Damage Types

In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional against all forms of damage.

Physical

The interaction of matter forcing itself through other matter. Physical damage is dealt by most all weapons and many spells. With the exception of bleed and poison damage, physical damage can be reduced by Damage Resistance and Hardness. Unless otherwise specified, spells that call upon Air and Water to slam against a foe deal Bludgeoning damage and are subject to Damage Resistance.

  • Slashing Damage
  • Piercing Damage
  • Bludgeoning Damage
  • Crushing Damage
Elemental

Elemental forces are commonly conjured through Red, Green and Blue mana, tied to the elemental planes and the raw building blocks of existence. Unless a spell, item, or logic would dictate otherwise, elemental damage deals half damage to objects.

  • Fire Damage: reduced by fire resistance, fortification, or immunity. Controlled by spells that draw from Red mana.
  • Acid Damage: reduced by acid resistance, fortification, or immunity. Controlled by spells that draw from Green mana.
  • Cold Damage: reduced by cold resistance, fortification, or immunity. Controlled by spells that draw from Blue mana.
  • Sonic Damage: reduced by sonic resistance, fortification, or immunity. Controlled by spells that draw from Red mana.
  • Electricity Damage: reduced by electricity resistance, fortification, or immunity. Controlled by spells that draw from Red mana.
  • Force Damage: Most often considered to be a mage-created element. Reduced by force resistance, fortification, or immunity, though such defenses are incredibly rare. Force damage deals full damage to ethereal and incorporeal targets. Normally controlled by spells that draw from Red mana, the most powerful sources of force damage are controlled by spells that draw from both Red and Blue mana.
  • Desiccation Damage: An intense heat that dehydrates the body, Desiccation damage counts as fire damage and is reduced by fire resistance, fortification, or immunities. Desiccation damage does not heal naturally and may only be healed magically after the victim has been treated for dehydration. Controlled by spells that draw from Red mana.
  • Frostburn Damage: An intense cold that freezes the tissues, Frostburn damage counts as cold damage and is reduced by cold resistance, fortification, or immunities. Frostburn damage does not heal naturally and may only be healed magically after the victim has been treated for frostbite. Controlled by spells that draw from Blue mana.
Life Forces

The mysterious forces that control the ebb and flow of life and death, commonly conjured through Green, White, and Black mana. Unless a spell, item, or logic would dictate otherwise, life forces deal no damage to objects.

  • Positive Energy Damage: reduced by positive energy resistance, fortification, or immunity. Not harmful to many creatures, typically beneficial
  • Negative Energy Damage: reduced by negative energy resistance, fortification, or immunity. While typically harmful, some creatures benefit from it.
  • Hallowed Damage: A purification of positive energies, hallowed damage affects the soul as much as it affects the body. Hallowed damage deals damage to creatures harmed by positive energies and has no effect on other creatures. Unlike regular damage, hallowed damage can only be healed by magic cast within the area of a Desecrate or Unhallow spell. There is no known resistance to hallowed damage.
  • Vile Damage: A foul corruption of negative energies, vile damage afflicts the soul as much as it afflicts the body. Vile damage deals damage to creatures harmed by negative energies and has no effect on other creatures. Unlike regular damage, vile damage can only be healed by magic cast within the area of a Consecrate or Hallow spell. There is no known resistance to vile damage.
Alignments

The strange forces tied to the moral compass of the universe – good, evil, chaos, and law – tied to Red, White, and Black mana. While rarely harmful, these forces can affect and physically harm those tied to its opposite. Unless a spell, item, or logic would dictate otherwise, alignment forces deal no damage to objects.

  • Holy Damage: Harmful to Evil-aligned creatures, typically cannot harm Neutral creatures, can never harm Good-aligned creatures. Resistance to this damage is extremely rare.
  • Unholy Damage: Harmful to Good-aligned creatures, typically cannot harm Neutral creatures, can never harm Evil-aligned creatures. Resistance to this damage is extremely rare.
  • Axiomatic Damage: Harmful to Chaotic-aligned creatures, typically cannot harm Neutral creatures, can never harm Lawful-aligned creatures. Resistance to this damage is extremely rare. The most potent sources of Axiomatic damage are controlled by spells that draw both from White and Blue mana.
  • Anarchic Damage: Harmful to Lawful-aligned creatures, typically cannot harm Neutral creatures, can never harm Chaotic-aligned creatures. Resistance to this damage is extremely rare. The most potent sources of Anarchic damage are controlled by spells that draw both from Red and Green mana.
Other Forces

A catch-all category for other forces that exist in the world. There are many types of strange and bizarre forces that only a handful of creatures or powerful talismans are capable of controlling, only a handful of these forces are included below.

  • Bleed Damage: Bleed damage ignores DR and typically deals damage over the course of time, though some effects can directly draw blood from a creature and deal immediate bleed damage. If a creature has a natural healing property, such as regeneration or fast healing, or any other healing effects that occur at the beginning of their turn, all bleed damage happens before any healing effects may occur. Damage ablation is not effective against bleed damage.
  • Poison Damage: While most poisons strike against the physical or mental attributes of their victim, some poisons directly harm the creature’s health. Such poisons typically still do damage even if saved against and are often quite difficult to remove from a creature’s system. Reduced by poison resistance (2 resistance per 5% poison fortification) or immunity. Damage ablation is not effective against poison damage.
  • Light Damage: The pure and searing power of light can be a potent force. Any spells that deal untyped damage with light now do Light damage. Resistance to this damage is extremely rare. Light damage is controlled by White mana.
  • Shadow Damage: The cutting and frigid power of darkness is a favored weapon by many corrupt mages. Any spells that deal untyped damage with shadows or darkness now do Shadow damage. Resistance to this damage is extremely rare. Shadow damage is controlled by Black mana.
  • Temporal Damage: An incredibly unusual force once favored by Chronomancers, temporal damage results from one of two sources: altered time interacting with regular time, or a draining of a creature’s future timeline. Temporal damage that drains a timeline is resisted by age-categories (10 resistance per category) and aging immunity (75% fortification) and spells and effects that deal this damage will typically temporarily or permanently age the target. Temporal damage that results from shearing speeds of time is incredibly dangerous and can often be instantaneously lethal; there is no known resistance to this type of temporal damage. Damage ablation is not effective against temporal damage. Temporal damage is often the result of supernatural phenomena, though the Chronomancy spells that can work with such forces draw from both Red and Blue mana.
  • Hellfire Damage: A dark and impossibly hot flame, believed by most to be the masterpiece of one of the devil lords of the Dark Lands. Whatever its true origin, this fire is a devastatingly powerful force. Hellfire damage counts as fire damage, but ignores resistance, fortification, or immunities to fire damage. Hellfire deals full damage to objects. Resistance to this damage is extremely rare. Hellfire is a rare energy, controlled by few and even then lethal to those that try to tamper with it. Hellfire damage is controlled by spells that draw from both Red and Black mana.
  • Rimefire Damage: A frosty blue-white flame, this energy moves like fire but freezes solid everything it touches. The raw energy of the frozen peaks, Rimefire damage counts as cold damage, but ignores resistance, fortification, or immunities to cold damage. Rimefire deals full damage to objects. Resistance to this damage is extremely rare. Rimefire is a rare energy, controlled by few and even then lethal to those that try to tamper with it. Rimefire damage is controlled by spells that draw from both Red and Blue mana.
  • Arcane/Divine Damage: Raw magic unleashed. Any spell and magical effect that deals untyped damage deals Arcane damage. Spells that list their damage type as Divine function as-per Arcane damage – whether or not there’s a difference is a matter of scholarly and theocratic debate. Resistance to this damage is extremely rare.

Damage Types

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