Difference between revisions of "Magic Armor"
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− | {{Ruleblock-start}}<onlyinclude> | + | 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]]. | + | |
+ | {{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]]. | ||
# 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.'' | # 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.'' | ||
− | # Magic Armor may be the target of | + | # Magic Armor may be the target of [[abilities]] 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 [[Hit locations|locations]] on a player without any gaps in coverage. | # Magic Armor covers all [[Hit locations|locations]] on a player without any gaps in coverage. | ||
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# Magic Armor behaves identically to normal [[armor]]. | # Magic Armor behaves identically to normal [[armor]]. | ||
# 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’. | # 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’. | ||
− | # 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.) | + | # 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}}}} |
− | </onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}} | ||
− | {{ | + | {{Magic and Ability Mechanics Defined}} |
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Latest revision as of 02:15, 20 March 2025
From the Rulebook:
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