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Acid Calls | |
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Call: | Acid
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Call Type: | Damage Type
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Description: | A corrosive attack that erodes defenses.
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Common Sources: | Vial of Acid, the Ruin Spell
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Associated Condition(s): | Acid Residue, Broken
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Condition Name: | Acid Residue
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Effect: | This condition does nothing by itself. It only modifies another condition changing how it is cured.
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Duration: | Based on other call.
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Common Sources: | Scarce items, some monsters
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Common Cures: | Anything that cures the Poisoned condition. |
'Acid!' is a type of damage representing corrosive attacks and chemicals that burn skin leading to susceptibility to other debuffs.
'Acid!' Description
The primary value of the 'Acid!' call is destroying shields. This can have tremendous strategic importance in the middle of a fight. As a damage type it is also possible for a creature to require 'Acid!' damage to meet a damage requirement or kill condition, though there are very few of these creatures.
'Acid!' is also sometimes paired with different offensive effect calls. This makes those no longer count as spells. This is very similar to when 'Poison!' is paired with those calls, except that with 'Acid!' there are far fewer creatures with immunity to 'Acid!' than there are with immunity to 'Poison!'.
Acid Calls
The 'Acid!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Acid!' damage, otherwise it will only inflict the Acid Residue condition and no damage.
Tag bags or arrows that call for 'Acid!' count as weapons and may always be blocked with a shield. However, when 'Acid!' damage hits a shield for a cumulative total of 4 damage it will break it, causing the Broken Equipment condition.
The 'Acid!' call can also be used to modify offensive effect calls. When this happens, the call is no longer counted as a spell (if it was) and it can now be blocked by shields. The attack now applies the Acid Residue condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Acid Residue condition is removed. Any defense which prevents 'Acid!' prevents the entire call.
The Acid Residue Condition
This is an unusual condition in that it doesn't do anything by itself. This condition only occurs if an 'Acid!' attack applies other conditions (such as an attack calling for 'Acid Pin!').
If the call that applied Acid Residue applied other conditions, those other conditions can only be removed by removing the Acid Residue condition which will remove the other conditions as well. Anything that removes the Poisoned condition can remove the Acid Residue condition.
This condition can be removed by spells like Purify Spirit, or items like Theriac and Catholicon.
![]() For example:A character is hit by an attack that calls for 'Acid Pin!'. Normally with the 'Pin!' call it is a Compulsion spell, that causes the Pinned condition and is usually fixed by Smelling Salts. Because the 'Acid!' call has been added, it is no longer a Compulsion spell so that will not work. The 'Acid Pin!' call applies both the Acid Residue and Pinned conditions. Using Smelling Salts will not remove either condition as Acid Residue has changed what the solution is. Using a spell such as Purify Spirit or Theriac will remove the Acid Residue condition and when that happens, it will remove the Pinned condition as well. |
References
Removing Conditions
Most conditions persist until their duration concludes or the event ends, whichever happens first. However, if a condition explicitly states it outlasts an event, then its listed duration takes precedence.
When one condition modifies another, such as the Poisoned condition affecting a different condition, and the modified condition has a duration longer than an event, the Poisoned condition will also extend beyond the event.
![]() For instance, a call for 'Poison Memory Loss!' results in the Lost Memories condition having a duration longer than a typical event. Consequently, the accompanying Poisoned condition from this call would also last for that extended period. |
Beyond the passage of time, conditions can be negated by effects that specifically target them by name or by their effect type. When calls like 'Poison!' or 'Acid!' alter another call, they redefine the resulting effect's effect type.
![]() 'The Lost Memories condition is normally classified as a Compulsion spell. However, when a call like 'Poison Memory Loss!' occurs the call is modified by 'Poison!', so the Lost Memories condition is treated as a Poison effect. |
Listing of Conditions
Condition Name | Effect | Duration | Common Sources | Common Cures
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Acid Residue | This condition does nothing by itself. It only modifies another condition changing how it is cured. | Based on other call. | Scarce items, some monsters | Anything that cures the Poisoned condition.
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Banished
| You have been forced to dissipate into the elements and can't voluntarily end it. | 10 Minutes | The Banish spell | Waiting
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Bleeding Out
| The character has a wound bleeding uncontrollably, they will die soon if not treated. | 10 Minutes | Torso Wounds | Stabilization Concoction, the Heal Mortal Wound spell
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Blunted
| The character has been damaged in a way that will heal quickly. | 10 Minutes | Blunt attacks, the Resilience spell | Waiting, the First Aid skill
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Charmed
| You are compelled to treat the source of the Charmed condition as a friend. | 10 Minutes | The Charm spell, dryads | Waiting, Smelling Salts
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Cursed
| Set an enemy's body to a maximum of 1. | 10 minutes | The Curse spell, Spyderbyte, some creatures | Waiting, the Heroism spell
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Damaged Spark
| Due to a damaged spark the character is immune to Restoration effects. | Indefinitely | Rare dangerous creatures | Specific items, special plots.
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Dead
| The character is dead. More powerful magic is needed to heal them. | Permanent Unless Healed | Killing Blows, Bleeding Out | The Revive spell
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Destroyed Memories
| This character's memories have been severely altered so they have forgotten 10 minutes of time. This is considerably harder to cure than the Lost Memories condition | Event then Permanent. | The Mindwipe Trap, The Memory Void ritual | The Memory Void or Cleansing Rituals.
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Diseased
| A Diseased character has -1 Might, -1 Accuracy, -1 Body and must walk slowly. | Indefinite | The 'Disease!' call | Rejuvenation Elixir, Theriac, Catholicon
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Disengaged
| The character no longer has any interest in the source of the condition | 1 Minute | The Disengage spell, Bug Repellent, Holy Water | Waiting, Smelling Salts, being attacked by the source
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Dissipated
| This character has temporarily transformed their body into the elements for safety. | 10 Minutes | The Dissipate Spell | Voluntarily ending the condition.
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Dominated
| Someone else can now control your actions. | 10 Minutes | The Dominate spell, The Primal Form spell, the Dreadlord spell | Waiting, Smelling Salts
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Enfeebled
| You can't use any spells or rituals. | 10 Minutes | The Enfeeble spell | Waiting, the Dispel Magic spell
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Exhausted
| Reduce your accuracy, might, and body by 1 each. You cannot move faster than walking speed. | Event or until cured. | Heroism | Rejuvenation Elixir, Theriac, Catholicon
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Ghastly Visage
| An illusion disguises you as undead, allowing a character to convince predatory undead that they are one of them. | 10 Minutes | The Ghastly Visage spell | Voluntarily ending it
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Grounded
| You can't dissipate, have your spark taken, or benefit from illusions. | 10 Minutes | Terran Roots?, Spirit Tar? | Waiting, Dispel Magic
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Helpless
| You are unable to defend yourself. | Variable | Torso Wound and Terrorized conditions | Removing the source.
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Hexed
| This condition augments another effect making it difficult to remove. | Variable | Fragile Traps, Hexed Items | The Remedy ritual, waiting
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Jinxed
| This condition does nothing by itself. It only modifies another condition, changing how it is cured. | Based on other call. | Some Battle spells. | 'Dispel Magic!', waiting.
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Ley Transit
| Your body turns to energy and you travel through the magic of the world to a predetermined location. | Instant* | The Leylines Spell | Arriving at destination
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Limb Wound
| One or more of a characters limbs have been injured. | Event | Damage, Pit Traps | The Restore Limb spell
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Lost Memories
| This character's memories have been altered so they have forgotten 10 minutes of time. | Permanent after the next event. | The Memory Loss spell | The Memory Loss or Dispel Magic spells
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Lycanthropy
| If you are not cured by the end of the next event you'll become a werewolf. | Permanent unless cured | Werewolf claws | Wolfsbane, Theriac, Catholicon
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Natural Hazard
| This condition does nothing by itself. It only modifies another condition, changing how it is cured. | Based on other call. | Some creatures. | 'Dispel Magic!', waiting.
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Pinned
| A Pinned character cannot move their feet. | 10 Minutes | The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags | Waiting, Smelling Salts
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Plagued
| You have been infected by a plague and are now at risk of spreading it until you are cured. | Until cured | An infected person spreads a plague to you | The Remedy ritual
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Poisoned
| You cannot heal body points or remove wounds while you have this condition. | Event or if attached to another condition that condition's duration | Goblin Iron weapons, Alchemicals | The Purify Spirit spell, Theriac, Catholicons
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Silenced
| A Silenced character may not speak (other than to use calls). | 1 minute | The Silence spell, the Status Roleplaying skill | Waiting, Smelling Salts
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Smote
| Characters who have been Smote have been Grounded and lost any Damage Requirement or Basic Kill Condition by an agent of the gods. | Game Day | Chosen of the Soldier and Grak | Waiting, the Remedy ritual
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Sparkless
| The character's spark is missing. They are dead and can't be healed without getting their spark back. | 1 Hour (Typically) | Reap Spirit | Mediums, killing the person with your spark
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Stolen Spark
| This character has used magic to take another beings spark. | 1 hour | Reap Spirit | Mediums, time, death
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Terrorized
| A Terrorized character is frozen in place unable to move. | 10 Minutes | The Terror spell, Grip of Darkness | Waiting, Getting Hit, Smelling Salts
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Torso Wound
| The character has received a grave injury and is unconscious. | Event | Damage, Boulders | The Heal Mortal Wound spell, a Catholicon
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Truthful
| You find yourself unable to lie. | 1 Minute | Truth Serum | Smelling Salts
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Weakened
| A Weakened character reduces their Might and Accuracy to 1. | 10 Minutes | The Weaken spell, the Scorpion's Kiss alchemical | Waiting, Smelling Salts |
The Mend Armor Spell effect
Casting this spell has one of the following effects:
- Remove all damage to physical armor.
- Remove all damage to natural armor.
- Remove the Broken Equipment condition from broken item.
The Broken Equipment Condition
Categories: Gameplay Rules | Calls | Acid Calls | Conditions | Equipment Conditions | Damage Types
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