Difference between revisions of "Magic Balls/MagicMechanics"

From AmtWiki
(Created definition subpage)
 
Line 1: Line 1:
 
Magic Balls which are thrown and strike a player or object can have various effects.
 
Magic Balls which are thrown and strike a player or object can have various effects.
Unless otherwise noted:
+
# Players may only carry or bring on to the battlefield  a number of Magic Balls up to the maximum uses allowed to them.
# Players may only bring a number of Magic Balls on to the battlefield equal to the maximum uses allowed to them. Likewise, players may also only carry up to that amount at any given time.
+
#*Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner’s [[base]]. They may also grant other players permission to use their Magic Balls if the other player has the ability to do so.
#*Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner’s [[base]]. They may also grant other players permission to use their Magic Balls if the other person has the ability to do so.
+
# A Magic Ball must be held in the caster's hand by the end of the [[incantation]] to become active.
# A Magic Ball must be held in the caster's hand by the end of the [[Incantation]].
+
# A Magic Ball will become inactive if the caster begins an incantation or the Magic Ball stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a [[weapon]] or [[shield]] in a hand that is also holding an active Magic Ball.
# Once a Magic Ball’s Incantation has been said, it is considered active until it hits a Player, Wielded [[Equipment]], or [[Terrain]]. It will also become inactive if the caster begins an incantation or the material component stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a [[weapon]] or [[shield]] in a hand that is also holding an active Magic Ball.
 
 
# A player may only have one Magic Ball active at a time.
 
# A player may only have one Magic Ball active at a time.
# Magic Balls of the [[Subdual (School)|Subdual]] School have no effect on [[equipment]] that is not being carried.
+
# Magic Balls of the [[Subdual (School)|Subdual School]] have no effect on [[equipment]] that is not being carried.
 
#* '''Example:''' ''You may not Iceball a player’s shield if it is not being wielded or carried by them.''
 
#* '''Example:''' ''You may not Iceball a player’s shield if it is not being wielded or carried by them.''
# Magic Balls discharge and attempt to affect the first Player, Wielded [[Equipment]], or [[Terrain]] they hit; Magic Balls are not [[engulfing]] unless noted.
+
# Magic Balls discharge and attempt to affect the first valid player or wielded [[equipment]] they strike, if any, before deactivating upon striking the terrain. Magic Balls are not [[Engulfing]] unless noted.
# Barring any Enchantments or magical effects, garb strikes count as hitting the player if the Magic Ball would have continued on to hit the player.
+
# Garb strikes count as hitting the player if the Magic Ball would have continued on to hit the player.
 
#* '''Example:''' ''You may not block [[Lightning Bolt]]s with your cloak.''
 
#* '''Example:''' ''You may not block [[Lightning Bolt]]s with your cloak.''
# Magic Balls do not damage [[armor]] unless otherwise noted.
+
# Magic Balls are not stopped by [[Protection from Projectiles]], [[Song of Deflection]], or other similar abilities.
# Magic Balls are not stopped by [[Protection from Projectiles]] and other similar magic and abilities.
 

Revision as of 02:11, 17 February 2025

Magic Balls which are thrown and strike a player or object can have various effects.

  1. Players may only carry or bring on to the battlefield a number of Magic Balls up to the maximum uses allowed to them.
    • Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner’s base. They may also grant other players permission to use their Magic Balls if the other player has the ability to do so.
  2. A Magic Ball must be held in the caster's hand by the end of the incantation to become active.
  3. A Magic Ball will become inactive if the caster begins an incantation or the Magic Ball stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a weapon or shield in a hand that is also holding an active Magic Ball.
  4. A player may only have one Magic Ball active at a time.
  5. Magic Balls of the Subdual School have no effect on equipment that is not being carried.
    • Example: You may not Iceball a player’s shield if it is not being wielded or carried by them.
  6. Magic Balls discharge and attempt to affect the first valid player or wielded equipment they strike, if any, before deactivating upon striking the terrain. Magic Balls are not Engulfing unless noted.
  7. Garb strikes count as hitting the player if the Magic Ball would have continued on to hit the player.
  8. Magic Balls are not stopped by Protection from Projectiles, Song of Deflection, or other similar abilities.