Magic Ball (Type)

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For a listing of all magic and abilities of the magic ball type, see: Magic Balls

Construction

These are thrown to represent various magical attacks and are not projectile weapons but follow the same construction requirements except as noted below.

  1. Must be a spherical object at least 2.5” in diameter.
  2. Must have a streamer between 1” and 6” long.
  3. All parts must be Strike-Legal.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  4. Will score a hit from any portion of the object.

Use

Magic Balls Listing
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

Magic Balls which are thrown and strike a player or object can have various effects. Unless otherwise noted:

  1. A magic-user may physically carry only the number of Magic Balls purchased. Pages and other players may not carry extra Magic Balls for magic-users.
  2. Once a Magic Ball’s Incantation has been said, it is considered active until thrown or interrupted.
  3. A player may only have one Magic Ball active at a time.
  4. Magic Balls of the Subdual School have no effect on equipment that is not being carried.
    • Example: You may not Iceball a player’s shield if it is not being wielded or carried by them.
  5. Magic Balls discharge after the first Player, Wielded Equipment, or Terrain they hit.
  6. Magic Balls affect only the player or object struck; Magic Balls are not engulfing unless noted.
  7. 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.
  8. Magic Balls do not damage armor unless otherwise noted.
  9. Magic Balls are not stopped by Protection from Projectiles, Missile Block, and other similar magic and abilities.

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

Magic Ball Block
Ancestral Armor
Harden
Greater Harden
Engulfing


Magic Balls
Bard: None
Druid: Entangle 1 · Iceball 2 · Force Bolt 4
Healer: Entangle 2 . Iceball 3 . Abeyance 5
Wizard: Force Bolt 1 · Entangle 2 · Suppression Bolt 2 · Iceball 3 · Lightning Bolt 3 · Fireball 4 · Phase Bolt 5 · Sphere of Annihilation 6
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