Thematic Damage

This source of damage, one of 17 types, will harm those in active opposition to it's beliefs or actions, or heal those in direct alliance with it's ideals. It is easier to be harmed by it than it is to be healed by it.
For example, positive energy heals anything that is promoting the River of Life, which is to say, living. It hurts anything that is against it, like undead, and has no effect to anything that doesnt come near the River of Life, such as constructs.
Some are vague, such as mental damage. In this case, you may state if you wish to emit soothing waves, being the caller, or damaging psychic disturbances. You may not do both. Most spells that do mental damage do not get this choice, because they are not from Mystics.
 
  • Sartova. :)
  • Avernus. Rime. Will harm most anything that does not possess a flayed avernal soul, meaning everything except demons.
  • Kyr. Flesh :)
  • Oliana. Heartening/Invigorating. This sort of damage is rarely a damage. Through separation, the gifts of Oliana always will bolster and revitalize a living or unliving being of energy, and will become healing to all those that are not actively taking/stealing (in the last minute) (will have no effect on them).
  • Edinhomn mechanical. this will always become direct healing to structures and items. upon creatures, it will heal for half if they are hard-working craftsmen or artists or creators, or work to better the world in similar ways. it will damage those that are actively working to break or worsen things.
  • if target has been healed by this, +1s to crafting for one round. if target has been damaged by this, -1s to damage for one round.
  • Stygia fire or ice(chaos)
  • Narhiim acid(rot). will harm most anything. will not harm something that is actively betraying or backstabbing others, but will not heal anything except Imperfections, which feels like a dull pain to them, anyway.
  • if this damage is from the targets critical failure, or the effects critical hit, they also take 1d4 persistent poison damage.
  • Z chaos. commonly with warpwaves, Z will harm anything that is not also quite chaotic.
  • Asphodia freedom(chaos). will harm those infringing upon other's freedoms. will heal those actively living free through expressive artwork, music, love, etc. if unsure, it has no effect upon them.
  • Medicopia lightning(stormy and natural). will heal natural beings like fey and dryads and arboreals, arcing around them and bolstering their resolve.
  • Folifi positive
  • Limoseht assimilation. will harm and tear energy from others directly. will harm those doing mostly anything but feeding and taking. natural animals and beasts and demons have slight resistance. no one except daemons and slimes heal from this.
  • if damage is taken from this, will lose 1 max hp (or 2 if it is from a critical failure, or an enemies critical hit). this is regained upon a long rest.
  • Typhen terror(evil). will harm all except irrational dictators. will heal devils and those actively enslaving or subjugating others, or purposely making the world worse to a great degree (blowing up city blocks, not just kicking an old person) if damage is taken from this, the target cannot reduce a frightened condition below 1 on their next turn. if this is from a critical hit or their own critical fail, gain frightened 1 if they are not frightened.
  • Lyrian law. will harm any and all who are breaking laws, unless they are a holy disciple of law. will heal those actively promoting or enforcing law, unless they are also breaking laws. if unsure, it has no effect on them.
  • if damage is taken from this, the target gains a -5ft status penalty to speeds when moving away from the source of the damage.
  • Mihraan hope(good). will heal those ACTIVELY protecting others from harm, who must not be able to take damage from this. will harm those actively harming others that would not also be harmed by this spell. if unsure, it has no effect on them.
  • Deia-rei balance. will harm anything actively upsetting balance or in proactive action, and heal those promoting it through reaction if they are below half hit points, to a maximum of half hit points (this might not mean peace, just the status quo of reality). if unsure, it will harm something above half hit points and heal it up from below half hit points.
  • Kaligara shadow. will harm those working to learn or discover truths or find things. will not effect those actively lying or sneaking or concealing their intentions (in methods of note. in the last minute). will harm everyone else for half.
  • regardless of damage or healing, target will gain a +1s bonus to stealth and deception for the first check on their next turn.
  • Torfield mental. harms anything with a mind. can be cast to heal for half on anything with a mind, creating soothing waves. if damage is taken from this, lore checks will take a -1s for one round. if healing is taken from this, lore and the four magic knowledge skills will get a +1s for one round.
  • Sutier negative

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