Difference between revisions of "Continual Damage"
m (Doublecompile moved page Continuous Damage to Continual Damage: I should have picked the correct word the first time) |
(Continuous → Continual) |
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− | ''' | + | '''Continual Damage''' inflicts HP loss at a recurring interval — it's the gift that keeps on giving. Unlike acute physical trauma doled out by sword thrusts and axe swings, Continual Damage is caused by more persistent circumstances, like bleeding to death or catching fire. |
− | The damage at each interval comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose | + | The damage at each interval comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continual Damage allow for the creature at risk to make a skill check to stave them off entirely or to neutralize them once active, and some effects expire on their own. A creature can be subject to several different types of Continual Damage at once, possibly with different intervals (for instance, one effect repeats every round, another every hour). Some effects can be compounded to impose more damage upon each interval. |
<noinclude>[[Category:Damage]]</noinclude> | <noinclude>[[Category:Damage]]</noinclude> |
Revision as of 22:21, 12 July 2020
Continual Damage inflicts HP loss at a recurring interval — it's the gift that keeps on giving. Unlike acute physical trauma doled out by sword thrusts and axe swings, Continual Damage is caused by more persistent circumstances, like bleeding to death or catching fire.
The damage at each interval comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continual Damage allow for the creature at risk to make a skill check to stave them off entirely or to neutralize them once active, and some effects expire on their own. A creature can be subject to several different types of Continual Damage at once, possibly with different intervals (for instance, one effect repeats every round, another every hour). Some effects can be compounded to impose more damage upon each interval.