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dom6:auras [2026/07/28 14:42]
druwski new page: auras
dom6:auras [2026/07/29 17:54] (current)
druwski disease resistance and the Plague Carrier cloud
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 | {{:abilities:nightmare_aura.png?15&nolink}} [[#nightmare-aura|Nightmare Aura]] | direct | 1 [[false-damage|false damage]] | Penetration 11 | [[glamour|Glamour]] | friendly, [[mindless|mindless]] | | {{:abilities:nightmare_aura.png?15&nolink}} [[#nightmare-aura|Nightmare Aura]] | direct | 1 [[false-damage|false damage]] | Penetration 11 | [[glamour|Glamour]] | friendly, [[mindless|mindless]] |
 | {{:abilities:mind_slimer.png?15&nolink}} [[#mind-slime|Mind Slime]] | direct | [[slowed|slowed]] for the battle | Penetration 15 | [[astral|Astral]] | [[mindless|mindless]], [[:void-sanity|Void Sanity]] | | {{:abilities:mind_slimer.png?15&nolink}} [[#mind-slime|Mind Slime]] | direct | [[slowed|slowed]] for the battle | Penetration 15 | [[astral|Astral]] | [[mindless|mindless]], [[:void-sanity|Void Sanity]] |
-| {{:abilities:disbelieve.png?15&nolink}} [[#disbelieve|Disbelieve]] | direct | 1 damage to [[illusion|illusions]] | Penetration 12 | none | all but enemy [[illusion|illusions]] |+| {{:abilities:disbelieve.png?15&nolink}} [[#disbelieve|Disbelieve]] | direct | 1 damage to [[illusion|illusions]] | Penetration 12 | [[astral|Astral]] | all but enemy [[illusion|illusions]] |
 | [[#soul-vortex|Soul Vortex]] | direct | 1 [[:life-drain|life drain]] | Penetration 11 | [[death|Death]] | [[inanimate|inanimate]], the carrier and its mount | | [[#soul-vortex|Soul Vortex]] | direct | 1 [[:life-drain|life drain]] | Penetration 11 | [[death|Death]] | [[inanimate|inanimate]], the carrier and its mount |
-| {{:abilities:plague.png?15&nolink}} [[#plague|Plague]] | direct | [[#plague|plague infection]] | Penetration 12 | none | [[inanimate|inanimate]] ([[demon|demons]] and [[spiritform|spiritform]] resist via disease resistance) |+| {{:abilities:plague.png?15&nolink}} [[#plague|Plague]] | direct | [[#plague|plague infection]] | Penetration 12 | none | [[inanimate|inanimate]] ([[demon|demons]], [[spiritform|spiritform]] and stone beings resist through [[disease-resistance|Disease Resistance]]) |
 | {{:abilities:fear.png?15&nolink}} {{:dom6:dread.png?15&nolink}} [[#fear-and-dread|Fear and Dread]] | direct | [[morale|morale]] loss | none | - | friendly, [[morale|morale]] 50 or more; Dread: [[true-sight|True Sight]], [[spirit-sight|Spirit Sight]], the [[blind|blind]] | | {{:abilities:fear.png?15&nolink}} {{:dom6:dread.png?15&nolink}} [[#fear-and-dread|Fear and Dread]] | direct | [[morale|morale]] loss | none | - | friendly, [[morale|morale]] 50 or more; Dread: [[true-sight|True Sight]], [[spirit-sight|Spirit Sight]], the [[blind|blind]] |
  
-The Penetration figure is the check's base roll. The carrier adds half its magic level in the listed path to it, the victim's commander helps resist with half its own level in that path, and a check with no path is fixed for both sides.+The Penetration figure is the check's base roll. The carrier adds half its magic level in the listed path to it. On the other side, a victim that is a commander in its own right resists with half of **its own** level in that path, rounded down; ordinary troops have no commander record and get nothing. A check with no path is fixed for both sides.
  
 The strike auras of spells such as ??Dance of Ephemeral Swords?? and ??Shroud of Flying Shards?? are attacks with their own rules, and this page does not cover them. The strike auras of spells such as ??Dance of Ephemeral Swords?? and ??Shroud of Flying Shards?? are attacks with their own rules, and this page does not cover them.
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 ==== Heat Aura ==== ==== Heat Aura ====
  
-{{:abilities:heat_aura.png?nolink}} The creature radiates heat, and its pulses lay [[cloud#heat-clouds|heat clouds]]. A level 1 heat cloud deals **2 armour-negating heat [[fatigue|fatigue]] damage** per application, and each application rolls to set the victim on fire at odds of the damage dealt out of 75, about a 3% chance for those 2 points. [[fire-resistance|Fire Resistance]] counts double against fatigue damage, so 10 or more of it makes the cloud all but harmless.+{{:abilities:heat_aura.png?nolink}} The creature radiates heat, and its pulses lay [[cloud#heat-clouds|heat clouds]]. A level 1 heat cloud deals **2 armour-negating heat [[fatigue|fatigue]] damage** per application, twice a round. Every application that gets through also rolls to set the victim [[burn|on fire]]. 
 + 
 +The burning roll is the damage left after resistance, out of 75. Take the cloud's heat damage, subtract Fire Resistance, and the victim burns if a d75 comes up under what is left. A level 1 cloud against an unprotected victim leaves 2, so the roll is 2 in 75. The damage has to land before the roll happens at all. In play that comes to **1.7% per application, 3.3% per round**. 
 + 
 +[[fire-resistance|Fire Resistance]] counts double here, and it comes off the damage before the burning roll rather than after it. **One point is enough to stop a level 1 cloud setting anyone alight**, because doubled it cancels the cloud's 2 points exactly. Two points do the same for a level 2 cloud. Separately, and regardless of the cloud, a creature with 10 or more Fire Resistance can never burn. Neither can anything standing underwater.
  
 The value moves with the surroundings: **plus 1 per point of Heat [[scales|scale]]** in the province, minus 1 per point of Cold scale, and **plus 1 per level of Fire magic** for commanders. Rain does not change the value. It only makes every kind of cloud fade faster. The value moves with the surroundings: **plus 1 per point of Heat [[scales|scale]]** in the province, minus 1 per point of Cold scale, and **plus 1 per level of Fire magic** for commanders. Rain does not change the value. It only makes every kind of cloud fade faster.
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 ==== Chill Aura ==== ==== Chill Aura ====
  
-{{:abilities:chill_aura.png?nolink}} The creature radiates cold, and its pulses lay [[cloud#frost-clouds|frost clouds]]. A level 1 frost cloud deals **2 armour-negating cold [[fatigue|fatigue]] damage** per application, and each application rolls to [[:frozen|freeze]] the victim at odds of the damage dealt out of 75, about a 3% chance for those 2 points, twice a round. [[cold-resistance|Cold Resistance]] counts double against fatigue damage, and 10 or more of it prevents freezing entirely.+{{:abilities:chill_aura.png?nolink}} The creature radiates cold, and its pulses lay [[cloud#frost-clouds|frost clouds]]. A level 1 frost cloud deals **2 armour-negating cold [[fatigue|fatigue]] damage** per application, twice a round. Every application that gets through also rolls to [[freeze|freeze]] the victim. 
 + 
 +The freezing roll works exactly like the burning one above: the damage left after resistance, out of 75. Subtract Cold Resistance from the cloud's cold damage and the victim freezes if a d75 comes up under what is left. That is 2 in 75 for a level 1 cloud against an unprotected victim. Once the damage roll itself is counted it comes to **1.7% per application and 3.3% per round**. 
 + 
 +[[cold-resistance|Cold Resistance]] counts double, and it comes off the damage before the freezing roll. **One point is enough to stop a level 1 cloud freezing anyone**, and two points do the same for a level 2 cloud. Separately, and regardless of the cloud, a creature with 10 or more Cold Resistance can never freeze.
  
 The value mirrors Heat Aura: **plus 1 per point of Cold [[scales|scale]]**, minus 1 per point of Heat scale, and **plus 1 per level of Water magic** for commanders. [[weather#snow|Snowfall]] during the battle adds a further 2. Chill works underwater. The value mirrors Heat Aura: **plus 1 per point of Cold [[scales|scale]]**, minus 1 per point of Heat scale, and **plus 1 per level of Water magic** for commanders. [[weather#snow|Snowfall]] during the battle adds a further 2. Chill works underwater.
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 ==== Plague Carrier ==== ==== Plague Carrier ====
  
-{{:abilities:plague_carrier.png?25&nolink}} The creature trails [[cloud#disease-clouds|clouds of disease]]. Anyone standing in one must pass a [[magic-resistance|Magic Resistance]] check or become [[afflictions#torso-afflictions|diseased]]. Against the low-level clouds an aura lays, the check comes at **Penetration 7** instead of the usual 11. It belongs to no magic path, the carrier's own magic adds nothing to it, and disease resistance does not apply: the Magic Resistance roll is the only protection. [[inanimate|Inanimate]] creatures are immune, [[ethereal|Ethereal]] creatures escape 75% of the time, and a creature that is already diseased is never checked again.+{{:abilities:plague_carrier.png?25&nolink}} The creature trails [[cloud#disease-clouds|clouds of disease]]. Anyone standing in one must pass a [[magic-resistance|Magic Resistance]] check or become [[afflictions#torso-afflictions|diseased]]. Against the low-level clouds an aura lays, the check comes at **Penetration 7** instead of the usual 11. It belongs to no magic path, so the carrier's own magic adds nothing to it and the victim's own magic does not help against it. The Magic Resistance roll is the only thing that decides whether the affliction lands: [[disease-resistance|Disease Resistance]] is not consulted here, unlike the [[#plague|Plague]] aura. What Disease Resistance does govern is everything that happens **after** the affliction lands, so a creature with a high value can catch the disease from a cloud and still never suffer for it. [[inanimate|Inanimate]] creatures are immune, [[ethereal|Ethereal]] creatures escape 75% of the time, and a creature that is already diseased is never checked again. 
 + 
 +[[undead|Undead]] are not immune to the cloud. They become diseased like anything else, and the affliction then does nothing to them, because a diseased undead is skipped by both the per-turn damage and the battlefield plague tick.
  
 Plague Carrier lays disease clouds and nothing else. The [[#plague|Plague]] aura further down this page is a separate, contagious effect. Plague Carrier lays disease clouds and nothing else. The [[#plague|Plague]] aura further down this page is a separate, contagious effect.
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 ==== Disbelieve ==== ==== Disbelieve ====
  
-{{:abilities:disbelieve.png?nolink}} The creature strips away illusions. An enemy [[illusion|illusion]] struck by a pulse takes **1 armour-negating damage** unless it passes a [[magic-resistance|Magic Resistance]] check, and real creatures are untouched. The unit panel calls this Disbelieve Aura, and its tooltip calls it Reality Aura.+{{:abilities:disbelieve.png?nolink}} The creature strips away illusions. An enemy [[illusion|illusion]] struck by a pulse takes **1 armour-negating damage** unless it passes a [[magic-resistance|Magic Resistance]] check, and a passed check negates the hit outright. Real creatures are untouched. The unit panel calls this Disbelieve Aura, and its tooltip calls it Reality Aura.
  
-This check gains nothing from the carrier's magic. A victim's Astral magic does help resist it.+The check is [[astral|Astral]], and the aura fixes its penetration bonus at 1, so the roll starts at **12** regardless of caster's own magic. An illusion that is itself a commander subtracts half its own Astral level, rounded down: Astral 2 or 3 brings the roll to 11, Astral 4 or 5 to 10, Astral 9 to 8.
  
 One monster has it: the ??Bodhisattva of Mercy?? (25). One monster has it: the ??Bodhisattva of Mercy?? (25).
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 {{:abilities:plague.png?nolink}} A creature that catches the plague radiates this aura. Anything nearby must pass a [[magic-resistance|Magic Resistance]] check or catch the plague too, and begin radiating it in turn. An infected creature takes **1d2 damage and 1d4 fatigue damage every combat round** until it dies. {{:abilities:plague.png?nolink}} A creature that catches the plague radiates this aura. Anything nearby must pass a [[magic-resistance|Magic Resistance]] check or catch the plague too, and begin radiating it in turn. An infected creature takes **1d2 damage and 1d4 fatigue damage every combat round** until it dies.
  
-The check belongs to no magic path, so no magic pushes it through resistance. Its strength is always 2, so it spreads through long contact rather than in bursts. [[inanimate|Inanimate]] creatures are immune. Disease resistance protects everyone else in proportion, and demons and spiritform creatures have it at full strength, so the infection never takes on them. **Friendly troops are not spared.**+The check belongs to no magic path, so no magic pushes it through resistance. Its strength is always 2, so it spreads through long contact rather than in bursts. [[inanimate|Inanimate]] creatures are immune. Everyone else gets a second, separate saving throw from [[disease-resistance|Disease Resistance]], rolled after the Magic Resistance check, so either roll alone is enough to escape. [[demon|Demons]], [[spiritform|spiritform]] creatures and stone beings count as Disease Resistance 100, and the infection never takes on them. **Friendly troops are not spared.**
  
 The plague comes from the spell ??Plague??, and the blade ??Woundflame?? makes its bearer an infected carrier as well. The plague comes from the spell ??Plague??, and the blade ??Woundflame?? makes its bearer an infected carrier as well.
dom6/auras.1785249774.txt.gz · Last modified: 2026/07/28 14:42 by druwski