## EXTRA DAMAGE

Some game effects let you deal "extra damage". These effects do not apply to attacks or spells that deal no damage, only to those which already deal damage.

## CHANGING DAMAGE TYPES

There are a variety of game effects that change the type of damage dealt by a spell or weapon. When this happens, the most recent effect “overwrites” any previous changes — and when such an effect ends, damage will return to its previous type.

Example: By default, a sword deals physical damage. If the spell Soul Weapon (page 209) is cast on that sword, it will deal light damage until the end of the scene. But if a Cyclone infusion (page 214) is applied to an attack, that attack will deal air damage — subsequent attacks will return to dealing light damage.

## IMPROVISING DAMAGE

Damage is generally dealt by weapons, spells, or special abilities, but there can be other situations in which characters might be harmed, such as falling from a bridge or being buried under a pile of debris. The Game Master should use the table below to determine the amount of damage suffered in similar occasions. The damage type will vary depending on the circumstances, of course.

Level | Minor Damage | Heavy Damage | Massive Damage
--- | --- | --- | ---
5+ | 10 | 30 | 40
20+ | 20 | 40 | 60
40+ | 30 | 50 | 80

Sources of damage such as traps and hazards cannot kill a Player Character unless they choose to sacrifice themselves; this should be portrayed as a sudden stroke of luck or as a consequence of the character’s heroic resolve.

Example: Montblanc falls into a river of lava and is reduced to 0 Hit Points. He surrenders and manages to land on a floating rock, but passes out because of the heat. The current drags him away, separating him from the group.