Difference between revisions of "Ability"

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Powers or skills that must be activated to be used.
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: ''See [[Magic, Abilities, States and Special Effects]] for further explanation, and a list of all spells and abilities.''
# 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.
 
# 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.
 
# Abilities that are denoted as [[Ambulant]] in the [[class]] description do not require the statement of ‘Ambulant’ before their [[incantation]].
 
# 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.
 
# 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]]).
 
  
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{{rule|<onlyinclude>Powers or skills that must be cast 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]].
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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.
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# Abilities granted via an [[Enchantment]] retain the original [[School]] of the ability, not the School of the Enchantment.
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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]]).
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# An improperly cast ability, or ability which could not have been activated, fails. For example, abilities cast while [[Suppressed]], or Magical abilities cast without an empty hand throughout the incantation.
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#Failed abilities have no effect on any target. A use of the ability is still expended.</onlyinclude>|{{CurrentRulebookNumber}}}}
  
'''See [[Magic, Abilities, States and Special Effects]] for further explanation, and a list of all spells and abilities.'''
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{{Noticebox/Clarification|
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: If an ability would fail to activate, the target is unaffected - it is as if the ability was never cast. (Wording pending the next update.) The ability is still expended. For example:
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* If a caster finishes the incantation of a verbal while Suppressed, the target would suffer no effects.
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* If an Assassin with [[Trickery]] (T) were to use [[Blink]] while under the effects of their own [[Shadow Step]] and [[Hold Person]], Blink would fail, and they would remain [[Stopped]] and [[Insubstantial]].
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* A (m) spell cast with no free hand has no effect.[https://docs.google.com/document/d/1F0tiuX1cNTBqj4Y3SbRlpsXhASB25I8x6w9RJ7La7VE]
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}}
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{{Magic and Ability Mechanics Defined}}

Latest revision as of 19:53, 19 March 2025

See Magic, Abilities, States and Special Effects for further explanation, and a list of all spells and abilities.
Powers or skills that must be cast to be used.
  1. Ability Enchantments denoted as Magical (m) in the class description count towards the bearers limit for carried Enchantments.
  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 have been activated, fails. For example, abilities cast while Suppressed, or Magical abilities cast without an empty hand throughout the incantation.
  6. Failed abilities have no effect on any target. A use of the ability is still expended.
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Official Clarification
The following is an Official Clarification by the Kingdom Rules Representatives and should be considered a part of the Rules of Play, even though it may not be in he current rulebook. For a listing of official clarifications, visit the Amtgard Documents page.
If an ability would fail to activate, the target is unaffected - it is as if the ability was never cast. (Wording pending the next update.) The ability is still expended. For example:
  • If a caster finishes the incantation of a verbal while Suppressed, the target would suffer no effects.
  • If an Assassin with Trickery (T) were to use Blink while under the effects of their own Shadow Step and Hold Person, Blink would fail, and they would remain Stopped and Insubstantial.
  • A (m) spell cast with no free hand has no effect.[1]
Magic and Ability Mechanics Defined
Ability · Ability Order · Archetype · Chant · Charge · Enchantments · Engulfing · Incantation · Magic Armor · Magic Balls · Meta-Magic · Range · Resistant · School · Specialty Arrows · Traits · Trigger · Verbal
Magic, Abilities, States and Special Effects
Magic and Ability Mechanics Defined · States Defined · Special Effects Defined
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