Enchantment (V7)
From AmtWiki
From the V7 Rulebook section; Amtgard Magic (V7).
This rule is outdated
Enchantments are
A magic cast on a target player or their equipment, that persists until used up or removed by death or the appropriate magic. Colored strips tied to the bearer denote these.
Rules of Enchantments
- a.* A person may carry only one at a time unless explicitly noted otherwise in a spell or class, such as the Stack Magic (V7) or the
Attuned (V7) ability. *Note:* Reanimate (V7) and Lich (V7) are enchantments.
- b.* When a person moves from where they died, any enchantments they carry are lost. Unless they have moved, Resurrected players retain enchantments unless specifically prohibited. Summon Dead (V7) does not return missing enchantments to players.
- c.* Will only cover one object (for example a person, a weapon, armor, etc). Thus while you may be protected from flame, your armor and equipment is not. The same applies to class abilities.
- d.* Enchantments cast on equipment count against the number of enchantments that may be carried.
- e.* Enchantments cast on equipment only function when used by the player who was in possession of the item when it was
enchanted. *Example:* If you give a Bladesharped sword to another player, the enchantment does not function.
- f.* If you are carrying an enchantment you cast, it is removed when you begin casting other magic unless otherwise noted.
- g.* May not be cast on unwilling participants or their equipment; though this does not prevent them from being the target of enchantment effects such as Touch of Death.
- h.* Must be denoted by a visible enchantment strip and announced if asked.
- i.* Enchantments nullified must be removed. Enchantments on a dead player should remain while on the battlefield as they may
affect attempts to Resurrect (V7), Talk to Dead (V7), etc.
- j.* If already wearing your maximum number of enchantments, you must have an enchantment removed by the appropriate means
(Cancel from the caster, Dispel Magic (V7), etc) before receiving another one.
- k.* When cast upon objects, they cover the entire object; i.e. a robe with Protection from Flame (V7) on it would prevent Fireballs from affecting the wearer if they struck the robe. If they struck a part of the player not covered by the robe then the player would be
affected as normal.
- l.* May be dispelled.