Difference between revisions of "Enchantment (Type)"

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(Updated to V8.6.2 Sappy Two edition)
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{{Playtest|rule=Updated as of November 3rd, 2024}}
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''For a listing of all magic and abilities of the enchantment type, see: [[:Category:Type Enchantment|Enchantments]]''
  
'''For a listing of all magic and abilities of the enchantment type, see: [[:Category:Type Enchantment|Enchantments]]'''
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{{rule|<onlyinclude>Enchantments are ongoing abilities that remain until they are used up or removed.
 
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# Enchantments are represented by enchantment [[strips]].
<onlyinclude>Enchantments are ongoing magics and abilities that remain until they are used up or removed.
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#* Offensive enchantments are denoted by a red strip
# Enchantments must be denoted by an appropriately [[spell Strip|colored strip]] attached to the enchanted person.
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#* Defensive enchantments are denoted by a white strip
## Offensive enchantments are denoted by a red strip
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#* Miscellaneous enchantments are denoted by a yellow strip
## Defensive enchantments are denoted by a white strip
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# Players may only carry one magical enchantment at a time. A player may not have more than one ([[ex]]) enchantment of the same name.
## Miscellaneous enchantments are denoted by a yellow strip
 
# Enchantments may only be carried one at a time by a player, unless otherwise noted. A player may not have more than one ([[ex]]) enchantment of the same name.
 
 
# Enchantments may only be cast on willing players.
 
# Enchantments may only be cast on willing players.
# Enchantments are always placed on players. Some Enchantments carried by players affect the equipment they carry or use as noted in the Enchantments description.
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# 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 restriction that affect Enchantments specifically, such as [[Essence Graft]].
# If a person bearing an Enchantment is killed the Enchantment remains but becomes inactive. [[Respawning]] removes any Enchantments from a player and their [[equipment]] 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 otherwise noted.
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# If a player bearing an Enchantment is killed the Enchantment remains but becomes inactive. [Respawn]]ing 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 moves after having died then the Enchantments they carried are removed. Does not apply to [[Persistent]] Enchantments.
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#* If a player voluntarily takes a death, all Enchantments carried are removed.
#** If a player voluntarily takes a death, '''all''' Enchantments carried are removed (including [[Persistent]] ones).
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# 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.
# Enchantments may be removed by [[Dispel Magic]], but not by [[Release]] or similar [[magics and abilities]].
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# Uses of abilities granted by an Enchantment are tracked separately from a player's own abilities, and are recharged separately.
# 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. i.e. discharging [[Poison]] against a target [[Immune]] to the [[Death School]] still expends that use of Poison). These Enchantments are still removed by [[Dispel Magic]], [[Resurrect]], or other Enchantment removing mechanics.
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# [[States]], [[Abilities]], and [[Effects|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, 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.<br> '''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.<br> '''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.
# Uses of abilities granted by an enchantment are tracked separately from a player's own abilities, and are [[Charge|recharged]] separately.
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#* [[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.<br> '''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.
# [[States]], [[Abilities]], and [[Effects|Special 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. This does not apply to [[States]] nor effects incidentally caused by an effect of the Enchantment which have a normal exit condition or expiration timer. Those can be removed normally.<br>'''Example One:''' A player bearing [[Heart of the Swarm]] is [[Stopped]]. When they die the Enchantment becomes inactive and and the player is no longer Stopped since all [[States]] other than [[Cursed]] are removed on [[Death (Combat)|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.<br>'''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.
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# 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.
#*[[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.<br>'''Example One:''' A player bearing [[Vampirism]] dies. Their enchantment becomes inactive, but the Cursed State remains. If the were removed with [[Sever Spirit]], Vampirism would be removed, but the Player would remain Cursed.
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# Players may remove any worn enchantments from themselves by declaring that they are doing so. This must be audible out to 20'.</onlyinclude>|{{CurrentRulebookNumber}}}}
# Enchantments worn (or a summary of their effects) must be announced at the beginning of an engagement if possible. Enchantments worn must always be announced when requested.
 
# Players may remove any worn enchantments from themselves by declaring that they are doing so. This must be audible out to 20 feet.</onlyinclude>
 
  
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{{V8 Rules Sections}}
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[[Category: V8 Rules Sections]]
 
[[Category:Rulebook Terms]]
 
[[Category:Rulebook Terms]]
 
[[Category:Ability Types]]
 
[[Category:Ability Types]]
 
[[Category:V8 Magic Rules]]
 
[[Category:V8 Magic Rules]]
 
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[[Category:Magic Rules]]

Revision as of 06:16, 22 February 2025

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 are denoted by a red strip
    • Defensive enchantments are denoted by a white strip
    • Miscellaneous enchantments are denoted by 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 restriction that affect Enchantments specifically, such as Essence Graft.
  5. If a player bearing an Enchantment is killed the Enchantment remains but becomes inactive. [Respawn]]ing 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, 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'.
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