Magic Ball

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From the Rulebook section Amtgard Magic

The Rules of Magic Balls

  1. A magic-user may physically carry no more than 12 magical balls, total. Pages and other players may not carry extra magical balls for magic-users.
  1. A magic-user may have only one type of magical ball charged at a time. “Remain ActiveFireballs do not count for this purpose.
  1. When an item is struck by multiple simul-cast magical balls, only the first magical ball from that group affects that item; i.e. a shield hit by two simul-cast Lightning Bolts is simply destroyed, but the wielder is unharmed. This rule does not apply to armor; i.e. if a player wearing torso armor and two Protect is struck in the torso armor by two simul-cast Ice Ball, he loses both of his protects.
  1. When a Lightning Bolt, Fireball, or similar destructive magical ball strikes a player in a location covered by armor, the armor is destroyed in that hit location and the magic affects the player as normal unless otherwise noted. Magical balls that deal damage (such as Magic Bolt) affect armor as normal per projectiles unless otherwise noted.
  1. Magical balls of the Subdual School have no effect on equipment that is not being carried. Example: You may not Iceball a players shield if it is not being wielded or carried by them.
  1. Magic balls, except where explicitly noted, only affect the first thing they hit.
  1. Unless otherwise noted, magical balls are not engulfing.
  1. Barring any enchantments or magical effects, garb strikes count as hitting the player if the magic ball would have continued on to hit the player. i.e. You may not block Lightning Bolts with your cloak.

Listing of Magic Balls

Instructions on how to make Spellballs

[IMU's Instructions]