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− | ==Listing of all [[Magic and Abilities]]==
| + | ''See also [[:Category:Magic and Abilities]] for a full listing.'' |
− | Found here: [[Magic and Abilities]]
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| ==From the Rulebook== | | ==From the Rulebook== |
− | One of the key concepts of Amtgard is the [[magic and abilities]] that [[classes]] have access to in [[battlegames]]. These concepts are broken into three basic categories that are further defined individually in this section. | + | {{Ruleblock-start}}<onlyinclude>One of the key concepts of Amtgard is the [[abilities]] that [[classes]] have access to in [[battlegames]]. These concepts are broken into three basic categories that are further defined individually in this section. |
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− | [[Magic and Abilities]] are typically actions that are performed by a player using an [[incantation]]. It might range from [[Shadow Step|hiding in the shadows]] to picking a lock to throwing a [[fireball]]. Each Magic and Ability is individually defied later on in this section. | + | [[Abilities]] are typically actions that are performed by a player using an [[incantation]]. It might range from [[Shadow Step|hiding in the shadows]] to picking a lock to throwing a [[fireball]]. Each ability is individually defined later on in this section. |
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− | [[States]] are normally the result of a Magic or Ability used by a player. A State is a result that stays on a player until it is removed by the duration ending, [[respawn]]ing, or another Magic or Ability. See the [[States]] section for more information. | + | [[States]] are normally the result of an ability used by a player. A State is a result that stays on a player until it is removed by the duration ending, [[respawn]]ing, or another ability. See the [[States]] section for more information. |
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− | [[Special Effects]] are typically triggered events that have a specific result. Special Effects are often tied to hits from [[weapons]], [[Magic Ball]]s, or [[Verbals]]. A Special Effect differs from a [[State]] in that it has an instantaneous result. The result may continue, but the Special Effect is done once it has triggered. | + | [[Special Effects]] are typically triggered events that have a specific result. Special Effects are often tied to hits from [[weapons]], [[Magic Ball]]s, or [[Verbals]]. A Special Effect differs from a [[State]] in that it has an instantaneous result. The result may continue, but the Special Effect is done once it has triggered. For instance if [[armor]] is destroyed by the [[Armor Destroying]] Special Effect from a [[Fireball]] then the only way to get the armor back is to repair it using [[Mend]] (or a similar ability). |
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− | ''''' For instance if armor is destroyed by the Armor Destroying Special Effect from a Fireball then the only way to get the armor back is to repair it using Mend (or a similar Magic or Ability). '''''
| + | ===[[Magic and Ability Mechanics Defined]]=== |
| + | {{:Magic and Ability Mechanics Defined}} |
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− | ==Magic and Ability Mechanics Defined==
| + | ===[[States|States Defined]]=== |
− | This section defines the different parts of Magics and Abilities and the terminology used to explain how they work.
| + | {{:States}} |
− | ===Ability===
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− | Powers or skills that must be activated to be used.
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− | # 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]].
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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 [[magic and abilities]]. May be removed by Magic that removes [[Enchantments]], such as [[Dispel Magic]].
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− | # Unless otherwise specified, Ability enhanced [[equipment]] cannot be used except by the player who enhanced the equipment. For instance: an [[Archer]] cannot loan his [[Poison Arrow]] to another player, even another Archer.
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− | # Abilities that are denoted as [[Ambulant]] in the [[class]] description do not require the statement of ‘Ambulant’ before their [[incantation]].
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− | # 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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− | ===Chant=== | + | ===[[Effects|Special Effects Defined]]=== |
− | An audible component required by some magics and abilities that sustains their continuing function. The audible components of a Chant must be spaced no further than five seconds apart and audible to 50’. Unless otherwise noted failure to Chant ends the effect. May be spoken while moving. Only one Chant can be maintained at a time.
| + | {{:Effects}}</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}} |
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− | ===Charge===
| + | {{V8 Rules Sections}} |
− | Some [[Magic and Abilities]] may continue to be used after their [[per-life]] or [[refresh|per-refresh]] uses are consumed. These Magic and Abilities are denoted with the word “Charge” and a number after them. In order to gain an additional per-life or per-refresh use of a Charge Magic or Ability the Charge [[Incantation]] must be repeated in full the number of times indicated by number after Charge. For instance an Ability labeled ‘Charge x3’ requires three full repetitions of the Charge Incantation in order to be usable.
| + | [[Category: V8 Rules Sections]] |
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− | Unless otherwise noted:
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− | # Once an ability has been Charged, it may then be held for later use in the same game. Once it is used you may then Charge it again for another use.
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− | # Any [[Incantation]] to activate a Charged ability is separate from the Charge Incantation.
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− | # Charges for [[refresh|per-refresh]] [[Magic and Abilities]] carry between lives; a per-refresh Ability Charged on a previous life and not used can be used on the next life.
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− | # Charged Magic and Abilities that are per life or per Refresh lose their Charge when they are replenished.<br> '''Example:''' ''A Charged Ability which is ‘1/Life Charge x3’ loses its Charge when a player begins a new life, but may be Charged normally once the standard per-life uses have been consumed.''
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− | # The ability being Charged must be designated at the beginning of the Charge.
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− | # You may only have one instance of a given Magic or Ability Charged at a time.<br> '''Example:''' ''An Ability listed as 2/life Charge x3 may only be Charged once both per-life uses have been expended, and may only have a single instance of the Ability Charged thereafter.''
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− | # Only [[Magic and Abilities]] which may be Charged can benefit from [[Innate]], [[Steal Life Essence]], etc.
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− | ===Charge Incantation===
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− | The [[Incantation]] that is used to Charge an ability. A single ‘Charge Incantation’ is repeating the following phrase: <br>
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− | :'''“Out of battle I pause to rest,<br>I take some time to catch my breath.<br>Return to me my fleeting power<br>To aid me in my darkest hour.”'''<br>
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− | The Charge Incantation requires an empty hand and must be audible out to 20’.
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− | ===Enchantments===
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− | Enchantments are ongoing. Enchantments remain until they are used up or removed. Unless otherwise noted:
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− | # Enchantments must be denoted by an appropriately [[Enchantment strip|colored strip]] attached to the enchanted person.
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− | #* Offensive enchantments are denoted by a red strip
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− | #* Defensive enchantments are denoted by a white strip
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− | #* Miscellaneous enchantments are denoted by a yellow strip
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− | # Enchantments may only be carried one at a time by a player, unless otherwise noted.
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− | # Enchantments may only be cast on willing players.
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− | # 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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− | # If a person bearing an Enchantment is killed the Enchantment remains but becomes inactive. [[Respawn]]ing removes any Enchantments from a player and their equipment unless the Enchantments are [[Persistent]]. If the person is returned to the same life, as opposed to respawning, then Enchantments are preserved and will function again, unless otherwise noted.
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− | #* If a player voluntarily moves after having [[Death (Combat)|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.
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− | # [[Magic users]] may not cast Enchantments on themselves with the exception of Enchantments with a [[range]] of ‘Self’.
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− | # Enchantments are used up even if ineffective against their target. Discharging [[Poison]] against a target [[Immune]] to the [[Death School]] still consumes the Poison Enchantment.
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− | # Enchantments that have a definite number of uses, such as [[Blessing Against Harm]] or [[Grasping Tentacles]], are removed when their last use is expended or when removed by [[Dispel Magic]], [[Resurrect]], or similar Enchantment removal effects.
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− | # [[States]] imparted by 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. <br>'''Example One:''' ''A player bearing [[Corrosive Mist]] is [[Stopped]]. When they die the Enchantment becomes inactive and the Stopped [[State]] is removed since all States, except [[Cursed]], are removed by [[Death (Combat)|death]]. If the player is returned to life in a manner that preserves his Enchantments then he will again become Stopped as Corrosive Mist becomes active again and re-applies the State. '' <br>'''Example Two:''' ''A player bearing [[Protection From Magic]] is killed and becomes [[Cursed]] by Protection From Magic. Protection From Magic becomes inactive after he dies but the Cursed State persists as Cursed is not removed by player death. Since Protection From Magic is no longer active the Cursed State would be removable by [[Greater Release]] or similar means.''
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− | # Special Effects granted to [[equipment]] via Enchantments are considered [[magical]] and have a [[School]] corresponding to the School of the Enchantment.
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− | # 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.
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− | ===Engulfing===
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− | Engulfing effects affect the victim even if they hit only [[garb]], worn [[equipment]], or wielded equipment. Other effects only function on items or players they physically touch.
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− | ===Incantation===
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− | The verbal component required by some magics and abilities that initiates their function. Magics with a [[range]] component of 20’ or greater require that the target be indicated by name.
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− | '''Example:''' ''“Timmy, I command thee to stop, I command thee to stop, I command thee to stop.”''
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− | If the name of the target is not known, or if the casting player prefers, they may instead point at the target with a free hand and name their [[class]] and a descriptor.
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− | '''Example: ''' ''<Point with a free hand> “Warrior in blue, I command thee to stop, I command thee to stop, I command thee to stop.”''
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− | When targeting a piece of [[equipment]] the caster must explicitly define the equipment in addition to the player most recently using it.
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− | '''Example:''' ''“Timmy, blue sword on hip, I call upon flame to heat that sword, I call upon flame to heat that sword, I call upon flame to heat that sword.”''
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− | Unless otherwise noted all Incantations:
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− | # Must be said loudly and clearly enough to be heard within 50’ or by the recipient, whichever is closer. Incantations for [[Magic or Abilities]] which target self must be audible to within 20’. In the event of a disagreement over audible range, consult a [[reeve]].
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− | # Unless otherwise noted in the Magic/Ability description a player may not move their feet when incanting. If a player moves their feet the incant is interrupted.
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− | # Improper wording, mispronunciation, a gap of more than two seconds between words, or omitting words will all result in an interrupted Incantation.
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− | # An interrupted incantation does not result in a magic or ability being consumed. Interrupted Incantations must be restarted from the beginning.
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− | # Require the caster to have an empty hand with the exception of holding Material Components or the target of a Touch [[Range]] magic.
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− | # Starting an Incantation renders the player’s active [[Magic Ball]]s inactive and interrupts any other Incantation or [[Chant]] the player has in progress.
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− | # [[Meta-magic (Type)|Meta-magic]] used must be stated immediately prior to beginning the incantation for the modified magic. Abilities marked as [[Ambulant]] in the [[class]] description ignore this requirement.
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− | # Require the target to be at least partially visible at the end of the Incantation to be effective. If the target is not at least partially visible the Ability or Magic is still used up.
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− | Completing an Incantation results in an Ability or Magic being used up, regardless of if the target was valid or affected.
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− | ===Magic Armor===
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− | Magic Armor is provided by some [[Enchantments]].
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− | # Magic Armor never stacks with other Magic Armor and may not be worn with normal [[armor]]. If Magic Armor is granted from two different sources only the highest value present is used and all others are ignored.<br> '''Example:''' ''A player is wearing both [[Gift of Earth]] (2 points of Magic Armor) and [[Barkskin]] (1 point of Magic Armor). Since Gift of Earth is the highest value the Magic Armor from Barkskin is ignored. If Gift of Earth is removed the player will have a new Magic Armor maximum of 1 point. All locations greater than 1 point will be lowered to 1 point while all locations lower at 1 point or lower will remain unchanged.''
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− | # Magic Armor may be the target of magic or effects that affect [[armor]] such as [[Armor Breaking]], [[Fireball]], etc.
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− | # Magic Armor may be repaired like any other armor.
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− | # Magic Armor covers all [[Hit locations|locations]] on a player without any gaps in coverage.
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− | # Unless otherwise noted in the description of the [[Enchantment]], Magic Armor can never benefit from armor enhancement abilities or magics such as [[Ancestral Armor]] or [[Imbue Armor]].<br> '''Example: ''' ''[[Stoneskin]] is naturally considered Ancestral Armor, but [[Barkskin]] cannot benefit from Ancestral Armor in any way.''
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− | # Players may wear more Magic Armor than their [[class]] maximum allows. A class which cannot wear any armor can still wear Magic Armor.
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− | # Unless otherwise noted Magic Armor behaves identically to normal [[armor]].
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− | # The presence of Magic Armor must be announced to any opponents at the beginning of an engagement if possible; Magic Armor should not result in a ‘surprise survival’.
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− | ===Magic Balls===
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− | Magic Balls which are thrown and strike a player or object can have various effects. Unless otherwise noted:
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− | # A [[magic-user]] may physically carry only the number of Magic Balls purchased. [[Page]]s and other players may not carry extra Magic Balls for magic-users.
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− | # Once a Magic Ball’s [[Incantation]] has been said, it is considered active until thrown or interrupted.
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− | # A player may only have one Magic Ball active at a time.
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− | # Magic Balls of the [[Subdual School]] have no effect on [[equipment]] that is not being carried.<br> '''Example:''' ''You may not [[Iceball]] a player’s [[shield]] if it is not being wielded or carried by them.
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− | # Magic Balls only affect the first thing they hit.
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− | # Magic Balls affect only the player or object struck; Magic Balls are not [[engulfing]] unless noted.
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− | # Barring any [[Enchantment]]s or magical effects, [[garb]] strikes count as hitting the player if the Magic Ball would have continued on to hit the player.<br> '''Example:''' ''You may not block [[Lightning Bolts]] with your cloak.''
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− | # Magic Balls do not damage [[armor]] unless otherwise noted.
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− | # Magic Balls are not stopped by [[Protection from Projectiles]], [[Missile Block]], and other similar [[magic and abilities]].
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− | ===Meta-Magic===
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− | A type of magic which alters the typical behavior of other magics.
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− | # Unless otherwise noted, Meta-Magic follows all the standard rules for [[Incantations]].
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− | # Meta-Magics must be used immediately prior to the magic being altered.
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− | # Meta-Magics do not affect other Meta-Magics, but may be combined in any number so long as all restrictions are observed.<br> '''Example:''' ''A player may cast a spell using [[Extension]] and [[Ambulant]], however Extension must be stated without moving the feet as it is unaffected by Ambulant.''
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− | # Meta-Magics are considered expended as soon as their incantation is finished regardless of whether or not the altered magic was completed.
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− | # May not be used to modify the behavior of [[magic and abilities]] granted by [[Enchantment]]s such as [[Heat Weapon]] from [[Gift of Flame]].
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− | ===Range===
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− | Targets of [[Magics and Abilities]] out of range at the completion of an [[Incantation]] are not valid targets. For Magics and Abilities used at a range of Touch, any physical contact between caster and target is sufficient. Magic or Abilities used at a range of Touch may only be used on players that are willing, [[Death (Combat)|Dead]], [[Frozen]], [[Stunned]], or otherwise unable to move and unable to engage in combat.
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− | ===Resistant===
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− | The player is unaffected by the next [[effect]] of a given type. Players must announce '''‘resistant’''' upon triggering.
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− | *'''Melee:''' Not affected by the next strike from a melee [[weapon]]. No effect on [[projectiles]].
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− | *'''Wounds:''' Does not receive the next [[Wound]] that would otherwise be inflicted.
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− | *'''School:''' [[Immune]] to the next [[Magic or Ability]] from the given [[School]].
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− | ===School===
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− | [[Magic and Abilities]] are divided into Schools, referred to commonly as the ‘Schools of Magic’. Each School specializes in a certain genre of magic and typically the [[effects]] of the different Magic and Abilities within a School are similar.
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− | ====Command====
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− | Typically makes players stop moving or change their actions in some manner. Frequently makes use of the [[Stopped]], [[Frozen]], and [[Insubstantial]] [[State]]s. All offensive [[magic and abilities]] from the Command School are [[Verbals]]. All offensive magic and abilities from the Command School have the word '''“command”''' in the [[incantation]].
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− | ====Death====
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− | Typically causes injury or [[Death (Combat)|death]]. Frequently makes use of the [[Cursed]] and [[Fragile]] [[States]]. All offensive [[magic and abilities]] from the Death School are [[Verbals]]. Offensive magic and abilities from the Death School tend to be very explicit about the result as part of the [[incantation]] such as '''“I call for your death.”'''
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− | ====Flame====
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− | Typically [[destroys]] [[equipment]] or [[wounds]]/[[Death (Combat)|kills]] players. Offensive [[magic and abilities]] from the Flame School can be either a [[Verbal]] or a [[Magic Ball]]. Magic Balls from the Flame School typically destroy equipment and wound or kill players, while Verbals from the Flame School typically target equipment and destroy it, rather than targeting players themselves. All offensive Verbals from the Flame School have the word '''“flame”''' in the [[incantation]].
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− | ====Neutral====
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− | Has effects that alter game play for the user in some manner and does not directly affect other players.
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− | ====Protection====
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− | Typically [[enchantment]]s that provide [[magical armor]], [[Immunity]] to a [[School]], or [[Resistance]] to a School or [[State]]. There are no offensive magic or abilities in the Protection School.
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− | ====Sorcery====
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− | Typically effects that deal with raw magical force, manipulating magic itself, or controlling the aether. Offensive [[magic and abilities]] from the Sorcery School tend to be very explicit about the result as part of the [[incantation]] and frequently includes the word '''“power”'''. Offensive magic and abilities from the Sorcery School are generally [[Verbals]].
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− | ====Spirit====
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− | Typically [[Verbals]] that offer healing, resurrection, or the removal of harmful [[States]] with a few [[Enchantment]]s sprinkled in. There are no offensive magic or abilities in the Spirit School.
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− | ====Subdual====
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− | Typically makes a player stop moving or limits their actions. Makes use of the [[Stopped]], [[Frozen]], [[Stunned]], and [[Suppressed]] [[States]]. All offensive [[magic and abilities]] in the Subdual School are [[Magic Balls]].
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− | ===Specialty Arrows===
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− | Specialty Arrows which strike a player or object can have various effects. Unless otherwise noted:
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− | # A player may only physically carry one Specialty Arrow per instance of [[Ability]]. [[Page]]s and other players may not carry extra Specialty Arrows for players.
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− | # Specialty Arrows must be fired alone.
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− | # [[Incantations]] for Specialty Arrows must be said immediately prior to firing, and said loudly and clearly enough to be heard within 50’.
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− | # Hits from Specialty Arrows still count as a normal hit from an [[arrow]] to the [[Hit location|location struck]].
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− | # If a player has Specialty Arrows with a frequency that includes [[Charge]], they may have only one Specialty Arrow of any type Charged at a time.
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− | ===Traits===
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− | [[Class]] [[Abilities]] that function all of the time without activation being required. Includes such things as [[Immunity]] and the ability to use extra [[equipment]]. Traits are denoted with a (T) and are always non-magical in nature. Traits may not be removed by any means and persist after [[respawn]]. Immunities granted by Traits persist after death. Traits are not [[enchantment]]s, and do not count towards [[enchantment limit]]s or count for the purposes of [[Attuned]], [[Essence Graft]] or similar [[magic and abilities]].
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− | '''Note: '''Some Traits mimic other Magic or Abilities, but these Traits are still always on and ignore any [[Incantation]] or [[Materials]] requirement listed.
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− | ==States Defined==
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− | All abilities and magics (with a few exceptions) make use of a small set of common terms to explain the result they have on the player. These results are referred to as a ‘State’ or ‘States’. A player can have any number of different States simultaneously. A State may have a duration, after which it expires. If a player would gain a State they are already affected by, the State’s duration should simply be adjusted to the new duration if it is longer than the current duration. A State without a duration continues until it is removed by some outside force or until a condition is met. Unless otherwise noted, all States are removed when a player dies and cannot apply to dead players. A State conferred by a [[class]] [[Trait]], such as [[Immunity]] to [[Subdual (School)|Subdual]], is always on and may not be removed by [[respawn]], [[Death (Combat)|Death]], or any other means. States imparted at the same time as a killing blow are considered to have taken effect prior to death.
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− | ===Cursed===
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− | Player becomes [[Immune]] to [[Spirit (School)|Spirit]]. Cursed persists after [[Death (Combat)|death]] but is removed at [[Respawn]]. Has no effect on [[magic or abilities]] already cast or ongoing.
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− | ===Fragile===
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− | Player dies on the next [[Wound]].
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− | ===Frozen===
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− | Player may not move, speak, or take any action. Can only be affected by mechanics that work on [[States]] in general (such as [[Release]]) or Frozen in specific (such as [[Shatter]]). Otherwise player and their [[equipment]] is not affected by combat, magic, etc.
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− | ===Immune===
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− | The bearing player or object is not affected by [[Magic or Abilities]] from a given [[School]]. Immunity granted as a [[Trait]] does not prevent players from making use of their own [[class]] [[Abilities]]. Unless otherwise noted, Immunities do not extend beyond the player or object that has them.
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− | '''Example:''' ''A player with Immunity to [[Flame (School)|Flame]] can still have his [[armor]] [[destroyed]] by a [[Fireball]].''
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− | Unless otherwise noted, players with Immunities may still be targeted by [[Magic and Abilities]] of the given [[School]].
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− | '''Example:''' ''A player with Immunity to [[Flame (School)|Flame]] can still be the target of [[Pyrotechnics]] which would still destroy their [[equipment]] (as Immunities do not extend to equipment unless noted).''
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− | Immunities do not interact with [[Enchantment]]s worn by the player.
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− | '''Example One:''' ''An [[Anti-paladin]] may wear the [[Flameblade]] Enchantment.''
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− | '''Example Two:''' ''A player with [[Protection From Magic]] still gains [[Stopped]] if [[Corrosive Mist]] is later cast on them.''
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− | ===Insubstantial===
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− | This [[State]] has both offensive and defensive purposes and greatly limits a player’s ability to interact with play. Insubstantial players:
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− | # May not move from their starting location unless otherwise noted.
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− | # Are incapable of physically interacting with game items, objectives, or other players in any way unless otherwise noted.
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− | # Can only be affected by mechanics that work on [[States]] in general (such as [[Release]]) or Insubstantial in specific (such as [[Dimensional Rift]]. Players and their [[equipment]] are otherwise unaffected by combat, magic, etc.
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− | # Are not affected or stopped by game terrain such as walls, lava pits, traps, etc unless otherwise indicated by the [[reeve]] or game designer.
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− | # May be seen and heard.
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− | # May see and hear.
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− | # May [[Charge]] [[abilities]].
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− | # May use [[Magic and Abilities]] on themselves if the Magic and Abilities are able to affect Insubstantial players.
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− | # May remove this [[State]] from themselves at any time by Incanting '''“I return to the physical world” x2''' provided they are the cause of the State and entered it voluntarily. Otherwise they must end the State as per the description of the responsible Magic or Ability.
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− | #. Insubstantial triggered from [[enchantments]] worn is not considered voluntary.
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− | # The ending Incantation for Insubstantial is not interrupted by the player moving their feet.
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− | # Must indicate their Insubstantial State by saying '''“Insubstantial”''' if asked, attacked, or targeted by a [[Magic or Ability]].
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− | # May not delay the game excessively. For instance, you may not use the Insubstantial State to avoid being killed if you are the last player alive in a [[Mutual Annihilation]] [[battlegame]]. The [[reeve]]s decision in these situations is final.
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− | ===Out of Game===
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− | The player is not currently participating in play. Do not interact with an Out of Game player unless you are a [[reeve]]. A player may become Out of Game if they are injured, if they are being addressed by a reeve, or other similar situation. Rarely, a Magic or Ability may also cause you to become Out of Game. The Out of Game State may only be ended by a reeve, unless otherwise noted.
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− | ===Stopped===
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− | Player may not move their feet. Unless otherwise noted [[Magic and Abilities]] such as [[Teleport]], [[Blink]], [[Lost]], [[Banish]], etc. which allow or require movement fail when targeting a Stopped player.
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− | ===Stunned===
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− | Player is unable to act in any manner. May still be affected as per normal.
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− | ===Suppressed===
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− | Player unable to cast magic or activate abilities. Has no effect on abilities already activated, magic already cast, [[Chants]] already in progress, or [[enchantment]]s activating such as [[Phoenix Tears]].
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− | ==Special Effects Defined==
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− | Special Effects are a common language used to define battlefild events. Special Effects typically trigger when a player or object is hit by a [[weapon]], [[Magic Ball]], or targeted by a completed [[Verbal]]. A single event typically only has one relevant Special Effect. For instance a [[Destruction Arrow]] is both [[Armor Destroying]] and [[Shield Destroying]], but there is no situation in which both of those matter simultaneously. Likewise a sword may be both [[Armor Breaking]] and [[Wounds Kill]], but players are not affected by Armor Breaking and [[armor]] is not affected by Wounds Kill. When using a [[weapon]] or magic which causes an Special Effect you must announce it to your opponent at the beginning of an engagement and periodically during the engagement when reasonable.
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− | '''Example:''' ''A [[Barbarian]] moving to engage an unarmored [[Scout]] need not announce ‘Armor Breaking’; however if an armored [[Paladin]] moves into the engagement the Barbarian should announce ‘Armor Breaking’ at their soonest reasonable opportunity. The game flows more smoothly and everybody has more fun when Special Effects are stated ahead of time rather than kept as surprises.
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− | ===Armor Breaking===
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− | A hit to [[armor]] from a [[weapon]], [[Magic Ball]], etc. with the Armor Breaking ability will immediately remove all [[Armor Points]] from the [[location struck]] if the location struck currently has three or less Armor Points. If the armor currently has four or more Armor Points then the armor has one Armor Point removed as per normal.
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− | '''Example:''' ''Armor with 4 points is struck by a weapon with Armor Breaking. The armor loses an Armor Point at the location struck. The armor is struck again in the same location which now has 3 points. The Armor Points at that location are reduced to zero and the wearer is unharmed unless otherwise noted.
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− | Denoted by announcing ''' “Breaking”. '''
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− | ===Armor Destroying===
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− | A hit to [[armor]] from a [[weapon]], [[Magic Ball]], etc. with the Armor Destroying Special Effect reduces the armor to zero points in the [[location struck]]. The wearer is unharmed unless otherwise noted. Denoted by announcing ''' “Destroying”'''.
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− | ===Shield Crushing===
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− | Three hits to a [[shield]] from a [[weapon]], [[Magic Ball]], etc. with the Shield Crushing Special Effect [[destroys]] the shield. The wearer is unharmed unless otherwise noted. Hits do not all have to be from the same source; hits from different sources are cumulative. Denoted by announcing '''“Shield Crushing”'''.
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− | ===Shield Destroying===
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− | A hit to a [[shield]] from a [[weapon]], [[Magic Ball]], etc. with the Shield Destroying Special Effect [[destroys]] the shield. The wearer is unharmed unless otherwise noted. Denoted by announcing '''“Shield Destroying”'''.
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− | ===Weapon Destroying===
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− | A [[weapon]] hit by an effect with the Weapon Destroying Special Effect is [[destroyed]].
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− | ===Wounds Kill===
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− | Players [[Wound]]ed by objects with the Wounds Kill Special Effect are killed. Denoted by announcing '''“Wounds Kill”'''.
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− | [[Category:Rulebook Terms]] [[Category:Amtgard Terms]]
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− | [[Category:Magic]] | |