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<h2>ENVIRONMENTAL EFFECTS</h2>
<p>
Any battle can be made more interesting by adding environmental effects. You
should try to introduce such features after one or two sessions to grow
familiar with the combat rules before experimenting with them!
</p>
<p>
Here are some examples of environmental effects; the damage they deal should
be based on the table on page 93.
</p>
<h3>ELEMENTAL AURA</h3>
<p>
This effect grants all creatures a Resistance or Vulnerability to a specific
type of damage (such as a cursed cathedral granting everyone Resistance to
light damage, or ocean water granting Resistance to fire but Vulnerability to
bolt).
</p>
<h3>RISING DANGER</h3>
<p>
This effects adds one or more elements of increasing danger to the scene;
perhaps the site of the battle is cursed and causes a new penalty at the end
of each round (such as MP loss, a status effect, or direct HP loss). This puts
a timer on the battle and forces the heroes to take risks in order to defeat
the enemy quickly.
</p>
<h3>TRAPS AND HAZARDS</h3>
<p>
A natural danger or a mechanical contraption might deal damage to some
creatures at the end of each round, or to any character that performs a
specific action. Typical examples are poisonous fogs, lightning storms, or
magical anomalies.
</p>
<h3>UNSTABLE AREA</h3>
<p>
The battlefield might react to specific actions, dealing damage to all
participants or to randomly selected characters. For instance, explosive
barrels might detonate whenever a fire-based spell is cast or a fire-based
attack is performed.
</p>
<p>
When you introduce an environmental effect, you should allow Player Characters
to find ways to disable it or turn its effects against their adversaries. This
will normally require filling a Clock through the Objective action.
</p>