Difference between revisions of "Abilities, Extraordinary"

From AmtWiki
(Created page)
 
(Revised links)
Line 1: Line 1:
 
''From the [[Rulebook]] [[Glossary]]:''<br>
 
''From the [[Rulebook]] [[Glossary]]:''<br>
In many cases, these abilities are activated, act just like magic, and are written in the same way. To be initially activated, these require the player to stand still as per casting magic--unless otherwise noted. If a [[Magic School|School]] is listed, treat that ability as belonging to that magic School for the purpose of immunities. Otherwise, only [[invulnerability]] will protect from the ability (though some have [[immunity]] to [[poison]] and traps, and thus are unaffected by them). These are non-magical in nature and are never considered [[enchantments]]--even if based on an Enchantment’s description. Extraordinary abilities may not be [[Dispel Magic|dispelled]].
+
In many cases, these abilities are activated, act just like magic, and are written in the same way. To be initially activated, these require the player to stand still as per casting magic--unless otherwise noted. If a [[School of Magic|School]] is listed, treat that ability as belonging to that magic School for the purpose of immunities. Otherwise, only [[invulnerability]] will protect from the ability (though some have [[immunity]] to [[poison]] and traps, and thus are unaffected by them). These are non-magical in nature and are never considered [[enchantments]]--even if based on an Enchantment’s description. Extraordinary abilities may not be [[Dispel Magic|dispelled]].
  
 
''See Also: [[Extraordinary Abilities|Extraordinary]]
 
''See Also: [[Extraordinary Abilities|Extraordinary]]
 
[[Category: Amtgard Terms]] [[Category: Amtgard Things]] [[Category: Rulebook Terms]]
 
[[Category: Amtgard Terms]] [[Category: Amtgard Things]] [[Category: Rulebook Terms]]

Revision as of 05:40, 28 August 2008

From the Rulebook Glossary:
In many cases, these abilities are activated, act just like magic, and are written in the same way. To be initially activated, these require the player to stand still as per casting magic--unless otherwise noted. If a School is listed, treat that ability as belonging to that magic School for the purpose of immunities. Otherwise, only invulnerability will protect from the ability (though some have immunity to poison and traps, and thus are unaffected by them). These are non-magical in nature and are never considered enchantments--even if based on an Enchantment’s description. Extraordinary abilities may not be dispelled.

See Also: Extraordinary