Difference between revisions of "Extraordinary"

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From the [[Rulebook]]:
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'''Extraordinary''' is a feature of some [[Ability|Abilities]] which usually differentiates it from [[magical]] abilities. It is denoted by the symbol '''(ex)'''.
  
This [[Ability]] is not magical in nature. It could represent poison from a vial or using a piece of twine to fix a broken arrow.
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From the [[Rules of Play]]:
  
An Ability listed as (ex) which is defined as being an [[Enchantment]] in its Ability definition generally behaves as an Enchantment but does not count towards the [[Enchantment limit|limit of Enchantments]] that may be worn by a player or count for the purposes of [[Attuned]], [[Essence Graft]] or similar magic and abilities.
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{{ruleblock-start}}
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'''(ex): for Extraordinary''': This [[ability]] is not Magical in nature. It could represent poison from a vial or using a piece of twine to fix a broken arrow. An ability listed as (ex) which is defined as being an Enchantment in its ability definition generally behaves as an Enchantment but does not count towards the limit of Enchantments that may be worn by a player. See the definition of Enchantment under the section ‘[[Magic, Abilities, States and Special Effects|Abilities, States, and Special Effects Defined]]' for more information.<ref>{{rulebook|{{CurrentRulebookNumber}}}}, [[Classes Made Easy]]</ref>
  
[[Incantation]]s for Abilities listed as Extraordinary (ex) do not require a free hand.
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Ability Enchantments denoted as Extraordinary (ex) in the class description do not count towards enchantment limits or count for the purposes of
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Attuned, Essence Graft, or similar abilities. A player may not have more than one (ex) enchantment of the same name.<ref>{{rulebook|{{CurrentRulebookNumber}}}}, [[Magic, Abilities, States and Special Effects|Magic and Ability Mechanics Defined]]</ref>
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Incantations listed as Extraordinary (ex) do not require a free hand. <ref>{{rulebook|{{CurrentRulebookNumber}}}}, [[Incantation]]s</ref>
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Special Effects granted to equipment are always Extraordinary. <ref>{{rulebook|{{CurrentRulebookNumber}}}}, [[Effect|Special Effects Defined]]</ref>
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{{ruleblock-end|{{CurrentRulebookNumber}}}}
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<references/>
  
 
[[Category: Rulebook Terms]]
 
[[Category: Rulebook Terms]]
 
[[Category: V8 Magic Rules]]
 
[[Category: V8 Magic Rules]]
 
[[Category: Magic Rules]]
 
[[Category: Magic Rules]]

Latest revision as of 20:12, 11 April 2025

Extraordinary is a feature of some Abilities which usually differentiates it from magical abilities. It is denoted by the symbol (ex).

From the Rules of Play:

(ex): for Extraordinary: This ability is not Magical in nature. It could represent poison from a vial or using a piece of twine to fix a broken arrow. An ability listed as (ex) which is defined as being an Enchantment in its ability definition generally behaves as an Enchantment but does not count towards the limit of Enchantments that may be worn by a player. See the definition of Enchantment under the section ‘Abilities, States, and Special Effects Defined' for more information.[1]

Ability Enchantments denoted as Extraordinary (ex) in the class description do not count towards enchantment limits or count for the purposes of Attuned, Essence Graft, or similar abilities. A player may not have more than one (ex) enchantment of the same name.[2]

Incantations listed as Extraordinary (ex) do not require a free hand. [3]

Special Effects granted to equipment are always Extraordinary. [4]