Magic Balls/MagicMechanics
From AmtWiki
Magic Balls which are thrown and strike a player or object can have various effects.
- Players may only carry or bring on to the battlefield a number of Magic Balls up to the maximum uses allowed to them.
- Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner’s base. They may also grant other players permission to use their Magic Balls if the other player has the ability to do so.
- A Magic Ball must be held in the caster's hand by the end of the incantation to become active.
- A Magic Ball will become inactive if the caster begins an incantation or the Magic Ball stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a weapon or shield in a hand that is also holding an active Magic Ball.
- A player may only have one Magic Ball active at a time.
- Magic Balls of the Subdual School have no effect on equipment that is not being carried.
- Example: You may not Iceball a player’s shield if it is not being wielded or carried by them.
- Magic Balls discharge and attempt to affect the first valid player or wielded equipment they strike, if any, before deactivating upon striking the terrain. Magic Balls are not Engulfing unless noted.
- Garb strikes count as hitting the player if the Magic Ball would have continued on to hit the player.
- Example: You may not block Lightning Bolts with your cloak.
- Magic Balls are not stopped by Protection from Projectiles, Song of Deflection, or similar abilities.