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Skills In Crusaders

What Is A Skill Check

How To Use A Skill Check.

Skill Checks In Combat

What Is A Skill Check?

When a character wants to attempt certain types of activities, such as sneaking past an enemy or impressing a crowd with an impromptu lute solo, they do a ‘skill check’, rolling a d20 and adding/subtracting any character- or circumstance-specific bonuses or penalties that may apply.


Characters have many opportunities to perform skill checks in Crusaders, which can have a powerful impact on their situation. Determining which skills your character excels at is an important part of creating any Crusaders character.

Using Skill Checks In Combat

Using a skill check in combat is a core difference between Crusaders and other TTRPG's. Your skills can be used as a bonus action to make your turns feel more unique and grant your team an edge in combat. The M indicates that the skill check is a Melee skill check and the R means it can be used on a creature within 60 feet S means it can be used at melee or range and is usually a self buff of some sort. All skill checks can only be used on one creature per round so choose wisely.

M - Athletics:  Strength or Dexterity

M - Animal Handling: Charisma or Strength

S - Arcana: Intelligence or Wisdom

M - Deception: Charisma or Intelligence

S - History: Charisma or Intelligence

S - Insight: Charisma or Wisdom

M - Investigation: Dexterity or Intelligence

S - Nature: Intelligence or Wisdom

M - Intimidation: Charisma or Strength

M - Medicine: Intelligence or Wisdom

S - Perception: Intelligence or Wisdom

S - Performance: Charisma or Dexterity

R - Persuasion: Charisma or Intelligence

S - Stealth: Dexterity or Intelligence

S - Sleight of Hand: Dexterity or Strength

S - Survival: Dexterity or Wisdom

M - Talent: DM chooses based on talent being performed

Spell Save DC is the number you need to roll over in order to successfully pass the skill check. For DC's that have a variable difficulty the low number is for minions, bruiser minions DC would be the average of the high or low for instance 5-30 would be 15, and the high number is for legendary creatures.

So What Do Skill Checks Do In Combat?

In Crusaders, skills have roles in combat as well. Different skill checks have different uses in combat. Find out which skill fits your character best below:


You choose the ability modifier used at the time of character creation.


However, the DM can call for a specific skill modifier on the check pending on the maneuver they are having you attempt.


Variant Rule:

On Crit, the player will roll another D20 and add that total to the roll resulting in the new total roll, regardless of the rolled number the NAT20 effect takes place.


For a crit failure the player rolls an additional d20 and subtracts the number from the 1 + Skill Modifier giving them a new value.

Why are skill checks so important?

Skill checks are an essential component of character creation in Crusaders as they allow players to define their character's strengths and weaknesses. Skill checks, such as proficiency in athletics, perception, or persuasion, help determine how well a character can perform certain tasks, interact with the game world and other characters, and solve puzzles.


These checks also encourage players to develop their characters' backstories and personalities, providing a more immersive role-playing experience. Additionally, they allow the Dungeon Master to balance encounters and challenges based on the party's collective strengths and weaknesses, creating a more balanced and engaging gameplay experience for all.

What Are Your Options For Skills In Combat?

Skills in combat either are contested checks, or have a flat DC to pass. The skill DC is equal to 10 + 2(PM).

This means that at level 1 your proficiency modifier is 2. So your DC to pass the skill check is 14.

  • Animal Handling

    Charisma or Strength

    Animal Handling in Combat

    Contested by creature's Athletics


    Basic Pass:

    You succeed on a grapple on the enemy, or make the maneuver you're attempting.

    Basic Fail: 

    The manuever is unsuccessful, or you fail the maneuver you're attempting and are subject to the DM's fail idea for it.

    Crit Failure Effect: 

    The character falls or loses their grip, becoming prone and losing their next attack.

    Crit Effect: 

    The character's impressive display of strength not only succeeds but also surprises and intimidates their opponent, giving them advantage on their next attack.


    Trackers have 2 additional uses of Animal Handling.

    In combat you can make an Animal Handling check with disadvantage against the creature's Insight to tame it.

    In combat you can make an Animal Handling check to let your pet make an attack as your free action.

  • Arcana

    Intelligence or Wisdom

    Arcana in Combat


    Basic Pass: 

    Your spell deals or heal max damage for one damage die of your choice.

    Basic Fail: 

    Your spell's highest damage or healing die is reduced to minimum damage.

    Crit Failure Effect: 

    The character may suffer backlash or negative consequences from the enhanced ability, such as adding the effects to the wrong target (including self), or dealing no damage or healing.

    Crit Effect: 

    Your spell deals max damage for all of their spell's damage or healing die.


    Concealing A Spell: 

    A character with high Arcana could attempt to conceal the casting of a spell, making it harder for enemies to identify and counteract.


    Success would mean the spell is successfully cast without being detected, while failure could result in the character being caught allowing for a contested Arcana check to counter the spell entirely.

  • Athletics

    Strength or Dexterity

    Athletics in Combat


    Basic Pass: 

    You can dash as part of the skill check.

    Basic Fail: 

    You move at normal movement speed.

    Crit Failure Effect: 

    The character falls or loses their grip, becoming prone and losing their next attack.

    Crit Effect: 

    You dash as part of the skill check, and gain hasted movement without suffering exhaustion for 3 rounds.

  • Deception

    Charisma or Intelligence

    Deception in Combat

    Contested by creature's Insight


    Basic Pass: 

    Their attacks against YOU have +3, but all attacks against them also have +3 until the start of your next turn.

    Basic Fail: 

    The enemy gains proficiency bonus armor and saving throws until the end of their next turn.

    Crit Failure Effect: 

    The enemy gains 3 + proficiency bonus armor and saving throws until the end of their next turn.

    Crit Effect: 

    The creature is taunted.

  • History

    Charisma or Intelligence

    History in Combat


    Basic Pass: 

    Choose an ally within 60 feet of you, their next attack and skill check gain a bonus equal to your proficiency modifier.


    Basic Fail: 

    Choose an ally within 60 feet of you. They are momentarily distracted or confused by the information, imposing a penalty on their next attack roll or skill check equal to your proficiency modifier.


    Crit Failure Effect: 

    Choose an ally within 60 feet of you. They are significantly misled by the erroneous information. Their next attack automatically misses, or they suffer a critical failure on their next skill check.


    Crit Effect: 

    Choose an ally within 60 feet of you. They are deeply inspired by the tale or tactic you've shared. Their next attack automatically scores a critical hit, or they gain a critical success on their next skill check.



    Monsters can use a history check to reassess a battle. On success they can disengage as part of the skill check.



    If your History modifier is above 15 you gain the following abilities:


    You can accurately recall anything you have seen or heard within the past month.

    Your DM can choose to automatically grant you lore about a creature often told of in fables.

    You know who all of the key political figures are, at least by name.

  • Insight

    Charisma or Wisdom

    Insight in Combat


    Basic Pass: 

    Gain a bonus to AC equal to your proficiency modifier against the next attack targeting you.


    Basic Fail: 

    Gain a penalty to AC equal to your proficiency modifier against the next attack targeting you.


    Crit Failure: 

    The next attack against you is an automatic hit.


    Crit Success: 

    Gain a bonus to AC equal to your proficiency modifier until the start of your next turn.


    These effects apply on contested skill checks.

  • Intimidation

    Charisma or Strength

    Intimidation in Combat:

    Contested by creature's Insight.


    Basic Pass: 

    You successfully intimidate the opponent, allowing you to add +5 damage to your next attack damage roll.


    Basic Fail: 

    You fail intimidate your opponent, your next attack roll has -3.


    Crit Failure Effect: 

    You fail intimidate your opponent, your attack rolls have -3 until the start of your next turn.


    Crit Effect: 

    You successfully intimidate the opponent, allowing you to add +5 damage to your attack damage rolls, and you have advantage on all attack rolls until the start of your next turn.

  • Investigation

    Dexterity or Intelligence

    Investigation in Combat


    Basic Pass:

    Your next attack against them has a bonus equal to your proficiency modifier.


    Basic Fail:

    Your next attack against them has a penalty equal to your proficiency modifier.


    Crit Failure Effect:

    Your next attack against them has a penalty equal to 2 x your proficiency modifier.


    Crit Effect:

    Your next attack against them has a bonus equal to your 2 x your proficiency modifier.

  • Medicine

    Intelligence or Wisdom

    Medicine in Combat


    Basic Pass: 

    Heal yourself or an ally for 1d4 + your level hit points.


    Basic Fail:

    Mistaken treatment causes 1d4 + your level damage.


    Crit Failure Effect:

    Mistaken treatment causes 2d8 + your level damage.


    Crit Effect: 

    Heal yourself or an ally for 2d8 + your level hit points.

  • Nature

    Intelligence or Wisdom

    Nature in Combat


    Basic Pass: 

    You gain 1 level of resistance to all damage until the start of your next turn.


    Basic Fail: 

    You gain 1 level of vulnerability to all damage until the start of your next turn.


    Crit Failure Effect: 

    You gain 3 levels of vulnerability to all damage until the start of your next turn.


    Crit Effect: 

    You gain 3 levels of resistance to all damage until the start of your next turn.


    If your Nature score is over 15 you gain the following abilities:


    You always know which way is north.

    You always know the number of hours left before the next sunrise or sunset.

    Your character can accurately recall information about directions given to you by an NPC or Player even if you the player forgot.

  • Perception

    Intelligence or Wisdom

    Perception in Combat


    Basic Pass: 

    You gain a bonus to attack rolls equal to 1d4 until the start of your next turn.


    Basic Fail: 

    You gain a penalty to attack rolls equal to 1d4 until the start of your next turn.


    Crit Failure Effect: 

    You gain a penalty to attack rolls equal to 1d4 and you cannot critically succeed until the start of your next turn.


    Crit Effect:

    Your critical roll for skills and attacks is reduced by 1, and your attack rolls gain 1d4 until the end of your next turn.

  • Performance

    Performance in Combat

    Basic Pass: 

    Allies within 15 feet of you gain a number of temporary hit points equal to half of your performance roll.


    Basic Fail: 

    You lose your next free action.


    Crit Failure Effect: 

    Allies within 15 feet of you are stunned.


    Crit Effect: 

    Allies within 15 feet of you gain a number of temporary hit points equal to your performance roll. Enemies within 60 feet of you are Dazed.

  • Persuasion

    Charisma or Intelligence

    Persuasion in Combat:

    Contested by creature's Insight


    Basic Pass: 

    The target has a penalty to attack rolls equal to your proficiency modifier until the start of your next turn.


    Basic Fail: 

    The target has a bonus to attack rolls equal to your proficiency modifier until the start of your next turn.


    Crit Failure Effect: 

    The target has a bonus to attack rolls equal to 2 x your proficiency modifier until the start of your next turn.


    Crit Effect: 

    The target has a penalty to attack rolls equal to 2 x your proficiency modifier until the start of your next turn.

  • Sleight of Hand

    Dexterity or Strength

    Sleight of Hand in Combat

    Contested by Perception.


    Basic Pass: 

    You can make an attack with a weapon as a bonus action.


    Basic Fail:  

    You don't get the bonus attack, and lose your bonus action.


    Crit Failure Effect: 

    Your offhanded weapon drops to the ground, requiring a successful sleight of hand to retrieve.


    Crit Effect: 

    You not only draw the weapon discreetly but also strike with such surprise that your attack deals an additional 2d6.

  • Stealth

    Dexterity or Intelligence

    Stealth in Combat

    Contested by Perception


    Basic Pass: 

    Your attack deals an additional 2d6 damage.


    Basic Fail: 

    Your attack roll suffers a -5 penalty.


    Crit Failure Effect: 

    Your attack roll automatically misses regardless of the roll.


    Crit Effect: 

    Your attack deals an additional 6d6 damage.

  • Survival

    Dexterity or Wisdom

    Survival in Combat


    Basic Pass:

    You gain a bonus to saving throws and skill checks equal to your proficiency modifier until the end of your next turn.


    Basic Fail: 

    You gain a penalty to saving throws and skill checks equal to your proficiency modifier until the end of your next turn.


    Crit Failure Effect: 

    You gain a penalty to saving throws and skill checks equal to 2 x your proficiency modifier until the end of your next turn.


    Crit Effect:

    You gain a bonus to saving throws and skill checks equal to 2 x your proficiency modifier until the end of your next turn.

What Is A Talent Skill

A Talent skill check represents the use of a specific talent or expertise possessed by a character. When attempting a Talent skill check, the player declares the talent they wish to employ, such as lockpicking, cooking, brewing, or picking a lock. The DC below is assuming the task is not hard for instance picking an arcane lock would be significantly harder than a standard door lock even for a skilled thief. In this event the DM must declare the new DC and the player must wait to hear the DC before making the roll or they must reroll for better or for worse.


If you pass the DC you succeed on the task that required the task, critical failures result in the tools used to be broken and require a bonus action to fix. Regular failures on a talent check result in a 3 round cooldown, or to fix your tools as a bonus action before the talent can be used again. All classes have an adventurer's kit in which they can pull items from as they need them, however their talent level determines how skilled they are with them.


Talent in Combat

A player or monster can use the Talent skill to enhance their combat prowess.



  • DC: 10 + (2 x PM) "Proficiency Modifier"
  • Basic Pass: You use a tool or set of skills used by your talent to make an improvised weapon attack dealing 3 bludgeoning, slashing, or piercing damage based on the item or skill used.
  • Basic Fail: You cannot use your talent for 3 rounds or until you fix your tool as a bonus action.
  • Crit Failure Effect: You cannot use your talent until you complete a bonus action to fix your tools.
  • Crit Effect: You use a tool or set of skills used by your talent to make an improvised weapon attack dealing 10 bludgeoning, slashing, or piercing damage based on the item or skill used.


Tool attacks do apply on hit modifiers.


Spell Point Parlay: A player can wager 2 spell points to do a roleplaying spell, special move, or unique spell that doesn't exist but is needed for a cinematic moment. The DM sets the DC and the damage (if applicable) for the spell. If they fail they lose the spell points.

Roleplaying in Crusaders

Roleplaying is a scene comprising of 3 rounds in which players use skills as a team to achieve a goal. Describe what your character is doing, and how they are utilizing the skill to achieve the goal. DM's can reward innovation with DM inspiration granting the player a higher chance at success.


You can only use a skill once per player per roleplaying scene.

What Can I Do During Roleplay?

During a roleplay scene you have the following options:


  • You have an action per round in which you can use a skill to help your team achieve a success.
  • You have 3 communication actions per round.
  • You can spell parlay as many times as you'd like during a scene.
  • You have unlimited movement during a roleplaying scene up until combat starts.


If a roleplaying scene is interrupted by a combat, the scene continues where it left off. Example player triggers a mimic in a dungeon on round 2 of a skill challenge, the players finish combat with the mimic, finish round 2 and start round 3 of the scene's roleplaying scene.


If a player refuses to make a skill check on their turn they automatically fail that skill for the team.

What Is A Team Success?

Roleplaying scenes have four outcomes:


  • Epic Failure
  • Failure
  • Success
  • Epic Success


A skill is a DC 14 + "2xPM" Proficiency Modifier, and a player cannot use the same skill twice in one roleplay scene.


  • Epic Failure - The team fails so badly not only do they lose the goal, but they could enter into an additional combat, make an enemy, or become cursed.
  • Failure - The team fails the goal and is asked to leave the area or forced out of the area via trap or natural event that would be too hazardous for them to stay.
  • Success - The team succeeds on the goal and is awarded the quest item, information, or even a discount on items.
  • Epic Success - The team succeeds on the goal and is awarded not only the quest but also an additional reward. Example, largest possible discount on an item including free, a bonus proficiency or expertise (if already proficient) in a skill or saving throw used in the scene, gold, an attunement gem, or a magic item as determined by the DM.
Players Epic Failure Failure Success Epic Success
3 1 2 3-8 9
4 1-2 3-4 5-10 11-12
5 1-3 4-6 7-13 14-15
6 1-4 5-8 9-16 17-18

Crowd Control

Crowd Control effects are listed below.

  • Blinded

    The blinded condition has the following effects:


    • No line of sight: Blinded creatures cannot see any creatures or objects, meaning they cannot target creatures with spells or abilities that require line of sight until the end of their turn.
    • Hazy Senses: Blinded creatures have disadvantage on Wisdom skill checks that rely on vision until the end of their turn.
    • Aimless Swings: The creature has disadvantage on attack rolls until the start of their turn.
  • Charmed

    The charmed condition has the following effects:


    • Entranced: The creature disadvantage on ability checks and saving throws against the charmer until the end of their turn.
    • Lust: The creature must walk towards the charmer using at least half of their movement speed at the start of their turn.
    • Romantic History: The creature has disadvantage on charm effects against the charmer until the start of their NEXT turn.
  • Deafened

    The Deafened condition has the following effects:


    • Auditory Impairment: The creature is unable to hear any sounds or verbal cues, making them immune to Sound damage until the end of their turn.
    • Spellcasting Hindrance: Spells that require verbal components cannot be cast while deafened unless the creature has a specific ability or feature that bypasses this restriction until the end of their turn.
    • Surprise Vulnerability: While deafened, the creature is more susceptible to being surprised by stealthy enemies, granting them advantage on attack rolls against the character until the start of their turn.
  • Dazed

    The dazed condition has the following effects:


    • Blurred Vision: You cannot take reactions.
    • Slow Reactions: You may only take one action/bonus action on your turn.
    • Loopy: Grants advantage to all enemies until the start of your turn.
  • Exhaustion

    Exhaustion has 10 stages, a creature can remove 1 level of Exhaustion at the end of a short rest, and 3 levels after a long rest. A DM can choose to end all exhaustion as they wish.


    Each level of exhaustion maintains the effects of the past level gaining a new effect. The Exhaustion level effects are as followed:


    1. Unfocused: The creature has disadvantage on concentration checks.
    2. Sluggish: The creature has 10 reduced movement speed.
    3. Careless: The creature has their armor reduced by half their level rounded up.
    4. Mental Strain: The creature has disadvantage on Intelligence, Wisdom, Charisma, and Constitution saving throws.
    5. Physical Strain: The creature deals half damage on spells, attacks, and effects.
    6. Woozy: This creature's attack rolls are at disadvantage and enemies have advantage on attack rolls, skill checks, and saving throws against the creature's spells and effects.
    7. Fainting: The creature's movement speed is reduced by half.
    8. Slow Reaction Time: The creature cannot take free action, bonus actions, or reactions.
    9. Fading: The creature's current health is reduced to 1, and they are unconscious.
    10. Death: The creature dies.
  • Feared

    The feared condition has the following effects:


    • Trembling: The creature has disadvantage on all attack rolls until the end of their turn.
    • Reduced Movement: The creature's movement is reduced by 10 until the start of their turn.
    • Vulnerability to fear: The creature has disadvantage on saving throws against fear effects until the start of their NEXT turn.
    • Perception Impairment: They have disadvantage on Perception checks until the start of their NEXT turn.
  • Frightened

    The Frightened condition has the following effects:


    • Afraid: Disadvantage on ability checks and saving throws until the start of their turn.
    • Reduced movement: The creature's movement is reduced by 10 until the start of their turn.
    • Limited action options: The creature can only take the Dash, Disengage, or Dodge actions, they can still use bonus action and free action as normal until the end of their turn.
    • Limited interaction: The creature has disadvantage on all social interactions while frightened.
  • Grappled

    The grappled condition has the following effects: (Requires 2 free hands)


    • Restrained: While grappled, the creature's speed becomes 0, and they cannot cast somatic spells.
    • Pinned: The creature has disadvantage on attack rolls and Dexterity saving throws while grappled. A creature can make an extra unarmed strike when they take the attack action on a grappled creature.
    • Wrestling: The creature can attempt to break free from the grapple by using their free action and at the end of their turn to make a contested Athletics check against the grapple's DC. On a success, they escape the grapple and are no longer restrained or pinned. On failure, the grappled creature takes 1d8(PM) damage.

    You can find more rules in the Grappling section of the rules page.

  • Restrained

    Restrained: While grappled, the creature's speed becomes 0, and they cannot cast somatic spells.

  • Incapacitated

    The incapacitated condition has the following effects:


    • Incapacitation: The creature is unable to move or use reactions until the start of its turn.
    • Disadvantage on Saving Throws: The creature has disadvantage on all saving throws made to resist ongoing effects or additional conditions until the start of end turn.
    • Vulnerability: The creature is vulnerable to incoming attacks, suffering double damage from the next successful attack, spell, or harmful effect  until the start of their turn.
    • Mental Distortion: The creature's mental faculties are impaired, preventing it from casting spells or using or maintaining abilities or spells that require concentration until the end of their turn.
  • Paralyzed

    The Paralyzed condition has the following effects:

    • Immobilized: You cannot move or take attacks or reactions until the start of your turn.
    • Easy Target: Melee attacks against you have advantage while asleep.
    • Stasis: Melee attacks on the paralyzed creature are automatic critical strikes until the start of their turn.
  • Petrified

    The Petrified condition has the following effects:

    • Immobility: The creature cannot move from its current position until the end of their turn.
    • Mental Distortion: The creature's mental faculties are impaired, preventing it from casting spells or using or maintaining abilities or spells that require concentration until the end of their turn.
    • Vulnerability: The creature's petrified form grants advantage to attackers, and automatically fails contested skill checks and saving throws until the end of their turn.
  • Poisoned

    The Poisoned condition has the following effects:

    • Toxic Blood: While poisoned you take damage equal to your level at the end of your turn.
    • Woozy: Your attack rolls are at disadvantage and enemies have advantage on attack rolls, skill checks, and saving throws against your spells and effects until the end of your turn.
  • Prone

    The Prone condition has the following effects:

    • On The Ground: You must use a bonus action to stand, otherwise they can choose to stand at the end of their turn or remain prone.
    • Easy Target: Melee attacks against you have advantage while asleep.
    • Laying: You have disadvantage on melee attack rolls and Dexterity saving throws while prone.
  • Sleep

    Sleeping creatures wake up at the start of their turn, on the ground.


    The Sleep condition has the following effects:

    • Easy Target: Melee attacks against you have advantage while asleep.
    • Laying: You have disadvantage on melee attack rolls and Dexterity saving throws while asleep.
    • On The Ground: You must use a bonus action to stand, otherwise they can choose to stand at the end of their turn or remain prone.
    • Unconscious: Attacks and spells are automatic critical strikes on you waking you up instantly. Contested skill checks are at disadvantage for the you while sleeping.
  • Slowed

    The Slowed condition has the following effects:

    • Movement Penalty: Your movement speed is halved until the end of their turn.
    • Action Disadvantage: You have disadvantage on Dexterity-based ability checks, attack rolls, and saving throws until the start of their next turn.
    • Delayed Reactions: You cannot take attacks or reactions until the start of their turn.
    • Limited Options: You cannot take the Disengage action until the end of their turn.
  • Stunned

    The Stunned condition has the following effects:

    • Temporary Stasis: Your movement speed is reduced to 0 until the end of their turn.
    • Easy Target: Melee attacks against you have advantage while stunned.
    • Action Disadvantage: You have disadvantage on ability checks, attack rolls, and saving throws until the start of their turn.
    • Delayed Reactions: You cannot take attacks or reactions until the start of their turn.
    • Limited Options: You cannot take the Disengage action until the end of their turn.
  • Taunted

    The Taunted condition has the following effects:

    • Hurt Ego: The creature has disadvantage on all attack rolls, and skill checks other than those made against the taunting creature until the end of their turn.
    • Careless: The creature has advantage on all attack rolls on the taunting creature, and their armor is reduced by half their level rounded up until the end of their turn.
  • Unconscious

    Unconscious creatures can make a DC10 + 2xPM "Proficiency Modifier" CON saving throw at the start of their turn to regain consciousness.


    The Unconscious condition has the following effects:

    • Easy Target: Attacks against the creature have advantage while asleep.
    • Laying: The creature has disadvantage on attack rolls and Dexterity saving throws while asleep.
    • On The Ground: The creature must use a bonus action to stand, otherwise they can choose to stand at the end of their turn or remain prone.
    • Unconcious: Melee attacks on the Unconscious creature are automatic critical strikes waking them up instantly. Ranged attacks, spells, and Area of Effect damage also wakes up Unconscious creatures.

Understanding Resistance and Vulnerability in Crusaders

In Crusaders, characters and creatures can be more or less affected by certain types of damage, like from swords or magic spells. This is represented through "Resistance" and "Vulnerability." Imagine Resistance as armor that reduces damage, and Vulnerability as a weakness that increases it. We categorize these effects into tiers to show how strong the resistance or vulnerability is.


Resistance Tiers:

  • Minor Resistance (20%): Your character shrugs off a small portion of the damage.
  • Lesser Resistance (35%): A bit more of the damage is ignored.
  • Resistance (50%): Half of the incoming damage doesn't affect you.
  • Greater Resistance (65%): You're now able to ignore even more damage.
  • Immunity (80%): Very little damage gets through to you.
  • Invulnerability (95%): Almost nothing can hurt you.


Stacking Resistance: If your character has more than one source of the same type of resistance (like two spells that give Minor Resistance to fire), these don't just add up. Instead, you move up to the next tier (from Minor to Lesser Resistance in this example).


Vulnerability Tiers:

  • Minor Vulnerability (20%): You take a bit more damage than usual.
  • Lesser Vulnerability (35%): The extra damage you take increases.
  • Vulnerability (50%): You take twice the damage.
  • Greater Vulnerability (65%): Damage to you is significantly increased.
  • Extreme Vulnerability (80%): You're very susceptible to more damage.
  • Max Vulnerability (95%): Almost any hit feels like a critical blow.


Stacking Vulnerability: Similar to resistance, if you have more than one source of vulnerability to the same type of damage, you move up to the next level of vulnerability instead of adding the percentages together.

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Canceling Out Effects: If your character has both resistance and vulnerability to the same type of damage, they can cancel each other out or reduce the effect, depending on their levels. For example, if you have Minor Resistance and Minor Vulnerability to fire damage, they nullify each other, and you take normal damage. If the resistance is higher than the vulnerability, you retain a level of resistance equivalent to the difference.

Elemental Damage Types

  1. Acid: Damage caused by corrosive substances or chemicals.
  2. Air: Damage caused by the force of wind or air currents.
  3. Earth: Damage caused by the power of rocks, soil, or minerals.
  4. Fire: Damage caused by intense heat or flames.
  5. Ice: Damage caused by extreme cold or freezing temperatures.
  6. Lightning: Damage caused by electricity or electrical charges.
  7. Nature: Damage caused by natural elements such as plants, animals or weather patterns.
  8. Sonic: Damage caused by sound waves or vibrations.
  9. Poison: Damage caused by toxins or harmful substances.
  10. Water: Damage caused by the force or pressure of water.

Otherworldly Damage Types

  1. Cosmic: Damage caused by the power of stars, space, or celestial energy.
  2. Dark: Damage caused by negative energy or unholy power.
  3. Ethereal: Damage caused by the power of the spirit world or other planes of existence.
  4. Force: Damage caused by pure energy or telekinetic force.
  5. Lunar: Damage caused by the power of the moon or lunar energy. This could include effects like moonlight, tides, or lunar phases, and could be associated with magic, mysticism, or lunar goddesses.
  6. Necrotic: Damage caused by the power of death or decay.
  7. Psychic: Damage caused by mental energy or the power of the mind.
  8. Radiant: Damage caused by the power of positive energy or holy powers.
  9. Solar: Damage caused by the power of the sun or solar energy. This type of damage is often associated with heat, and can cause burns, dehydration, or sickness.
  10. Time: Damage caused by the manipulation of time or temporal energy.
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