Calls and Effects

 

 

 

Damage Effects.
Affect Damage.
Call: 'affect <target group>'
Some unusual weapons are particularly dangerous to a specific type of target. Such weapons will inflict damage upon any creature of the named type that can be harmed by normal or enchanted damage, whether blunt or sharp. For example, a sword inflicting affect damage on unliving will affect skeletons even though they are normally immune to sharp damage. No other damage effects can be combined with affect damage. Against any beings other than members of the named target group, affect weapons inflict normal damage. Affect damage will not harm creatures that can only be hurt by artefact damage, even if they are members of the target group.

Blunt and Sharp Damage.
Call: 'sharp' or 'blunt'
Certain types of creature are immune to blows from either sharp or blunt weapons. For example, all types of zombie are immune to blunt weapons even if they are enchanted. Only artefact or affect unliving damage will hurt a zombie when delivered with a blunt weapon. Unless specially made to inflict both sharp and blunt damage, a weapon can do either blunt or sharp damage and not both. The hilts of daggers and swords, or the hafts of pole-arms cannot be used to inflict blunt damage. It is not necessary to use these calls when fighting against normal creatures that will be affected by both sharp and blunt attacks equally.

Cause Wound.
Call: 'cause wound'
This will inflict one hit of normal through damage on the indicated body location. This wound will only affect beings with a living or unliving pattern. It will not affect any creature immune to normal weapons. This wound is treated in all ways as normal damage. This effect cannot be used to reduce a location to less than zero hits under a ritual of peace.

Cold Damage.
Call: 'cold'
This damage effect always counts as enchanted and will affect any creature harmed by either cold or enchanted.

Crush Damage.
Call: 'crush'
A single blow of this type will smash whatever it hits. A shield will be rendered unusable until repaired, armour will be reduced to zero hits or a location will be reduced to -1. The force of the blow is expended on the first thing struck, so the first blow on an armoured location will smash the armour, a second blow on the same location will reduce the now unprotected location to -1. This call can generally only be used with two-handed weapons. Armour worn by beings that are immune to crush damage will still be destroyed by this damage effect.

Decay.
Call: 'decay'
This is a powerful unliving disease. A touched location will suffer one hit of through damage per minute until it reaches -1, then all adjacent locations become infected and suffer 1 hit of through per minute. This effect does not cause bleeding on the limbs. The target will die as soon as all locations on the body are reduced to -1. The damage can be healed or cured but will continue until the disease is removed using a channelling cure all disease, which must be cast on each and every infected location. If the target is not fully cured of the disease they will enter their grace period and die ten minutes after their head or torso reaches -1. This effect is not contagious; it can only be caught from the unliving that causes it. This attack will go through the ritual of peace if one is in effect. Should a living being die of decay, they will rise as a plague zombie several hours later.

Disease.
Call: 'disease'
This is an unliving disease. The touched location will suffer one hit of through damage per hour until it reaches -1, then all adjacent locations become infected and suffer one hit of through damage per hour. This effect does not cause bleeding on the limbs but the target will enter their grace period and die ten minutes after their head or torso reaches -1. The damage caused by this effect can be healed or cured but will continue until the disease is removed using the cure disease incantation or channelling effect. This effect is not contagious; it can only be caught from the unliving that causes it. Normal diseases take effect over the course of days and their effects and cures are indicated by lore codes on a disease card. There is no special call for normal diseases.

Fatal Damage.
Call: 'fatal'
This blow causes the pattern of a living being to corrupt and unravel. Fatal damage tears the pattern apart, reducing the struck location is to -1 (normal armour does not stop this damage).

The normal rules for locations being unusable apply, although a limb reduced to -1 by fatal damage will not bleed. Regardless of the location hit the target will enter their grace period immediately and, will die in ten minutes as their pattern splits apart unless treated by a healer. Until a healer has removed the pattern corruption caused by fatal damage, using the cure fatal wounds channelling effect, the location affected cannot be healed. The incantation sanctuary can be used to sustain a person suffering from fatal damage. A person suffering from fatal damage on a limb will remain conscious and is able to function until the end of their grace period, at which point they will die.

Flame Damage.
Call: 'flame'
This damage effect always counts as enchanted and will affect any creature harmed by either flame or enchanted. You must call 'flame' to indicate this damage (the word 'fire' is only used as a safety call).

Harm
Call: 'harm'
Once the spell is cast you have up to ten seconds in which to touch the target with the open palm of your casting hand. This attack reduces the body location touched to -1. This wound will affect any creature with a living or unliving pattern and is treated in all ways as enchanted damage. Armour does not affect this attack and is not damaged by it. Against creatures with total body hits a harm will simply remove a third of their total hits to a maximum of five hits of damage. This is a direct manifestation of the power of a dark Ancestor and will violate a ritual of peace if one is in effect

Bane

Call "<Target Group> bane"
If a bane weapon is used to strike a member of the target group, then that person or creature has the location struck with a bane instantly reduced to minus 1. This damage will go through the ritual of peace if one is in effect. there are no immunities to Bane.

If you are part of the target group then the bane blow will hurt you as long as you are effected by physical damage(cf. artefact). If the blow strikes armour or a character that is not part of the target group, then bane will merly do 1 hit of normal damage.

Injuries coused by bane weapons will effect the body but not the pattern of the person and as such can not be healed by channelling. only incantors, herbal or physician healing will heal the damage.

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Campaign Setting
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Spells and effects
Magic and Rituals
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Calls & effects
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