V9:Spellballs (Ability)

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Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

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- The Project Phoenix (V9) Development Team

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




Spellballs

A set of Spellballs

Spellballs are color-coded projectiles that can impart damage and other effects.

  1. To use a Spellball, it must be primed before being thrown at a target.

  2. Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.

  3. Once primed, a spellball can be held indefinitely before throwing, however it will cease to be primed if the physical ball is no longer held by the caster (except while passing from one hand to another), if the caster begins casting another ability, or if the caster dies.

  4. A player can only have one Spellball primed at a time.

  5. Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.

  6. Spellballs that are thrown without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical ball still strikes a target.

  7. Spellballs use the ‘Ball’ frequency. See 'Frequency' for more details.

V8 Transition Note: Spellballs are projectile weapons and can be blocked with Missile Block and resisted by Blessing Against Projectiles or similar abilities.


Spellball Construction




General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary