Difference between revisions of "User:Ignius Alexander/sandbox"

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(Created page with "'''Rulebook Version 8.6.2''' replaced V8.6 'Sappy' as of October 7, 2024. This changelog documents official clarification changes and rules adjustments as part of the "Sappy"...")
 
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'''Rulebook Version 8.6.2''' replaced V8.6 'Sappy' as of October 7, 2024.
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{{:User:Ignius Alexander/sandboxtemplate
 
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|ruleset=V8
This changelog documents official clarification changes and rules adjustments as part of the "Sappy" revision cycle.
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|type=Enchantment
 
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|school=Protection
=== General Changes ===
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|range=Other (Healer)<br>Self (Warrior)
* '''Quality of Life Updates'''
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|incant='''Warrior:'''"May this armor protect thee from all forms of harm."<br>'''Healer:'''"May this armor protect thee from all forms of harm.<br> May the flames of the fire not burn thee.<br>May the bolts from the heavens not strike thee.<br>May the arrows of your enemies not pierce thee.<br>May this armor protect thee from all forms of harm."
** Typo, capitalization, grammar, and wording fixes.
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|materials=[[Enchantment Strip|White strip]]
** Layout and spacing changes.
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|effect=The [[effect]]s of a [[Magic Ball]], [[projectile]] weapon, or [[melee weapon]] which just struck [[armor]] worn by the player are ignored, even if the object would not otherwise affect the armor.<br> The armor loses [[Armor Points|one point of value]] in the [[Hit location|location struck]]. <br>This effect will not trigger if the armor has no points left in the location struck. <br>Ancestral Armor is not expended after use and will continue to provide protection until removed with [[Dispel Magic]] or similar [[abilities]].
** Table of Contents and Index updates.
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|limit=[[Phase Arrow]] and [[Phase Bolt]] interact with armor worn by the bearer as though Ancestral Armor was not present.
** Standardization of Enchantment ranges.
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|note=[[Engulfing]] Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor.
** Reordering of Magic Items after Magic and Abilities sections.
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}}
** Reordering of Magic, Abilities, and Special Effects sections after Battlegames.
 
 
 
=== Hit Locations ===
 
'''Before''': A foot on the ground is not Wounded if struck below the ankle.
 
'''Now''': A foot on the ground is not Wounded if struck below the ankle, and all effects of projectiles and Magic Balls are ignored.
 
 
 
'''Before''': 2. Will not count as a hit and is invalid.
 
'''Now''': 2. A strike to the head is invalid and will not count as a hit.
 
 
 
'''Before''': 3. A Wounded arm may not wield Equipment, cast magic, carry anything, and must be kept out of combat.
 
'''Now''': 3. A Wounded arm may carry equipment but may not wield Equipment or cast magic, and must be kept out of combat.
 
 
 
=== Combat Notes ===
 
'''Before''': If a person is wounded in an arm throwing a shot, or killed, shots they threw into motion before being struck still count as a hit if they land within a half second of being struck.
 
'''Now''': If a person is wounded in an arm that is throwing a shot, or is killed, shots they threw into motion before being struck still count as a hit if the shot lands within a half second of the throwing arm being struck.
 
 
 
'''Before''': Players may always choose to take a Death. Players who take a Death may not return to play except by respawning, may not activate any ‘on death’ Magic and Abilities such as True Grit.
 
'''Now''': Players may always choose to take a Death. Players who take a Death may not return to play except by respawning, may not activate any ‘on death’ Magic and Abilities such as Phoenix Tears.
 
 
 
=== Calling Your Shots ===
 
* '''Addition''': Visually indicate that you are dead by placing your hand or weapon on or above your head.
 
 
 
=== Armor Combat Rules ===
 
* '''Addition''': A hit to armor from a weapon, Magic Ball, etc. with the Siege Special Effect.
 
 
 
=== Equipment Adjustments ===
 
'''Before''': Each end of a Double-Ended long weapon must be padded 1/3 the total length of the weapon.
 
'''Now''': Each end of a Double-Ended long weapon must be padded 1/3 the total length of the weapon, continuous from the tip.
 
 
 
'''Before''': Siege Weapons that fire a single projectile will kill a Player and Destroy all their carried equipment if the projectile touches a Player.
 
'''Now''': Siege Weapons that fire a single projectile will impart the Siege special effect.
 
 
 
=== Class Abilities ===
 
'''Before''': Cancel (1st level ability in multiple classes)
 
'''Now''': (Removed)
 
 
 
'''Before''': Monk Armor: None
 
'''Now''': Monk Armor: 1pt
 
 
 
'''Before''': Resurrect: Target Dead player who has not moved from where they died.
 
'''Now''': Resurrect: Target Dead player who has not moved more than 5' from where they died.
 
 
 
=== Magic and Abilities ===
 
'''Before''': Song of Deflection - Bearer does not receive Wounds from ammunition, thrown javelins, rocks, and throwing weapons.
 
'''Now''': Bearer is unaffected by ammunition, thrown javelins, rocks, and throwing weapons. Engulfing effects from those objects, such as Pinning Arrow, do not affect the player.
 
 
 
'''Before''': Fireball will have one of the following effects:
 
1. A weapon hit is destroyed.
 
2. A shield hit is subject to Shield Destroying.
 
3. Armor hit with Armor Points remaining is subject to Armor Destroying.
 
4. A player hit receives a Wounds Kill Wound to that hit location.
 
'''Now''': Fireball will have one of the following effects:
 
1. A weapon hit is destroyed.
 
2. A shield hit is subject to Shield Destroying.
 
3. Armor hit with Armor Points remaining is subject to Armor Destroying.
 
4. A player hit dies.
 
 
 
'''Before''': Greater Resurrect - Target Dead player who has not moved from where they died is returned to life.
 
'''Now''': Greater Resurrect - Target Dead player who has not moved more than 5' from where they died is returned to life.
 
 
 
=== Enchantments ===
 
'''Before''': Enchantments on the player are retained upon death.
 
'''Now''': Enchantments on the player are retained upon death except non-persistent enchantments.
 
 
 
'''Before''': Undead Minion - Bearer does not die or respawn as normal.
 
'''Now''': When the bearer dies, they must return to the caster. While enchanted, the caster gains Raise Dead (Unlimited) which can only be cast with the bearer as the target.
 
 
 
=== Additional Archetypes ===
 
* '''Guardian''' - Gain Imbue Shield (Touch) 1/Life (m) and Martyr (Other) 2/Life Charge x3 (ex).
 
* '''Justicar''' - Gain Smite 1/Life Charge x10 (m). May not wield Shields.
 
* '''Ruffian''' - Regain a use of Coup de Grace if you successfully cast Assassinate after killing a player with a thrown weapon.
 
* '''Sniper''' - Gain Precision (Ambulant) (Unlimited) (ex).
 
 
 
== Conclusion ==
 
These updates refine and clarify the rules, improving gameplay balance and consistency. If you have questions, please refer to the updated rulebook.
 

Revision as of 15:56, 25 February 2025

Type
Enchantment
School
Protection
Range
Other (Healer)
Self (Warrior)
Incantation
Warrior:"May this armor protect thee from all forms of harm."
Healer:"May this armor protect thee from all forms of harm.
May the flames of the fire not burn thee.
May the bolts from the heavens not strike thee.
May the arrows of your enemies not pierce thee.
May this armor protect thee from all forms of harm."
Materials
White strip
Effects
The effects of a Magic Ball, projectile weapon, or melee weapon which just struck armor worn by the player are ignored, even if the object would not otherwise affect the armor.
The armor loses one point of value in the location struck.
This effect will not trigger if the armor has no points left in the location struck.
Ancestral Armor is not expended after use and will continue to provide protection until removed with Dispel Magic or similar abilities.
Limitations or Restrictions
Phase Arrow and Phase Bolt interact with armor worn by the bearer as though Ancestral Armor was not present.
Notes
Engulfing Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor.