Thrown Weapons
From AmtWiki
Contents
From the V8 Rulebook
Light Thrown
These weapons represent throwing daggers and the like.
- Between 2.5” and 6” in total length.
- All parts must be Strike-Legal.
- These weapons are exempt from a minimum foam depth for Strike-Legal.
- May be covered in non-abrasive cloth tape instead of cloth.
- Duct tape may not be used as a cover.
- Will score a hit from any portion of the weapon.
- May not be of a color and shape which may reasonably be confused with a Magic Ball.
Heavy Thrown
These weapons represent throwing axes and the like.
- Between 9” and 18” in total length.
- All parts must be Strike-Legal.
- These weapons are exempt from a minimum foam depth for Strike-Legal.
- May be covered in non-abrasive cloth tape instead of cloth.
- Duct tape may not be used as a cover.
- Will score a hit from any portion of the weapon.
Rocks
- Must be at least 10” in each dimension.
- All parts must be Strike-Legal.
- These weapons are exempt from a minimum foam depth for Strike-Legal.
- May be covered in non-abrasive cloth tape instead of cloth.
- Duct tape may not be used as a cover.
- Will score a hit from any portion of the weapon.
- Hits from Rocks are Armor Breaking and Shield Crushing.
- Items that meet the criteria to be classified as a Rock may not also be classified as Heavy Thrown.
Javelins
Javelins are a hybrid throwing/melee weapon. They are considered a melee weapon when wielded, but are considered a projectile otherwise. Destroyed Javelins cannot be wielded nor thrown. Javelins are only available to those classes explicitly granted Javelins.
- Between 36” and 72” long.
- Must have between 6” and 12” of Strike-Legal.
- Must be padded along their entire length.
- May be thrown and used in melee (including blocking).
- Stab only for both melee and throwing.
- Hits from Javelins when thrown are Armor Breaking and Shield Crushing.
- Must strike point-first to score a hit.
- Must have a rigid core.
- Pommel is not required to meet the requirements for a stabbing tip.
- May be Double-Ended.
Magic Balls
From the Rulebook
Thrown Weapons
Thrown Weapons Light Thrown · Heavy Thrown · Rocks · Javelins · Magic Balls
Projectiles Thrown Weapons · Ammunition
Weapon Types, Shields, and Equipment Melee · Shields · Projectiles · Bow · Siege Weapons · Other Equipment
Magic and Ability Mechanics Defined
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
Name | Color | School |
---|---|---|
Abeyance | Green | Subdual |
Entangle | Brown | Subdual |
Fireball | Red | Flame |
Force Bolt | Blue | Sorcery |
Iceball | White | Subdual |
Lightning Bolt | Yellow | Flame |
Phase Bolt | Grey | Sorcery |
Sphere of Annihilation | Black | Sorcery |
Suppression Bolt | Purple | Subdual |
Additional notes:
- Effects and States caused by Magic Balls last 60 seconds.
- Starting an Incantation renders the player’s active Magic Balls inactive.
See Also
Missile Block
Ancestral Armor
Harden
Greater Harden
Engulfing
Magic Balls |
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Anti-Paladin: Fireball 6
Druid: Entangle 1 · Force Bolt 2 · Iceball 4 Healer: Entangle 2 · Iceball 3 · Abeyance 5 Monk: Force Bolt 6 · Suppression Bolt 6 Wizard: Force Bolt 1 · Entangle 2 · Suppression Bolt 2 · Iceball 3 · Lightning Bolt 3 · Fireball 4 · Phase Bolt 5 · Sphere of Annihilation 6 |
See Also: