V9:Range

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

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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.




Range

Range indicates the maximum distance at which an ability can be successfully cast. Targets must be within this range at the completion of the incantation.

The different ranges are:

  • 5ft / 20ft: Most abilities fall into one of these two ranges.
    • They have a maximum range as indicated, in feet.
    • This range is measured loosely from the core of the caster to the core of the target. Extending limbs will not bring you or your target closer together.
    • Range measurements are inclusive. Being exactly 20ft away from a caster is IN range of a 20ft ability.
    • Ranged casting should not require a third-party observer or measuring device to resolve. Players are expected to familiarize themselves with these distances to better judge ranges quickly mid-combat. When in doubt, just do your best, act in good faith.
    • Abilities with 20ft ranges can be cast on anyone unless specifically indicated otherwise.
    • Abilities with 5ft ranges will always include who it can target - in the form of (Other), (Any), or (Self).
      • Abilities with a range of "5ft (Any)" can be cast on anyone.
      • Abilities with a range of "5ft (Other)" can only be cast on other players. They cannot be cast on oneself.

  • Self: Abilities with a range of "5ft (Self)" or just "Self" can only be cast on oneself.

  • Strike: Abilities with a range of Strike require their target to be struck by a specific material component to impart its effects.
    • Abilities with a range of Strike do not need to identify targets when casting.
    • The strike can be made from any distance as long as it is a valid strike. For example, a spellball can affect a target 500ft away if the caster is able to throw it that far.
    • The exact component required will be listed under the Material Components section of the ability.

  • Unlimited: These abilities have no maximum range, however they typically have some sort of prerequisite or limit to restrict who they can actually target.


See "Casting" to learn how range plays a part in casting abilities.


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