One environmental spell—any augmentation to the field of play that will affect both opponents equally. Stored in the Orb.
Spontaneous Magic
Spontaneous magic is allowed at any point in time, should a player be so able, but spontaneous magic cannot accrue points.
Game End and Win Conditions
A game ends when one player shatters their opponent’s Orb. If, at ninety minutes, neither Orb has shattered, gameplay moves to Sudden Death.
Sudden Death (Overtime)
In the unlikely event that a bout that reaches ninety minutes without a victor, players are confined to the first and second zones. They may use one additional attack spell each. Sudden Death Overtime lasts five minutes. If neither player’s Orb has broken at the end of five minutes, the game is extended another three minutes, and players are confined to physical hits only, in zone one.
Judging
All official Cantrèa bouts are to be presided over by a licensed judge of the International Association for the Preservation of Cantrèjeux (IAPC) and assisted by an Ætheric environmental trip system to ensure correct priority of hits and fair play.
Play and Right of Way
Cantrèa play begins with both players situated in zone one, with foils sheathed. After verification of proper spell preparation and commitment to fair play, the game begins with a judge’s call.
Cantrèa is not a right-of-way sport—if valid hits are landed, both are counted. The only exception to this is termination of the game upon breaking an Orb. Regardless of visual perspective, if both Orbs appear to fall with indistinguishable synchronization, only the Orb that hits the ground first will break; the other will dissipate.
Tournaments and Seeding
Cantrèa tournaments take the form of a seeded, single-elimination bracket, and may last upward of a week, as in the case of the International Cantrèjeux Invitational (ICI). At collegiate league levels and higher, a player may play no more than one bout per eight-hour block.
Tournament seeding is preferential and based on a player’s standing during regular-season play.
End of Game
At the end of all games (excepting a player’s first tournament win), the winning Orb will dissipate, taking the shape of an oak leaf. Upon a player’s first tournament win, their Orb will take the form of an acorn, which will be planted in their home grove.
With each win, a player’s oak will grow additional rings in accordance with the size of the win. Losses will enact the opposite effect.
* The only exception to this rule is Sudden Death Play.
APPENDIX C
NORTH AMERICAN INSTITUTIONS OF ÆTHERIC LEARNING
The North American continent is home to six major collegiate-level institutions of Ætheric Learning, all with their own unique attributes to recommend them. These schools additionally make up the North American Collegiate League of the International Association for the Preservation of Cantrèjeux.
Windermere College for the Ætheric Arts
Hudson Valley, New York, United States
Founded 1722 by Cornelius Windermere
Colors—Navy and Gold
Situated in the Hudson Valley, Windermere is the first and longest-operating school of Ætheric Arts in the United States. Founded by a vintner, Windermere was intended to provide an equal opportunity for magical instruction to any student possessing sufficient talent.
Since its founding, Windermere’s reputation for well-rounded academic excellence has made it the gold standard in Ætheric education and the choice of the most elite young Magicians in North America.
Dunmoody College for the Subtle Arts
Savannah, Georgia, United States