Difference between revisions of "Ability"

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<onlyinclude>Powers or skills that must be activated to be used.
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{{rule|<onlyinclude>Powers or skills that must be activated to be used.
 
# Ability [[Enchantments]] denoted as [[Magical]] ([[m]]) in the [[class]] description count towards the bearers [[Enchantment Limit|limit for carried Enchantments]]. May be removed by Magic that removes Enchantments, such as [[Dispel Magic]].
 
# Ability [[Enchantments]] denoted as [[Magical]] ([[m]]) in the [[class]] description count towards the bearers [[Enchantment Limit|limit for carried Enchantments]]. May be removed by Magic that removes Enchantments, such as [[Dispel Magic]].
# Ability [[Enchantments]] denoted as [[Extraordinary]] ([[ex]]) in the [[class]] description do not count towards [[enchantment limit]]s or count for the purposes of [[Attuned]], [[Essence Graft]] or similar [[magic and abilities]]. May be removed by Magic that removes [[Enchantments]], such as [[Dispel Magic]]. A player may not have more than one (ex) enchantment of the same name.
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# Ability [[Enchantments]] denoted as [[Extraordinary]] ([[ex]]) in the [[class]] description do not count towards [[enchantment limit]]s or count for the purposes of [[Attuned]], [[Essence Graft]], or similar [[abilities]]. A player may not have more than one (ex) enchantment of the same name.
# Unless otherwise specified, Ability enhanced [[equipment]] cannot be used except by the player who enhanced the equipment. For instance: an [[Archer]] cannot loan their [[Poison Arrow]] to another player, even another Archer.
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# Abilities granted via an [[Enchantment]] retain the original [[School]] of the ability, not the School of the Enchantment.
# Abilities that are denoted as [[Ambulant]] in the [[class]] description do not require the statement of ‘Ambulant’ before their [[incantation]].
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# Ongoing Effects are effects applied by abilities where the effect lasts for some specified duration (Examples: [[Terror]], [[Heat Weapon]], and [[Shake it Off]]) or for an indefinite duration (Examples: [[Elemental Barrage]], and [[Shove]]).
# Ability [[Incantation]]s follow all the rules of magical Incantations unless otherwise noted. Incantations for Abilities listed as [[Extraordinary]] (ex) do not require a free hand.
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# An improperly cast ability, or ability which could not be activated, fails. For example, abilities cast while [[Suppressed]], or Magical abilities cast without an empty hand throughout the incantation.</onlyinclude>|{{CurrentRulebookNumber}}}}
# Abilities granted via an [[Enchantment]] retain the original [[School]] of the Ability, not the School of the Enchantment.
 
# [[Ongoing Effects]] are effects applied by Abilities where the effect lasts for some specified duration ('''''Examples:''''' [[Fight After Death]], [[Heat Weapon]], and [[Shake it Off]]) or for an indefinite duration ('''''Examples:''''' [[Amplification]], [[Elemental Barrage]], and [[Shove]]).</onlyinclude>
 
  
 
'''See [[Magic, Abilities, States and Special Effects]] for further explanation, and a list of all spells and abilities.'''
 
'''See [[Magic, Abilities, States and Special Effects]] for further explanation, and a list of all spells and abilities.'''
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{{V8 Rules Sections}}
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[[Category:Magic Rules]]
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[[Category:V8 Magic Rules]]

Revision as of 07:03, 22 February 2025

Powers or skills that must be activated to be used.
  1. Ability Enchantments denoted as Magical (m) in the class description count towards the bearers limit for carried Enchantments. May be removed by Magic that removes Enchantments, such as Dispel Magic.
  2. Ability Enchantments denoted as Extraordinary (ex) in the class description do not count towards enchantment limits or count for the purposes of Attuned, Essence Graft, or similar abilities. A player may not have more than one (ex) enchantment of the same name.
  3. Abilities granted via an Enchantment retain the original School of the ability, not the School of the Enchantment.
  4. Ongoing Effects are effects applied by abilities where the effect lasts for some specified duration (Examples: Terror, Heat Weapon, and Shake it Off) or for an indefinite duration (Examples: Elemental Barrage, and Shove).
  5. An improperly cast ability, or ability which could not be activated, fails. For example, abilities cast while Suppressed, or Magical abilities cast without an empty hand throughout the incantation.

See Magic, Abilities, States and Special Effects for further explanation, and a list of all spells and abilities.

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