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====Damage Types and Magical Effects==== There are a vast number of magical effects found across all Nirn. Certain ones are found in the list of Universal Special Rules on page XX. Others are noted here, having certain conditions applied to them: Damage Types: There are many types of damage that exist in Scrollhammer. A weapon may have more than one damage type: Mundane: All attacks are Mundane by default. This represents raw physical strength. *Otherworldly: A weapon that is Otherworldly is considered Mundane, except that its controller may choose to count it as magic or as mundane at any time(thus bypassing any resistances a model might have to either). Magic: Attacks, hits wounds caused by Magic items, Artifacts, and spells deal Magic damage. Magic Items, Artifacts and spells are always Magic: if they would have Otherworldly, they lose that ability. Spell: Attacks, hits and wounds caused by Spells deal Spell damage. Elemental: Certain attacks have an element to their damage, an unusual means of harming the enemy that can be both a blessing and a curse at times. Not all elemental attacks deal Magic damage. *Flame: The element of Flame is used for cleansing the foe with fire. *Shock: The element of Shock is used for melting enemies with lightning. *Frost: The element of Frost is used for freezing, piercing and tearing apart the unprepared with ice, snow and chill. *Poison: The element of Poison is used to weaken and destroy the enemy with toxins. Virtually everything that uses Poison has the Poisoned special rule(see page XX), in addition to the Poison element. Multiple Damage Types: An attack may have one element, and may either be Mundane, Otherworldly, Magic or both Magic and Spell. If an attack has both Mundane and Otherwordly, it is Otherworldly. If it has either Mundane and/or Otherworldly and Magic, it is Magic. If it deals Spell damage, it always deals both Magic and Spell damage. An effect with a single element always uses that element. If an effect has multiple elements, the controlling player chooses which element to use. It may only use the Poisoned special rule(if it has it) if Poison is the chosen element. Other Effects: Most spells have unique effects to them. Magical effects found in these rules have special things to be noted. Many other effects will be found in the list of Special Rules on page XX. Healing: An effect that "Heals" on a certain roll(i.e. "Heals on a d6 4+") immediately restores a single wound to a model if the roll succeeds. Only one Healing roll may be made per model per turn, regardless of outcome. Lower Resists: Damage against a model with Lowered Resists may be treated as not having any element if it would normally have one(the damage does not lose Poisoned if it has it), and/or may be treated as magic, mundane or otherworldly regardless of the source(even if it's from a spell!) at the discretion of the opponent of the controller of the model with Lowered Resists. Disease: Diseases are negative effects that can be placed on models. They never deal magic or spell damage, even if caused by a spell, unless specifically stated to deal magic or spell damage in their rules. Diseases usually have unique effects with their own rules. If an effect "cures" a disease, remove the disease from the model cured; if it is a constant outside effect, that model simply ignores the effect until end of turn. If a model is unaffected by disease, he does not count as having that disease should it have an in-game means to spread.
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