V9: Enchantments

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Enchantments

Enchantments are abilities cast on a player to grant them protection or extra abilities until they die or choose to discard the enchantment.

  1. Enchantment Basics
    • All enchantment abilities are non-offensive.
    • Enchantments are always cast on players. A player with an enchantment is referred to as the 'bearer' of that enchantment. Some enchantments may affect equipment used by that player, but the enchantment is always on the bearer, not the equipment. For example, if a player bearing Harden gives their shield to a friend and picks up a new one, their new shield will be protected by Harden and the old one (now carried by their friend) will not.
    • Each player can bear up to two enchantments, however only one can come from another player.
    • Players cannot bear multiple enchantments with the same name.
    • While a player is dead, any enchantment effects remain on them but become inactive and do not bestow any of their effects, except those specifically stated to work while dead.
      • If the bearer is revived, all their enchantments will become active again.
      • If they choose to respawn, all their enchantments will be removed as per respawn.

  2. Removing Enchantments
    Respawning always removes all enchantments from the player. In addition, a player may discard an enchantment from themselves at any time simply by declaring which enchantment effect they are discarding.

    V8 Transition Note: Enchantments cannot be removed by enemies (ie. there’s no dispel magic).

  3. Enchantment Declarations
    Enchantments effects on a player are open information. As such, players must do their best to declare any enchantments (or a summary of the effects) they are bearing to their opponents before engaging in combat, when reasonable, and repeat this declaration periodically throughout the engagement to help keep their opponents aware of their enchantment-altered state.
    • Modal effects (enchantments with a choice) must declare the chosen choice or a summary of its effects. For example, “Adaptive Blessing” is not a sufficient declaration. “Adaptive Blessing Stopped” or “Resistant to Stopped” would be sufficient.
    • Players that are trying to be stealthy are not required to reveal themselves to declare enchantment information but should be ready to do so when their target becomes clearly aware of their presence.
    • Enchantment declarations may be requested by other players under reasonable circumstances. See ‘Declarations’.
    • Players making declarations should try to prioritize the most relevant enchantment effects to the situation. When in doubt, start with enchantments that came from other players before declaring enchantments that were cast by yourself. For example, if you are approaching a Warrior, it may be more important to declare the effect granting you Armor Breaking than to declare the one giving you resistance to Stopped.
    • Like all declarations, both sides must handle these interactions in good faith and not seek to deliberately obstruct or delay information to gain gameplay advantages.

  4. Spawning with Self Enchantments
    If a player has enchantments that can target themselves, they may start the game or respawn with any of those enchantments already cast on themselves by declaring the names of those enchantments as soon as the game starts, or when they call 'Alive!". For example, a Warrior may respawn each life with their Harden enchantment already applied by saying "Alive! Harden!" when they return to life.

  5. Abilities Granted by Enchantments
    Abilities granted by enchantments behave as they would if the player had those abilities naturally. except where noted below:
    • Enchantment-granted abilities are not modified or restored by archetypes. For example, an enchantment that grants Shake It Off 1/Refresh ♻10 cannot be restored by the Guardian or Juggernaut archetypes.
    • If the bearer's class already has access to these abilities through their class, the enchantment-granted versions do not share any symbols or tags, such as ⬗ or 🛡️. For example, a Paladin has Shake It Off 🛡️ but if they receive a Gift of Water, that version of Shake It Off will not have 🛡️.

  6. Enchantments as Traits
    There are instances where enchantments may be granted to a player “as a trait”. When this is the case, the ability type becomes “ Trait” and the enchantment effect becomes a trait effect instead. The ability ceases to follow enchantment rules and instead follows all the rules for traits.




General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary