V9: Spellballs (Ability)
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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.
Spellballs
Spellballs are color-coded projectiles that can impart damage and other effects.
- To use a Spellball, it must be primed before being thrown at a target.
- Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.
- Once primed, a spellball can be held indefinitely before throwing, however it will cease to be primed if the physical ball is no longer held by the caster (except while passing from one hand to another), if the caster begins casting another ability, or if the caster dies.
- A player can only have one Spellball primed at a time.
- Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.
- Spellballs that are thrown without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical ball still strikes a target.
- Spellballs use the ‘Ball’ frequency. See 'Frequency' for more details.
V8 Transition Note: Spellballs are projectile weapons and can be blocked with Missile Block and resisted by Blessing Against Projectiles or similar abilities.
Spellball Construction
- Spellballs have their own special construction requirements.
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