Difference between revisions of "Invulnerability"

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(Revised page to its proper Glossary definition (previous version was Natural Invulnerability for Monsters))
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''From the [[Rulebook]] [[Glossary]]:''
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===This rule is outdated===
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''From the [[Rulebook (V7)]] [[Glossary]]:''
 
===Description===
 
===Description===
 
A form of protection from battlefield effects, consisting of the following properties:
 
A form of protection from battlefield effects, consisting of the following properties:
*One point of invulnerability will negate one hit to a person. A hit is defined as something that could damage or hinder the target, such as: [[Entangle]], [[Fireball]], a melee weapon strike, Siege Weapon strike, etc. Effects that are not stopped by invulnerability include [[Teleport]], [[Honor Duel]], and any strictly beneficial magic such as [[Heal]] or [[Cure Poison]].
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*One point of invulnerability will negate one hit to a person. A hit is defined as something that could damage or hinder the target, such as: [[Entangle (V7)]], [[Fireball (V7)]], a melee weapon strike, Siege Weapon strike, etc. Effects that are not stopped by invulnerability include [[Teleport (V7)]], [[Honor Duel (V7)]], and any strictly beneficial magic such as [[Heal (V7)]] or [[Cure Poison (V7)]].
*Invulnerability is considered to be skin tight and does not extend to equipment worn or carried. i.e. it will not prevent weapons nor armor from being affected by magic or damage; however, it will prevent an effect from carrying through to a player from his equipment. Invulnerability is not sectionalized like [[armor]].
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*Invulnerability is considered to be skin tight and does not extend to equipment worn or carried. i.e. it will not prevent weapons nor armor from being affected by magic or damage; however, it will prevent an effect from carrying through to a player from his equipment. Invulnerability is not sectionalized like [[armor (V7)]].
*Invulnerability is only used up when it stops something that would actually affect the bearer. An [[Anti-Paladin]] who is immune to [[Flame|fire]] and wearing invulnerability, will not lose a point of invulnerability when struck by a [[Fireball]].
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*Invulnerability is only used up when it stops something that would actually affect the bearer. An [[Anti-Paladin (V7)]] who is immune to [[Flame (V7)|fire]] and wearing invulnerability, will not lose a point of invulnerability when struck by a [[Fireball (V7)]].
*Invulnerability may not be [[Mend|Mended]].<br>
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*Invulnerability may not be [[Mend (V7)|Mended]].<br>
 
'''Magic/Effects that are negated by subtracting one point of invulnerability:
 
'''Magic/Effects that are negated by subtracting one point of invulnerability:
 
*A blow from any melee weapon
 
*A blow from any melee weapon
*A blow from any [[projectile]] weapon
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*A blow from any [[projectile (V7)]] weapon
*A blow from a [[siege weapon]]
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*A blow from a [[siege weapon (V7)]]
*[[Acid Bolt]]
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*[[Acid Bolt (V7)]]
*Any offensive [[monster]] effect
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*Any offensive [[monster (V7)]] effect
*[[Awe/Fear]]
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*[[Awe/Fear (V7)]]
*[[Call Lightning]]
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*[[Call Lightning (V7)]]
*[[Charm]]
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*[[Charm (V7)]]
*[[Confusion]]
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*[[Confusion (V7)]]
*[[Doomsday]]
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*[[Doomsday (V7)]]
*[[Earth Bind]]
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*[[Earth Bind (V7)]]
*[[Entangle]]
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*[[Entangle (V7)]]
*[[Feeblemind]]
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*[[Feeblemind (V7)]]
*[[Finger of Death]]
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*[[Finger of Death (V7)]]
*[[Fireball]]
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*[[Fireball (V7)]]
*[[Flamewall]]
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*[[Flamewall (V7)]]
*[[Hold Person]]
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*[[Hold Person (V7)]]
*[[Iceball]]
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*[[Iceball (V7)]]
*[[Immolation]]
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*[[Immolation (V7)]]
*[[Killing Grounds]]
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*[[Killing Grounds (V7)]]
*[[Lightning Bolt]]
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*[[Lightning Bolt (V7)]]
*[[Lost]]
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*[[Lost (V7)]]
*[[Magic Bolt]]
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*[[Magic Bolt (V7)]]
*[[Mass Sleep]]
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*[[Mass Sleep (V7)]]
*[[Mutual Destruction]]
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*[[Mutual Destruction (V7)]]
 
*Paralyzation
 
*Paralyzation
*[[Petrify]]
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*[[Petrify (V7)]]
*[[Shove]]
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*[[Shove (V7)]]
*[[Sleep]]
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*[[Sleep (V7)]]
*[[Sphere of Annihilation]]
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*[[Sphere of Annihilation (V7)]]
*[[Stun]]
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*[[Stun (V7)]]
*[[Teleport]]
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*[[Teleport (V7)]]
*[[Thornwall]]
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*[[Thornwall (V7)]]
*[[Touch of Death]]
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*[[Touch of Death (V7)]]
*[[Touch of Paralyzation]]
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*[[Touch of Paralyzation (V7)]]
*[[Wounding]]
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*[[Wounding (V7)]]
*[[Yield]]
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*[[Yield (V7)]]
  
[[Category : Rulebook Terms]] [[Category: Glossary Terms]]
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[[Category:Outdated]] [[Category: Glossary Terms]]
 
[[Category: Amtgard Things]][[Category: Amtgard Terms]]
 
[[Category: Amtgard Things]][[Category: Amtgard Terms]]

Revision as of 16:11, 26 March 2015

This rule is outdated

From the Rulebook (V7) Glossary:

Description

A form of protection from battlefield effects, consisting of the following properties:

  • One point of invulnerability will negate one hit to a person. A hit is defined as something that could damage or hinder the target, such as: Entangle (V7), Fireball (V7), a melee weapon strike, Siege Weapon strike, etc. Effects that are not stopped by invulnerability include Teleport (V7), Honor Duel (V7), and any strictly beneficial magic such as Heal (V7) or Cure Poison (V7).
  • Invulnerability is considered to be skin tight and does not extend to equipment worn or carried. i.e. it will not prevent weapons nor armor from being affected by magic or damage; however, it will prevent an effect from carrying through to a player from his equipment. Invulnerability is not sectionalized like armor (V7).
  • Invulnerability is only used up when it stops something that would actually affect the bearer. An Anti-Paladin (V7) who is immune to fire and wearing invulnerability, will not lose a point of invulnerability when struck by a Fireball (V7).
  • Invulnerability may not be Mended.

Magic/Effects that are negated by subtracting one point of invulnerability: