Damage Effects and Massive damage

On the Knights of Noromath server there are many changes in place concerning how elemental damage can affect characters. This page is intended to summarize how elemental damage is handled differently.

Introduction
Upon suffering elemental damage of a particular type, characters will be subjected to the secondary effects described on this page. All saving throws vs. a secondary effect are made at a DC equal to 5 + elemental damage taken unless otherwise stated. For example, if a character suffers 4 points of fire damage from the burning hands spell, they will make a DC 9 saving throw vs. additional fire damage.

Elemental Damage TypeSecondary Effect
Acid Damage

  • When suffering from any amount of acid damage, the recipient must roll fortitude vs. an additional 1d6 acid type damage.
  • When suffering from at least 5 acid damage, the recipient must roll fortitude vs. losing 1 point of Constitution for 1 round.
  • When suffering from at least 10 acid damage, the recipient must roll fortitude vs. a randomly selected item which may become degraded. Repeated item degradation leads to item destruction.*

Cold Damage

  • When suffering from any amount of cold damage, the recipient must roll fortitude vs. an additional 1d6 cold type damage.
  • When suffering from at least 5 cold damage, the recipient must roll fortitude vs. losing 1 point of Dexterity for 1 round.
  • When suffering from at least 10 cold damage, the recipient must roll fortitude vs. slow for 1 round.

Electrical Damage

  • When suffering from any amount of electrical damage, the recipient must roll reflex vs. an additional 1d6 electrical damage.
  • When suffering from at least 5 electrical damage, the recipient must roll reflex vs. stun for 1 round.
  • When suffering from at least 10 electrical damage and also wearing metal armor, roll reflex vs. an additional 1d6 electrical type damage. Mithril armor is exempt from this check.

Fire Damage

  • When suffering from any amount of fire damage, the recipient must roll reflex vs. an additional 1d6 fire type damage.
  • When suffering from at least 5 fire damage, the recipient must roll reflex¬†vs. blindness for 1 round.
  • When suffering from at least 10 fire damage and also wearing robes or light armors, the recipient must roll reflex vs. an additional 1d6 fire type damage.

Damage incurred by non-elemental damage types has the following consequences.

Non-Elemental Damage TypeSecondary Effect
Divine Damage

  • When suffering from divine damage, Underdark races suffer 1 round of blindness with no saving throw, but they are spared if they possess the feat daylight adaptation.
  • Undead vulnerable to light based effects suffer double damage from divine damage, and undead Underdark races suffer triple from the same.

Negative Energy Damage

  • When suffering from at least 15 negative energy damage, the recipient must roll fortitude vs. death in order to avoid magical incubation of plague.

Sonic Damage

  • When suffering sonic damage, roll DC 15 to avoid deafening for 1 turn.

 

*Note that craftable items such as the sewing kit and repair hammer are able to mend damaged items. Mending a regular item costs 1/20th the value of the item in gold pieces; if the value of the item is over 2000, mending it will cost 1/20th of the item value in gold pieces and experience points.

Massive Damage
An attack is considered to incur Massive Damage when it does enough damage to have a chance to instantly kill a given creature. The amount of damage necessary to roll for massive damage is equal to 25 hit points + 2 hit points per hit die. If this threshold is met or exceeded, a creature must save vs. a DC 20 fortitude save or die instantly.

Massive Damage
Massive Damage occurs when a creature receives enough damage to have a chance to instantly kill the creature. On the Knights of Noromath server, a creature receiving a hit in excess of 25 +2/level is subject to a DC 20 fortitude save to resist instantaneous death.

Using Subdual Mode will prevent a character from inflicting Massive Damage.

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