Difference between revisions of "Effect"
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− | {{Ruleblock-start}}<onlyinclude> | + | ==From the [[Rulebook]]== |
− | '''Special Effects''' are a common language used to define battlefield events. Special Effects typically trigger when a player or object is hit by a [[weapon]], [[Magic Ball]], or targeted by a completed [[Verbal]]. A single event typically only has one relevant Special Effect. For instance a [[Destruction Arrow]] is both [[Armor Destroying]] and [[Shield Destroying]], but there is no situation in which both of those matter simultaneously. Likewise a sword may be both [[Armor Breaking]] and [[Wounds Kill]], but players are not affected by Armor Breaking and [[armor]] is not affected by Wounds Kill. | + | {{Ruleblock-start}}<onlyinclude>'''Special Effects''' are a common language used to define battlefield events. Special Effects typically trigger when a player or object is hit by a [[weapon]], [[Magic Ball]], or targeted by a completed [[Verbal]]. A single event typically only has one relevant Special Effect. For instance a [[Destruction Arrow]] is both [[Armor Destroying]] and [[Shield Destroying]], but there is no situation in which both of those matter simultaneously. Likewise a sword may be both [[Armor Breaking]] and [[Wounds Kill]], but players are not affected by Armor Breaking and [[armor]] is not affected by Wounds Kill. |
When using a [[melee weapon]] which causes a Special Effect you must declare it to your opponent at the beginning of an engagement and periodically during the engagement when reasonable. | When using a [[melee weapon]] which causes a Special Effect you must declare it to your opponent at the beginning of an engagement and periodically during the engagement when reasonable. | ||
− | '''Example:''' ''A [[Barbarian]] moving to engage an unarmored [[Scout]] need not | + | '''Example:''' ''A [[Barbarian]] moving to engage an unarmored [[Scout]] need not declare ‘Armor Breaking’; however if an armored [[Paladin]] moves into the engagement the Barbarian should declare ‘Armor Breaking’ at their soonest reasonable opportunity. The game flows more smoothly and everybody has more fun when Special Effects are stated ahead of time rather than kept as surprises. |
Special Effects granted to equipment are always [[Extraordinary]]. They have no associated [[School]], except for [[Wounds Kill]], which is always of the [[Death (School)|Death School]]. | Special Effects granted to equipment are always [[Extraordinary]]. They have no associated [[School]], except for [[Wounds Kill]], which is always of the [[Death (School)|Death School]]. | ||
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{{:Weapon Destroying}} | {{:Weapon Destroying}} | ||
====[[Wounds Kill]]==== | ====[[Wounds Kill]]==== | ||
− | {{:Wounds Kill}} | + | {{:Wounds Kill}}</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}} |
− | </onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}} | ||
{{Noticebox/Clarification| | {{Noticebox/Clarification| | ||
* Special Effects granted to equipment via Enchantments are always Extraordinary. They have no associated School, except for Wounds Kill, which is always of the Death School. [https://docs.google.com/document/d/1F0tiuX1cNTBqj4Y3SbRlpsXhASB25I8x6w9RJ7La7VE]}} | * Special Effects granted to equipment via Enchantments are always Extraordinary. They have no associated School, except for Wounds Kill, which is always of the Death School. [https://docs.google.com/document/d/1F0tiuX1cNTBqj4Y3SbRlpsXhASB25I8x6w9RJ7La7VE]}} | ||
− | + | {{Magic, Abilities, States and Special Effects}} | |
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Revision as of 17:19, 19 March 2025
Contents
From the Rulebook
Magic, Abilities, States and Special Effects Magic and Ability Mechanics Defined · States Defined · Special Effects Defined