Difference between revisions of "Magic Armor"

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Magic Armor is provided by some [[Enchantment]]s. The specific enchantment will denote a number of points of Magic Armor that are granted to each [[hit location]].
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From the [[Rulebook]]:
  
# 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>
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{{Ruleblock-start}}<onlyinclude>Magic Armor is provided by some [[Enchantments]]. The specific enchantment will denote a number of points of Magic Armor that are granted to each [[hit location]].
'''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 at 1 point or lower will remain unchanged.''
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# 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 [[Stoneskin]] (2 points of Magic Armor) and [[Barkskin]] (1 point of Magic Armor). Since Stoneskin is the highest value the Magic Armor from Barkskin is ignored. If Stoneskin 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 at 1 point or lower will remain unchanged.''
 
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# Magic Armor may be the target of [[abilities]] that affect [[armor]] such as [[Armor Breaking]], [[Fireball]], etc.
# Magic Armor may be the target of magic or effects that affect armor such as [[Armor Breaking]], [[Fireball]], etc.
 
 
# Magic Armor may be repaired like any other armor.
 
# Magic Armor may be repaired like any other armor.
# Magic Armor covers all locations on a player without any gaps in coverage.
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# Magic Armor covers all [[Hit locations|locations]] on a player without any gaps in coverage.
# 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>
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# Unless it is inherently part of the [[Enchantment]], Magic Armor can never benefit from armor enhancement abilities such as [[Ancestral Armor]] or [[Imbue Armor]].
'''Example:''' ''[[Stoneskin]] is naturally considered [[Ancestral Armor]], but [[Barkskin]] can not benefit from Ancestral Armor in any way.
 
 
# Players may wear more Magic Armor than their [[class]] maximum allows. A class which cannot wear any armor can still wear Magic Armor.
 
# Players may wear more Magic Armor than their [[class]] maximum allows. A class which cannot wear any armor can still wear Magic Armor.
# Unless otherwise noted Magic Armor behaves identically to normal [[armor]].
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# Magic Armor behaves identically to normal [[armor]].
# 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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# The presence of Magic Armor must be declared to any opponents at the beginning of an engagement if possible; Magic Armor should not result in a ‘surprise survival’.
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# Enchantments which grant Magic Armor fail when targeting a player with worn armor. Players may not don worn armor while bearing an enchantment which grants magic armor. (If you are only wearing armor that was rated initially as zero points it may be worn with Magic Armor.)</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}}
  
[[Category: Rulebook Terms]]
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{{Magic and Ability Mechanics Defined}}
[[Category: V8 Magic Rules]]
 
[[Category: Magic Rules]]
 

Latest revision as of 02:15, 20 March 2025

From the Rulebook:

Magic Armor is provided by some Enchantments. The specific enchantment will denote a number of points of Magic Armor that are granted to each hit location.
  1. If Magic Armor is granted from two different sources only the highest value present is used and all others are ignored.
    Example: A player is wearing both Stoneskin (2 points of Magic Armor) and Barkskin (1 point of Magic Armor). Since Stoneskin is the highest value the Magic Armor from Barkskin is ignored. If Stoneskin 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 at 1 point or lower will remain unchanged.
  2. Magic Armor may be the target of abilities that affect armor such as Armor Breaking, Fireball, etc.
  3. Magic Armor may be repaired like any other armor.
  4. Magic Armor covers all locations on a player without any gaps in coverage.
  5. Unless it is inherently part of the Enchantment, Magic Armor can never benefit from armor enhancement abilities such as Ancestral Armor or Imbue Armor.
  6. Players may wear more Magic Armor than their class maximum allows. A class which cannot wear any armor can still wear Magic Armor.
  7. Magic Armor behaves identically to normal armor.
  8. The presence of Magic Armor must be declared to any opponents at the beginning of an engagement if possible; Magic Armor should not result in a ‘surprise survival’.
  9. Enchantments which grant Magic Armor fail when targeting a player with worn armor. Players may not don worn armor while bearing an enchantment which grants magic armor. (If you are only wearing armor that was rated initially as zero points it may be worn with Magic Armor.)
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