considered responsible in case of any incidents.

(14) Any player wearing a yellow armband may request that another player is not allowed to wear a yellow armband if former doubts that the latter knows what he is doing, or has the necessary level of control on his hits, or becomes too aggressive. A final decision on the matter is taken by the game organizers.

(15) Adult players (18+) only may wear a yellow armband.

(16) Only players who have participated in at least three LARP games and are familiar to other players may wear yellow armbands.

(17) Requirements to the armbands: they shall be yellow, of such colour nuance and size so that they are visible. They are to be tied on the upper part (biceps) of the left or right hand (depending on whether and where you wear a shield, etc.).

(18) During the night parts of a game yellow armbands DO NOT APPLY. They shall be removed and the all fights/physical interaction between all players shall conducted under the general rules.

(19) During the daily parts of a game yellow armbands may be removed and put back by the players at their will, depending on whom they are facing, the characteristics of the terrain, current emotional and physical condition of the player, etc. Rules for yellow armband wearers are applicable only between the players who are currently wearing a yellow armband in a visible manner; not between people who have been known, seen a few minutes ago, or heard to wear one or look like someone who would wear one,

Requirements to weapons, shields and armour

(20) Weapons for LARP games are made of PVC material (tubes), secured with foam tape (e.g. tape for window insulation) or other similar material. Those parts of the weapons, which in the reality are metal, are covered with aluminum foil, grey hobby tape or other similar material. The use of latex LARP weapons purchased from LARP stores is allowed, as well as of weapons made by players of latex/rubber based materials or materials with similar properties.

(21) It is allowed to use elements of wood, metal or other materials (e.g. bars or coins to increase the weight near the handle and to improve the balance of the weapon) when making melee weapons, as long as these elements are covered (secured) and as long as they do not make the weapon too heavy or dangerous. Assessment of the latter is carried out by organizers/arbiters who check the weapons before the game.

(22) Wooden and metal weapons are not allowed. Exceptions are allowed with regard to wood used to make handles of spears, halberds and other long weapons, at the discretion of the game organizers.

(23) Bows and crossbows with a maximum strenght of ? are allowed. Arrows may be wooden or of plexiglas. The default point of the arrows shall be removed and the arrows shall be secured so that their new point has a larger diameter than the orbit of the eye (e.g. cap or cork wrapped with pipe insulation and duct tape). The material should be adequately secured to the shaft so that it can not fall or bend.
(24) Use of wooden or metal elements in knives, spears for throwing, charges of slings and arrows/ projectiles for ballistae, scorpions, trebuchets, etc. is not allowed.

(25) Ballistae, scorpions, trebuchets etc. made by players as well as their arrows/projectiles are subject to an on the spot check by the game organizers who decide whether those shall be allowed to the game depending on their construction, mechanism and the overall logic of the safety requirements (e.g. strength, weight of projectiles used, . etc.).

(26) In games where "firearms" are used, it is allowed to use spring rifles and pistols. The use of airsoft guns is allowed in specific games, announced in advance as such. The use of pneumatic weapons is prohibited.

(27) Shields can be made of any material. A shield can be used to push back an opponent only if the front parts of the shield that will have direct contact with the opponent’s body are covered with some material to soften the surface. If the shield is used only for defense / parrying enemy attacks, it can be secured only on the edges.

(28) All weapons must not have any sharp edges or sections.

Rule breaches and penalties

(29) In case of any violation of the safety rules, depending on the specific situation, the game organizers/arbiters are entitled to give a warning to the player in question or to expel him/her from the game. Repeated violations will lead to permanent expel from the game.

(30) If a player believes that his/her character has been killed under the condition of rules violation, (with the exception of cases of a hit in a prohibited body area, in which case the player is allowed to directly ignore the hit) the player shall address the organizers/arbiters with the issue. Regardless of the decision of the arbiter, the character of the killed player remains dead.

Stopping the game in cases of danger

(31) If during a game a participant has noticed any real danger to other player/s, he shall immediately call in a high, loud and clear voice, "STOP" as many times, as necessary, until all players close by hear the call. Each player is required at this time to immediately stop what he/she was doing, and stand where they are. These dangerous situations can happen especially during battles on less favorable terrains - steep ravines, rocky areas, etc. As soon as it has been clearly established what the problem is, the participants shall determine whether anyone is injured and depending on the situation either to continue the game or to provide first aid, and, if necessary arrange taking the injured person to a safety and further to a medical facility.

In conclusion to the section on safety we would like to note that, as in many sports – and not only  extreme and dangerous sports, but also popular team games like football - the safety rules and the severity in their enforcement cannot eliminate completely the risk of injury. The disciplinary aspect of the rules is dealing mainly with intentional violations and dangerous style of play, as well as the systematic failure by a player to respect the safety of the others. From that point on it should be kept in mind that LARP games are often held outdoors, sometimes on rough terrains, and involve running, terrain obstacles and physical interaction with other participants. The associated risks of injuries are a matter of the players’ own decision whether to participate and their own responsibility. Every player, relying on his common sense, should take care of themselves and of the other players, at least the same way they are doing when practicing sports or participating in the street traffic.
« Последна редакция: 18 Февруари, 2013, 17:40:15 pm от Хеспер »

Lt. Hellen Frost

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Re:General rules for the LARP games in Bulgaria
« Отговор #1 -: 11 Май, 2011, 23:10:16 pm »
2. Types of weapons and armor, counting hits and damage

Types of Weapons

(1) Weapons classify into:

a) melee weapons, which include:

- Knives (up to 30 cm);
- Short swords (31-100 cm);
- Long swords (over 100 cm);
- Axes (total length to 150 cm);
- Hammers (total length to 150 cm);
- Short spears (up to 100 cm);
- Long spears (up to 200 cm);
- Maces (up to 50 cm length of the handle and up to 30 cm length of the chain);
- Battle staffs /    magicians staffs (up to 200 cm);
- Other - all weapons not mentioned above (e.g. halberds), including weapons specific to certain geographical areas, cultures and/or historical periods (e.g., katanas, romfeas etc.). Depending on the type of weapon the restrictions specified for the most similar weapon apply (e.g. halberd - long spear, etc.).

As an exception, weapons, which exceed the general limits of length, are acceptable (Extremely Big Weapons – EBW), if they are safe and do not distort too much the overall vision of the game. The decision on admission of such weapons is taken by the game organizers.

b) ranged weapons

- Bows and arrows;
- Throwing knives (up to 20 cm);
- Throwing spears (up to 100 cm);
- Crossbows and arrows;
- Slings;
- Firearms;
- Other - all weapons not specified above (e.g. shuriken).

c) shields

- Bucklers (small);
- "Normal" shields (names later);
- Scutum and others big shields;
- Other.

(2) When larger weapons are used, which in reality would be much heavier and harder to handle, it is mandatory to act accordingly in the role play -  slower movement, faster fatigue, etc., taking of course into account the individual physical capabilities of the player, as reflected in his appearance and his physical preparation, as well as in the history of her character.

(3) It is allowed to carry shields hung somewhere on the body instead of having them in hand/on arm at all times.

Combinations of weapons

(4) Each player can bring as many of any weapons they wish and their character may change them in the course of the game, unless the game organizers have not specifically provided otherwise. When switching, however, the player should be strictly guided by the story and background of her character. For example, it is highly unlikely that a village guard is equally experienced with different types of weapons. A dedicated magician is not that likely to be also a skilled swordsman. But a professional soldier can easily be able to fight with both spear and shield and sword and shield and also to be decent archer and to replace equipment as required. In cases similar to the latter, change of equipment is fully acceptable, but in others, such as the case of the magician, the change of equipment may require switching to another character. Please refer to the organizers before the particular game for your individual case.

(5) Although there are no limitations as to what weapons a player can bring, there are a few limitations on what can be carried on oneself and used simultaneously:

- Maximum 1 throwing knife or other ranged weapon (e.g. shuriken), if one or more melee weapons longer than 30 cm each are equipped;
- Up to 5  throwing knives or other ranged weapon (e.g. shuriken), if no melee weapons longer than 30 cm each are equipped;
- Magicians are limited to equipping one staff or one sword up to 100 cm. only (no shields, ranged weapons, throwing weapons, etc. allowed).

Types of armour

(6) For the purposes of these rules cloth costumes are treated as "cloth armor” except for gambesons (see below)

(7) Armour classifieds into:

a) Cloth armour - no defense (character dies at the first hit)
b) Leather armour - 1 point of defense (character dies at the second hit)
c) Metal armour - 2 points of defense (character dies at the third hit)
d) other armour - armour made of other materials - treated as leather armor
e) at modern LARP games - body armor / Kevlar – bullet-proof

(8) Only armour made of metal shall be considered as metal armour.  Tin-foil is not considered to be metal. Armour made of other material and coated with a material imitating metal, is not considered to be metal . Armour made of another material and covered with metal, is considered to be metal.

(9) Gambesons give 1 point of defense (equally to leather armour).

(10) Armours made of different types of plastics, linoleum, etc., as well as wooden armours, give 1 point of defense (equally to leather armour).

(11) Exceptions to art. 7 and 9 may be admitted at the discretion of the game organizers for extremely well crafted armours with very authentic appearance. Shall such exceptions be made, that shall be notified to all participants in the game before its beginning.

Mixed Armour

(12) If the front part of a torso armour is padded with metal plates and the back part is leather only, to be considered dead the character must be hit three times in the chest of or two times in the back. If the hits to the chest and back come in turns, the following logic applies: as soon as the character gets a second hit if this second hit has reached a leather part of the torso armour, the character should die. If the second hit has reached a metal part of the torso armor, the character should not die, but he dies upon getting a third hit anywhere on the torso. 

The analogous thing applies for the limbs, except for the fact that the respective limb becomes unusable instead of the character dieing immediately

(13) If a cloth or leather armor has only a few elements of metal - for example 3-4 metal plate -, the armour is not considered to be metal. The number of defense points is determined based on the predominant material the armour is made of. Check with organizers before game if unclear.

(14) In cases when part of the body is covered by more than one type of armor (e.g. each player has some cloth on them below the metal armour, or a player is wearing leather armor or gambeson and a metal armor over it, etc.), the number of defense points equals to the number of defense points given by the greater armour only. For example: if a player has leather and chain mail on him, he would have 2 defense points and NOT 1 defense point from the leather + 2 from the chain mail. 

(15) Exception to the above rule are those cases when a player has two metal armours (e.g. plate over chain mail). In these cases the number of defense points is 3 (character dies at the fourth hit).

Modern LARP games and protection from firearms and blades

(16) Only bulletproof vests / body armour provide protection from bullets. As bulletproof vests /kevlar only the tactical vests used in airsoft games or similar are considered. Leather coats / raincoats in these games are not considered "leather armor"; they cannot stop stabs, much less can they stop bullets.

Area of armour coverage

(17) Only those parts of the body that are actually covered by armour are considered to be covered by armor for the purposes of the game. For example, if a bracer covers 70% of the forearm and the player gets a hit somewhere in the remaining 30%, the limb shall become unusable.


(18) Helmets do not add extra defense points to any part the body. They are part of the costume and can provide real protection against incidental hits.

Counting the hits

(19) All melee weapons and all projectiles of ranged weapons make 1 point of damage.

(20) Shield bashes do not make damage.

(21) Upon getting as many hits in the torso, as equal to the defense points provided by the respective type of armour +1, the character is considered to be killed.

Cloth – 0+1 = 1 hit = dead
Leather – 1+1 = 2 hits = dead
Metal – 2+1 = 3 hits = dead
2xmetal – 3+1 = 4 hits = dead

(22) Upon getting as many hits to a limb, as equal to the defense points provided by the respective type of armour +1, that limb becomes unusable.

(23) Wounds - getting hits to a part of the body protected with armour shall be adequately role played – e.g. more difficult and slower movement, pain, loss of blood, etc., correspondingly to the severity of the wound. Severe wounds result in death after about 5 minutes, unless the wounded character is helped – bandaged or healed by magic.

(24) Poorly marked (very weak) hits are not to be counted.

(25) Hits with weapons inadequate to the armour of the player who is being hit are not to be counted - example: a player with a small knife makes three fast stabs on a plate mail – this only can kill the plate armour guy if he dies laughing.

(26) Weak hits to the fingers / hand below the wrist are not to be counted

(27) Staffs and handles of weapons that in the real world are made of wood, do not cause damage to metal armor.

Breaking / repairing armour and weapons

(28) Armour "breaks" upon getting a certain number of hits until the character wearing it dies.  Depending on the rules of the specific game, upon resurrection the character may need to undertake some specific actions to "repair" it (e.g. visiting a blacksmith).

(29) In general, weapons and shields are indestructible.

3. Rules on role playing

(1) Each player is required to be prepared for the game according to the information provided by the game organizers and to participate in the game with a developed and adequate character. During the game the player becomes a character and should behave according to game reality and personal characteristics, history, experiences, attitudes, etc. of his character.

(2) Players must comply with any requirements regarding costumes posted by the game organizers.

(3) Going out of character and distracting other players during a LARP session will not be tolerated. Should a player feel tired or have some real life problem, she is expected to discreetly go out of game.

(4) Mobile phones shall be turned off or switched to silent during LARP sessions. If using the mobile phone is absolutely necessarily, the player shall do it in the most discreet way possible.

4. Rules related to use of magic and description of the magical effects

Please refer to the next post.

5. Rules related to the terrain, land structures and game structures

This section when finalized will provide reference to building in-game camps, fences, rules on moving or breaking those. The general rule, which applies in most cases, can be summarized as follows: things are what they really are. You can do to them what you actually can do to them. In-game structures shall be build in such a way that they do not pose more danger than the rest of terrain, including during fights in the dark.

6. Other

Taking prisoners and searching characters

(1) There are 2 options for taking someone prisoner. When captured in game, every player shall state their preference for one of them:

- Role play capture (fake) - in this case the player is not actually constrained, however, he is not entitled to untie himself and escape (unless he finds an in-game knife, in which case he should role play cutting the ropes for a few seconds. Or, of course, he can be released or freed by another character.)

- Real capture - in this case the captured player is allowed to do everything in his power to regain her freedom. However, the following applies: if a real problem occurs or a real life need of the player (not the character) appears, he shall clearly state: out of game (off topic): I need ... (water / medicine / toilet / make an urgent call, etc.)". In this case either the game stops immediately (if the problem is serious - for example. "Off topic: I broke my arm") or as soon as possible - say after a battle. The "prisoner" shall be released without any comment. He then shall do whatever he needs to do the fastest way possible and after that, also with no comments, return and be captured again.

(2) There are 2 options for searching. The search for weapons performed by guards is usually done for real. In these cases to be found are considered only those weapons and other objects, that have actually found. Personal belongings, which are not part of the game, may not be taken and finding them is simply ignored. If a player has a problem with the actual search, he should state it in a discreet manner. After that, however, he shall surrender any weapons and game items he has and is not entitled to claim that something was not found on him.

(3) Searching corpses of dead characters only may be done in role play manner (not for real).

(4) Each replica, which marks having role played a search in the above cases, should be respected. I.e. should they say to you "I am searching you now. What do I find?”, or just “You’re searched” or simply "Do you have anything”, you are required to submit all game objects your character has, including quest items, money, etc.

(5) Weapons of dead characters are not subject to taking.

(6) Weapons of prisoners may be confiscated in-game and held by their capturers, who shall prevent them from being lost. Weapons shall be returned either upon releasing the prisoner, or killing the character, or at the end of the game in case the character has escaped without it. If the character has escaped and later on manages to steal his weapon back, or to kill the person who has it, as well as if the weapon is found on the ground, the character is entitled to have it back.


(7) For each LARP game the organizers nominate arbiters who monitor the observance of the rules. They participate in the game like everyone else, but also watch for violations of the rules, give warnings to players as necessary, are entitled to expel players and consult each other whenever it is necessary to take a decision relating to the safety of the game.
« Последна редакция: 18 Февруари, 2013, 17:39:55 pm от Хеспер »

Lt. Hellen Frost

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Re:General rules for the LARP games in Bulgaria
« Отговор #2 -: 12 Май, 2011, 11:20:43 am »
Rules related to use of magic and description of the magical effect – simplified version for warriors

Courtesy of Gadina Prokleta

Basic rules of survival

1. The magician should be easily recognizable as such from afar, otherwise, what kind of magician he is? Observe carefully and identify him early.
2. Magicians are poorly armored. Shoot them from afar. Do not let them get close to you.
3. If you see a magician muttering something, cut his head off. Ha, let’s see how he talks now.

If you fail to comply with the above rules and a magician does something to you, but you are unsure what exactly and you don’t know what to do, you are supposed to die.

To know what you should have done, read a little a little further.

Fire mages

If you get hit by a red ball, the hit part of your body becomes unusable, unless you had two metal armours there. If the ball hits your weapon or shield, the hand you had it on becomes unusable. If the hit part of your body was your head or torso, you die.

If you get hit with a staff or other enchanted weapon and hear „Изгори!“ [izgor’í] ("Burn"), same effect as the ball, depending on where you have been hit.

If you hit a fire mage and he turns, points at you and commands  „Изгори!“ [izgor’í] ("Burn!") -  your hand holding the weapon you have hit him with becomes unusable.

Note: fire mages are extremely dangerous in attack, but none of their spells gives them any protection. Shoot the bugger.

Ice mages

If you get hit by a blue or blue-white ball, you suffer 1 point of damage (equal to 1 hit) to the respective area of the body, unless it was your weapon or shield that was hit. Moreover, wherever you are hit, you are supposed to freeze. You become a statue of ice and you cannot do anything. Most probably you will get mercifully finished.  You cannot defend, and the hits you get will not unfreeze you.
If you are pointed to and hear „Замръзни!“ [zamrazn’í] ("Freeze!") you are also supposed to become an ice statue, as long as you are close to the magician.

The effect of freezing, as well as generally all magical effects caused by combat magic, can be removed or dissipate under one of the following three conditions:
- At the end of the battle (when all current skirmishes end);
- If you another magician removes the effect – they’d know what to do;
- Till death do you part - the moment you become aware that the magician who enchanted you, has died. It is irrelevant if you have actually seen him dying or someone told you – as long as it is true.  

Note: ice mages usually enchant ice armour on themselves. They do not die so easily and you can get frozen at close range. Ice armour however takes quite a lot of time to enchant. Do not give them that time.

Life Mages

They can heal all of your wounds at once, but they cannot fix damage to armour.
They can resurrect you with all your memories and in good condition. Including in the midst of a battle.
Good fellas they are.

Death Mages

These are not good fellas.
If a necromancer points at you and shouts „Страх!“ [strah] ("Fear!"), you are supposed to flee from him and can no longer attack him with melee weapons, because if you get close to him, you paralyze in horror. The effect lasts until the end of the battle, until it is removed by a friendly magician of until death do you part.

If you get hit by a black ball – no matter where, including the tip on your sword – you fall asleep and nothing can wake you. The effect is analogous to the freezing effect (see above).  Moreover, if the necromancer comes and kills you personally (most probably in some indescribably nasty way), you directly wake up as his zombie. You also become a zombie if you are already dead and the necromancer  raises you.
In both cases, you become a slave of the magician. You move slow, attack uncoordinatedly and talk as though your mouth is full of walnuts. However, you worry no longer about damage. You do not count hits. Enemy hits only cause you to stop for a moment – due to the impact itself. Magic does not cause you damage, but you can be frozen or entangled. You can die if your throat is cut or under the usual circumstances - end of battle, death of your master, disenchanting. However, alas for the guy who’d try to disenchant you – he needs first to get close to you alive!  

Nature Mages

Those can be useful because they are able to repair armor. However, they may be quite unpleasant guys.

If you get hit by a brown or green ball, you suffer 1 point of damage (equal to 1 hit) to the respective area of the body, unless it was your weapon or shield that was hit. But whether you parry or not, you will be entangled. This will not prevent you from fighting, but you are not allowed to walk around. Your feet are stuck to the ground. The duration of effect  is as usual –until the end of the battle, until you are disenchanted or until death do you part.