Ability

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Powers or skills that must be activated to be used.

  1. Ability Enchantments denoted as Magical (m) in the class description count towards the bearers limit for carried Enchantments. May be removed by Magic that removes Enchantments, such as Dispel Magic.
  2. 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 magic and abilities. May be removed by Magic that removes Enchantments, such as Dispel Magic. A player may not have more than one (ex) enchantment of the same name.
  3. Unless otherwise specified, Ability enhanced equipment cannot be used except by the player who enhanced the equipment. For instance: an Archer cannot loan their Poison Arrow to another player, even another Archer.
  4. Abilities that are denoted as Ambulant in the class description do not require the statement of ‘Ambulant’ before their incantation.
  5. Ability Incantations follow all the rules of magical Incantations unless otherwise noted. Incantations for Abilities listed as Extraordinary (ex) do not require a free hand.
  6. Abilities granted via an Enchantment retain the original School of the Ability, not the School of the Enchantment.
  7. Ongoing Effects are effects applied by Abilities where the effect lasts for some specified duration (Examples: Fight After Death, Heat Weapon, and Shake it Off) or for an indefinite duration (Examples: Amplification, Elemental Barrage, and Shove).

See Magic, Abilities, States and Special Effects for further explanation, and a list of all spells and abilities.