Invulnerability

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This rule is outdated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: