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Resilience | |
Type: | Restoration |
---|---|
Level: | 3 |
Prerequisite: | Level 2 Restoration Spell |
Duration: | 10 minutes |
Range: | Touch |
Target: | Character |
Flag Required: | Person |
Dispel: | Yes |
Brief Description: | All damage dealt to target is converted to 'blunt' |
Resilience
For the duration of resilience, all damage taken by the target is treated as blunt damage regardless of the source and you are immune to killing blows and reap spirit.
Detailed Information
Blunt Calls
This combat call can be made voluntarily by someone wielding a melee weapon. When used the "blunt" call is added to the weapons normal call (instead of replacing that call). It interacts normally with magic armor and physical armor, inflicting lasting damage that must be mended normally. What makes blunt damage different is that any blunt attacks that cause loss of body points or wounds will only last for 10 minutes. After the 10 minutes are up any wounds caused by blunt damage are automatically healed.
A character with the first aid skill can wake a character who is unconscious from a blunt torso wound before the wound heals from 10 minutes passing. This counts as healing the torso wound. Limb wounds and body points cannot be healed by first aid in this way.
Should a character take "blunt poison" damage, the poison condition will wear off in 10 minutes. A character with the first aid skill can remove the poison condition in this circumstance (and only this circumstance). "Blunt disease" damage works the exact same way including removing the diseased condition with first aid in this situation (and only this situation).
No Effect Calls
This is one of the few defensive calls in the system. It is used to indicate when an opponents offensive combat call doesn't have any impact on another character. This could be because of an immunity or because of a one use spell or effect such as from Spirit Shield.
A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.
Kill Condition
After a creature (generally an npc) with a kill condition receives a torso wound, that creature will not die unless a killing blow is delivered that uses the specific type of combat call required by the kill condition. If an appropriate killing blow is not delivered the creature will arise again fully healed after a minute.
When a creature with a kill condition is injured but not killed (lost body or wounded) they heal fully if completely out of combat for one minute. Out of combat is defined as being both free from being threatened and not threatening anything else.
In the event that a creature is immune to killing blows, such as from the resilience spell an attack that would have met their kill condition will prevent the creature from healing.
A kill condition that requires a type of damage is a "kill condition (damage type)". When a kill condition require some other effect it is a "kill condition (special)".
Categories: Restoration Spells | Spells | Level Three Spells | Potions | No Effect Calls | Blunt Calls