Difference between revisions of "School of Magic"

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==From the [[Rulebook]]==
 
==From the [[Rulebook]]==
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{{Ruleblock-start}}<onlyinclude>[[Abilities]] are divided into Schools. Each School specializes in a certain genre of magic and typically the [[effects]] of the different abilities within a School are similar.
[[Abilities]] are divided into Schools. Each School specializes in a certain genre of magic and typically the [[effects]] of the different abilities within a School are similar.
 
  
 
=====[[:Category:Command School|Command]]=====
 
=====[[:Category:Command School|Command]]=====
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{{:Spirit (School)}}
 
{{:Spirit (School)}}
 
=====[[:Category:Subdual School|Subdual]]=====
 
=====[[:Category:Subdual School|Subdual]]=====
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{{:Subdual (School)}}</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}}
  
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{{V8 Rules Sections}}
 
[[Category: V8 Rules Sections]]
 
 
''See also [[Immune]] and [[Resistant]]''
 
''See also [[Immune]] and [[Resistant]]''
 
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{{Magic and Ability Mechanics Defined}}
[[Category: Amtgard Things]]
 
[[Category: Rulebook Terms]]
 
[[Category: V8 Magic Rules]]
 
[[Category: Magic Rules]]
 

Latest revision as of 02:30, 20 March 2025

From the Rulebook

Abilities are divided into Schools. Each School specializes in a certain genre of magic and typically the effects of the different abilities within a School are similar.
Command

Typically compels or forbids action. All offensive magic and abilities from the Command School are Verbals and have the word “Command” in the incantation.

Death

Typically causes injury or destruction. Most abilities from the Death School have the word "Death" in the incantation.

Flame

Typically causes injury or destruction. Most abilities from the Flame School have the word “Flame” in the incantation.

Neutral

Typically has effects that alter game rules for the user in some manner and do not directly affect other players.

Protection

Typically prevents injury or destruction. There are no offensive abilities in the Protection School.

Sorcery

May cause any effect, serving as a catch-all School. Many abilities from the Sorcery School have the word "Power" in the incantation.

Spirit

Typically supportive abilities pertaining to injuries, death, and other ill affects. Many abilities from the Spirit School have the word "Spirit" in the incantation.

Subdual
Typically prevents movement or actions. All abilities in the Subdual School are Magic Balls.

See also Immune and Resistant

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