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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A type of [[Armor]]
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''From the [[Rulebook]] [[Glossary]]:''
===Description from the [[Dor Un Avathar]]===
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===Description===
This type of protection differs from [[Invulnerable Armor]] in that each point of Invulnerability covers the entire creature, just like the [[Protect spell]]. Unless detailed otherwise in the Monster entry, Invulnerability cannot normally be [[Heal|Healed]] or [[Mended|Mend]] in any way (the main exception to this are [[Amorphous]] type creatures, q.v.)
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A form of protection from battlefield effects, consisting of the following properties:
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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]], [[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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*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 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 may not be [[Mend|Mended]].<br>
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'''Magic/Effects that are negated by subtracting one point of invulnerability:
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*A blow from any melee weapon
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*A blow from any [[projectile]] weapon
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*A blow from a [[siege weapon]]
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*[[Acid Bolt]]
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*Any offensive [[monster]] effect
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*[[Awe/Fear]]
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*[[Call Lightning]]
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*[[Charm]]
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*[[Confusion]]
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*[[Doomsday]]
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*[[Earth Bind]]
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*[[Entangle]]
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*[[Feeblemind]]
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*[[Finger of Death]]
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*[[Fireball]]
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*[[Flamewall]]
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*[[Hold Person]]
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*[[Iceball]]
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*[[Immolation]]
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*[[Killing Grounds]]
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*[[Lightning Bolt]]
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*[[Lost]]
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*[[Magic Bolt]]
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*[[Mass Sleep]]
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*[[Mutual Destruction]]
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*Paralyzation
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*[[Petrify]]
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*[[Shove]]
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*[[Sleep]]
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*[[Sphere of Annihilation]]
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*[[Stun]]
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*[[Teleport]]
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*[[Thornwall]]
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*[[Touch of Death]]
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*[[Touch of Paralyzation]]
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*[[Wounding]]
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*[[Yield]]
  
[[Category : Rulebook Terms]]
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[[Category : Rulebook Terms]] [[Category: Glossary Terms]]
 
[[Category: Amtgard Things]][[Category: Amtgard Terms]]
 
[[Category: Amtgard Things]][[Category: Amtgard Terms]]

Revision as of 20:46, 6 October 2008

From the Rulebook 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, 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.
  • 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.
  • Invulnerability is only used up when it stops something that would actually affect the bearer. An Anti-Paladin who is immune to fire and wearing invulnerability, will not lose a point of invulnerability when struck by a Fireball.
  • Invulnerability may not be Mended.

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