Enchantment (Type)

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For a listing of all magic and abilities of the enchantment type, see: Enchantments

Enchantments are ongoing abilities that remain until they are used up or removed.
  1. Enchantments are represented by enchantment strips.
    • Offensive Enchantments require a red strip
    • Defensive Enchantments require a white strip
    • Miscellaneous Enchantments require a yellow strip
  2. Players may only carry one magical enchantment at a time. A player may not have more than one (ex) enchantment of the same name.
  3. Enchantments may only be cast on willing players.
  4. Enchantments are always worn by players. An Enchantment can always be cast onto a player, regardless of any Immunity, other Enchantment, or other effect that normally prevents a player from being affected by an ability, except for restrictions that affect Enchantments specifically, such as Essence Graft.
  5. If a player bearing an Enchantment is killed the Enchantment remains but becomes inactive. Respawning removes any Enchantments from a player unless the Enchantments are Persistent. If the person is returned to life, as opposed to respawning, then Enchantments are preserved and will function again, unless removed by the ability that returned the player to life.
    • If a player voluntarily takes a death, all Enchantments carried are removed.
  6. Enchantments that have a definite number of uses, such as Blessing Against Harm or Snaring Vines, are removed when their last use is expended even if ineffective against their target. For example, discharging Poison against a target Immune to the Death School still expends that use of Poison.
  7. Uses of abilities granted by an Enchantment are tracked separately from a player's own abilities, and are recharged separately.
  8. States, Abilities, and Ongoing Effects imparted as an inherent part of Enchantments to their bearer cannot be removed in any way while the Enchantment is active and are removed when the Enchantment is removed unless otherwise noted, except for Cursed. This does not apply to States nor Ongoing Effects incidentally caused by the Enchantment which have a normal exit condition or expiration timer. Those can be removed normally.
    Example One: A player bearing Heart of the Swarm is Stopped. When they die the Enchantment becomes inactive and the player is no longer Stopped since all States other than Cursed are removed on death. If the player is returned to life in a manner that preserves their Enchantments then they will again become Stopped as Heart of the Swarm becomes active again and re-applies the State.
    Example Two: A player is enchanted with Phoenix Tears and "killed". Phoenix Tears activates, making the player alive and Frozen. Another player could remove this Frozen with Release. If the player is "killed" again, Phoenix Tears will make them alive and Frozen, and then remove itself. Removal of the Enchantment does not remove Frozen.
    • Cursed imparted by an Enchantment cannot be removed in any way while the Enchantment is worn, whether it is active or inactive. If the Enchantment is removed, Cursed is not removed.
      Example One: A player bearing Vampirism dies. Their enchantment becomes inactive, but the Cursed State remains. If the enchantment were removed with Sever Spirit, Vampirism would be removed, but the Player would remain Cursed.
  9. Enchantments worn (or a summary of their effects) must be declared at the beginning of an engagement if possible. Enchantments worn must always be declared when requested. Persistent enchantments must be declared as such.
  10. Players may remove any worn enchantments from themselves by declaring that they are doing so. This must be audible out to 20 feet.
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Official Clarification
The following is an Official Clarification by the Kingdom Rules Representatives and should be considered a part of the Rules of Play, even though it may not be in he current rulebook. For a listing of official clarifications, visit the Amtgard Documents page.
  • The intention of enchantments with an 'active at a time' limitation is to limit the number of enchantments on other players at a given time - the language around 'active' changed somewhat in the Sappy update, but this was not intended to allow for extra copies of these enchantments to be given out while a player is (temporarily) dead. As such:
  • Undead Minion: The caster may not have more than three active Undead Minion Enchantments on other players at a time.
  • Necromancer: You may have a combined total of five active Undead Minion Enchantments on other players at a time.
  • Golem: A caster may only have a single Golem Enchantment active on another player at a time
  • Extend Immunities: The caster may only have one instance of Extend Immunities active on another player at a time.
  • Guardian: May only have one instance of Imbue Shield active on another player at a time. [1]
Magic and Ability Mechanics Defined
Ability · Ability Order · Archetype · Chant · Charge · Enchantments · Engulfing · Incantation · Magic Armor · Magic Balls · Meta-Magic · Range · Resistant · School · Specialty Arrows · Traits · Trigger · Verbal
Magic, Abilities, States and Special Effects
Magic and Ability Mechanics Defined · States Defined · Special Effects Defined
V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure · Common Misconceptions