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		<title>Will to Power Wiki  - Recent changes [en]</title>
		<link>https://wiki.willtopowergames.com/Special:RecentChanges</link>
		<description>Track the most recent changes to the wiki in this feed.</description>
		<language>en</language>
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		<lastBuildDate>Mon, 12 Oct 2026 23:38:21 GMT</lastBuildDate>
		<item>
			<title>Diseased</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Diseased&amp;diff=891&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Diseased&amp;diff=891&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Diseased&quot; title=&quot;Diseased&quot;&gt;Diseased&lt;/a&gt; | subtitle               = Affected by disease | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/49372625-829a-44b7-7e1d-bc86442fd500/wiki#.png | caption              =  }}  A &lt;a href=&quot;/Diseased&quot; title=&quot;Diseased&quot;&gt;Diseased&lt;/a&gt; character or creature carries an affliction that may damage the body, impair its functions, or produce other harmful effects. Depending on the disease, the carrier may also pose a risk to others through...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Diseased]]&lt;br /&gt;
| subtitle               = Affected by disease&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/49372625-829a-44b7-7e1d-bc86442fd500/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Diseased]] character or creature carries an affliction that may damage the body, impair its functions, or produce other harmful effects. Depending on the disease, the carrier may also pose a risk to others through direct contact, bodily fluids, contaminated food or water, airborne transmission, parasites, or other means of spreading the affliction.&lt;br /&gt;
&lt;br /&gt;
[[Diseased]] is a general condition rather than a single illness. The specific disease determines its symptoms, severity, progression, and method of transmission. [[Players]] and the GM should consult the disease&amp;#039;s description to determine its effects on the carrier and the risks it presents to others.&lt;br /&gt;
&lt;br /&gt;
== [[Diseased]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/862594fb-897d-4e89-ff38-42706d8df700/wiki#.png|350px|left}}&lt;br /&gt;
[[Dis]]eases may arise from naturally occurring microorganisms, parasites, hereditary conditions, or supernatural sources. Some are acquired through exposure to an infected creature or contaminated environment, while others are inherited or imposed through magical means. Not every disease is contagious, and the method of transmission depends on the particular affliction.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Bacteria, viruses, fungi, and other microorganisms&lt;br /&gt;
* Parasites and other disease-carrying organisms&lt;br /&gt;
* Contaminated food, water, or environments&lt;br /&gt;
* Contact with infected creatures or their bodily fluids&lt;br /&gt;
* Hereditary or congenital conditions&lt;br /&gt;
* Magical spells and archetypal powers&lt;br /&gt;
* Charms and curses&lt;br /&gt;
* Wards and other supernatural effects that inflict disease&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Diseased]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ccccf65d-9f4a-4730-4cc4-4c8aaacce200/wiki#.png|350px|right}}&lt;br /&gt;
The effects of [[Diseased]] are determined by the specific disease&amp;#039;s description. Some diseases produce mild symptoms with little impact on a character&amp;#039;s activities, while others cause progressive damage, impair essential bodily functions, or introduce additional conditions.&lt;br /&gt;
&lt;br /&gt;
Of particular importance are effects that reduce [[Body]] Points or impose conditions such as Blindness or [[Dazed]], which may interfere with a character&amp;#039;s ability to fight, travel, communicate, or perform other necessary tasks. The disease&amp;#039;s description should specify its symptoms, how those symptoms progress, and whether the carrier can transmit the affliction to others.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Diseased]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ceef0d53-c3a5-4e89-0b95-2ed86207a900/wiki#.png|350px|right}}&lt;br /&gt;
The appropriate treatment depends on the disease and its underlying cause. Some diseases resolve with rest and ordinary medicine, while others require specialized remedies or magical intervention. Treating the symptoms may improve the carrier&amp;#039;s condition without necessarily eliminating the disease itself.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Rest and recovery&lt;br /&gt;
* Medicine and other appropriate treatments&lt;br /&gt;
* Curative potions&lt;br /&gt;
* Magical healing&lt;br /&gt;
* Archetypal powers that restore health or combat disease&lt;br /&gt;
* Magical artefacts that suppress or eliminate disease&lt;br /&gt;
* Removing a curse or countering a spell responsible for the affliction, where applicable&lt;br /&gt;
* Isolating the carrier or avoiding exposure to prevent further transmission while treatment takes effect&lt;br /&gt;
&lt;br /&gt;
The disease&amp;#039;s description determines whether a particular treatment is effective and whether the carrier remains contagious during recovery.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Diseased]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f370707d-4324-4988-bb4c-d641e9f7f400/wiki#.png|350px|right}}&lt;br /&gt;
The long-term consequences of [[Diseased]] depend on the nature and severity of the affliction. Some diseases resolve without lasting effects, while others persist, recur, or progressively damage the carrier. Prolonged illness may cause additional conditions, reduce the character&amp;#039;s ability to perform ordinary tasks, or leave lasting impairments even after the disease itself has been overcome.&lt;br /&gt;
&lt;br /&gt;
Contagious diseases may also spread to companions, communities, or other creatures if appropriate precautions are not taken. In severe cases, the disease may continue causing damage until the carrier dies. The specific disease&amp;#039;s description governs its progression, possible complications, transmissibility, and ultimate outcome.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 19:26:42 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Diseased</comments>
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			<title>Deafened</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Deafened&amp;diff=890&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Deafened&amp;diff=890&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Deafened&quot; title=&quot;Deafened&quot;&gt;Deafened&lt;/a&gt; | subtitle               = Sonic Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6cea0c9a-a4f0-4121-4e2b-a99e9fe01900/wiki#.png | caption              =  }}  A &lt;a href=&quot;/Deafened&quot; title=&quot;Deafened&quot;&gt;Deafened&lt;/a&gt; character or creature cannot perceive sounds through ordinary hearing. The condition may be temporary or permanent, partial or complete, depending on its cause and severity. Regardless of the cause, a Deafen...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Deafened]]&lt;br /&gt;
| subtitle               = Sonic Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6cea0c9a-a4f0-4121-4e2b-a99e9fe01900/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Deafened]] character or creature cannot perceive sounds through ordinary hearing. The condition may be temporary or permanent, partial or complete, depending on its cause and severity. Regardless of the cause, a [[Deafened]] victim cannot rely on auditory information to understand what is happening nearby.&lt;br /&gt;
&lt;br /&gt;
Deafness does not necessarily prevent a creature from communicating or perceiving its surroundings through other senses. However, the victim will not receive clues or perceptions that depend on hearing, potentially missing warnings, spoken instructions, approaching enemies, or other sounds that might otherwise provide a useful advantage.&lt;br /&gt;
&lt;br /&gt;
== [[Deafened]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/df812d2f-c435-4905-df50-622ffe715900/wiki#.png|350px|left}}&lt;br /&gt;
[[Deafened]] may result from physical injury, environmental exposure, substances that interfere with hearing, disease, or supernatural effects. Some causes damage the ears or auditory system, while others temporarily suppress the ability to perceive sound.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Strikes to the ears or other injuries to the auditory system&lt;br /&gt;
* Extremely loud sounds or concussive blasts&lt;br /&gt;
* Certain drugs and poisons&lt;br /&gt;
* [[Dis]]eases affecting hearing&lt;br /&gt;
* Magical spells and archetypal powers&lt;br /&gt;
* Charms and curses&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Other supernatural effects that suppress hearing&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Deafened]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/76c199fc-23a5-4d5a-235e-4c9f84c25b00/wiki#.png|350px|right}}&lt;br /&gt;
A [[Deafened]] character or creature cannot perform actions that require hearing and cannot benefit from auditory clues of any kind. This may include understanding spoken instructions without an alternative means of communication, identifying the direction of a sound, hearing an approaching creature, or responding to warnings that are delivered only by voice.&lt;br /&gt;
&lt;br /&gt;
The condition does not automatically prevent actions that rely on sight, touch, or other available senses. Communication may remain possible through gestures, writing, sign language, lip reading, or other suitable methods, provided the character can perceive and understand them. The GM determines whether an action is possible based on the information available to the [[Deafened]] character.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Deafened]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/fe6c3e53-f2d2-4550-b8a1-5b2a2566f300/wiki#.png|350px|right}}&lt;br /&gt;
The method of removing [[Deafened]] depends on its cause. Temporary hearing loss may resolve with time and rest, while physical damage, disease, poisoning, or supernatural interference may require specific treatment.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Rest and recovery&lt;br /&gt;
* Removing the source of harmful sound or environmental exposure&lt;br /&gt;
* Administering curative potions&lt;br /&gt;
* Treating the underlying injury, disease, or poisoning&lt;br /&gt;
* Applying curative magic&lt;br /&gt;
* Using archetypal powers that restore hearing&lt;br /&gt;
* Employing magical artefacts that restore auditory perception&lt;br /&gt;
* Removing a curse or countering the spell responsible&lt;br /&gt;
&lt;br /&gt;
If the condition results from permanent physical damage, ordinary rest may not restore hearing. More powerful healing or other specialized means may be required.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Deafened]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/437ffca5-432f-44bb-a32c-0129646e8e00/wiki#.png|350px|right}}&lt;br /&gt;
Temporary [[Deafened]] may last only until the victim recovers from the original cause. If hearing loss persists, the character must adapt to a world in which sound provides no reliable information. This can remain a significant disadvantage when dealing with unfamiliar surroundings, communicating under pressure, or detecting threats that cannot be seen.&lt;br /&gt;
&lt;br /&gt;
Over time, a [[Deafened]] character may develop or learn skills that compensate for the loss of hearing. Lip reading, sign language, heightened attention to visual cues, and familiarity with an environment can all reduce the practical handicap. Such skills do not restore hearing, but they may allow the character to function effectively in situations that would otherwise leave them at a disadvantage.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 19:06:51 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Deafened</comments>
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		<item>
			<title>Dazed</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Dazed&amp;diff=889&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Dazed&amp;diff=889&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Dazed&quot; title=&quot;Dazed&quot;&gt;Dazed&lt;/a&gt; | subtitle               = &lt;a href=&quot;/Blood_Loss&quot; title=&quot;Blood Loss&quot;&gt;Blood Loss&lt;/a&gt;, &lt;a href=&quot;/Dehydration&quot; title=&quot;Dehydration&quot;&gt;Dehydration&lt;/a&gt;, etc. | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ed106e10-b0ac-4319-1b6e-8adb88c8b400/wiki#.png | caption              =  }}  A &lt;a href=&quot;/Dazed&quot; title=&quot;Dazed&quot;&gt;Dazed&lt;/a&gt; character or creature has impaired awareness, coordination, or mental focus, making it more difficult to act effectively. The condition may affect almost any activity, from moving across the...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Dazed]]&lt;br /&gt;
| subtitle               = [[Blood Loss]], [[Dehydration]], etc.&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ed106e10-b0ac-4319-1b6e-8adb88c8b400/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Dazed]] character or creature has impaired awareness, coordination, or mental focus, making it more difficult to act effectively. The condition may affect almost any activity, from moving across the battlefield to striking an opponent, defending against an attack, or casting a spell. Even actions that would ordinarily be routine may become unreliable.&lt;br /&gt;
&lt;br /&gt;
[[Dazed]] does not necessarily mean that a victim is helpless or unable to act. Rather, the victim has an increased chance of failure, with the degree of impairment depending on the cause and severity of the condition. A [[Dazed]] character may understand what needs to be done but struggle to make their body or mind cooperate.&lt;br /&gt;
&lt;br /&gt;
== [[Dazed]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/11a249b4-0e1e-4f7b-9bca-55e2f5b41800/wiki#.png|350px|left}}&lt;br /&gt;
[[Dazed]] may result from physical distress, mental disruption, intoxicating substances, or supernatural interference. Some causes temporarily impair coordination or consciousness, while others disrupt concentration, perception, or the ability to make sound decisions.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Asphyxiation]] and oxygen deprivation&lt;br /&gt;
* [[Exhaustion]], severe fatigue, or physical shock&lt;br /&gt;
* Alcohol and other intoxicating drugs&lt;br /&gt;
* [[Poison]]s and other substances that impair the nervous system&lt;br /&gt;
* Head injuries and other physical trauma&lt;br /&gt;
* Magical spells and archetypal powers&lt;br /&gt;
* Charms, curses, and other supernatural effects&lt;br /&gt;
* [[Confusion]], fear, or other conditions that interfere with effective action&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Dazed]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/41c11aa2-93bc-4a66-48ff-674c74b13800/wiki#.png|350px|right}}&lt;br /&gt;
In combat, a [[Dazed]] character or creature has an increased chance of failing any action that requires effective movement, coordination, concentration, or judgment. Depending on the intended action and the source of the condition, the GM may require an [[Endurance]], [[Intelligence]], or [[Will]] check to determine whether the action succeeds.&lt;br /&gt;
&lt;br /&gt;
[[Endurance]] may be appropriate when physical coordination or stamina is compromised; [[Intelligence]] when the action depends on clear thought or concentration; and [[Will]] when the victim must overcome mental or spiritual interference. A failed check means the intended action does not succeed. If a movement attempt fails in a way that causes the victim to lose their balance, the GM may also impose the [[Prone]] condition.&lt;br /&gt;
&lt;br /&gt;
The condition does not automatically prevent all actions. Its effect is to make successful action less reliable, with the appropriate check determined by what the character is attempting and why they are [[Dazed]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Dazed]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a1ebc28a-33af-4dfc-a1dd-9e60dfc4e100/wiki#.png|350px|right}}&lt;br /&gt;
The method of removing [[Dazed]] depends on its cause. Temporary impairment may pass with time and rest, while poisoning, injury, curses, or magical effects may require specific treatment.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Rest and recovery&lt;br /&gt;
* Removing the source of physical distress or mental disruption&lt;br /&gt;
* Administering curative potions&lt;br /&gt;
* Treating intoxication or poisoning with appropriate remedies&lt;br /&gt;
* Applying curative magic&lt;br /&gt;
* Using archetypal powers that restore physical or mental function&lt;br /&gt;
* Employing magical artefacts that restore clarity or coordination&lt;br /&gt;
* Removing a curse or countering the spell responsible&lt;br /&gt;
&lt;br /&gt;
Treating the underlying cause is important. If the victim remains exposed to the effect that caused [[Dazed]], the condition may persist or return.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Dazed]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/97f31992-c556-48d0-0dd2-d390e7051d00/wiki#.png|350px|right}}&lt;br /&gt;
A brief episode of [[Dazed]] may cause little more than a missed action or an awkward stumble. If the condition persists or worsens, however, repeated failures may leave the victim vulnerable to further attacks and environmental hazards. Failed movement may result in [[Prone]], making the victim even less capable of responding effectively.&lt;br /&gt;
&lt;br /&gt;
Severe or prolonged impairment may progress to [[Un]]consciousness. If the underlying cause continues to inflict damage or otherwise threatens the victim&amp;#039;s survival, the condition may ultimately contribute to [[Dead]]. [[Dazed]] itself does not necessarily cause death; the outcome depends on the severity, duration, and source of the impairment.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 18:30:43 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Dazed</comments>
		</item>
		<item>
			<title>Drowning</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Drowning&amp;diff=888&amp;oldid=887</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Drowning&amp;diff=888&amp;oldid=887</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:24, 9 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A [[Drowning]] character or creature is driven by a single imperative: to breathe. [[Un]]able to obtain sufficient air, the victim instinctively prioritizes reaching a place where breathing is possible. By default, all available actions are directed toward escaping the water, reaching the surface, or otherwise alleviating the condition.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Creatures with a sufficiently strong [[Will]] may be able to overcome this imperative temporarily and take other actions. Doing so requires resisting the body&#039;s urgent demand for air, particularly as the effects of oxygen deprivation worsen. The precise limits depend on the victim&#039;s capabilities and the circumstances of the drowning.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Drowning]] Causes ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Drowning]] Causes ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b37bfc37-cc82-420b-13ad-cc78973c4300/wiki#.png|350px|left}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b37bfc37-cc82-420b-13ad-cc78973c4300/wiki#.png|350px|left}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Drowning]] occurs when a character or creature is submerged in water or another liquid and cannot breathe adequately. It may result from an inability to swim, exhaustion, environmental hazards, or deliberate interference by another creature. Even a capable swimmer may drown when conditions prevent them from reaching the surface or maintaining access to air.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Examples include:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [[Falling]] into water without the ability to swim&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Rough water, strong currents, or waves that prevent reaching the surface&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Fatigue or exhaustion that leaves a swimmer unable to stay afloat&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Encumbrance or equipment that impedes swimming&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Being forcibly held underwater by another creature&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Being trapped underwater or in a submerged enclosure&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Diving too deep without a reliable means of breathing&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Magical effects, curses, or archetypal powers that prevent breathing or impede escape&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Drowning]] Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Drowning]] Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d48bf5cf-75e5-4331-4b07-6c6ed9230b00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d48bf5cf-75e5-4331-4b07-6c6ed9230b00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In combat, a [[Drowning]] character or creature may move and take actions that directly help alleviate the condition. These include swimming toward the surface, escaping restraints, moving toward breathable air, or attacking a creature that is preventing escape.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Actions unrelated to alleviating [[Drowning]] generally require a successful [[Will]] check. For example, a victim might attempt to attack a giant octopus dragging them beneath the waves, rather than devoting every effort to escaping. A failed check means the victim&#039;s imperative to breathe takes precedence and the unrelated action is lost.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Drowning]] also exposes the victim to [[Asphyxiation]] Damage while they remain unable to breathe. The longer the condition continues, the more difficult it becomes to act effectively, and the less likely the victim is to rescue themselves.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Removing the [[Drowning]] Condition ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Removing the [[Drowning]] Condition ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f913c884-5b29-480f-734b-837944110d00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f913c884-5b29-480f-734b-837944110d00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Removing [[Drowning]] requires restoring access to breathable air or eliminating whatever prevents the victim from breathing. Curative magic may help with the resulting damage, but it does not necessarily remove the condition while the victim remains submerged or restrained.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Possible methods include:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Reaching the surface or moving to a place where breathing is possible&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Rescuing the victim from the water&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Escaping restraints or defeating the creature holding the victim underwater&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Using breathing apparatus or breathing potions&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Applying magic that provides breathable air or permits underwater breathing&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Using archetypal powers or magical artefacts that sustain breathing&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Countering a curse, spell, or other supernatural effect responsible for the condition&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once the victim can breathe again, [[Drowning]] ends. The victim may nevertheless require treatment and recovery from accumulated [[Asphyxiation]] Damage.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Long Term [[Drowning]] Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Long Term [[Drowning]] Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b71b4d5d-c01c-479e-0771-4903ef71af00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b71b4d5d-c01c-479e-0771-4903ef71af00/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Continued [[Drowning]] causes progressive physical impairment as the victim is deprived of oxygen. The victim may become [[Dazed]], lose the ability to coordinate movements, and eventually become [[Un]]conscious. At that point, they can no longer reliably act to escape, making rescue by another creature increasingly important.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the victim remains unable to breathe, [[Asphyxiation]] Damage continues until their [[Body]] Points reach zero, resulting in [[Dead]]. [[Drowning]] therefore demands immediate action: even a strong swimmer or powerful creature may succumb if unable to regain access to air in time.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Copyright notice}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Copyright notice}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:conditions]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:conditions]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</description>
			<pubDate>Fri, 09 Oct 2026 16:24:00 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Drowning</comments>
		</item>
		<item>
			<title>Drowning</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Drowning&amp;diff=887&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Drowning&amp;diff=887&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Drowning&quot; title=&quot;Drowning&quot;&gt;Drowning&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Un&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Un (page does not exist)&quot;&gt;Underwater&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0f6fe64c-0171-4886-c3fa-c4546e8c0900/wiki#.png | caption              =  }}    == &lt;a href=&quot;/Drowning&quot; title=&quot;Drowning&quot;&gt;Drowning&lt;/a&gt; Causes == {{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b37bfc37-cc82-420b-13ad-cc78973c4300/wiki#.png|350px|left}}  {{-}}  == &lt;a href=&quot;/Drowning&quot; title=&quot;Drowning&quot;&gt;Drowning&lt;/a&gt; Effects == {{LoreImage|https://imagedelivery.net/...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Drowning]]&lt;br /&gt;
| subtitle               = [[Un]]derwater&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0f6fe64c-0171-4886-c3fa-c4546e8c0900/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Drowning]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b37bfc37-cc82-420b-13ad-cc78973c4300/wiki#.png|350px|left}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Drowning]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d48bf5cf-75e5-4331-4b07-6c6ed9230b00/wiki#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Drowning]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f913c884-5b29-480f-734b-837944110d00/wiki#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Drowning]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b71b4d5d-c01c-479e-0771-4903ef71af00/wiki#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 06:56:54 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Drowning</comments>
		</item>
		<item>
			<title>Charmed</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Charmed&amp;diff=886&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Charmed&amp;diff=886&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Charmed&quot; title=&quot;Charmed&quot;&gt;Charmed&lt;/a&gt; | subtitle               = Magical effect | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/017e470d-76d2-4329-d5ca-369777459c00/wiki#.png | caption              =  }}  A &lt;a href=&quot;/Charmed&quot; title=&quot;Charmed&quot;&gt;Charmed&lt;/a&gt; character or creature is subject to a magical imperative imposed by another being, known as the charmer. At a minimum, the charmed victim cannot harm their charmer. This restriction is absolute: no &lt;a href=&quot;/Charmed&quot; title=&quot;Charmed&quot;&gt;Charmed&lt;/a&gt;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Charmed]]&lt;br /&gt;
| subtitle               = Magical effect&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/017e470d-76d2-4329-d5ca-369777459c00/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Charmed]] character or creature is subject to a magical imperative imposed by another being, known as the charmer. At a minimum, the charmed victim cannot harm their charmer. This restriction is absolute: no [[Charmed]] character or creature may deliberately harm their charmer, regardless of the circumstances.&lt;br /&gt;
&lt;br /&gt;
More potent forms of Charm may impose additional restrictions on the victim&amp;#039;s choices and behaviour. Depending on the source and strength of the effect, a [[Charmed]] creature might be limited in whom it can attack, what actions it can take, or how it responds to its charmer&amp;#039;s wishes. The precise restrictions depend on the effect responsible, but the prohibition against harming the charmer always applies.&lt;br /&gt;
&lt;br /&gt;
== [[Charmed]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ce3c04a6-af8f-4fe0-1ee6-155f8cabad00/wiki#.png|350px|left}}&lt;br /&gt;
Charm is generally imposed through magical or supernatural means. It may be administered directly to a victim, triggered by an object or ward, or imposed through a curse or archetypal power. The potency of the source determines the strength and duration of the effect.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Potion]]s that induce Charm&lt;br /&gt;
* Magical artefacts that influence behaviour&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Other supernatural effects that impose obedience or restrict a victim&amp;#039;s choices&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Charmed]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4ab7d94c-2132-4988-3aee-ceb816d7d800/wiki#.png|350px|right}}&lt;br /&gt;
In combat, a [[Charmed]] character or creature may move and attack normally, subject to the restrictions imposed by the Charm. However, the victim may not attack their charmer, move adjacent to them, or make an attack that could inadvertently affect them. This prohibition includes area attacks and other actions that might harm the charmer as a secondary consequence.&lt;br /&gt;
&lt;br /&gt;
More powerful forms of Charm may impose further limitations, potentially restricting the victim&amp;#039;s available actions or compelling specific behavior. The GM should apply the restrictions associated with the particular effect rather than assuming that every Charm produces identical behavior. Whatever additional restrictions apply, the victim remains unable to harm their charmer.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Charmed]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/c5e233ec-29a3-4688-6fc1-26a5696b1100/wiki#.png|350px|right}}&lt;br /&gt;
Removing Charm generally requires counteracting the magic or supernatural effect responsible. The appropriate remedy depends on the source and potency of the Charm.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Curative potions&lt;br /&gt;
* Curative magic&lt;br /&gt;
* Spells or powers that remove Charm&lt;br /&gt;
* Remove Curse effects, where the Charm is caused by a curse&lt;br /&gt;
* Magical artefacts that suppress or dispel the effect&lt;br /&gt;
* [[Dis]]abling or destroying the artefact, ward, or other source responsible, where applicable&lt;br /&gt;
&lt;br /&gt;
Simply moving away from the charmer does not necessarily remove the condition. [[Un]]less the effect specifies otherwise, the victim remains [[Charmed]] until its duration expires or an appropriate remedy removes it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Charmed]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/9c1e93f3-5837-4efc-c925-22e8f9e57c00/wiki#.png|350px|right}}&lt;br /&gt;
The duration of Charm depends on the potency of the spell, potion, artefact, or other effect used by the charmer. Some effects may last only briefly, while more powerful forms may persist for a considerably longer period. The specific effect determines when the condition ends.&lt;br /&gt;
&lt;br /&gt;
Charm rarely produces permanent effects. Once the condition expires or is removed, the victim returns to their ordinary state without lasting consequences from the condition itself. Any actions taken while [[Charmed]] may still have consequences, however, and those consequences do not disappear merely because the magic does.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 05:05:50 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Charmed</comments>
		</item>
		<item>
			<title>Blinded</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Blinded&amp;diff=885&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Blinded&amp;diff=885&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Blinded&quot; title=&quot;Blinded&quot;&gt;Blinded&lt;/a&gt; | subtitle               = Light &lt;a href=&quot;/index.php?title=Power&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Power (page does not exist)&quot;&gt;Powers&lt;/a&gt;/Spells | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b604f6f-53a1-4467-9cb6-32c87bc05700/wiki#.png | caption              =  }}  Blindness is a condition in which a creature cannot obtain useful visual information from its surroundings. It may be temporary or permanent, partial or complete, and may result from the environment, an obstruction...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Blinded]]&lt;br /&gt;
| subtitle               = Light [[Power]]s/Spells&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b604f6f-53a1-4467-9cb6-32c87bc05700/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blindness is a condition in which a creature cannot obtain useful visual information from its surroundings. It may be temporary or permanent, partial or complete, and may result from the environment, an obstruction, damage to the eyes, or an effect that interferes with vision. A blindfold is a simple example, but darkness, blinding light, airborne debris, and supernatural effects can all leave a creature unable to see.&lt;br /&gt;
&lt;br /&gt;
Blindness does not necessarily mean that the eyes themselves are damaged. A creature may be unable to see because there is insufficient light, because its vision is overwhelmed or obstructed, or because a magical effect has deprived it of sight. The cause matters when determining how the condition can be removed.&lt;br /&gt;
&lt;br /&gt;
== [[Blinded]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b5deb47c-2498-4e6a-8f99-025c1e4f4f00/wiki#.png|350px|left}}&lt;br /&gt;
Blindness may arise from environmental conditions, physical obstructions, injury, illness, or supernatural effects. Some causes prevent light from reaching the eyes; others damage the organs of sight or interfere directly with the victim&amp;#039;s ability to perceive what it sees.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Complete darkness or blinding light&lt;br /&gt;
* Intentionally closed eyes &lt;br /&gt;
* Sandstorms, smoke, dust, or other conditions that eliminate visibility&lt;br /&gt;
* Blindfolds, hoods, or other physical obstructions&lt;br /&gt;
* Damage to or loss of the eyes&lt;br /&gt;
* Effects of certain poisons and diseases&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Other supernatural effects that suppress or distort vision&lt;br /&gt;
&lt;br /&gt;
Creatures that rely on echolocation or another effective substitute for ordinary vision are not considered [[Blinded]] when that ability allows them to perceive their surroundings despite the cause.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blinded]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3d152aab-65a1-4cc1-209b-c9d0841bce00/wiki#.png|350px|right}}&lt;br /&gt;
A [[Blinded]] creature loses the ability to rely on ordinary vision and must use sound, touch, memory, and other available cues to navigate its surroundings. In combat, this severely limits movement and the ability to locate, track, and attack opponents.&lt;br /&gt;
&lt;br /&gt;
[[Un]]less the creature has an ability that compensates for its lack of sight, it moves at one-quarter of its normal movement distance and physical attacks deal one-quarter of their normal damage. These limitations represent the difficulty of positioning, aiming, and striking effectively without visual information.&lt;br /&gt;
&lt;br /&gt;
Magical attacks may still be possible, but their effectiveness depends on how the power is directed and whether it requires the caster to see the target. The GM may require a skill check or make a specific ruling based on the power, the target, and the information available to the caster.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Blinded]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d38e4c7c-150b-4eda-14a6-1dcc97b5d700/wiki#.png|350px|right}}&lt;br /&gt;
The appropriate method for removing Blindness depends on its cause. Environmental blindness may be resolved by changing the conditions, while physical injury or supernatural interference may require treatment or a specific countermeasure.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Providing adequate light when darkness is the cause&lt;br /&gt;
* Removing a blindfold or other physical obstruction&lt;br /&gt;
* Using eye protection against blinding light, dust, sand, or similar hazards&lt;br /&gt;
* Leaving an environment that prevents visibility&lt;br /&gt;
* Administering healing potions where the eyes or visual system have been injured&lt;br /&gt;
* Applying magical healing&lt;br /&gt;
* Using archetypal powers that restore sight&lt;br /&gt;
* Employing magical artefacts that restore or substitute for vision&lt;br /&gt;
* Countering or dispelling the curse, spell, ward, or other effect responsible&lt;br /&gt;
&lt;br /&gt;
Restoring sight may not be necessary if the creature can instead use echolocation or another suitable sensory ability to perceive its surroundings.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Blinded]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7dae24c2-1ed4-4858-44e2-2b9b2d3d4400/wiki#.png|350px|right}}&lt;br /&gt;
Blindness can be a severe handicap when first suffered, particularly in unfamiliar surroundings or during combat. Over time, however, a creature may learn to compensate by relying on sound, touch, memory, and other sensory information. Familiar environments become easier to navigate, and practiced responses can reduce the disadvantage in ordinary activities.&lt;br /&gt;
&lt;br /&gt;
Training, specialized skills, and supernatural powers may further compensate for lost sight, potentially restoring movement and physical combat effectiveness to ordinary levels. Such adaptations do not necessarily restore vision itself; they allow the creature to function without it. Whether these benefits apply depends on the creature&amp;#039;s abilities, experience, and the circumstances in which it must act.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 04:47:17 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Blinded</comments>
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		<item>
			<title>Bleeding</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Bleeding&amp;diff=884&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Bleeding&amp;diff=884&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Bleeding&quot; title=&quot;Bleeding&quot;&gt;Bleeding&lt;/a&gt; | subtitle               = &lt;a href=&quot;/Chopping_Force&quot; title=&quot;Chopping Force&quot;&gt;Chopping Force&lt;/a&gt;, &lt;a href=&quot;/index.php?title=Sharp_Force&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Sharp Force (page does not exist)&quot;&gt;Sharp Force&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/13997a46-2b5d-4a31-e5ce-6b14ecc9e800/wiki#.png | caption              =  }}  &lt;a href=&quot;/Bleeding&quot; title=&quot;Bleeding&quot;&gt;Bleeding&lt;/a&gt; occurs when blood escapes from the body&amp;#039;s circulatory system, usually through damaged blood vessels. It commonly accompanies chopping, sharp-force wounds, and other physical injuries, but...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Bleeding]]&lt;br /&gt;
| subtitle               = [[Chopping Force]], [[Sharp Force]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/13997a46-2b5d-4a31-e5ce-6b14ecc9e800/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Bleeding]] occurs when blood escapes from the body&amp;#039;s circulatory system, usually through damaged blood vessels. It commonly accompanies chopping, sharp-force wounds, and other physical injuries, but it can also be caused by creatures that feed on blood or by effects that interfere with the body&amp;#039;s ability to control bleeding.&lt;br /&gt;
&lt;br /&gt;
The severity of the condition depends on how much blood is lost and how quickly it happens. Minor bleeding may stop naturally, while severe or persistent bleeding can deprive the body and brain of the blood they need to function. [[Un]]less the bleeding is controlled, the victim may progress from weakness and dizziness to unconsciousness and, ultimately, death.&lt;br /&gt;
&lt;br /&gt;
== [[Bleeding]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d40fde87-faef-4962-5d2f-a35a24de8200/wiki#.png|350px|left}}&lt;br /&gt;
[[Bleeding]] most often results from physical injury, but it may also arise from biological, chemical, magical, or supernatural sources. Some attacks cause wounds that continue bleeding after the initial injury; others specifically draw blood or prevent the body from clotting.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Chopping and sharp-force wounds&lt;br /&gt;
* Vampiric creatures and other blood-draining predators&lt;br /&gt;
* Animal attacks that tear tissue or damage blood vessels&lt;br /&gt;
* Effects of certain poisons and diseases&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Other effects that prevent clotting or cause blood to escape the body&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Bleeding]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/416ca965-35da-45ef-3017-5cf813bd5f00/wiki#.png|350px|right}}&lt;br /&gt;
[[Bleeding]] does not, by itself, restrict the sufferer from taking part in combat activity. Neither movement nor attacks are affected in any way. &lt;br /&gt;
&lt;br /&gt;
[[Bleeding]] can cause progressive weakness as the victim loses blood. Early effects may include dizziness, fatigue, reduced strength, and impaired cognitive abilities as the body struggles to maintain adequate circulation. More severe blood loss can cause confusion, fainting, and an inability to remain upright or perform strenuous actions.&lt;br /&gt;
&lt;br /&gt;
The consequences depend on the rate and duration of blood loss. A victim who appears capable of continuing a fight may deteriorate rapidly if a serious wound remains untreated. Continued bleeding can eventually lead to unconsciousness and death.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Bleeding]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/9f531478-d7d0-498f-4a67-f0b461707b00/wiki#.png|350px|right}}&lt;br /&gt;
Removing [[Bleeding]] requires stopping or controlling the loss of blood. Restoring [[Body]] Points alone may not resolve the condition if the wound or other cause continues to produce bleeding.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Applying direct pressure to the wound&lt;br /&gt;
* Using bandages and suitable dressings to control bleeding&lt;br /&gt;
* Cauterization, where appropriate&lt;br /&gt;
* Treating the underlying injury&lt;br /&gt;
* Administering healing potions&lt;br /&gt;
* Applying magical healing&lt;br /&gt;
* Using archetypal powers that restore the body or control bleeding&lt;br /&gt;
* Employing magical artefacts that close wounds or prevent further blood loss&lt;br /&gt;
* Removing or countering a poison, curse, spell, or other source responsible for continued bleeding&lt;br /&gt;
&lt;br /&gt;
Once the bleeding has stopped, the victim may still need rest and treatment to recover from the blood already lost.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Bleeding]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a075a6ad-b136-4994-b0d1-24de475d2a00/wiki#.png|350px|right}}&lt;br /&gt;
Continued [[Bleeding]] progressively reduces the victim&amp;#039;s ability to function. Dizziness and fatigue may develop into [[Dazed]], leaving the victim less capable of responding effectively. As blood loss worsens, the victim may become [[Prone]], faint, or eventually become [[Un]]conscious.&lt;br /&gt;
&lt;br /&gt;
If the bleeding remains uncontrolled, the loss of blood will eventually become fatal, resulting in [[Dead]]. The condition therefore demands prompt attention: a victim who can still move or speak may nevertheless be in serious danger, and delaying treatment can turn a survivable wound into a fatal one.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 04:24:10 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Bleeding</comments>
		</item>
		<item>
			<title>Asphyxiated</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Asphyxiated&amp;diff=883&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Asphyxiated&amp;diff=883&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox condition | title                 = &lt;a href=&quot;/Asphyxiated&quot; title=&quot;Asphyxiated&quot;&gt;Asphyxiated&lt;/a&gt; | subtitle               = Blockage of air, oxygen free environment | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/de9feea7-abc3-472b-5947-fc747a09c600/wiki#.png | caption              =  }}  &lt;a href=&quot;/Asphyxiation&quot; title=&quot;Asphyxiation&quot;&gt;Asphyxiation&lt;/a&gt; occurs when a creature&amp;#039;s body cannot obtain sufficient breathable air to sustain its vital functions. This may result from a lack of breathable air in the environment, a blocka...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox condition&lt;br /&gt;
| title                 = [[Asphyxiated]]&lt;br /&gt;
| subtitle               = Blockage of air, oxygen free environment&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/de9feea7-abc3-472b-5947-fc747a09c600/wiki#.png&lt;br /&gt;
| caption              = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Asphyxiation]] occurs when a creature&amp;#039;s body cannot obtain sufficient breathable air to sustain its vital functions. This may result from a lack of breathable air in the environment, a blockage of the breathing apparatus, damage to the lungs, or magical effects that interfere with breathing or the body&amp;#039;s ability to use air. Although the cause may vary, the result is the same: the victim is deprived of what it needs to survive.&lt;br /&gt;
&lt;br /&gt;
[[Asphyxiation]] is an immediate threat. A victim may initially remain conscious and capable of action, but continued deprivation progressively impairs physical function and eventually causes unconsciousness and death. [[Un]]less the cause is resolved quickly, the victim will not survive.&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiated]] Causes ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6ef242bb-e690-4f51-2f74-4a642e5f7e00/wiki#.png|350px|left}}&lt;br /&gt;
[[Asphyxiation]] can arise from environmental conditions, physical obstruction, injury, or supernatural interference. Some causes prevent air from reaching the lungs, while others prevent the body from obtaining or using the air it needs. The condition may begin suddenly or develop while a victim remains exposed to a hazardous environment or ongoing effect.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Choking or other obstructions of the airway&lt;br /&gt;
* Being submerged underwater without the ability to breathe&lt;br /&gt;
* Being trapped in a sealed area with no breathable air&lt;br /&gt;
* Damage to the lungs or other parts of the breathing apparatus&lt;br /&gt;
* Effects of certain poisons and diseases&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Creatures or supernatural effects that prevent breathing&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiated]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/080c0f63-e564-4a62-a035-4b6cc33e7f00/wiki#.png|350px|right}}&lt;br /&gt;
[[Asphyxiation]] impairs a victim&amp;#039;s ability to perform physical actions. Any physical exertion exacerbates the condition, requiring an [[Endurance]] save to complete the intended action. On a failed save, the action is completely negated. Even a successful save does not remove the underlying condition or eliminate the danger of continued exposure.&lt;br /&gt;
&lt;br /&gt;
During the damage phase of every round in which the victim remains asphyxiated, [[Asphyxiation]] Damage is applied until the victim&amp;#039;s [[Body]] Points reach zero. The victim must therefore contend with both the immediate difficulty of acting and the accumulating damage caused by the condition.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Removing the [[Asphyxiated]] Condition ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4f204270-c1bb-48f2-8c52-70bbddf1ff00/wiki#.png|350px|right}}&lt;br /&gt;
Removing [[Asphyxiation]] requires resolving the cause or providing a means for the victim to breathe and sustain vital functions. Treatment that merely restores [[Body]] Points will not, by itself, prevent further damage while the cause remains active.&lt;br /&gt;
&lt;br /&gt;
Possible methods include:&lt;br /&gt;
&lt;br /&gt;
* Exposing the victim to fresh, breathable air&lt;br /&gt;
* Removing an obstruction from the airway&lt;br /&gt;
* Rescuing the victim from underwater or another airless environment&lt;br /&gt;
* Using a suitable breathing apparatus&lt;br /&gt;
* Administering breathing potions&lt;br /&gt;
* Applying magic healing where it can address the underlying cause or its effects&lt;br /&gt;
* Using archetypal endurance powers&lt;br /&gt;
* Employing magical artefacts that provide breathable air or sustain breathing&lt;br /&gt;
* [[Dis]]abling or countering the ward, curse, spell, or archetypal power responsible&lt;br /&gt;
&lt;br /&gt;
Once the cause has been removed, the victim may still require recovery from accumulated damage and any lingering effects of oxygen deprivation.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Long Term [[Asphyxiated]] Effects ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/287340bb-b0d7-4568-2f9c-0cb172a75800/wiki#.png|350px|right}}&lt;br /&gt;
Continued [[Asphyxiation]] progressively weakens the victim. The condition may lead to Dizziness, Fainting, and loss of the ability to remain upright, leaving the victim [[Prone]]. As the deprivation continues, the victim becomes [[Un]]conscious and loses the ability to take deliberate action or rescue themselves.&lt;br /&gt;
&lt;br /&gt;
If the condition is not remedied, continued [[Asphyxiation]] Damage will eventually reduce the victim&amp;#039;s [[Body]] Points to zero, resulting in [[Dead]]. Reaching this point is not simply a matter of losing the ability to act: the victim&amp;#039;s body has suffered damage severe enough to threaten life itself. Promptly restoring breathable air or otherwise resolving the cause is essential to survival.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:conditions]]&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 02:41:42 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Asphyxiated</comments>
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		<item>
			<title>Template:Infobox condition</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Template:Infobox_condition&amp;diff=882&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Template:Infobox_condition&amp;diff=882&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;{{{subtitle}}}&amp;lt;/div&amp;gt; {{#if:{{{image|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{image}}}&amp;lt;/div&amp;gt;}} {{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;}} &amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt; &lt;a href=&quot;/index.php?title=Category:Infobox_Templates&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Infobox Templates (page does not exist)&quot;&gt;Category:Infobox Templates&lt;/a&gt;  == Example usage == &amp;lt;pre&amp;gt; {{Infobox condition | title         = | subtitle      = | image         = | caption       = }} &amp;lt;/pre&amp;gt; &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;{{{subtitle}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{image|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{image}}}&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox Templates]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox condition&lt;br /&gt;
| title         =&lt;br /&gt;
| subtitle      =&lt;br /&gt;
| image         =&lt;br /&gt;
| caption       =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</description>
			<pubDate>Fri, 09 Oct 2026 02:32:06 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Template_talk:Infobox_condition</comments>
		</item>
		<item>
			<title>Blood Loss</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Blood_Loss&amp;diff=881&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Blood_Loss&amp;diff=881&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Blood_Loss&quot; title=&quot;Blood Loss&quot;&gt;Blood Loss&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/13997a46-2b5d-4a31-e5ce-6b14ecc9e800/wiki#.png | caption              = Loss of blood is in itself, the least painful way to glide toward the afterlife. }}  &lt;a href=&quot;/Blood_Loss&quot; title=&quot;Blood Loss&quot;&gt;Blood Loss&lt;/a&gt; Damage represents the loss of blood from the body faster than the body can replace it. Some degree of blood loss is implie...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Blood Loss]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/13997a46-2b5d-4a31-e5ce-6b14ecc9e800/wiki#.png&lt;br /&gt;
| caption              = Loss of blood is in itself, the least painful way to glide toward the afterlife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Blood Loss]] Damage represents the loss of blood from the body faster than the body can replace it. Some degree of blood loss is implied with almost any serious physical injury, particularly those that cut, pierce, tear, or crush blood vessels. Most wounds stop bleeding naturally or become manageable with treatment, but severe or continued blood loss can quickly become dangerous.&lt;br /&gt;
&lt;br /&gt;
Some creatures make [[Blood Loss]] their primary method of attack. Vampiric creatures and other blood-feeding predators may deliberately drain their victims, sometimes taking enough blood to leave them weakened, unconscious, or dead. In these cases, the objective is not simply to wound the victim, but to take the blood itself.&lt;br /&gt;
&lt;br /&gt;
== [[Blood Loss]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6e52fd12-b89a-4e93-857a-b7bb94a24500/wiki#.png|350px|left}}&lt;br /&gt;
[[Blood Loss]] can result from ordinary wounds, deliberate blood-draining attacks, or anything that interferes with the body&amp;#039;s ability to maintain its blood supply. It may be caused directly by an attack or develop as a secondary effect when another form of damage leaves a wound untreated.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Vampiric creatures and other blood-feeding predators&lt;br /&gt;
* [[Un]]treated battle wounds&lt;br /&gt;
* Severe cuts, punctures, tears, or other injuries&lt;br /&gt;
* After-effects of certain poisons and diseases&lt;br /&gt;
* Wards and magical traps&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Other supernatural effects that cause or prevent the clotting of blood&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blood Loss]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d2a45816-a4a4-4b57-e248-7f4f84630900/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is almost always the appropriate saving throw against [[Blood Loss]] Damage. [[Endurance]] represents the body&amp;#039;s ability to withstand the loss of blood and maintain sufficient circulation to keep functioning. A successful save may prevent a wound from continuing to bleed or keep existing bleeding from becoming debilitating.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] may help when avoiding an attack specifically intended to draw blood, while [[Strength]] may help when escaping a creature or mechanism that is physically holding the victim in place. In unusual circumstances, [[Will]] may provide a last-ditch defense against the effects of severe blood loss, allowing a character to remain conscious or continue functioning despite their deteriorating condition.&lt;br /&gt;
&lt;br /&gt;
An [[Intelligence]] check may also help a character recognize how to control bleeding and take immediate action. Applying direct pressure, properly binding a wound, or otherwise treating the source of the bleeding can prevent a manageable injury from becoming a serious one.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blood Loss]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/189490dc-4c94-40b1-bad5-975cb360a500/wiki#.png|350px|right}}&lt;br /&gt;
[[Blood Loss]] can often be mitigated through immediate treatment. The priority is to stop the bleeding before additional blood is lost.&lt;br /&gt;
&lt;br /&gt;
* Bandages, dressings, and other means of applying pressure to wounds&lt;br /&gt;
* Proper treatment of the underlying injury&lt;br /&gt;
* Liquids and adequate rest to help restore lost blood and recover from blood loss&lt;br /&gt;
[[Healing]] potions&lt;br /&gt;
* Magic healing&lt;br /&gt;
* Archetypal endurance powers&lt;br /&gt;
* Magical artefacts&lt;br /&gt;
* Removing or disabling the source of continued bleeding&lt;br /&gt;
* Treating poisons or diseases that are causing continued blood loss&lt;br /&gt;
&lt;br /&gt;
The faster the source of [[Blood Loss]] is controlled, the less severe its consequences are likely to become. Once bleeding has stopped, recovery may still require considerable rest and nourishment.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blood Loss]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f85cdfb6-fa7e-46a4-8232-2424ccb54700/wiki#.png|350px|right}}&lt;br /&gt;
[[Blood Loss]] commonly produces Dizziness as the first obvious sign that the body is struggling to maintain adequate circulation. As blood loss continues, the victim may suffer Vomiting, Fainting, and eventually become Prone or [[Un]]conscious.&lt;br /&gt;
&lt;br /&gt;
Continued [[Blood Loss]] is itself an ongoing condition. [[Un]]less the bleeding is stopped and the lost blood is eventually restored, the victim will progress toward death. [[Un]]treated [[Blood Loss]] invariably ends in [[Death]].&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 19:56:31 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Blood_Loss</comments>
		</item>
		<item>
			<title>Starvation</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Starvation&amp;diff=880&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Starvation&amp;diff=880&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Starvation&quot; title=&quot;Starvation&quot;&gt;Starvation&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ec25afd9-3f33-4b33-d580-85a1210e4e00/wiki#.png | caption              = A persistent lack of food will create starvation damage. }}  &lt;a href=&quot;/Starvation&quot; title=&quot;Starvation&quot;&gt;Starvation&lt;/a&gt; Damage occurs when the body is deprived of sufficient nourishment to sustain itself. &lt;a href=&quot;/index.php?title=Un&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Un (page does not exist)&quot;&gt;Unlike&lt;/a&gt; &lt;a href=&quot;/Dehydration&quot; title=&quot;Dehydration&quot;&gt;Dehydration&lt;/a&gt;, which results from the loss of wa...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Starvation]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ec25afd9-3f33-4b33-d580-85a1210e4e00/wiki#.png&lt;br /&gt;
| caption              = A persistent lack of food will create starvation damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Starvation]] Damage occurs when the body is deprived of sufficient nourishment to sustain itself. [[Un]]like [[Dehydration]], which results from the loss of water, starvation develops from a prolonged lack of food and other essential nutrients. The body initially draws upon its stored energy, but as those reserves are depleted, it begins consuming its own tissues to maintain basic functions.&lt;br /&gt;
&lt;br /&gt;
Natural starvation is generally slower acting than [[Dehydration]], but continued deprivation eventually weakens every part of the body. The victim may become increasingly weak, fatigued, dizzy, and unable to perform strenuous activity. As starvation progresses, the body loses its ability to sustain itself, eventually leading to unconsciousness and death if nourishment is not restored.&lt;br /&gt;
&lt;br /&gt;
== [[Starvation]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2b187452-7931-4b84-46d2-e2bfb31ab800/wiki#.png|350px|left}}&lt;br /&gt;
[[Starvation]] Damage can arise naturally when a creature cannot obtain sufficient food, or through magical and supernatural effects that prevent the body from gaining or using nourishment. Curses, magical spells, and archetypal powers may accelerate starvation by consuming the body&amp;#039;s reserves or preventing it from benefiting from food that is available.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lack of food&lt;br /&gt;
* Prolonged deprivation of nourishment&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Supernatural effects that consume bodily reserves&lt;br /&gt;
* Effects that prevent the body from gaining nourishment&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Starvation]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/bde978ba-cd21-496e-138c-8369d14bcd00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is the best defense against [[Starvation]] Damage. A creature with strong physical resilience can survive longer without adequate nourishment and continue functioning as its stored reserves are depleted.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] may help a creature continue performing physical tasks despite increasing weakness, while [[Agility]] may help it conserve energy and avoid unnecessary exertion. [[Will]] can provide a last-ditch defense when the body is severely weakened but the victim must continue functioning.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Starvation]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e30f7ba1-b59a-4505-8636-ca234edce800/wiki#.png|350px|right}}&lt;br /&gt;
[[Starvation]] Damage is most effectively mitigated by restoring adequate nourishment and removing whatever prevents the body from receiving or using it. Food and proper rest allow the body to rebuild its depleted reserves, while magical effects can restore nourishment or counter supernatural causes of starvation.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Restoring access to food&lt;br /&gt;
* [[Potion]]s that restore nourishment or endurance&lt;br /&gt;
* [[Healing]] potions&lt;br /&gt;
* Magic healing&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* [[Spirit]]ual shielding against supernatural effects&lt;br /&gt;
* Ending curses or magical effects causing starvation&lt;br /&gt;
* Archetypal endurance powers&lt;br /&gt;
* Moving to an environment where adequate food is available&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Starvation]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5a268be6-9daa-4a4c-7174-a81b6ca17d00/wiki#.png|350px|right}}&lt;br /&gt;
Weakness is an early condition associated with [[Starvation]] Damage. As the body&amp;#039;s reserves are depleted, the victim may suffer increasing fatigue, dizziness, and fainting, eventually becoming unable to sustain normal physical activity.&lt;br /&gt;
&lt;br /&gt;
Severe [[Starvation]] Damage can result in Prone or [[Un]]consciousness as the body becomes incapable of supporting itself. If nourishment is not restored and the starvation continues, the body&amp;#039;s remaining reserves are eventually exhausted, resulting in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 18:53:33 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Starvation</comments>
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		<item>
			<title>Necrotic</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Necrotic&amp;diff=879&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Necrotic&amp;diff=879&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Necrotic&quot; title=&quot;Necrotic&quot;&gt;Necrotic&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/da64da4e-ac05-468f-8431-e9fd05976900/wiki#.png | caption              = Any flesh which may be overcome by the ravages of disease will suffer necrotic damage. }}  &lt;a href=&quot;/Necrotic&quot; title=&quot;Necrotic&quot;&gt;Necrotic&lt;/a&gt; Damage is the death of living flesh within the body. Depending on its source, necrosis may occur almost instantly or pro...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Necrotic]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/da64da4e-ac05-468f-8431-e9fd05976900/wiki#.png&lt;br /&gt;
| caption              = Any flesh which may be overcome by the ravages of disease will suffer necrotic damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Necrotic]] Damage is the death of living flesh within the body. Depending on its source, necrosis may occur almost instantly or progress gradually as disease, poison, or supernatural influence destroys living tissue. Each source prescribes its own rate of progression. Some forms can kill quickly, while others slowly consume the body over several days.&lt;br /&gt;
&lt;br /&gt;
Left untreated, necrosis continues to destroy the affected tissue and eventually threatens the life of the victim. [[Necrotic]] flesh must be restored, removed, or otherwise prevented from spreading. In severe cases, this may require the removal of an entire limb or other affected part of the body. Once necrosis has become sufficiently widespread, the damage can become fatal.&lt;br /&gt;
&lt;br /&gt;
== [[Necrotic]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/64c463b5-cd21-4f03-2324-83026ee30f00/wiki#.png|350px|left}}&lt;br /&gt;
[[Necrotic]] Damage can arise from biological disease, toxic substances, undead powers, or supernatural effects that cause living tissue to die. The source determines how rapidly the necrosis develops and what parts of the body it affects. Some sources may produce immediate necrosis, while others establish a progressive condition that worsens until treated.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Bacterial infections&lt;br /&gt;
* Certain poisons&lt;br /&gt;
* [[Undead]] powers&lt;br /&gt;
* Wards&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Other supernatural effects that cause living tissue to die&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Necrotic]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7f46fd9f-19c1-4aad-043f-4b749d1b9d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is almost always the best defense against [[Necrotic]] Damage. A resilient body can resist the progression of infection, poison, or supernatural tissue death and prevent the necrosis from advancing into more severe stages.&lt;br /&gt;
&lt;br /&gt;
A successful [[Endurance]] save may prevent progression toward Prone, Loss of Limb, Blindness, or [[Un]]consciousness. [[Agility]] may help avoid exposure to a source of necrosis, while [[Strength]] may help resist or escape a physical delivery mechanism. [[Will]] can provide a final defense when the victim must continue functioning despite severe deterioration.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Necrotic]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/25ea289c-5a0a-478f-8b9f-46dae0cffc00/wiki#.png|350px|right}}&lt;br /&gt;
[[Necrotic]] Damage must be treated by stopping the source of the necrosis and restoring or removing the affected tissue. Antidotes and potions that cure poison may be effective when poison is responsible, while potions of endurance can help the body resist further progression. [[Healing]] potions, magical healing, and archetypal endurance powers may restore living tissue or help the body survive long enough for more definitive treatment.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Antidotes&lt;br /&gt;
* [[Potion]]s that cure poison&lt;br /&gt;
* [[Potion]]s of endurance&lt;br /&gt;
* [[Healing]] potions&lt;br /&gt;
* Magic healing&lt;br /&gt;
* Archetypal endurance powers&lt;br /&gt;
* Removing necrotic tissue&lt;br /&gt;
* Amputating an affected limb when necessary&lt;br /&gt;
* Destroying or ending the source of the necrosis&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Necrotic]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7f46fd9f-19c1-4aad-043f-4b749d1b9d00/wiki#.png|350px|right}}&lt;br /&gt;
Dizziness, Vomiting, and Fainting may accompany progressing [[Necrotic]] Damage, particularly when the underlying source is an infection or poison. As the necrosis advances, the victim may become Prone, Blind, or [[Un]]conscious, depending upon which tissues and organs are affected.&lt;br /&gt;
&lt;br /&gt;
Severe necrosis can result in Loss of Limb when affected tissue cannot be restored and must be removed to prevent further progression. Specific sources may produce additional conditions of their own. If untreated, continued necrosis invariably leads to death as increasing amounts of living tissue are destroyed.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 16:21:11 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Necrotic</comments>
		</item>
		<item>
			<title>Poison</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Poison&amp;diff=878&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Poison&amp;diff=878&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Poison&quot; title=&quot;Poison&quot;&gt;Poison&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Injuries&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Injuries (page does not exist)&quot;&gt;Injuries&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3edb837b-fc29-4be7-586e-3e63d6061d00/wiki#.png | caption              = &lt;a href=&quot;/Poison&quot; title=&quot;Poison&quot;&gt;Poisonous&lt;/a&gt; gasses and liquids, and venemous attacks cause poison damage }}  &lt;a href=&quot;/Poison&quot; title=&quot;Poison&quot;&gt;Poison&lt;/a&gt; Damage is physical damage caused by a toxic substance entering or affecting the body. &lt;a href=&quot;/Poison&quot; title=&quot;Poison&quot;&gt;Poison&lt;/a&gt; typically damages the body at a con...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Poison]]&lt;br /&gt;
| subtitle               = [[Injuries]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3edb837b-fc29-4be7-586e-3e63d6061d00/wiki#.png&lt;br /&gt;
| caption              = [[Poison]]ous gasses and liquids, and venemous attacks cause poison damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Poison]] Damage is physical damage caused by a toxic substance entering or affecting the body. [[Poison]] typically damages the body at a consistent rate determined by the dosage and nature of the poison. Each poison prescribes its own rate of damage and progression, allowing some poisons to act nearly instantly while others slowly consume the body over days or even weeks.&lt;br /&gt;
&lt;br /&gt;
[[Poison]] may attack different parts of the body depending upon its nature. Some poisons interfere with bodily functions, while others damage organs, nerves, blood, or other tissues. As poisoning progresses, the victim may become increasingly impaired until the poison is neutralized, expelled, or otherwise overcome by the body.&lt;br /&gt;
&lt;br /&gt;
== [[Poison]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6e52fd12-b89a-4e93-857a-b7bb94a24500/wiki#.png|350px|left}}&lt;br /&gt;
[[Poison]] Damage can result from venomous creatures, toxic substances, magical effects, or supernatural powers. A poison may be delivered through a bite or sting, swallowed in food or drink, inhaled from the air, absorbed through the skin, or delivered through a weapon or other contaminated object. Magical and supernatural poisons may bypass ordinary methods of exposure entirely.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Venomous animal attacks&lt;br /&gt;
* Handling poisonous animals&lt;br /&gt;
* Ingesting poison&lt;br /&gt;
* [[Poison]]ous gases or airborne toxins&lt;br /&gt;
* Contact poisons&lt;br /&gt;
* [[Poison]]ed food or drink&lt;br /&gt;
* [[Poison]]-coated weapons&lt;br /&gt;
* Wards&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Poison]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5a268be6-9daa-4a4c-7174-a81b6ca17d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is almost always the best defense against [[Poison]] Damage. A creature with strong physical resilience is better able to resist the effects of toxins and prevent the poisoning from advancing. A successful [[Endurance]] save may prevent the victim from progressing to more severe effects, including Prone, Blindness, or [[Un]]consciousness.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] may help avoid exposure in the first place, particularly with venomous attacks, sprays, traps, or contact poisons. [[Strength]] may occasionally help resist or escape a delivery mechanism, while [[Will]] can provide a last-ditch defense when the poison has already begun overwhelming the body.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Poison]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/bbd4c178-ce5c-47e6-bab6-095f77522d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Poison]] Damage can be actively mitigated by removing or neutralizing the poison before it advances further. Antidotes and Cure [[Poison]] potions are specifically designed for this purpose, while healing potions and magical healing can help the body recover from damage already caused by the poison. [[Potion]]s of endurance and archetypal endurance powers may also help the victim resist the poison while treatment is obtained.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Antidotes&lt;br /&gt;
* Cure [[Poison]] potions&lt;br /&gt;
* [[Potion]]s of endurance&lt;br /&gt;
* [[Healing]] potions&lt;br /&gt;
* Magic healing&lt;br /&gt;
* Archetypal endurance powers&lt;br /&gt;
* Removing contaminated clothing or material&lt;br /&gt;
* Removing the source of continued exposure&lt;br /&gt;
* Magical effects that neutralize or expel poison&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Poison]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/31e072bc-6302-47db-731a-90ad4a05e400/wiki#.png|350px|right}}&lt;br /&gt;
Dizziness, Vomiting, and Fainting are common early conditions associated with [[Poison]] Damage, although individual poisons may produce very different symptoms. As poisoning progresses, the victim may become Prone, Blind, or [[Un]]conscious, depending upon the nature and severity of the poison.&lt;br /&gt;
&lt;br /&gt;
Specific poisons may cause additional conditions unique to their nature. Regardless of its particular effects, however, continued [[Poison]] Damage will eventually overwhelm the victim and result in death if the poison is not neutralized or otherwise overcome.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 07:38:12 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Poison</comments>
		</item>
		<item>
			<title>Exhaustion</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Exhaustion&amp;diff=877&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Exhaustion&amp;diff=877&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Exhaustion&quot; title=&quot;Exhaustion&quot;&gt;Exhaustion&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Stress&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Stress (page does not exist)&quot;&gt;Stress&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/607d82ae-81f5-4639-ca65-a6f9b2487600/wiki#.png | caption              = Overexertion of the body.trhough lenghty combat or lack of rest will cause exhaustion damage. }}  &lt;a href=&quot;/Exhaustion&quot; title=&quot;Exhaustion&quot;&gt;Exhaustion&lt;/a&gt; Damage occurs when the body is pushed beyond what it can reasonably sustain without rest. It can develop na...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Exhaustion]]&lt;br /&gt;
| subtitle               = [[Stress]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/607d82ae-81f5-4639-ca65-a6f9b2487600/wiki#.png&lt;br /&gt;
| caption              = Overexertion of the body.trhough lenghty combat or lack of rest will cause exhaustion damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Exhaustion]] Damage occurs when the body is pushed beyond what it can reasonably sustain without rest. It can develop naturally through prolonged physical exertion, lack of sleep, or continued activity without adequate recovery. It can also be imposed magically, weakening the body so that even ordinary activity becomes exhausting and further exertion risks rapid over-exhaustion.&lt;br /&gt;
&lt;br /&gt;
[[Exhaustion]] can be exacerbated by extreme conditions or other forms of physical damage. Heavy encumbrance, lack of air or oxygen, significant blood loss, extreme temperatures, dehydration, and magical interference can all accelerate the onset of exhaustion. As exhaustion accumulates, the body becomes progressively less capable of supporting continued activity until even standing or remaining conscious may become difficult.&lt;br /&gt;
&lt;br /&gt;
== [[Exhaustion]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4feae5ff-dde3-4179-46ac-26356e3e1600/wiki#.png|350px|left}}&lt;br /&gt;
[[Exhaustion]] Damage most commonly results from natural overuse of the body, particularly when a creature continues exerting itself without sufficient rest or sleep. Extreme environments can turn otherwise manageable activity into a source of exhaustion, while magical effects can weaken the body directly or prevent it from recovering normally.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Natural overuse of the body&lt;br /&gt;
* Extreme lack of rest or sleep&lt;br /&gt;
* Prolonged physical exertion&lt;br /&gt;
* Extreme environmental conditions&lt;br /&gt;
* Over-encumbrance&lt;br /&gt;
* Lack of air or oxygen&lt;br /&gt;
* Significant blood loss&lt;br /&gt;
* Extreme temperatures&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Exhaustion]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ca1c718e-2c92-4541-3e74-12d21bb25400/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is almost always the best defense against [[Exhaustion]] Damage. A creature with strong physical resilience can continue functioning despite prolonged exertion, environmental stress, and accumulated fatigue. When exhaustion becomes severe, an [[Endurance]] save may determine whether the creature remains standing or collapses Prone or [[Un]]conscious.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] may help when exhaustion results from sustained physical effort, while [[Agility]] can help a creature conserve energy through efficient movement or avoid unnecessary exertion. [[Will]] may provide a last-ditch defense when the body is exhausted but the creature must continue functioning.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Exhaustion]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2b79e647-cb9e-4fa2-ec34-1ae1c87d1900/wiki#.png|350px|right}}&lt;br /&gt;
The most effective mitigation for [[Exhaustion]] Damage is rest. Allowing the body to recover, reducing physical exertion, and removing the conditions responsible for the exhaustion can prevent further damage and allow recovery. Magical effects can also restore endurance or temporarily allow a creature to function beyond its normal physical limits.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Rest and sleep&lt;br /&gt;
* [[Potion]]s of endurance&lt;br /&gt;
* Magic buffs&lt;br /&gt;
* Archetypal endurance powers&lt;br /&gt;
* Magical restoration&lt;br /&gt;
* Reducing encumbrance&lt;br /&gt;
* Moving to a less demanding environment&lt;br /&gt;
* Restoring lost blood or oxygen&lt;br /&gt;
* Treating other conditions contributing to exhaustion&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Exhaustion]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0286a76c-555d-40c8-5bc6-11464a915300/wiki#.png|350px|right}}&lt;br /&gt;
Prone is an early severe consequence of [[Exhaustion]] Damage. A creature that can no longer support its own weight may collapse to the ground, becoming unable or unwilling to continue exerting itself. Dizziness and Fainting may precede this collapse as the body&amp;#039;s ability to sustain activity deteriorates.&lt;br /&gt;
&lt;br /&gt;
More severe [[Exhaustion]] Damage can result in [[Un]]consciousness, leaving the victim completely unable to act while the body attempts to recover. If exhaustion continues unchecked, the body&amp;#039;s systems may eventually fail, resulting in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 03:52:21 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Exhaustion</comments>
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		<item>
			<title>Dehydration</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Dehydration&amp;diff=876&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Dehydration&amp;diff=876&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Dehydration&quot; title=&quot;Dehydration&quot;&gt;Dehydration&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/109ec9cb-e7a7-4bab-16ad-044bdd669e00/wiki#.png | caption              = Damage caused by the removal of water from the body. }}  &lt;a href=&quot;/Dehydration&quot; title=&quot;Dehydration&quot;&gt;Dehydration&lt;/a&gt; Damage occurs when the body loses more water than it can replace. This can happen naturally over time when a creature is unable to restore water los...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Dehydration]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/109ec9cb-e7a7-4bab-16ad-044bdd669e00/wiki#.png&lt;br /&gt;
| caption              = Damage caused by the removal of water from the body.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Dehydration]] Damage occurs when the body loses more water than it can replace. This can happen naturally over time when a creature is unable to restore water lost through sweating, urination, bleeding, or other bodily processes. High temperatures and dry winds can accelerate the loss, making dehydration particularly dangerous in hot or arid environments.&lt;br /&gt;
&lt;br /&gt;
As dehydration progresses, the body becomes increasingly unable to function normally. The victim may become weak, dizzy, confused, and eventually unable to remain conscious. [[Un]]like an ordinary wound, [[Dehydration]] Damage may continue to accumulate as long as the underlying lack of water remains unresolved.&lt;br /&gt;
&lt;br /&gt;
== [[Dehydration]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/46509f87-8df7-490b-ab6c-91557cf04b00/wiki#.png|350px|left}}&lt;br /&gt;
[[Dehydration]] Damage can arise from ordinary environmental conditions or from supernatural effects that accelerate the loss of water from the body. A creature without access to drinking water may suffer dehydration naturally, while curses, magical spells, and archetypal powers can produce the same effect much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lack of drinking water&lt;br /&gt;
* Prolonged exposure to high temperatures&lt;br /&gt;
* Dry winds and arid environments&lt;br /&gt;
* Curses&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* Supernatural effects that remove water from the body&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Dehydration]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/744b113f-960b-4fc3-01e4-e4d13c859600/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is almost always the best defense against [[Dehydration]] Damage. A creature with strong physical resilience can tolerate the effects of water loss for longer and remain functional despite increasing dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] may help a creature escape particularly harsh environmental conditions, while [[Strength]] can assist in physically overcoming obstacles that prevent access to water. [[Will]] may provide a last-ditch defense when the body is failing, and the victim must continue functioning despite severe dehydration.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Dehydration]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/29c68859-c4a1-45f8-df1a-3bfc871d7900/wiki#.png|350px|right}}&lt;br /&gt;
[[Dehydration]] Damage is most effectively mitigated by restoring the water the body has lost and removing the victim from conditions that accelerate further loss. Access to clean drinking water is usually the simplest remedy, while magical effects may restore hydration or counter a supernatural source of the damage.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* [[Spirit]]ual shielding against supernatural effects&lt;br /&gt;
* Drinking water or other suitable fluids&lt;br /&gt;
* Magical hydration&lt;br /&gt;
* [[Potion]]s that restore hydration&lt;br /&gt;
* Moving to a cooler or more humid environment&lt;br /&gt;
* Resting and avoiding further exertion&lt;br /&gt;
* Ending the curse, spell, or other effect causing the dehydration&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Dehydration]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3662fcc1-8c23-4b27-690b-ff8b1934d500/wiki#.png|350px|right}}&lt;br /&gt;
Dizziness is an early condition associated with [[Dehydration]] Damage. As dehydration worsens, dizziness may progress to Fainting, leaving the victim temporarily unable to act or respond.&lt;br /&gt;
&lt;br /&gt;
Severe dehydration can result in [[Un]]consciousness, preceded by increasing weakness, dizziness, and episodes of fainting. If the underlying dehydration is not corrected, the victim will eventually die from the effects of prolonged water loss.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 03:31:48 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Dehydration</comments>
		</item>
		<item>
			<title>Cleansing</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Cleansing&amp;diff=875&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Cleansing&amp;diff=875&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Cleansing&quot; title=&quot;Cleansing&quot;&gt;Cleansing&lt;/a&gt; | subtitle               = &lt;a href=&quot;/Corruption&quot; title=&quot;Corruption&quot;&gt;Corruption&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/9d351e7b-5de1-4d3a-8f25-94d31bdc8e00/wiki#.png | caption              = &lt;a href=&quot;/Cleansing&quot; title=&quot;Cleansing&quot;&gt;Cleansing&lt;/a&gt; damage will only damage soul shards.  It will heal corrupted souls. }}  &lt;a href=&quot;/Cleansing&quot; title=&quot;Cleansing&quot;&gt;Cleansing&lt;/a&gt; Damage is the antithesis of &lt;a href=&quot;/Corruption&quot; title=&quot;Corruption&quot;&gt;Corruption&lt;/a&gt; Damage. Rather than compromising the integrity of the &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt;, Cleans...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Cleansing]]&lt;br /&gt;
| subtitle               = [[Corruption]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/9d351e7b-5de1-4d3a-8f25-94d31bdc8e00/wiki#.png&lt;br /&gt;
| caption              = [[Cleansing]] damage will only damage soul shards.  It will heal corrupted souls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cleansing]] Damage is the antithesis of [[Corruption]] Damage. Rather than compromising the integrity of the [[Spirit]], [[Cleansing]] removes spiritual corruption and restores the soul toward its natural state. For a living person suffering from [[Corruption]], [[Cleansing]] can therefore function as a cure, provided the soul has not also been tainted by [[Abrogation]]. Once [[Abrogation]] has entered the equation, higher magic is required to restore what has been damaged.&lt;br /&gt;
&lt;br /&gt;
The relationship is very different for the [[Undead]]. [[Undead]] creatures operate through corrupted souls, soul shards, or collections of soul fragments, existing in a negative spiritual space where corruption is not merely an affliction but a source of their continued existence. [[Cleansing]] therefore damages the corrupted spiritual structure that sustains them. What heals the living can destroy the dead. There is a certain justice to that.&lt;br /&gt;
&lt;br /&gt;
== [[Cleansing]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/896b67b0-eddf-47fe-ae60-33f7b1958100/wiki#.png|350px|left}}&lt;br /&gt;
[[Cleansing]] Damage generally comes from forces designed to remove corruption, restore spiritual integrity, or impose a state of spiritual purity upon a corrupted being. These forces may be magical, divine, or derived from archetypal powers and artefacts specifically associated with cleansing.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Spirit]]ual wards&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Archetypal powers&lt;br /&gt;
* [[Divine]] artefacts&lt;br /&gt;
* [[Cleansing]] rituals&lt;br /&gt;
* Purifying magical effects&lt;br /&gt;
* Other supernatural effects that restore spiritual integrity&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Cleansing]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2b1a589b-f88c-440a-b5b1-2694ec860500/wiki#.png|350px|right}}&lt;br /&gt;
For the [[Undead]] and creatures composed of soul shards, [[Will]] is the primary defense against [[Cleansing]] Damage. These creatures survive through sheer spiritual determination, continuing to exist despite the fact that they are already dead. Their [[Will]] is therefore the force that holds their corrupted spiritual structure together.&lt;br /&gt;
&lt;br /&gt;
A soul-shard creature may resist [[Cleansing]] by sheer refusal to cease existing: I am not dead. I will not die. A sufficiently strong [[Will]] can preserve the creature&amp;#039;s negative spiritual state against the cleansing force attempting to restore it.&lt;br /&gt;
&lt;br /&gt;
Living creatures suffering from [[Corruption]] may have a different relationship with the effect. Because [[Cleansing]] is restorative to an untainted or merely corrupted soul, resistance may not always be desirable. When a saving throw is appropriate, [[Empathy]] or [[Prescience]] may help the victim recognize and accept the restoration rather than resisting it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Cleansing]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/276170ea-b3b5-4f2b-cd19-f99727012000/wiki#.png|350px|right}}&lt;br /&gt;
[[Cleansing]] Damage can be actively mitigated by shielding the [[Spirit]] from the cleansing force or by disrupting the magic producing it. Counter-magic, protective wards, and spiritual shielding can all interfere with [[Cleansing]] Damage, particularly when it is being used as an attack against an [[Undead]] creature.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* [[Spirit]]ual shielding&lt;br /&gt;
* Anti-cleansing artefacts or effects&lt;br /&gt;
* Breaking the source of the cleansing effect&lt;br /&gt;
* Removing the creature from the affected area&lt;br /&gt;
* Interrupting a cleansing ritual or spell&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Cleansing]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/77fdd000-d99f-4c05-ef5f-6a09f7145f00/wiki#.png|350px|right}}&lt;br /&gt;
Depletion of the Negative Soul occurs when [[Cleansing]] Damage reduces the corrupted spiritual energy sustaining an [[Undead]] or soul-shard creature. As that negative spiritual reserve is depleted, the creature may become increasingly unstable, lose access to innate powers, or become unable to function properly.&lt;br /&gt;
&lt;br /&gt;
If [[Cleansing]] Damage reduces the creature&amp;#039;s negative spiritual state to zero or higher, the corrupted spiritual structure can no longer sustain the [[Undead]] creature. The result is [[Death]], as the force holding the creature in its unnatural state has been completely removed.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 03:07:06 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Cleansing</comments>
		</item>
		<item>
			<title>Corruption</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Corruption&amp;diff=874&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Corruption&amp;diff=874&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Corruption&quot; title=&quot;Corruption&quot;&gt;Corruption&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/323f6957-b289-4b6c-c2ed-b2f1c4109400/wiki#.png | caption              = Does damage to pure spirits.  Further corruption damages the soul beyond repair. }}  &lt;a href=&quot;/Corruption&quot; title=&quot;Corruption&quot;&gt;Corruption&lt;/a&gt; Damage is a form of spiritual damage that attacks the integrity of the &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt;. &lt;a href=&quot;/index.php?title=Un&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Un (page does not exist)&quot;&gt;Unlike&lt;/a&gt; &lt;a href=&quot;/Abrogation&quot; title=&quot;Abrogation&quot;&gt;Abrogation&lt;/a&gt;, which is g...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Corruption]]&lt;br /&gt;
| subtitle               = [[Spirit]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/323f6957-b289-4b6c-c2ed-b2f1c4109400/wiki#.png&lt;br /&gt;
| caption              = Does damage to pure spirits.  Further corruption damages the soul beyond repair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Corruption]] Damage is a form of spiritual damage that attacks the integrity of the [[Spirit]]. [[Un]]like [[Abrogation]], which is generally an external assault upon the spirit, [[Corruption]] usually develops from within. A person may knowingly commit a great evil, make use of forbidden power, or repeatedly surrender some part of themselves until the damage becomes part of who they are.&lt;br /&gt;
&lt;br /&gt;
[[Corruption]] does not necessarily destroy the [[Spirit]] immediately. Instead, it compromises it. Each act, choice, or exposure that deepens the corruption can make the [[Spirit]] less whole and less capable of resisting further corruption. The danger is that corruption may become self-reinforcing: once the [[Spirit]] has been compromised, the next step toward corruption becomes easier to take.&lt;br /&gt;
&lt;br /&gt;
== [[Corruption]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3dca075a-ea02-49f6-c2e0-8a233ac86400/wiki#.png|350px|left}}&lt;br /&gt;
[[Corruption]] Damage can arise from choices made by the victim as well as from external supernatural forces. Cursed objects and forbidden powers may carry a spiritual taint that spreads to those who use them, while curses and spiritual attacks can introduce corruption directly. Even without an external supernatural source, knowingly committing an evil act can damage the integrity of the [[Spirit]].&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Curses&lt;br /&gt;
* Using cursed items&lt;br /&gt;
* Invoking forbidden powers&lt;br /&gt;
* Spells carrying the taint of corruption&lt;br /&gt;
* Committing an evil act&lt;br /&gt;
* [[Spirit]]ual traps&lt;br /&gt;
* Special spiritual attacks from spirit creatures&lt;br /&gt;
* Prolonged exposure to spiritually corrupting forces&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Corruption]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/103ae11b-8581-418d-2dbc-7d54edecaa00/wiki#.png|350px|right}}&lt;br /&gt;
[[Empathy]] is the best defense against [[Corruption]] Damage. [[Empathy]] allows a person to recognize the spiritual consequences of their actions and understand the value of other lives and the suffering their choices may cause. [[Corruption]] often begins when that recognition is suppressed or discarded.&lt;br /&gt;
&lt;br /&gt;
The classic dilemma is the trolley problem: a decision maker must choose whether to kill a single person to save five others. There may be no comfortable answer, but [[Empathy]] forces the decision maker to recognize that the person on the track is a person, rather than merely an inconvenient number in an equation.&lt;br /&gt;
&lt;br /&gt;
[[Prescience]] can provide another defense by allowing a person to perceive the possible consequences of a choice before making it. [[Will]] then provides the strength to reject the corrupting choice when the person understands what it may cost them spiritually.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Corruption]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4cc712c6-d650-408f-a3f6-c4b14456a500/wiki#.png|350px|right}}&lt;br /&gt;
[[Corruption]] Damage can be actively mitigated by preventing further corruption and repairing damage that has already been done. Counter-magic, spiritual wards, and protective effects can shield the [[Spirit]] from corrupting influences, while Remove Curse spells and curative potions may help cleanse corruption imposed by supernatural sources.&lt;br /&gt;
&lt;br /&gt;
The most important form of mitigation, however, may be behavioral. Avoiding cursed objects, forbidden powers, and acts that lead toward corruption prevents the damage from deepening. Once corruption has begun, rejecting the source of that corruption is often as important as treating its effects.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* [[Spirit]]ual wards&lt;br /&gt;
* Circles of protection&lt;br /&gt;
* [[Spirit]] protections&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* Curative potions&lt;br /&gt;
* [[Cleansing]] or restorative spiritual magic&lt;br /&gt;
* Destroying or abandoning cursed items&lt;br /&gt;
* Avoiding forbidden powers&lt;br /&gt;
* Refusing acts that lead to further corruption&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Corruption]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/64c463b5-cd21-4f03-2324-83026ee30f00/wiki#.png|350px|right}}&lt;br /&gt;
Depletion of the Soul occurs when [[Corruption]] Damage has compromised the [[Spirit]] to the point that some spiritual powers can no longer be accessed safely or effectively. The victim may find themselves unable to use certain powers or perform certain spells because the [[Spirit]] no longer possesses sufficient integrity to channel them.&lt;br /&gt;
&lt;br /&gt;
In its most extreme form, the corruption can result in Shattering of the Soul. The [[Spirit]] loses its remaining integrity and breaks apart completely. [[Un]]like ordinary physical injury, this is not something the body can simply recover from. The Shattering of the Soul results in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Wed, 07 Oct 2026 02:45:54 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Corruption</comments>
		</item>
		<item>
			<title>Psychosis</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Psychosis&amp;diff=873&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Psychosis&amp;diff=873&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Psychosis&quot; title=&quot;Psychosis&quot;&gt;Psychosis&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5f415728-7df1-413c-a3fd-0aaffc3a4500/wiki#.png | caption              = Causing the victim to hallucinate or percieve reality differently. }}  &lt;a href=&quot;/Psychosis&quot; title=&quot;Psychosis&quot;&gt;Psychosis&lt;/a&gt; Damage is a form of mental damage that attacks the mind&amp;#039;s ability to distinguish truth from imagination, reality from fantasy, and sometim...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Psychosis]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5f415728-7df1-413c-a3fd-0aaffc3a4500/wiki#.png&lt;br /&gt;
| caption              = Causing the victim to hallucinate or percieve reality differently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Psychosis]] Damage is a form of mental damage that attacks the mind&amp;#039;s ability to distinguish truth from imagination, reality from fantasy, and sometimes even friend from foe. The victim may perceive things that are not present, interpret real things incorrectly, or construct an entirely different explanation for what is happening around them. The more severe the damage becomes, the less reliable the victim&amp;#039;s own perceptions become.&lt;br /&gt;
&lt;br /&gt;
[[Psychosis]] can make ordinary actions dangerous. A victim who believes a cliff is a doorway may walk through it. Someone who believes lava is harmless water may step into it. A trusted companion may appear to be an enemy, while an obvious threat may appear perfectly safe. The mind continues to provide answers; it simply no longer has a reliable way to determine whether those answers are true.&lt;br /&gt;
&lt;br /&gt;
== [[Psychosis]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e8540129-436b-4d44-0cc8-7fed68ca4a00/wiki#.png|350px|left}}&lt;br /&gt;
[[Psychosis]] Damage can result from magical or supernatural attacks, substances that alter perception, physical damage to the brain, or diseases that interfere with the mind. Some effects deliberately create false perceptions, while others damage the victim&amp;#039;s ability to distinguish their own thoughts and perceptions from reality.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Curses&lt;br /&gt;
* [[Mind]]-controlling artefacts&lt;br /&gt;
* Hallucinogenic drugs&lt;br /&gt;
* Brain diseases&lt;br /&gt;
* Head trauma&lt;br /&gt;
* [[Psychic]] attacks&lt;br /&gt;
* Supernatural entities or effects&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Psychosis]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e61b2a47-a26b-459e-4db0-5bf5d589fc00/wiki#.png|350px|right}}&lt;br /&gt;
[[Memory]] is the best defense against [[Psychosis]] Damage. [[Memory]] gives the victim an existing record of what is real, who they know, where they are, and what they were doing before their perceptions became unreliable. I remember this person. I remember this place. I remember what really happened.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] provides the next line of defense by allowing the victim to test perceptions against reason. Deductive and inductive reasoning can expose contradictions and help separate what appears to be true from what actually makes sense.&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] can help preserve a stable sense of self when the victim&amp;#039;s perceptions and identity are under attack. A strong internal identity gives the mind something familiar to hold onto when everything else becomes questionable.&lt;br /&gt;
&lt;br /&gt;
[[Will]] provides the final defense against a mind that is beginning to reject reality altogether. A strong [[Will]] allows the victim to resist false perceptions long enough to question them rather than accepting them as truth.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Psychosis]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/29c68859-c4a1-45f8-df1a-3bfc871d7900/wiki#.png|350px|right}}&lt;br /&gt;
[[Psychosis]] Damage can be actively mitigated by interrupting whatever is causing the mind to lose its grip on reality. Counter-magic, protective wards, and Remove Curse spells can suppress magical or supernatural causes. Rest can help when the effect is temporary, while curative potions and other restorative magic may repair or stabilize damage to the mind.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* Rest and recovery&lt;br /&gt;
* Curative potions&lt;br /&gt;
* Restorative magic&lt;br /&gt;
* Removing the victim from the source of the effect&lt;br /&gt;
* Destroying or disabling a mind-controlling artefact&lt;br /&gt;
* Treating the underlying disease or physical injury&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Psychosis]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0767818c-474a-4aa7-2b13-928020443100/wiki#.png|350px|right}}&lt;br /&gt;
Deluded is the primary condition associated with [[Psychosis]] Damage. A Deluded victim is unable to reliably discern fantasy from reality or friend from foe. They may act upon perceptions that exist only in their mind, with potentially disastrous consequences for themselves and everyone around them.&lt;br /&gt;
&lt;br /&gt;
In its most extreme form, [[Psychosis]] Damage can result in [[Death]] by Brain Damage, in which the victim&amp;#039;s distorted perception of reality leads directly to fatal actions. A victim who believes they can fly may step from a cliff. One who believes lava is harmless may walk into it. The body remains capable of functioning; it is the mind that has stopped providing useful instructions.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Tue, 06 Oct 2026 04:14:15 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Psychosis</comments>
		</item>
		<item>
			<title>Pain</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Pain&amp;diff=872&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Pain&amp;diff=872&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Pain&quot; title=&quot;Pain&quot;&gt;Pain&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/bc29ac43-9ff3-4069-c86e-37f593426000/wiki#.png | caption              = Causing the victim to experience pain without an associated injury. }}  &lt;a href=&quot;/Pain&quot; title=&quot;Pain&quot;&gt;Pain&lt;/a&gt; Damage is a form of mental damage caused by overwhelming physical or perceived pain. The pain may originate from an actual wound, a venom or other...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Pain]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/bc29ac43-9ff3-4069-c86e-37f593426000/wiki#.png&lt;br /&gt;
| caption              = Causing the victim to experience pain without an associated injury.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pain]] Damage is a form of mental damage caused by overwhelming physical or perceived pain. The pain may originate from an actual wound, a venom or other pain-inducing agent, or a supernatural effect that attacks the mind directly. At sufficient intensity, pain can completely occupy the mind, leaving little capacity for thought, concentration, or purposeful action.&lt;br /&gt;
&lt;br /&gt;
Severe pain can render the mind unable to commit the body to motion. A victim may curl into themselves, double over, scream, writhe, or simply become unable to respond. [[Pain]] can also erode the will to continue, making even simple actions seem impossible. The body may still be capable of movement, but the mind has effectively withdrawn its permission to use it.&lt;br /&gt;
&lt;br /&gt;
== [[Pain]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/646844ea-ccb1-41d9-6423-e5ce1b4e7200/wiki#.png|350px|left}}&lt;br /&gt;
[[Pain]] Damage most commonly begins with actual physical injury, but it can also be deliberately inflicted through substances, creatures, magic, or curses. Some creatures may possess venom or other natural mechanisms specifically adapted to cause extraordinary pain. Magical effects may create pain without producing an equivalent physical wound, making the distinction between physical injury and [[Pain]] Damage particularly important.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Actual wounds&lt;br /&gt;
* [[Pain]]-inducing agents&lt;br /&gt;
* Venomous creatures&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Curses&lt;br /&gt;
* [[Pain]]-inducing artefacts&lt;br /&gt;
* Supernatural or psychic effects&lt;br /&gt;
* Ex-wives&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Pain]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b8118974-a332-4ea1-f0a1-22f51ba02d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Will]] is the best defense against [[Pain]] Damage. There is not much cleverness to it: [[Will]] &amp;gt; pain. A strong [[Will]] allows a victim to acknowledge the pain without allowing it to completely dictate what the body does.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]], [[Charisma]], and [[Memory]] may provide some assistance in unusual circumstances, particularly when the victim can understand the source of the pain, maintain confidence, or remember that the pain will eventually pass. Ultimately, however, [[Pain]] Damage is a contest between the intensity of the pain and the victim&amp;#039;s ability to endure it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Pain]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2a787146-74d1-44fd-c2c9-9013a3d69800/wiki#.png|350px|right}}&lt;br /&gt;
[[Pain]] Damage can be actively mitigated by treating the source of the pain or reducing the victim&amp;#039;s perception of it. Counter-magic, protective wards, and Remove Curse spells can suppress supernatural sources, while analgesic drugs, potions, and other remedies can reduce pain originating from physical injury or harmful substances.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* [[Ana]]lgesic drugs&lt;br /&gt;
* [[Potion]]s of healing&lt;br /&gt;
* Magical pain relief&lt;br /&gt;
* Treating the underlying wound&lt;br /&gt;
* Removing the pain-inducing substance&lt;br /&gt;
* Removing the victim from the source of the pain&lt;br /&gt;
* Whiskey, when appropriate&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Pain]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3ecb08f8-0536-44b5-697d-15103bcad600/wiki#.png|350px|right}}&lt;br /&gt;
Incapacitated is the primary condition associated with severe [[Pain]] Damage. An Incapacitated victim may be doubled over in pain, unable to stand, move, concentrate, or perform purposeful actions. The condition represents pain so overwhelming that the mind can no longer effectively commit the body to action.&lt;br /&gt;
&lt;br /&gt;
In its most extreme form, [[Pain]] Damage can result in [[Death]] by [[Pain]]. The victim&amp;#039;s mind and body are overwhelmed by the intensity of the pain until the victim can no longer survive the experience.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Tue, 06 Oct 2026 03:56:18 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Pain</comments>
		</item>
		<item>
			<title>Despair</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Despair&amp;diff=871&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Despair&amp;diff=871&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Despair&quot; title=&quot;Despair&quot;&gt;Despair&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4cdb0ea4-fbbf-4bf2-f644-50a1c38aba00/wiki#.png | caption              = The victim suffers from intense sadness, depression, or hopelessness. }}  &lt;a href=&quot;/Despair&quot; title=&quot;Despair&quot;&gt;Despair&lt;/a&gt; Damage is a form of mental damage that attacks the mind&amp;#039;s capacity to hope, persist, and act. &lt;a href=&quot;/Despair&quot; title=&quot;Despair&quot;&gt;Despair&lt;/a&gt; can completely consume a victim,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Despair]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4cdb0ea4-fbbf-4bf2-f644-50a1c38aba00/wiki#.png&lt;br /&gt;
| caption              = The victim suffers from intense sadness, depression, or hopelessness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Despair]] Damage is a form of mental damage that attacks the mind&amp;#039;s capacity to hope, persist, and act. [[Despair]] can completely consume a victim, stripping away the desire to accomplish even the simplest task. The problem is not that the victim cannot act. It is that the victim no longer believes there is any reason to act.&lt;br /&gt;
&lt;br /&gt;
As [[Despair]] deepens, the victim may lose the will to fight, flee, speak, eat, or even care whether they survive. [[Despair]] can leave a person motionless and unresponsive while danger continues around them. In its most severe form, the mind simply surrenders, and the victim&amp;#039;s loss of will can become fatal.&lt;br /&gt;
&lt;br /&gt;
== [[Despair]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0000269c-201e-4942-dc6f-ea063fa75800/wiki#.png|350px|left}}&lt;br /&gt;
[[Despair]] Damage can arise from genuine loss, supernatural influence, or exposure to another being whose despair is itself powerful enough to infect the minds of others. A person may experience despair after suffering a devastating loss, while magical spells, curses, and creatures with supernatural [[Despair]] effects can impose that hopelessness directly.&lt;br /&gt;
&lt;br /&gt;
[[Empathy]] can also become a source of [[Despair]] Damage. Sharing too deeply in the despair of another being can cause the victim to experience that hopelessness as their own, particularly when the source possesses an unusually powerful spiritual or emotional presence.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Genuine loss and overwhelming grief&lt;br /&gt;
* [[Empathy]] with a despairing entity&lt;br /&gt;
* Creatures with powerful [[Despair]] effects&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Curses&lt;br /&gt;
* [[Despair]]-inducing artefacts&lt;br /&gt;
* Supernatural or psychic effects&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Despair]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/157560b5-8ab3-4baf-5d53-1e8e7bf0a900/wiki#.png|350px|right}}&lt;br /&gt;
[[Will]] is the best defense against [[Despair]] Damage. [[Despair]] attacks the willingness to continue, and a strong [[Will]] provides the simplest answer: [[Will]] &amp;gt; despair. The victim may recognize that circumstances are terrible without accepting the conclusion that nothing can be done.&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] can provide an anchor through confidence, identity, and connection to others. A strong sense of self can resist the belief that one&amp;#039;s actions have become meaningless.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] can help a victim recognize that despair is distorting their judgment and that even terrible circumstances may contain possibilities that cannot yet be seen.&lt;br /&gt;
&lt;br /&gt;
[[Memory]] can remind the victim of better times, past victories, people who depend upon them, or reasons they have continued despite hardship before.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Despair]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/77e2b27c-61f6-44dc-957d-dcedca2f3800/wiki#.png|350px|right}}&lt;br /&gt;
[[Despair]] Damage can be actively mitigated by breaking the magical, psychic, or supernatural effect responsible for it. Counter-magic, protective wards, and spells that remove curses can prevent further [[Despair]] Damage or restore the victim&amp;#039;s ability to resist it. Removing a victim from the source of the despair may also help, particularly when the source is a creature or entity radiating the effect.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* Curative potions&lt;br /&gt;
* Whiskey&lt;br /&gt;
* Magical artefacts that protect the mind or spirit&lt;br /&gt;
* Breaking the creature&amp;#039;s [[Despair]] effect&lt;br /&gt;
* Removing the victim from the source&lt;br /&gt;
* Restoring contact with trusted companions&lt;br /&gt;
* Reminding the victim of meaningful relationships, accomplishments, or purpose&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Despair]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/31e072bc-6302-47db-731a-90ad4a05e400/wiki#.png|350px|right}}&lt;br /&gt;
[[Despair]]ed is the primary condition associated with [[Despair]] Damage. A [[Despair]]ed victim has lost the motivation to act and may refuse to fight, flee, or perform even simple tasks. In severe cases, the victim may become completely passive, allowing events to happen around them without meaningful response.&lt;br /&gt;
&lt;br /&gt;
In its most extreme form, [[Despair]] Damage can result in [[Death]] by [[Despair]]. The victim&amp;#039;s loss of will becomes so complete that the mind and body simply surrender to it, and the victim dies because they have ceased to resist the circumstances threatening their survival.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Tue, 06 Oct 2026 03:01:26 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Despair</comments>
		</item>
		<item>
			<title>Confusion</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Confusion&amp;diff=870&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Confusion&amp;diff=870&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Confusion&quot; title=&quot;Confusion&quot;&gt;Confusion&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b02682c-2f8d-4e03-93f3-8b0123376e00/wiki#.png | caption              = Reduces the victim&amp;#039;s ability to maintain concentration or perform complicated tasks.. }}  &lt;a href=&quot;/Confusion&quot; title=&quot;Confusion&quot;&gt;Confusion&lt;/a&gt; Damage is a form of mental damage that disrupts the mind&amp;#039;s ability to understand, remember, interpret, and organize rea...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Confusion]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b02682c-2f8d-4e03-93f3-8b0123376e00/wiki#.png&lt;br /&gt;
| caption              = Reduces the victim&amp;#039;s ability to maintain concentration or perform complicated tasks..&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Confusion]] Damage is a form of mental damage that disrupts the mind&amp;#039;s ability to understand, remember, interpret, and organize reality. [[Confusion]] can range from mild disorientation to a complete collapse of the victim&amp;#039;s ability to distinguish what is real from what is not. At its worst, the mind becomes so consumed by conflicting perceptions that the victim is unable to accomplish even simple tasks.&lt;br /&gt;
&lt;br /&gt;
A confused victim may lose their balance, forget where they are, mistake a friend for an enemy, or be unable to distinguish reality from unreality. Directions may become meaningless, familiar places may seem strange, and ordinary events may be interpreted as something entirely different. The victim&amp;#039;s mind is still working; it has simply stopped agreeing with itself about what is true.&lt;br /&gt;
&lt;br /&gt;
== [[Confusion]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/95b5f9df-d691-4f09-937f-cf86bf956100/wiki#.png|350px|left}}&lt;br /&gt;
[[Confusion]] Damage can originate from creatures, magic, curses, psychic effects, or supernatural forces that interfere with the victim&amp;#039;s perception and understanding. Some creatures possess an inherent ability to confuse their victims, while magical effects may scramble memories, distort perceptions, or impose contradictory information upon the mind.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Creatures with powerful [[Confusion]] effects&lt;br /&gt;
* Magical spells&lt;br /&gt;
* Curses&lt;br /&gt;
* [[Psychic]] attacks&lt;br /&gt;
* [[Confusion]]-inducing artefacts&lt;br /&gt;
* Supernatural illusions or reality distortions&lt;br /&gt;
* Effects that manipulate or corrupt memory&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Confusion]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/23c4ab9b-cc93-4707-cb1f-99bb91e84300/wiki#.png|350px|right}}&lt;br /&gt;
[[Memory]] is the best defense against [[Confusion]] Damage. [[Memory]] provides the mind with an anchor against contradictory perceptions and false information. A victim who can remember what is true, who their companions are, where they are, and what they were doing has something solid against which confusion can be measured. I remember this to be true. I remember this is the way. I remember that person is my friend.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] provides another defense by allowing the victim to analyze conflicting information and identify contradictions. [[Intelligence]] can recognize that something does not make sense even when the senses insist that it does.&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] can help preserve the victim&amp;#039;s sense of identity when confusion attacks their understanding of themselves and the people around them. A strong sense of self can provide an anchor when everything else seems uncertain.&lt;br /&gt;
&lt;br /&gt;
[[Will]] is the final defense when the mind is being pulled in contradictory directions. A strong [[Will]] allows the victim to reject false perceptions and continue functioning despite the confusion.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Confusion]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b6bd33d6-b155-48f9-ac79-8992dde2ad00/wiki#.png|350px|right}}&lt;br /&gt;
[[Confusion]] Damage can be actively mitigated by breaking the effect that is disrupting the mind. Counter-magic, protective wards, and spells that remove curses can restore the victim&amp;#039;s ability to distinguish reality from unreality. Removing the victim from the source may also prevent further [[Confusion]] Damage, although it may not immediately restore what has already been lost.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* Magical artefacts that protect the mind&lt;br /&gt;
* Breaking the creature&amp;#039;s concentration or [[Confusion]] effect&lt;br /&gt;
* Removing the victim from the source of the confusion&lt;br /&gt;
* Destroying or disabling a cursed or confusion-inducing object&lt;br /&gt;
* Providing familiar people, places, or objects as anchors to reality&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Confusion]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0c6acc34-2aed-490f-6f96-857ef0692900/wiki#.png|350px|right}}&lt;br /&gt;
Confused is the primary condition associated with [[Confusion]] Damage. A Confused victim may be unable to distinguish friend from foe, reality from unreality, or even their own intentions from the conflicting impulses imposed upon them. They may wander aimlessly, attack the wrong target, lose their balance, or become incapable of completing even simple actions.&lt;br /&gt;
&lt;br /&gt;
In extreme cases, [[Confusion]] Damage can result in [[Death]] by [[Psychosis]], where the victim&amp;#039;s perception of reality collapses so completely that the mind can no longer function. The body may survive the initial effect, but the person is effectively lost within a reality their own mind can no longer understand.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Tue, 06 Oct 2026 01:49:05 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Confusion</comments>
		</item>
		<item>
			<title>Fear</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Fear&amp;diff=869&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Fear&amp;diff=869&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Fear&quot; title=&quot;Fear&quot;&gt;Fear&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d696db5b-a335-4ad9-467b-e023791fee00/wiki#.png | caption              = &lt;a href=&quot;/Fear&quot; title=&quot;Fear&quot;&gt;Fear&lt;/a&gt; is the mind-killer. }}  &lt;a href=&quot;/Fear&quot; title=&quot;Fear&quot;&gt;Fear&lt;/a&gt; Damage is a form of mental damage caused by an overwhelming perception of danger, terror, or helplessness. It attacks the mind directly, disrupting judgment, concentration, confidence, a...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Fear]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d696db5b-a335-4ad9-467b-e023791fee00/wiki#.png&lt;br /&gt;
| caption              = [[Fear]] is the mind-killer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Fear]] Damage is a form of mental damage caused by an overwhelming perception of danger, terror, or helplessness. It attacks the mind directly, disrupting judgment, concentration, confidence, and the ability to perform even simple tasks. [[Un]]like ordinary fear, which can sharpen the senses or encourage a sensible retreat, severe [[Fear]] Damage can consume the mind entirely.&lt;br /&gt;
&lt;br /&gt;
A victim overwhelmed by fear may flail uselessly, freeze in place, flee without regard for where they are going, or become incapable of taking meaningful action. The mind is no longer concerned with solving the problem. It is concerned only with escaping it. In extreme cases, fear can overwhelm the body as well, leaving the victim unconscious or even dead from fright.&lt;br /&gt;
&lt;br /&gt;
== [[Fear]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/663475f5-0023-4def-c36a-443647d0ed00/wiki#.png|350px|left}}&lt;br /&gt;
[[Fear]] Damage can come from creatures, magic, curses, or anything else capable of inspiring supernatural levels of terror. Some creatures possess an inherent fear effect, while others may project fear through their appearance, presence, voice, or supernatural abilities. Magical spells and curses can create fear directly or amplify an existing sense of danger until the victim can no longer control it.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Creatures with powerful fear effects&lt;br /&gt;
* Magical spells that induce terror&lt;br /&gt;
* Curses&lt;br /&gt;
* [[Fear]]-inducing artefacts&lt;br /&gt;
* Supernatural or psychic effects&lt;br /&gt;
* Certain creatures, monsters, or entities whose presence alone inspires terror&lt;br /&gt;
* [[Un]]expectedly large bills&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Fear]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b7366450-ab10-4f91-3f8a-14d8224cba00/wiki#.png|350px|right}}&lt;br /&gt;
[[Charisma]] is often the best defense against [[Fear]] Damage. [[Charisma]] represents confidence, presence, and the ability to maintain one&amp;#039;s sense of self when confronted by something terrifying. The attitude is simple enough: I&amp;#039;m too cool to be scared.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] can also defend against fear by allowing the victim to recognize that the threat is not as dangerous as it appears, or to reason through the source of the terror. This is not actually scary.&lt;br /&gt;
&lt;br /&gt;
[[Memory]] may provide another defense when the victim can recall that a similar threat was survived before, or remember that what appears terrifying has a rational explanation. I remember this is not a scary thing.&lt;br /&gt;
&lt;br /&gt;
[[Will]] provides the final line of defense when fear has already taken hold. A strong [[Will]] allows a victim to continue functioning despite the mind&amp;#039;s desperate demand to flee, freeze, or panic.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Fear]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3bbfa061-4cd9-44ab-a971-f83f6ad57900/wiki#.png|350px|right}}&lt;br /&gt;
[[Fear]] Damage can be actively mitigated by disrupting its source or reinforcing the victim&amp;#039;s mind against it. Counter-magic, protective wards, and spells that remove or suppress curses can all reduce or end supernatural fear. In some cases, simply removing the victim from the presence of the creature or effect may prevent the damage from continuing.&lt;br /&gt;
&lt;br /&gt;
Other forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Counter-magic&lt;br /&gt;
* Protective wards&lt;br /&gt;
* Remove Curse spells&lt;br /&gt;
* Magical artefacts that protect against fear&lt;br /&gt;
* Breaking the creature&amp;#039;s fear effect or concentration&lt;br /&gt;
* Removing the victim from the source of the fear&lt;br /&gt;
* Destroying or disabling a cursed or fear-inducing object&lt;br /&gt;
* Providing reassurance or restoring the victim&amp;#039;s confidence&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Fear]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6f3916fa-c266-48c0-7fc0-ac5d248e9900/wiki#.png|350px|right}}&lt;br /&gt;
[[Fear]]ed is the primary condition associated with [[Fear]] Damage. A [[Fear]]ed victim is overwhelmed by terror and may be unable to perform even simple tasks, flee uncontrollably, or become incapable of confronting the source of the fear. The condition can persist even after the immediate danger has passed if the underlying supernatural effect remains.&lt;br /&gt;
&lt;br /&gt;
In extreme cases, [[Fear]] Damage can cause Dying of Fright, in which the victim&amp;#039;s mind and body are so completely overwhelmed by terror that the victim dies from the experience itself.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Tue, 06 Oct 2026 00:52:13 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Fear</comments>
		</item>
		<item>
			<title>Thermal Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Thermal_Burn&amp;diff=868&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Thermal_Burn&amp;diff=868&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Thermal_Burn&quot; title=&quot;Thermal Burn&quot;&gt;Thermal Burn&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/32eb0a59-ce2b-4e23-a427-84ed6f6c5d00/wiki#.png | caption              = Exposure to fire and many spells are known to deal fire damage. }}  &lt;a href=&quot;/Thermal_Burn&quot; title=&quot;Thermal Burn&quot;&gt;Thermal Burn&lt;/a&gt; Damage is physical damage caused by exposure to extreme heat. The heat can burn the skin and underlying tissue, damage internal organs,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Thermal Burn]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/32eb0a59-ce2b-4e23-a427-84ed6f6c5d00/wiki#.png&lt;br /&gt;
| caption              = Exposure to fire and many spells are known to deal fire damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Thermal Burn]] Damage is physical damage caused by exposure to extreme heat. The heat can burn the skin and underlying tissue, damage internal organs, ignite clothing and equipment, and eventually destroy the body itself. [[Un]]like Electrical or [[Chemical Burn]] Damage, which have more specialized mechanisms, [[Thermal Burn]]s are the direct consequence of heat being transferred into the body.&lt;br /&gt;
&lt;br /&gt;
[[Thermal Burn]]s range from brief contact with a very hot object to prolonged exposure to flames, lava, or supernatural heat. Fire is particularly dangerous because it can continue burning as long as fuel and oxygen remain available. Magical fire and other supernatural sources of heat can be even more dangerous, particularly when ordinary materials or environments provide little protection.&lt;br /&gt;
&lt;br /&gt;
== [[Thermal Burn]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f07124c9-c122-41f2-4eee-ea7404e6fc00/wiki#.png|350px|left}}&lt;br /&gt;
[[Thermal Burn]] Damage can come from natural heat, combustion, magical effects, or anything else capable of raising the temperature of living tissue to dangerous levels. The source may be a concentrated attack, an environmental hazard, or simply an object that has become dangerously hot.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Fire and flames&lt;br /&gt;
* Magical fire and supernatural flames&lt;br /&gt;
* Lava and molten materials&lt;br /&gt;
* Extremely hot metal, stone, or other objects&lt;br /&gt;
* Magical spells that generate or project intense heat&lt;br /&gt;
* Creatures capable of producing or projecting extreme heat&lt;br /&gt;
* Fires, furnaces, volcanic environments, and other areas of extreme temperature&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Thermal Burn]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4bdf613d-111f-4273-4b3d-6d51ec2bcc00/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, [[Agility]] is often the best defense against [[Thermal Burn]] Damage. A character may step away from a flame, avoid a falling hot object, escape a burning area, or otherwise prevent prolonged exposure. When exposure cannot be avoided, [[Endurance]] becomes the more important defense, allowing the body to withstand extreme heat long enough to escape.&lt;br /&gt;
&lt;br /&gt;
In some situations, [[Strength]] may also be relevant when a character must physically force open a barrier, move debris, or otherwise escape an environment in which heat is becoming dangerous. In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a thermal attack reaches its target and how its effects are resolved.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Thermal Burn]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/8b4bc26e-19a0-4936-3e5a-7bdfcde01800/wiki#.png|350px|right}}&lt;br /&gt;
[[Thermal Burn]] Damage can be mitigated by preventing heat from reaching the body, reducing the intensity of the exposure, or removing the character from the source. Thermal armor is particularly valuable against sustained heat, while magical protection can provide defense against temperatures that ordinary materials cannot withstand.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Thermal armor and heat-resistant protective clothing&lt;br /&gt;
* [[Shield]]s capable of resisting extreme heat&lt;br /&gt;
* [[Potion]]s that provide protection from heat or fire&lt;br /&gt;
* Magical protection against heat and flame&lt;br /&gt;
* Protection runes and magical artefacts&lt;br /&gt;
* Moving away from the source of the heat&lt;br /&gt;
* Leaving a burning area rather than remaining within it&lt;br /&gt;
* Extinguishing or suppressing the fire&lt;br /&gt;
* Creating a physical or magical barrier between the character and the heat&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Thermal Burn]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/08604a83-eb30-4641-7a26-2c02e88d7200/wiki#.png|350px|right}}&lt;br /&gt;
Severe [[Thermal Burn]] Damage can cause Severe Burns, damaging skin and deeper tissues and potentially leaving permanent scars. Prolonged exposure may also cause Heat [[Exhaustion]] or Heatstroke, as the body&amp;#039;s ability to regulate its temperature is overwhelmed. These conditions can continue to worsen even after the character escapes the immediate source of heat.&lt;br /&gt;
&lt;br /&gt;
Extreme exposure may cause [[Un]]consciousness as the body&amp;#039;s vital systems begin to fail. A character caught within a continuing fire or surrounded by extreme heat may suffer repeated or continuing [[Thermal Burn]] Damage until the source is escaped or extinguished. Severe or prolonged exposure can ultimately result in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 17:35:47 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Thermal_Burn</comments>
		</item>
		<item>
			<title>Radiation Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Radiation_Burn&amp;diff=867&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Radiation_Burn&amp;diff=867&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Radiation_Burn&quot; title=&quot;Radiation Burn&quot;&gt;Radiation Burn&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f4c9ee63-437f-4544-5f62-5fda1ed58600/wiki#.png | caption              = Radiant energy generated by holy spells or ancient magic might cause radiation damage. }}  &lt;a href=&quot;/Radiation_Burn&quot; title=&quot;Radiation Burn&quot;&gt;Radiation Burn&lt;/a&gt; Damage is physical damage caused by exposure to intense ionizing radiation or other forms of supernatural or...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Radiation Burn]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f4c9ee63-437f-4544-5f62-5fda1ed58600/wiki#.png&lt;br /&gt;
| caption              = Radiant energy generated by holy spells or ancient magic might cause radiation damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Radiation Burn]] Damage is physical damage caused by exposure to intense ionizing radiation or other forms of supernatural or technological radiation capable of damaging living tissue. At sufficient intensity, radiation can injure the body immediately, effectively cooking or burning exposed flesh without the need for direct contact with heat. [[Un]]like ordinary burns, however, radiation can continue damaging the body at the cellular level long after the initial exposure has ended.&lt;br /&gt;
&lt;br /&gt;
The effects of [[Radiation Burn]] can therefore be immediate, delayed, or both. Immediate exposure may produce burns and severe tissue damage, while delayed effects can include hair loss, open sores, weakened resistance to disease, and progressive deterioration of the body&amp;#039;s ability to repair itself. A victim who appears to have survived a radiation exposure may therefore still be in considerable danger.&lt;br /&gt;
&lt;br /&gt;
== [[Radiation Burn]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ccecfb01-1f13-47e7-9363-81cb7b3d1600/wiki#.png|350px|left}}&lt;br /&gt;
[[Radiation Burn]] Damage can come from natural, divine, magical, or technological sources. Some environments may contain dangerous radiation deep beneath the surface of [[Otan]], while [[Divine]] or other supernatural forces may produce forms of radiation unknown to ordinary science. [[Tinker]] technology can also generate concentrated radiation deliberately, accidentally, or as a byproduct of more ambitious experiments.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Divine]] radiation produced by powerful divine effects&lt;br /&gt;
* Deep earth radiation from naturally radioactive regions or materials&lt;br /&gt;
* [[Tinker]] weapons that generate or project radiation&lt;br /&gt;
* Magical or supernatural sources of intense radiation&lt;br /&gt;
* Creatures capable of generating or projecting dangerous radiation&lt;br /&gt;
* Radioactive materials, artefacts, or contaminated environments&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Radiation Burn]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/79be23ba-64e5-456e-94a2-59d2dd5b6800/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is the primary Saving Throw against [[Radiation Burn]] Damage. Radiation attacks the body&amp;#039;s ability to maintain and repair itself, making the resilience represented by [[Endurance]] the most direct defense. A character with sufficient [[Endurance]] may withstand exposure that would seriously injure a less resilient body.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] may provide a defense when radiation can be avoided rather than endured. A character may escape an irradiated area, move behind shielding, or avoid a concentrated radiation beam before exposure becomes severe. [[Will]] may provide a secondary defense against the debilitating effects of radiation when the character must continue functioning despite injury and sickness.&lt;br /&gt;
&lt;br /&gt;
In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a radiation attack reaches its target and how its effects are resolved.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Radiation Burn]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4242ddd7-48f8-4430-0195-5acecf738b00/wiki#.png|350px|right}}&lt;br /&gt;
[[Radiation Burn]] Damage is best mitigated by preventing radiation from reaching the body or by removing the character from the source as quickly as possible. Ordinary armor may provide little protection against radiation unless it is specifically designed to block or absorb it. Effective protection generally requires materials or magic capable of shielding the body from the particular type of radiation involved.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Lead-lined armor and other radiation-resistant protective equipment&lt;br /&gt;
* Lead-lined shields or portable radiation barriers&lt;br /&gt;
* Magical protection against radiation&lt;br /&gt;
* Protection runes and magical artefacts&lt;br /&gt;
* [[Potion]]s that protect the body or counteract radiation exposure&lt;br /&gt;
* Removing the character from the irradiated area&lt;br /&gt;
* [[Shield]]ing the character from the radiation source&lt;br /&gt;
* Containing, disabling, or destroying the source of the radiation&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Radiation Burn]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a4d7638b-8da4-48a1-2086-dde8543fcd00/wiki#.png|350px|right}}&lt;br /&gt;
The most significant condition associated with [[Radiation Burn]] Damage is Radiation Sickness. Severe exposure may produce weakness, nausea, hair loss, open sores, and a reduced ability to resist disease. [[Un]]like an ordinary wound, Radiation Sickness may continue to worsen after the character has escaped the source of the radiation.&lt;br /&gt;
&lt;br /&gt;
Long-term exposure can also result in Progressive Tissue Damage, in which the body&amp;#039;s ability to repair itself becomes increasingly compromised. Severe or prolonged [[Radiation Burn]] can ultimately lead to widespread organ damage, debilitating illness, and death, sometimes long after the original exposure occurred.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 17:23:31 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Radiation_Burn</comments>
		</item>
		<item>
			<title>Frost Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Frost_Burn&amp;diff=866&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Frost_Burn&amp;diff=866&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Frost_Burn&quot; title=&quot;Frost Burn&quot;&gt;Frost Burn&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/8ecc81df-aee0-41dc-72b4-96ef8fefb300/wiki#.png | caption              = The infernal chill &lt;a href=&quot;/index.php?title=Frost_Queen&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Frost Queen (page does not exist)&quot;&gt;Frost Queen&lt;/a&gt;&amp;#039;s attack or the persistent blast of a blizzard can deal cold damage. }}  &lt;a href=&quot;/Frost_Burn&quot; title=&quot;Frost Burn&quot;&gt;Frost Burn&lt;/a&gt; Damage is physical damage caused by extreme cold that freezes and damages living tissue. Rather tha...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Frost Burn]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/8ecc81df-aee0-41dc-72b4-96ef8fefb300/wiki#.png&lt;br /&gt;
| caption              = The infernal chill [[Frost Queen]]&amp;#039;s attack or the persistent blast of a blizzard can deal cold damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Frost Burn]] Damage is physical damage caused by extreme cold that freezes and damages living tissue. Rather than burning through heat, frost burns through prolonged exposure to temperatures low enough to freeze skin, blood, and deeper tissues. Severe exposure can damage nerves, muscles, and blood vessels, leaving tissue permanently injured even after the victim has been removed from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Frost Burn]] can result from natural environments, magical cold, supernatural creatures, or weapons that project freezing energy. [[Un]]like ordinary cold weather, a concentrated frost attack can freeze exposed tissue almost instantly. Prolonged exposure can be equally dangerous, particularly when the victim is unable to escape the source or protect themselves from the cold.&lt;br /&gt;
&lt;br /&gt;
== [[Frost Burn]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f571a3b8-4e6f-4498-5bea-3b8923c1fa00/wiki#.png|350px|left}}&lt;br /&gt;
[[Frost Burn]] Damage can originate from extreme natural conditions, magical effects, specialized weapons, or creatures capable of generating or projecting supernatural cold. Some creatures use intense cold as an offensive weapon, while others possess an aura of freezing cold that makes approaching them dangerous.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Extreme cold and prolonged exposure to freezing environments&lt;br /&gt;
* Magical frost and ice attacks&lt;br /&gt;
* [[Tinker]] weapons that project freezing substances or energy&lt;br /&gt;
* Creatures with frost or cold attacks&lt;br /&gt;
* Creatures surrounded by a freezing aura&lt;br /&gt;
* Magical traps that release intense cold&lt;br /&gt;
* Frozen environments or supernatural regions where temperatures are dangerously low&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Frost Burn]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/27353e0e-9d43-43a2-e4dc-79dc61188300/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, [[Agility]] may allow a character to avoid a sudden frost attack, move away from an area of extreme cold, or escape a trap before it can fully affect them. [[Endurance]] is the primary defense when the character must remain exposed to the cold, representing the body&amp;#039;s ability to withstand extreme environmental stress and maintain its vital functions.&lt;br /&gt;
&lt;br /&gt;
In some circumstances, [[Will]] may provide a secondary defense when the character must continue functioning despite the debilitating effects of extreme cold. A strong [[Will]] may allow someone to keep moving when their body is becoming stiff and unresponsive. In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a frost attack connects and how its effects are resolved.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Frost Burn]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7115dc6f-41c5-4472-59a8-aab30a535000/wiki#.png|350px|right}}&lt;br /&gt;
[[Frost Burn]] Damage can be mitigated by insulating the body, removing the victim from the source of the cold, or providing sufficient heat to prevent or reverse freezing. Protection must be maintained for as long as the exposure continues; surviving the initial attack does not necessarily mean the danger has passed.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Protection from frost potions&lt;br /&gt;
* Insulated armor or protective clothing&lt;br /&gt;
* Heavy clothing, blankets, and other insulating materials&lt;br /&gt;
* Heat sources used to warm the body or environment&lt;br /&gt;
* Magical effects that provide warmth or resist cold&lt;br /&gt;
* Protection runes and magical artefacts designed to resist frost&lt;br /&gt;
* Removing the character from an area of extreme cold&lt;br /&gt;
* Moving behind physical barriers that block exposure&lt;br /&gt;
* Carefully warming frozen tissue after exposure has ended&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Frost Burn]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ff64612d-649a-4909-fed8-ae714c1fab00/wiki#.png|350px|right}}&lt;br /&gt;
[[Frost Burn]] damage can produce Numbness as cold begins to interfere with nerves and circulation. As exposure continues, affected tissue may become stiff, lose sensation, and eventually suffer permanent damage. Severe frost damage can result in Loss of Limb Function or Loss of Limb when tissue has been frozen beyond recovery.&lt;br /&gt;
&lt;br /&gt;
Extreme cold can also cause [[Un]]consciousness as the body&amp;#039;s ability to maintain its normal functions deteriorates. If exposure continues after the victim becomes unconscious, [[Frost Burn]] damage can ultimately result in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 17:01:30 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Frost_Burn</comments>
		</item>
		<item>
			<title>Electrical Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Electrical_Burn&amp;diff=865&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Electrical_Burn&amp;diff=865&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Electrical_Burn&quot; title=&quot;Electrical Burn&quot;&gt;Electrical Burn&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/788c0250-f497-41ae-2ae9-f790fa6a9300/wiki#.png | caption              = A lightning bolt spell or a Lightning Dragon’s breath deal lightning damage. }}  &lt;a href=&quot;/Electrical_Burn&quot; title=&quot;Electrical Burn&quot;&gt;Electrical Burn&lt;/a&gt; Damage is physical damage caused by electrical energy passing through or discharging into the body. The energy can...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Electrical Burn]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/788c0250-f497-41ae-2ae9-f790fa6a9300/wiki#.png&lt;br /&gt;
| caption              = A lightning bolt spell or a Lightning Dragon’s breath deal lightning damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Electrical Burn]] Damage is physical damage caused by electrical energy passing through or discharging into the body. The energy can burn tissue at the point of contact, travel through the body, and damage muscles, nerves, and internal organs. A powerful electrical discharge may leave relatively small external burns while causing much more serious internal damage.&lt;br /&gt;
&lt;br /&gt;
Lightning, electrical weapons, traps, and creatures capable of generating or conducting electricity can all produce [[Electrical Burn]] Damage. Electricity is particularly dangerous because the body itself conducts it, allowing an attack to affect systems far removed from the point where the electricity first enters the body.&lt;br /&gt;
&lt;br /&gt;
== [[Electrical Burn]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/440503cd-9889-4bd4-e5af-6e72373c0700/wiki#.png|350px|left}}&lt;br /&gt;
[[Electrical Burn]] Damage can originate from natural phenomena, mechanical devices, [[Tinker]] technology, magical effects, or creatures that generate or weaponize electrical energy. Some creatures use electricity as an offensive attack, while others possess electrical defenses that discharge when they are touched or attacked.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lightning and other natural electrical discharges&lt;br /&gt;
* Mechanical electrical traps&lt;br /&gt;
* [[Tinker]] weapons that generate or discharge electricity&lt;br /&gt;
* Creatures with electrical attacks&lt;br /&gt;
* Creatures with electrical defenses that discharge when threatened or touched&lt;br /&gt;
* Magical effects that create or control electrical energy&lt;br /&gt;
* Electrified objects, structures, or environments&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Electrical Burn]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/23696dfa-e109-4d27-6b34-542e1423f600/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, [[Agility]] is often the best defense against [[Electrical Burn]] Damage. A character may avoid an electrical discharge, move away from an exposed conductor, or escape an electrified trap before it can make contact. [[Endurance]] is more appropriate when the character cannot avoid the electrical energy and must withstand its effects.&lt;br /&gt;
&lt;br /&gt;
In some circumstances, [[Will]] may provide a secondary defense, particularly when a character must maintain control of their body against an electrical effect that causes involuntary muscular responses. In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether an electrical attack connects and how its effects are resolved.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Electrical Burn]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/42357539-c7be-4d5b-48a8-ee20c7493000/wiki#.png|350px|right}}&lt;br /&gt;
[[Electrical Burn]] Damage can be mitigated by preventing electrical energy from reaching the body or by providing a safer path for the current to travel. [[Un]]like many physical attacks, simply wearing substantial armor may not provide protection and can sometimes make the situation worse if the armor is conductive.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Non-conducting armor or protective clothing&lt;br /&gt;
* [[Shield]]s made from non-conductive materials&lt;br /&gt;
* Grounding wires or other means of safely directing electrical energy away from the body&lt;br /&gt;
* Rubber soles or other insulating footwear&lt;br /&gt;
* Insulating barriers placed between the character and the electrical source&lt;br /&gt;
* Magical protection against electrical energy&lt;br /&gt;
* Protection runes or magical artefacts designed to resist electrical attacks&lt;br /&gt;
* [[Dis]]connecting, disabling, or grounding the source of the electricity&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Electrical Burn]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/8b5ddb9f-67ee-4ad0-cb6a-16cd6793a000/wiki#.png|350px|right}}&lt;br /&gt;
Severe [[Electrical Burn]] Damage can produce Paralysis or temporary loss of muscular control as electrical energy interferes with the nervous system. A victim may remain conscious while being unable to move, making continued exposure particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
Electrical energy can also interfere with the body&amp;#039;s ability to breathe and maintain a normal heartbeat. Severe exposure may therefore cause Stoppage of Breathing or Cardiac Arrest, either temporarily or permanently. When the heart or respiratory system is disrupted severely enough, [[Electrical Burn]] Damage can result in [[Un]]consciousness and ultimately death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 16:50:33 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Electrical_Burn</comments>
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		<item>
			<title>Chemical Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Chemical_Burn&amp;diff=864&amp;oldid=863</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Chemical_Burn&amp;diff=864&amp;oldid=863</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:28, 5 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l50&quot;&gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Chemical Burn]] Related [[Conditions]] ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Chemical Burn]] Related [[Conditions]] ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2fefe52d&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;211f&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4e33&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;956a&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;725915874d00&lt;/del&gt;/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;33ecf0c9&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5b65&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4fd3&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;0ba1&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;c462426b5800&lt;/ins&gt;/wiki#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Chemical Burn]] Damage can produce Continued Corrosion, in which the damage persists because the corrosive substance remains on or within the affected area. [[Un]]til the substance is removed or neutralized, the victim may continue suffering damage even after the original attack has ended.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Chemical Burn]] Damage can produce Continued Corrosion, in which the damage persists because the corrosive substance remains on or within the affected area. [[Un]]til the substance is removed or neutralized, the victim may continue suffering damage even after the original attack has ended.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Mon, 05 Oct 2026 16:28:34 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Chemical_Burn</comments>
		</item>
		<item>
			<title>Chemical Burn</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Chemical_Burn&amp;diff=863&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Chemical_Burn&amp;diff=863&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Chemical_Burn&quot; title=&quot;Chemical Burn&quot;&gt;Chemical Burn&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b63c745-1379-4d9c-f108-9f9c1abbf000/wiki#.png | caption              = The corrosive spray and dissolving enzymes secreted by men and monsters deal acid damage. }}  &lt;a href=&quot;/Chemical_Burn&quot; title=&quot;Chemical Burn&quot;&gt;Chemical Burn&lt;/a&gt; Damage is physical damage caused by corrosive substances that chemically react with and destroy the materia...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Chemical Burn]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7b63c745-1379-4d9c-f108-9f9c1abbf000/wiki#.png&lt;br /&gt;
| caption              = The corrosive spray and dissolving enzymes secreted by men and monsters deal acid damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Chemical Burn]] Damage is physical damage caused by corrosive substances that chemically react with and destroy the material they contact. [[Un]]like ordinary fire, which consumes through heat, chemical burns eat into flesh, clothing, equipment, and other materials through a corrosive reaction. The damage can continue as long as the corrosive substance remains in contact with its target.&lt;br /&gt;
&lt;br /&gt;
[[Chemical Burn]]s may be caused by liquids, vapors, or gases. A splash of acid may burn through clothing and skin, while a corrosive gas can damage the eyes, lungs, and exposed tissue. The severity of the damage depends not only upon the initial exposure, but also upon how quickly the corrosive material is removed or neutralized.&lt;br /&gt;
&lt;br /&gt;
== [[Chemical Burn]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2fefe52d-211f-4e33-956a-725915874d00/wiki#.png|350px|left}}&lt;br /&gt;
[[Chemical Burn]] Damage comes from naturally occurring or manufactured corrosive substances, as well as magical or technological weapons designed to deliver them. Some environments may contain pools or concentrations of corrosive material, while traps and weapons can deliberately project it onto unsuspecting targets.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Pools of acid or other naturally occurring corrosive substances&lt;br /&gt;
* Jars, flasks, and containers of acid&lt;br /&gt;
* Traps that release, spray, or flood an area with corrosive liquid&lt;br /&gt;
* [[Tinker]] weapons that project liquid acid&lt;br /&gt;
* [[Tinker]] weapons or devices that release corrosive gases&lt;br /&gt;
* Creatures that produce or excrete corrosive substances&lt;br /&gt;
* Magical effects that create or weaponize corrosive materials&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chemical Burn]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e739e621-fc33-435f-a052-8dcadb40d600/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, [[Agility]] is often the primary Saving Throw against [[Chemical Burn]] Damage. A character may avoid an acid splash, move away from a leaking container, or escape the path of a corrosive spray. [[Endurance]] may be more appropriate when exposure cannot be avoided and the character must withstand the corrosive substance while attempting to escape or remove it.&lt;br /&gt;
&lt;br /&gt;
In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a corrosive attack lands and how its effects are resolved. An acid weapon deliberately fired at a character during combat is handled through the normal combat rules; an unexpected acid trap or environmental hazard outside combat may call for an appropriate Saving Throw.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chemical Burn]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ac6923c2-33a8-445c-e535-c1565fa1ca00/wiki#.png|350px|right}}&lt;br /&gt;
The most important principle in mitigating [[Chemical Burn]] Damage is to stop the exposure. Armor and shields can prevent corrosive material from reaching the body, while protective magic and artefacts may resist the substance entirely. Once exposed, a corrosive material may need to be removed, diluted, or neutralized before it can stop causing damage.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Armor or protective clothing resistant to corrosive substances&lt;br /&gt;
* [[Shield]]s used to block splashes or sprays&lt;br /&gt;
* Diluting or neutralizing solutions appropriate to the corrosive substance&lt;br /&gt;
* Quickly removing contaminated clothing or equipment&lt;br /&gt;
* Protection spells that shield the body from chemical effects&lt;br /&gt;
* Protection runes and other magical wards&lt;br /&gt;
* Magical artefacts designed to resist corrosion&lt;br /&gt;
* Moving away from a corrosive gas or other contaminated area&lt;br /&gt;
* Removing the corrosive material from the body as quickly as possible&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chemical Burn]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2fefe52d-211f-4e33-956a-725915874d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Chemical Burn]] Damage can produce Continued Corrosion, in which the damage persists because the corrosive substance remains on or within the affected area. [[Un]]til the substance is removed or neutralized, the victim may continue suffering damage even after the original attack has ended.&lt;br /&gt;
&lt;br /&gt;
Severe [[Chemical Burn]]s can result in Loss of Sight when the eyes are exposed, or Loss of Limb Function and even Loss of Limb when deep corrosion destroys the tissues necessary to use an extremity. Corrosive gases may also cause serious internal injury when inhaled. If severe exposure continues untreated, [[Chemical Burn]] Damage can ultimately result in death.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 16:26:51 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Chemical_Burn</comments>
		</item>
		<item>
			<title>Chopping Force</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Chopping_Force&amp;diff=862&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Chopping_Force&amp;diff=862&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Chopping_Force&quot; title=&quot;Chopping Force&quot;&gt;Chopping Force&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/aac7669c-a547-4f6c-8fcb-c368bd060000/wiki#.png | caption              = Swords, axes, and creature claws deal slashing damage. }}  &lt;a href=&quot;/Chopping_Force&quot; title=&quot;Chopping Force&quot;&gt;Chopping Force&lt;/a&gt; Damage is physical damage caused by weapons or other effects that cut deeply into the body. &lt;a href=&quot;/index.php?title=Un&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Un (page does not exist)&quot;&gt;Unlike&lt;/a&gt; &lt;a href=&quot;/Blunt_Force&quot; title=&quot;Blunt Force&quot;&gt;Blunt Force&lt;/a&gt;, which crushes or fra...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Chopping Force]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/aac7669c-a547-4f6c-8fcb-c368bd060000/wiki#.png&lt;br /&gt;
| caption              = Swords, axes, and creature claws deal slashing damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Chopping Force]] Damage is physical damage caused by weapons or other effects that cut deeply into the body. [[Un]]like [[Blunt Force]], which crushes or fractures tissue through impact, [[Chopping Force]] opens large wounds by slicing through skin, muscle, blood vessels, and sometimes bone. The severity of the damage depends upon both the force of the attack and the cutting surface delivering it.&lt;br /&gt;
&lt;br /&gt;
[[Chopping Force]] is most commonly associated with weapons designed to deliver broad, powerful cuts or slashes. Axes, greatswords, and similar weapons can inflict devastating wounds, but creatures with sufficiently large claws, teeth, or other cutting appendages may produce the same effect. Outside of combat, [[Chopping Force]] can also result from mechanical traps, falling blades, or other hazards capable of making a substantial cut.&lt;br /&gt;
&lt;br /&gt;
== [[Chopping Force]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7afb1784-db47-4d3b-3fdf-01388e9a4d00/wiki#.png|350px|left}}&lt;br /&gt;
[[Chopping Force]] Damage comes from weapons, creatures, traps, and other effects capable of cutting deeply into the body. [[Un]]like a fine blade intended for precision or piercing, chopping weapons rely on force and a substantial cutting edge to create large wounds.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Axes, greatswords, and other chopping weapons&lt;br /&gt;
* Large creature claws, talons, or other cutting appendages&lt;br /&gt;
* Mechanical traps containing blades or cutting surfaces&lt;br /&gt;
* Falling or swinging blades&lt;br /&gt;
* Magical weapons or effects that create powerful cutting attacks&lt;br /&gt;
* Large-scale environmental hazards capable of slicing through the body&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chopping Force]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a1bfdd3a-d99f-40a2-431a-b614c8196800/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, the appropriate Saving Throw against [[Chopping Force]] Damage depends upon the circumstances. [[Strength]] may allow a character to resist or slow an unavoidable chopping mechanism, hold back a closing blade, or prevent a trap from completing its motion. [[Agility]] may allow a character to avoid a swinging blade, falling weapon, or other moving cutting surface altogether.&lt;br /&gt;
&lt;br /&gt;
In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a chopping attack lands and how its effects are resolved. An enemy swinging an axe at a character is a combat action; a concealed blade suddenly dropping from the ceiling is an environmental hazard.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chopping Force]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/84aa156e-248c-494a-1e8d-5054dd7bc600/wiki#.png|350px|right}}&lt;br /&gt;
[[Chopping Force]] Damage can be mitigated by preventing the cutting surface from reaching the body, deflecting the attack, or using protection capable of resisting or reducing the force of the cut. Armor and shields can be particularly important against chopping attacks, although sufficiently powerful blows may penetrate or bypass ordinary protection.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Armor designed to resist cutting and slashing attacks&lt;br /&gt;
* [[Shield]]s used to block or deflect attacks&lt;br /&gt;
* [[Combat]] actions that block, parry, evade, or otherwise mitigate an incoming attack&lt;br /&gt;
* Protection spells that reinforce or shield the body&lt;br /&gt;
* Protection runes and other magical wards&lt;br /&gt;
* Magical artefacts designed to resist cutting attacks&lt;br /&gt;
* Bracing, positioning, or otherwise placing an object between the character and the cutting surface&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Chopping Force]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b54907bc-2671-4ee5-153c-4672a1fa3500/wiki#.png|350px|right}}&lt;br /&gt;
The most characteristic consequence of severe [[Chopping Force]] Damage is Severe Bleeding. Large cuts can sever major blood vessels and cause rapid blood loss even when the initial wound does not immediately incapacitate the victim. Without appropriate treatment, severe bleeding can continue to reduce the body&amp;#039;s ability to function and may ultimately result in death.&lt;br /&gt;
&lt;br /&gt;
A sufficiently powerful chopping attack may also cause Loss of Limb Function or Loss of Limb, particularly when a limb is badly damaged or completely severed. Severe injuries to other parts of the body can cause [[Un]]consciousness, while catastrophic [[Chopping Force]] Damage can reduce the body&amp;#039;s available [[Body]] Points to the point of death.&lt;br /&gt;
&lt;br /&gt;
[[Un]]like many other forms of physical damage, [[Chopping Force]] often leaves a visible and immediate indication of its severity. A character may survive the initial attack but still face a rapidly worsening condition if the wound is not treated.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 13:44:06 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Chopping_Force</comments>
		</item>
		<item>
			<title>Blunt Force</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Blunt_Force&amp;diff=861&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Blunt_Force&amp;diff=861&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Blunt_Force&quot; title=&quot;Blunt Force&quot;&gt;Blunt Force&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/65ba000e-fe2b-4d9a-428f-6d83c34b2300/wiki#.png | caption              = Blunt force attacks, hammers, falling, constriction, and the like deal bludgeoning damage. }}  &lt;a href=&quot;/Blunt_Force&quot; title=&quot;Blunt Force&quot;&gt;Blunt Force&lt;/a&gt; Damage is physical damage caused by a powerful impact against the body. &lt;a href=&quot;/index.php?title=Un&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Un (page does not exist)&quot;&gt;Unlike&lt;/a&gt; cutting or piercing attacks...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Blunt Force]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/65ba000e-fe2b-4d9a-428f-6d83c34b2300/wiki#.png&lt;br /&gt;
| caption              = Blunt force attacks, hammers, falling, constriction, and the like deal bludgeoning damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Blunt Force]] Damage is physical damage caused by a powerful impact against the body. [[Un]]like cutting or piercing attacks, blunt force does not need to break the skin to cause serious injury. A sufficiently powerful impact can bruise, crush, fracture, or damage internal structures while leaving relatively little visible evidence of the injury.&lt;br /&gt;
&lt;br /&gt;
[[Blunt Force]] is common in combat, where it is delivered by weapons such as hammers and maces, as well as by creatures with large or powerful appendages. It can also result from falls, collapsing structures, being struck by moving objects, or mechanical traps. In each case, the danger comes from the sudden transfer of force into the body.&lt;br /&gt;
&lt;br /&gt;
== [[Blunt Force]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3c20f9f6-05fc-453b-49d0-1159452b4400/wiki#.png|350px|left}}&lt;br /&gt;
[[Blunt Force]] Damage can come from almost anything capable of delivering substantial physical force. Weapons are the most obvious source, but the environment can be just as dangerous. A falling stone, a closing wall, or the massive limb of a creature can deliver an impact every bit as damaging as a weapon deliberately designed for the purpose.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Hammers, maces, clubs, and other blunt weapons&lt;br /&gt;
* Large creature appendages such as fists, tails, horns, or limbs&lt;br /&gt;
* Falls from significant heights&lt;br /&gt;
* Collapsing structures, cave-ins, and falling debris&lt;br /&gt;
* Mechanical traps involving crushing or striking mechanisms&lt;br /&gt;
* Moving objects, vehicles, or other massive objects&lt;br /&gt;
* Magical effects that create or deliver a physical impact&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blunt Force]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6963d526-0ef8-4daf-e407-7ca30ec5e100/wiki#.png|350px|right}}&lt;br /&gt;
Outside of combat, the appropriate Saving Throw against [[Blunt Force]] Damage depends upon the circumstances. [[Strength]] may allow a character to resist or slow an inevitable crushing mechanism, hold back a closing barrier, or otherwise prevent an impact through physical force. [[Agility]] may allow a character to avoid a swinging object, falling debris, or another moving source of blunt force altogether.&lt;br /&gt;
&lt;br /&gt;
In combat, however, Saving Throws do not ordinarily replace the combat rules. [[Combat]] actions, attacks, defenses, and the circumstances of the encounter determine whether a blow lands and how its effects are resolved. The distinction is important: an unexpected falling stone is an environmental hazard, while an enemy deliberately swinging a hammer at a character is a combat action.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blunt Force]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/64ce0962-bae8-4982-f886-ea79ca3c3d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Blunt Force]] Damage can be mitigated by preventing the impact, reducing the force that reaches the body, or using protective equipment designed to absorb or distribute the blow. [[Un]]like some forms of damage, conventional physical protection can be highly effective against blunt force.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Armor designed to absorb or distribute impacts&lt;br /&gt;
* [[Shield]]s used to block or deflect attacks&lt;br /&gt;
* [[Combat]] actions that block, parry, evade, or otherwise mitigate an incoming attack&lt;br /&gt;
* Protection spells that reinforce or shield the body&lt;br /&gt;
* Protection runes and other magical wards&lt;br /&gt;
* Magical artefacts designed to absorb or reduce physical impacts&lt;br /&gt;
* Bracing or positioning the body to reduce the force of an unavoidable impact&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Blunt Force]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/660fa9fc-805b-4982-47ac-f91c517a7f00/wiki#.png|350px|right}}&lt;br /&gt;
Severe [[Blunt Force]] Damage can impair the body&amp;#039;s ability to function even when the victim remains alive. Damage to a limb or other body structure may result in Loss of Limb Function, leaving the character unable to effectively use the affected part of the body. A sufficiently severe impact can also cause [[Un]]consciousness, particularly when the head or nervous system is affected.&lt;br /&gt;
&lt;br /&gt;
When [[Blunt Force]] Damage reduces the body&amp;#039;s available [[Body]] Points to a critical level, the consequences can become much more serious. Continued or sufficiently severe damage may ultimately result in death, whether from catastrophic injury, internal damage, or the body&amp;#039;s inability to continue functioning.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 05:52:19 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Blunt_Force</comments>
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		<item>
			<title>Asphyxiation</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Asphyxiation&amp;diff=860&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Asphyxiation&amp;diff=860&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Asphyxiation&quot; title=&quot;Asphyxiation&quot;&gt;Asphyxiation&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ff0dc307-4978-4ec0-c207-cb14e4928100/wiki#.png | caption              = Damage from choking, drowning, or being in any environment without breathable air. }}  &lt;a href=&quot;/Asphyxiation&quot; title=&quot;Asphyxiation&quot;&gt;Asphyxiation&lt;/a&gt; Damage is physical damage caused by the body&amp;#039;s inability to obtain sufficient oxygen and deliver it to the bloodstre...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Asphyxiation]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ff0dc307-4978-4ec0-c207-cb14e4928100/wiki#.png&lt;br /&gt;
| caption              = Damage from choking, drowning, or being in any environment without breathable air.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Asphyxiation]] Damage is physical damage caused by the body&amp;#039;s inability to obtain sufficient oxygen and deliver it to the bloodstream. The brain and other organs depend upon a continuous supply of oxygen, so when breathing is obstructed or oxygen becomes unavailable, the entire body begins to fail. [[Un]]like most forms of physical damage, [[Asphyxiation]] can become increasingly debilitating simply through continued exposure, even when the body suffers no obvious wound.&lt;br /&gt;
&lt;br /&gt;
[[Asphyxiation]] may result from the complete absence of breathable air or from anything that prevents the body from using the air available to it. Drowning, strangulation, suffocation, depleted atmospheres, and magical effects can all produce the same fundamental problem: the body is running out of oxygen.&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiation]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d30c7f3c-cf8c-4b3a-a2cf-eff566063700/wiki#.png|350px|left}}&lt;br /&gt;
[[Asphyxiation]] Damage can result from environmental conditions, physical attacks, substances in the air, or supernatural effects. The source does not necessarily need to be poisonous; an environment containing too little oxygen can be just as deadly as one filled with a harmful gas. Some magical effects can also interfere directly with breathing or prevent oxygen from reaching the bloodstream.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Drowning or being submerged without the ability to breathe&lt;br /&gt;
* Strangulation and other forms of physical suffocation&lt;br /&gt;
* Gas attacks that prevent normal respiration&lt;br /&gt;
* Sealed environments in which breathable oxygen has been depleted&lt;br /&gt;
* Oxygen-depleting magic or supernatural effects&lt;br /&gt;
* Magical or physical effects that prevent a creature from breathing normally&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiation]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2a0b4c38-68de-4639-d9ea-ea7b28275f00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is the primary Saving Throw against [[Asphyxiation]] Damage. [[Endurance]] represents the body&amp;#039;s ability to continue functioning under prolonged physical stress and to endure the increasingly severe effects of oxygen deprivation. A character with exceptional [[Endurance]] may be able to continue functioning when another character would already be incapacitated.&lt;br /&gt;
&lt;br /&gt;
In situations where the source of the [[Asphyxiation]] can be avoided rather than endured, [[Agility]] may also be relevant. A character might escape a collapsing structure, break free from a restraint, or move out of a contaminated area before oxygen deprivation becomes severe. [[Agility]] avoids the circumstance; [[Endurance]] allows the body to withstand it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiation]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2df7a817-9ecb-42ba-589d-0a3ec0b05100/wiki#.png|350px|right}}&lt;br /&gt;
The most effective way to mitigate [[Asphyxiation]] is to restore access to breathable air or provide another means of supplying the body with oxygen. [[Un]]like damage that can simply be endured, [[Asphyxiation]] generally becomes more dangerous the longer its source remains in place. Removing the victim from the environment is therefore often more important than treating the resulting damage.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Breathing spells that allow respiration in otherwise unbreathable environments&lt;br /&gt;
* Breathing potions or similar magical preparations&lt;br /&gt;
* Removing oneself from a low-oxygen or depleted environment&lt;br /&gt;
* Breaking free from restraints, strangulation, or other physical obstructions&lt;br /&gt;
* Creating or restoring a supply of breathable air&lt;br /&gt;
* Magical effects or artefacts that replenish or preserve oxygen&lt;br /&gt;
* Destroying or neutralizing the source of the [[Asphyxiation]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Asphyxiation]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/7fa6e569-6a21-4e37-f755-0b310941a000/wiki#.png|350px|right}}&lt;br /&gt;
The primary condition associated with severe [[Asphyxiation]] is [[Un]]consciousness. As oxygen deprivation progresses, the brain can no longer function normally, eventually causing the victim to lose consciousness even if the body remains otherwise intact. An unconscious victim is generally unable to take meaningful action to escape the source of the damage without assistance.&lt;br /&gt;
&lt;br /&gt;
If [[Asphyxiation]] continues after unconsciousness, it ultimately results in death. [[Un]]like many forms of physical injury, there may be little visible evidence of the damage until the victim suddenly collapses. Once the body can no longer sustain its vital functions without oxygen, death follows.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 05:35:13 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Asphyxiation</comments>
		</item>
		<item>
			<title>Anxiety</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Anxiety&amp;diff=859&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Anxiety&amp;diff=859&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Anxiety&quot; title=&quot;Anxiety&quot;&gt;Anxiety&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4a1b7b7f-3943-4563-36c5-c4e9ad9a6c00/wiki#.png | caption              = The victim experiences self-doubt making action more difficult. }}  &lt;a href=&quot;/Anxiety&quot; title=&quot;Anxiety&quot;&gt;Anxiety&lt;/a&gt; Damage is an attack upon the mind that interferes with its ability to function normally. Rather than damaging the body, &lt;a href=&quot;/Anxiety&quot; title=&quot;Anxiety&quot;&gt;Anxiety&lt;/a&gt; disrupts conc...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Anxiety]]&lt;br /&gt;
| subtitle               = [[Mind]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4a1b7b7f-3943-4563-36c5-c4e9ad9a6c00/wiki#.png&lt;br /&gt;
| caption              = The victim experiences self-doubt making action more difficult.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Anxiety]] Damage is an attack upon the mind that interferes with its ability to function normally. Rather than damaging the body, [[Anxiety]] disrupts concentration, judgment, confidence, and the ability to make decisions. The victim may know perfectly well what they should do and still find themselves unable to do it as anxiety overwhelms the mind&amp;#039;s ability to organize thought and action.&lt;br /&gt;
&lt;br /&gt;
[[Anxiety]] can be subtle or overwhelming. A small amount may produce unease, hesitation, or distracting thoughts, while severe [[Anxiety]] can cause the mind to turn inward upon itself. The more the victim attempts to anticipate every possible consequence, the more difficult it becomes to act at all. In extreme cases, the mind becomes trapped in its own warnings and objections, effectively paralyzing the victim without causing any physical injury.&lt;br /&gt;
&lt;br /&gt;
== [[Anxiety]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/11956c03-1ca3-46cb-1e9e-17f1ca33a300/wiki#.png|350px|left}}&lt;br /&gt;
[[Anxiety]] Damage can come from supernatural effects, cursed objects, or creatures that have evolved to make potential victims fearful and uncertain. Some creatures radiate anxiety as a defensive mechanism, discouraging predators or attackers before a physical confrontation ever begins. Other sources deliberately impose anxiety upon the mind, turning uncertainty and anticipation into weapons.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Witch]]&amp;#039;s curses that induce persistent or overwhelming anxiety&lt;br /&gt;
* Creatures that naturally radiate anxiety as a defensive or predatory ability&lt;br /&gt;
* Cursed artefacts that produce anxiety in those who approach, touch, or possess them&lt;br /&gt;
* Magical effects that magnify doubt, apprehension, or anticipation&lt;br /&gt;
* [[Psychic]] or supernatural abilities that interfere with confidence and decision-making&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Anxiety]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/c8b91246-f189-4c0e-c84b-b8ce2370d000/wiki#.png|350px|right}}&lt;br /&gt;
[[Charisma]] is the primary Saving Throw against [[Anxiety]] Damage. [[Charisma]] represents confidence, presence, and the ability to maintain a coherent sense of self in the face of external pressure. Confidence is, in many respects, the natural enemy of anxiety: a character who can trust their own judgment has less room for anxiety to dictate their thoughts and actions.&lt;br /&gt;
&lt;br /&gt;
[[Will]] provides a secondary defense. Where [[Charisma]] helps defeat anxiety at its source by maintaining confidence, [[Will]] allows a character to keep functioning when anxiety has already taken hold. A character with sufficient [[Will]] may be frightened, uncertain, or deeply uncomfortable and still force themselves to act.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Anxiety]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/68c50d9a-d41e-4c24-436c-5e40b1a47e00/wiki#.png|350px|right}}&lt;br /&gt;
[[Anxiety]] can be mitigated by removing or weakening the source of the effect, protecting the mind from its influence, or providing an environment in which the victim can regain control. Because [[Anxiety]] can spread through sensory or psychological vectors, identifying how the effect reaches the victim may be as important as resisting the effect itself.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* Anti-curse magic to remove or suppress magical [[Anxiety]]&lt;br /&gt;
* Limiting the vector through which the [[Anxiety]] is transmitted&lt;br /&gt;
* Earplugs or other sensory barriers when sound is the means of transmission&lt;br /&gt;
* Separation from a cursed artefact producing the effect&lt;br /&gt;
* Protective magic or artefacts designed to shield the mind&lt;br /&gt;
* Removing the victim from the creature, location, or circumstance producing the [[Anxiety]]&lt;br /&gt;
* Destroying, disabling, or cleansing the source of the effect&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Anxiety]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/64cd9f8b-afe7-4150-a670-953192920b00/wiki#.png|350px|right}}&lt;br /&gt;
Severe [[Anxiety]] can produce Introspective Loop, a condition in which the victim becomes trapped in recursive thought. Every possible action produces another imagined consequence, which produces another question, which produces another possible consequence. The mind continues working, but its thoughts cease to produce useful decisions.&lt;br /&gt;
&lt;br /&gt;
An extreme Introspective Loop can result in Mental Paralysis, leaving the victim conscious but unable to decide upon or initiate an action. In particularly severe cases, overwhelming [[Anxiety]] may cause fainting, effectively removing the victim from the situation altogether. [[Un]]like ordinary physical paralysis, these conditions originate entirely within the mind and may leave the body otherwise unharmed.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 05:17:58 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Anxiety</comments>
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			<title>Abrogation</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Abrogation&amp;diff=858&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Abrogation&amp;diff=858&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Abrogation&quot; title=&quot;Abrogation&quot;&gt;Abrogation&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/29d0a7c2-62ae-4595-c0e5-e3eb1f03fb00/wiki#.png | caption              = This is a formal authoritative denunciation of a target&amp;#039;s spirit. }}  &lt;a href=&quot;/Abrogation&quot; title=&quot;Abrogation&quot;&gt;Abrogation&lt;/a&gt; Damage is an attack upon the spirit itself. Rather than injuring the body or exhausting its reserves, it diminishes the spirit, eroding...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Abrogation]]&lt;br /&gt;
| subtitle               = [[Spirit]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/29d0a7c2-62ae-4595-c0e5-e3eb1f03fb00/wiki#.png&lt;br /&gt;
| caption              = This is a formal authoritative denunciation of a target&amp;#039;s spirit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Abrogation]] Damage is an attack upon the spirit itself. Rather than injuring the body or exhausting its reserves, it diminishes the spirit, eroding its strength, integrity, and ability to persist. A victim may suffer abrogation while the body remains physically unharmed, making this damage particularly insidious. Ordinary wounds can heal, but damage to the spirit may threaten something far more fundamental than life.&lt;br /&gt;
&lt;br /&gt;
If left unchecked, abrogation can shatter a spirit completely. This is not simply death in the usual sense. The spirit is not released from the body to continue its journey; it is destroyed, leaving nothing capable of passing into an afterlife. [[Abrogation]] is therefore among the most terrible forms of harm a creature can inflict, and its consequences may be irreversible even when the victim&amp;#039;s body survives.&lt;br /&gt;
&lt;br /&gt;
== [[Abrogation]] Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e50173da-979b-41cf-a6bf-00fc2ffe6d00/wiki#.png|350px|left}}&lt;br /&gt;
[[Abrogation]] can originate from supernatural beings, spiritual weapons, divine powers, and psychic abilities that directly attack the spirit. Some wielders employ it deliberately to destroy an enemy&amp;#039;s spiritual essence, while others may inflict it as a consequence of their nature or the powers they command. [[Un]]like physical attacks, these effects need not leave a visible mark.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* [[Divine]]s, whose powers may abrogate the spirits of their enemies&lt;br /&gt;
* [[Shaman]]s and their spirit animals, which may attack or consume spiritual essence&lt;br /&gt;
* [[Spirit]] blades and other weapons designed to cut or damage the spirit rather than the body&lt;br /&gt;
* Daemons and angels, whose supernatural powers can reach beyond the physical world&lt;br /&gt;
* [[Psychic]]s, capable of directing their powers against the spirit&lt;br /&gt;
* [[Undead]], particularly those that prey upon or corrupt spiritual essence&lt;br /&gt;
* [[Witch]]es, through curses, rituals, and other forms of spiritual assault&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Abrogation]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ad8fa22f-37d7-4cfe-dd68-d028f309e700/wiki#.png|350px|right}}&lt;br /&gt;
[[Will]] is the primary Saving Throw against [[Abrogation]] Damage. Just as [[Endurance]] allows the body to withstand physical hardship, [[Will]] represents the spirit&amp;#039;s capacity to endure assaults upon its existence. A strong [[Will]] helps a character resist the erosion of their spiritual essence and remain intact under an attack intended to diminish or destroy it.&lt;br /&gt;
&lt;br /&gt;
[[Prescience]] may also serve as a Saving Throw when an attack can be anticipated and avoided before it takes hold. In this respect, [[Prescience]] functions much like spiritual [[Agility]]: it allows a character to perceive the onset or trajectory of a spiritual attack and react before the damage is fully inflicted. Where [[Will]] withstands the assault, [[Prescience]] helps the spirit evade it.&lt;br /&gt;
&lt;br /&gt;
[[Empathy]] may be relevant when an attack exploits spiritual connections, emotional bonds, or the relationship between a spirit and another being. However, [[Will]] and [[Prescience]] are the more direct defenses against abrogation itself.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Abrogation]] Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/fb8c8b6a-642f-4df4-5ba8-b5176f6c8f00/wiki#.png|350px|right}}&lt;br /&gt;
[[Abrogation]] Damage is best mitigated by protecting the spirit before an attack reaches it, interrupting the supernatural effect, or severing the connection through which the attacker exerts its power. Physical armour alone offers little protection unless it possesses properties specifically intended to defend the spirit.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* [[Spirit]]ual shielding, which reinforces the spirit against direct assault&lt;br /&gt;
* [[Psychic]] masks, which conceal or protect the spirit from hostile psychic influence&lt;br /&gt;
* Protection runes created by [[Witch]]es to ward against spiritual attacks&lt;br /&gt;
* Wards and protective artefacts designed to preserve spiritual integrity&lt;br /&gt;
* Counter-rituals or divine protections that disrupt the source of the abrogation&lt;br /&gt;
* Breaking the attacker&amp;#039;s focus or connection, preventing continued damage to the target&amp;#039;s spirit&lt;br /&gt;
&lt;br /&gt;
Such protections may differ in their effectiveness against different sources of abrogation. A ward designed to resist a [[Witch]]&amp;#039;s curse, for example, need not provide equal protection against a spirit blade or a Daemon&amp;#039;s direct assault.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Abrogation]] Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3855cc14-c4bc-4aab-87ff-11637f294600/wiki#.png|350px|right}}&lt;br /&gt;
[[Abrogation]] can produce conditions that have no necessary physical counterpart. A character whose spirit has been diminished may feel spiritually weakened, disconnected from the world, or less able to sustain powers that depend upon the integrity of the spirit. Depending on the nature and severity of the attack, the damage may also interfere with spiritual perception or the character&amp;#039;s connection to other beings.&lt;br /&gt;
&lt;br /&gt;
The ultimate consequence is Total [[Abrogation]]: the complete shattering or destruction of the spirit. Total [[Abrogation]] causes instant and permanent death, with no possibility of recovery and no chance of an afterlife. The body may remain, but the being that inhabited it is gone. No ordinary healing can restore what has been utterly destroyed.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 04:51:39 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Abrogation</comments>
		</item>
		<item>
			<title>Acoustic</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Acoustic&amp;diff=857&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Acoustic&amp;diff=857&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/Acoustic&quot; title=&quot;Acoustic&quot;&gt;Acoustic&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1814ddf1-6070-4048-c288-5e410368c600/wiki#.png | caption              = Concussive bursts of sound, typically from spells, can create sonic damage.. }}  &lt;a href=&quot;/Acoustic&quot; title=&quot;Acoustic&quot;&gt;Acoustic&lt;/a&gt; Damage is physical damage caused by intense or otherwise harmful sound waves. Rather than striking a target as a solid object does...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox damage type&lt;br /&gt;
| title                 = [[Acoustic]]&lt;br /&gt;
| subtitle               = [[Body]] Damage&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1814ddf1-6070-4048-c288-5e410368c600/wiki#.png&lt;br /&gt;
| caption              = Concussive bursts of sound, typically from spells, can create sonic damage..&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Acoustic]] Damage is physical damage caused by intense or otherwise harmful sound waves. Rather than striking a target as a solid object does, acoustic energy travels through a medium and disrupts the body through vibration and pressure. At sufficient intensity, it can damage the ears, internal organs, nervous system, and other delicate tissues. The effect can range from a painful pressure wave to a concussive blast capable of injuring everything caught within its path.&lt;br /&gt;
&lt;br /&gt;
[[Acoustic]] Damage is particularly effective underwater, where sound travels farther and more efficiently than it does through air. Creatures adapted to the sea have consequently developed both formidable acoustic abilities and defenses against them. The directional nature of sound also matters: a powerful acoustic attack may affect everything in its path while leaving creatures outside that path relatively unharmed.&lt;br /&gt;
&lt;br /&gt;
== Acousitc Sources ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/c9adc612-f6d8-4eb1-28fd-bd0672fb7000/wiki#.png|350px|left}}&lt;br /&gt;
[[Acoustic]] Damage can come from creatures, weapons, magical effects, or specialized technology capable of producing exceptionally powerful sound waves. Some creatures have evolved or developed the ability to weaponize sound as naturally as another creature might use teeth, claws, or venom. [[Aq]]uatic creatures are especially likely to possess such abilities, where sound can become an extraordinarily effective weapon.&lt;br /&gt;
&lt;br /&gt;
Among the more notable natural sources are whales and certain crustaceans, whose specialized abilities can produce sudden and powerful acoustic effects. [[Tinker]]s have also developed weapons that exploit the same principles, turning controlled sound and pressure into destructive force.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Whales and other large aquatic creatures with specialized acoustic abilities&lt;br /&gt;
* Certain crustaceans capable of producing powerful pressure waves&lt;br /&gt;
* Creatures possessing supernatural or magical sonic attacks&lt;br /&gt;
* [[Tinker]] weapons designed to generate concentrated sound or pressure&lt;br /&gt;
* Magical effects that amplify, focus, or weaponize sound&lt;br /&gt;
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&lt;br /&gt;
== Acousitc Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/6d4e583d-2032-45ea-0ff6-c62ca8ba9b00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is the primary Saving Throw against [[Acoustic]] Damage. The body must withstand the sudden pressure and vibration without allowing the attack to overwhelm the senses or cause physical injury. A sufficiently powerful acoustic attack can affect the entire body, even when the target has not been struck by a conventional projectile or weapon.&lt;br /&gt;
&lt;br /&gt;
The directional nature of [[Acoustic]] Damage can also give [[Agility]] a role in avoiding it altogether. Where an acoustic attack has a defined path, cone, or point of origin, a quick character may be able to move clear of the affected area rather than attempting to withstand the sound itself. The distinction is useful: [[Agility]] avoids the wave; [[Endurance]] withstands it.&lt;br /&gt;
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&lt;br /&gt;
== Acousitc Mitigation ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/fe5f2c67-34d6-41d9-9f77-27e06e071000/wiki#.png|350px|right}}&lt;br /&gt;
[[Acoustic]] Damage can be mitigated by preventing the sound wave from reaching the body, reducing its intensity, or disrupting the mechanism producing it. Because sound requires a medium through which to travel, specialized protection can be particularly effective when designed for the environment in which the attack occurs.&lt;br /&gt;
&lt;br /&gt;
Active forms of mitigation include:&lt;br /&gt;
&lt;br /&gt;
* [[Acoustic]] shielding, designed to absorb, redirect, or weaken sound waves&lt;br /&gt;
* Ear protection, magical or physical &lt;br /&gt;
* Silencing magic that suppresses or neutralizes sound&lt;br /&gt;
* Silencing artefacts capable of creating areas in which sound cannot effectively travel&lt;br /&gt;
* Creating physical barriers between the character and the source&lt;br /&gt;
* Moving outside the directional path of the attack&lt;br /&gt;
* Destroying, disabling, or silencing the source of the acoustic attack&lt;br /&gt;
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&lt;br /&gt;
== Acousitc Related [[Conditions]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/9b83d6eb-6dca-4d36-464b-8c298027f500/wiki#.png|350px|right}}&lt;br /&gt;
[[Acoustic]] Damage can produce several effects beyond ordinary physical wounds. The most immediate is Deafness, which may prevent a character from hearing speech, warnings, approaching creatures, or other important sounds. Severe acoustic exposure may also produce Tinnitus, leaving the victim with persistent ringing, buzzing, or other phantom sounds even after the attack has ended.&lt;br /&gt;
&lt;br /&gt;
Particularly violent acoustic attacks may also produce disorientation, nausea, loss of balance, or temporary loss of concentration. These effects are especially dangerous underwater, where a victim may already be dependent upon sound for navigation or communication. In extreme cases, damage to the ears or deeper structures of the body may cause prolonged or permanent hearing impairment.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:damage types]]&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 04:15:37 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Acoustic</comments>
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		<item>
			<title>Acousitc</title>
			<link>https://wiki.willtopowergames.com/Acousitc</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/Acousitc</guid>
			<description>&lt;p&gt;&lt;a href=&quot;/index.php?title=User:Robyn.Blaber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Robyn.Blaber (page does not exist)&quot;&gt;&lt;bdi&gt;Robyn.Blaber&lt;/bdi&gt;&lt;/a&gt; deleted page &lt;a href=&quot;/index.php?title=Acousitc&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Acousitc (page does not exist)&quot;&gt;Acousitc&lt;/a&gt; content was: &amp;quot;{{Infobox damage type | title                 = &lt;a href=&quot;/index.php?title=Acousitc&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Acousitc (page does not exist)&quot;&gt;Acousitc&lt;/a&gt; | subtitle               = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; Damage | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1814ddf1-6070-4048-c288-5e410368c600/wiki#.png | caption              = Concussive bursts of sound, typically from spells, can create sonic damage.. }}  Acoustic Damage is physical dama...&amp;quot;, and the only contributor was &amp;quot;&lt;a href=&quot;/Special:Contributions/Robyn.Blaber&quot; title=&quot;Special:Contributions/Robyn.Blaber&quot;&gt;Robyn.Blaber&lt;/a&gt;&amp;quot; (&lt;a href=&quot;/index.php?title=User_talk:Robyn.Blaber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:Robyn.Blaber (page does not exist)&quot;&gt;talk&lt;/a&gt;)&lt;/p&gt;
</description>
			<pubDate>Mon, 05 Oct 2026 04:09:00 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Acousitc</comments>
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			<title>Template:Infobox damage type</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Template:Infobox_damage_type&amp;diff=855&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Template:Infobox_damage_type&amp;diff=855&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;{{{subtitle}}}&amp;lt;/div&amp;gt; {{#if:{{{image|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{image}}}&amp;lt;/div&amp;gt;}} {{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;}} &amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt; &lt;a href=&quot;/index.php?title=Category:Infobox_Templates&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Infobox Templates (page does not exist)&quot;&gt;Category:Infobox Templates&lt;/a&gt;  == Example usage == &amp;lt;pre&amp;gt; {{Infobox damage type | title         = | subtitle      = | image         = | caption       = }} &amp;lt;/pre&amp;gt; &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;{{{subtitle}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{image|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{image}}}&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox Templates]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox damage type&lt;br /&gt;
| title         =&lt;br /&gt;
| subtitle      =&lt;br /&gt;
| image         =&lt;br /&gt;
| caption       =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</description>
			<pubDate>Mon, 05 Oct 2026 03:49:08 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Template_talk:Infobox_damage_type</comments>
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			<title>Will</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Will&amp;diff=854&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Will&amp;diff=854&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Will&quot; title=&quot;Will&quot;&gt;Will&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5ac630c2-fbe5-4c41-10ff-182252038100/wiki#.png | caption              = &lt;a href=&quot;/Will&quot; title=&quot;Will&quot;&gt;Will&lt;/a&gt; is a being&amp;#039;s ability to control their actions and hold fast to their own desires. &lt;a href=&quot;/Will&quot; title=&quot;Will&quot;&gt;Willful&lt;/a&gt; beings are not easily manipulated. | parent_stat          = &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Will]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5ac630c2-fbe5-4c41-10ff-182252038100/wiki#.png&lt;br /&gt;
| caption              = [[Will]] is a being&amp;#039;s ability to control their actions and hold fast to their own desires. [[Will]]ful beings are not easily manipulated.&lt;br /&gt;
| parent_stat          = [[Spirit]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Will]] is an intangible attribute of the [[Spirit]], though in certain circumstances it becomes self-evident in individuals with a heightened [[Will]]. A surgeon performing dangerous surgery on two otherwise identical patients may give better odds to the patient with the greater “will to live.” The difference may be impossible to measure with ordinary instruments, yet it can manifest in the patient&amp;#039;s ability to endure pain, resist sickness, remain conscious, or continue fighting when the body would otherwise surrender. [[Will]] can therefore help an individual overcome sickness or injury, or provide one last chance when physical ability alone has already failed.&lt;br /&gt;
&lt;br /&gt;
A strong [[Will]] can carry a character beyond the point where ordinary physical or mental effort should have ended. It might allow a doomed character one final attempt at swimming ashore, climbing out of a trap, reaching a companion, or completing some other desperate physical act after their [[Endurance]] has been exhausted. [[Will]] does not replace [[Strength]], [[Agility]], or [[Endurance]]; rather, it can sometimes compel the body to continue when those attributes have reached their limits.&lt;br /&gt;
&lt;br /&gt;
With heightened [[Will]] and sufficient psychic training, however, the boundary between determination and physical force begins to disappear. A person may be able to will objects to move, turning the old expression “mind over matter” into a literal description of an act of [[Will]]. Hurling stones with the mind, levitating one&amp;#039;s entire body, spontaneously igniting fires, or conjuring weapons fashioned from sheer [[Will]] are among the more spectacular abilities of [[Will]]-oriented [[Psychic]]s. Such feats represent the [[Spirit]] imposing its intent upon the physical world.&lt;br /&gt;
&lt;br /&gt;
Training is not always required for [[Will]] to have supernatural consequences. A sufficiently strong [[Will]] can resist domination of the mind or [[Spirit]], whether the assault comes from magic, psychic power, a creature&amp;#039;s supernatural ability, or something not yet understood. In this respect, [[Will]] represents the character&amp;#039;s ability to say no to forces that would otherwise determine what they think, feel, or do. The stronger the [[Will]], the more difficult it becomes for another power to make that decision on the character&amp;#039;s behalf.&lt;br /&gt;
&lt;br /&gt;
== [[Will]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/29eea943-6505-4dc7-4fd0-5cc251355200/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies upon determination, self-control, or the ability to overcome an otherwise overwhelming obstacle, the GM may ask for a [[Will]] Check. A basic [[Will]] modifier is zero, but characters with exceptional [[Will]] such as [[Wizard]]s, [[Ontustiker]]s, or an [[Ontustiker]] [[Wizard]] may have high [[Will]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
A [[Will]] Check is performed by rolling a 20-sided die, to which the [[Will]] bonus is added, or the [[Will]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of [[Will]].&lt;br /&gt;
&lt;br /&gt;
Feats of [[Will]] are varied and usually involve a character overcoming some hardship and accomplishing a task through determination when other means have failed. A character might force themselves to keep moving after their body has given out, maintain consciousness while suffering a severe injury, resist surrender when defeat appears inevitable, or make one final physical effort to escape a seemingly hopeless situation. Various powers requiring [[Will]] may also require a [[Will]] Check to determine whether the character can successfully impose their intent upon the world.&lt;br /&gt;
&lt;br /&gt;
At higher levels of [[Power]], a [[Will]] Check may determine whether an extraordinary act succeeds as intended. Moving an object without touching it, maintaining levitation, manifesting a weapon of [[Will]], projecting a destructive force, or producing another supernatural effect may require the character to concentrate their [[Will]] sufficiently to make the effect real. In these cases, [[Will]] is not merely determining whether the character has enough courage. It determines whether the character can make the universe cooperate with their intention.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Will]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b247cbb2-d3e3-41e6-63f6-0c4f2e663900/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Will]] alone can mitigate, the GM may call for a [[Will]] Saving Throw. The player rolls a 20-sided die and adds their [[Will]] modifier to the roll. The resulting total indicates to the GM whether the character resists the effect or is subjected to the calamity requiring [[Will]].&lt;br /&gt;
&lt;br /&gt;
These circumstances are often malevolent and may involve magical spells, psychic manipulation, curses, or creature powers that attempt to override the character&amp;#039;s ability to make their own decisions. A successful [[Will]] Saving Throw allows the character to shake off the effect and often become aware of the source or nature of the malevolent influence. The character may recognize that the desire to act was not their own, that the sudden urge to sleep was imposed upon them, or that something else was attempting to take control.&lt;br /&gt;
&lt;br /&gt;
Examples of situations that might call for a [[Will]] Saving Throw include:&lt;br /&gt;
&lt;br /&gt;
* Resisting a magical command.&lt;br /&gt;
* Resisting an attempt to force the character to sleep.&lt;br /&gt;
* Refusing a supernatural compulsion to remain passive or helpless.&lt;br /&gt;
* Resisting an effect that attempts to force the character to attack an ally.&lt;br /&gt;
* Rejecting an instruction imposed through psychic manipulation.&lt;br /&gt;
* Resisting a creature attempting to dominate the character&amp;#039;s mind or [[Spirit]].&lt;br /&gt;
* Maintaining control of one&amp;#039;s body when another force attempts to take possession of it.&lt;br /&gt;
* Resisting a curse that attempts to alter the character&amp;#039;s behavior.&lt;br /&gt;
* Rejecting an unnatural urge to perform an action against the character&amp;#039;s own interests.&lt;br /&gt;
* Maintaining one&amp;#039;s own intentions when confronted by an overwhelming supernatural presence.&lt;br /&gt;
&lt;br /&gt;
[[Will]] Saving Throws therefore defend something fundamental: the character&amp;#039;s right to determine their own actions. A character may be frightened, confused, injured, or uncertain and still possess enough [[Will]] to reject an outside command. Where [[Empathy]] allows the character to understand the emotional influence of another, [[Will]] allows the character to refuse it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Will]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ea281bca-ea3b-42db-466a-13b85527dd00/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Will]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other forces capable of weakening the [[Spirit]]. A reduction in [[Will]] results in a corresponding reduction of the character&amp;#039;s [[Will]] modifier and may also cause the loss or suppression of powers that require a minimum [[Will]] modifier. Such effects can be particularly dangerous because they may weaken both the character&amp;#039;s resistance to supernatural control and their ability to perform feats that depend upon sheer determination.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary weakening may disappear once the underlying condition has been overcome, while a permanent loss can leave a character unusually vulnerable to coercion and unable to call upon abilities that require exceptional [[Will]]. Permanent losses of [[Will]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Will]] in the Player&amp;#039;s Workshop. The irony of converting [[Power]] to [[Will]] in a game called [[Will to Power]] is not lost on the author.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e0588533-792c-4022-89f6-a7551be96d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Will]] is one of the three [[Spirit]] stats, along with [[Prescience]] and [[Empathy]]. Together, these stats describe abilities that extend beyond the ordinary functions of the body and mind. [[Will]] represents the ability to maintain and impose one&amp;#039;s own intent, [[Empathy]] represents the ability to perceive and connect with the emotions of other beings, and [[Prescience]] represents awareness of possible events and outcomes beyond ordinary perception.&lt;br /&gt;
&lt;br /&gt;
The three [[Spirit]] stats are also used to calculate increases in a character&amp;#039;s [[Spirit]] Point totals, making them particularly important to spiritually oriented characters such as [[Psychic]]s and [[Divine]]s. [[Will]] gives the [[Spirit]] its ability to act upon the world rather than merely perceive it. [[Empathy]] allows the [[Spirit]] to connect, [[Prescience]] allows it to see what may come, and [[Will]] allows it to say, quite literally, &amp;quot;This is what I intend to happen.&amp;quot;&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Fri, 02 Oct 2026 06:49:07 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Will</comments>
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			<title>Prescience</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Prescience&amp;diff=853&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Prescience&amp;diff=853&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Prescience&quot; title=&quot;Prescience&quot;&gt;Prescience&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ce1a802c-68d3-4cb3-e27d-e363c06d3600/wiki#.png | caption              = &lt;a href=&quot;/Prescience&quot; title=&quot;Prescience&quot;&gt;Prescience&lt;/a&gt; is the ability to foresee future events. Prescient beings may foresee immediate events or those thousands of years hence. | parent_stat          = &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_val...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Prescience]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ce1a802c-68d3-4cb3-e27d-e363c06d3600/wiki#.png&lt;br /&gt;
| caption              = [[Prescience]] is the ability to foresee future events. Prescient beings may foresee immediate events or those thousands of years hence.&lt;br /&gt;
| parent_stat          = [[Spirit]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Prescience]] is an ability every character possesses to some degree. When a person drops a pebble into a pool of water, the mind&amp;#039;s eye can visualize, and perhaps even hear, the splash before it happens. The mind recognizes the relationship between cause and effect and automatically anticipates what will happen next. This basic anticipation is a form of [[Prescience]], although in most people it is little more than an unconscious prediction based upon experience and reason.&lt;br /&gt;
&lt;br /&gt;
In some individuals, however, this ability becomes extraordinarily accurate. Events that could not reasonably be foreseen through ordinary observation or logic may become visible to the mind&amp;#039;s eye. The more powerful a character&amp;#039;s [[Prescience]], the more likely they are to perceive the actual outcome of an event rather than merely the outcome that seems most reasonable. &lt;br /&gt;
&lt;br /&gt;
The Extremely Prescient can take this ability even further, perceiving chains of events or multiple possible outcomes arising from a single action. They may see the hurricane that began with the proverbial butterfly&amp;#039;s wing, recognize the seemingly insignificant event that will eventually cause it, and perhaps even intervene before the chain of events becomes inevitable.&lt;br /&gt;
&lt;br /&gt;
[[Prescience]] does not necessarily reveal a fixed future. The future may contain possibilities rather than certainties, and observing one possibility may itself change what eventually happens. A character might therefore perceive several possible consequences of an action, some more likely than others. The greater the character&amp;#039;s [[Prescience]], the farther along these chains of cause and effect their awareness may reach. A Prescient character may know that something is about to happen without knowing exactly why, while an Extremely Prescient character may perceive the sequence of events that leads to it.&lt;br /&gt;
&lt;br /&gt;
== [[Prescience]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4d47a9af-d7bd-401c-3e4c-394e50930800/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies upon perceiving or anticipating an outcome beyond what can reasonably be determined through ordinary observation, the GM may ask for a [[Prescience]] Check. A basic [[Prescience]] modifier is zero, but highly prescient characters such as [[Psychic]]s, [[Fyrthaelf]]es, or a [[Fyrthaelf]] [[Psychic]] may have high [[Prescience]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
A [[Prescience]] Check is performed by rolling a 20-sided die, to which the [[Prescience]] bonus is added, or the [[Prescience]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of [[Prescience]].&lt;br /&gt;
&lt;br /&gt;
Feats of [[Prescience]] are extremely varied and usually involve a character attempting to visualize the outcome of an action. The action may be something the character has personally set in motion or something whose cause they have witnessed. A character might toss a stone and attempt to perceive where it will land, watch an opponent begin a movement and anticipate what follows, or observe an apparently harmless event and perceive an unexpected consequence that will occur moments later.&lt;br /&gt;
&lt;br /&gt;
[[Prescience]] may also allow a character to follow a chain of cause and effect farther than ordinary reasoning would permit. A character might recognize that opening a particular door will lead to an encounter, that disturbing an object will eventually trigger a trap, or that a seemingly insignificant decision will have consequences much farther away. The GM determines how much of the resulting chain becomes visible and how clearly the character perceives it. A successful [[Prescience]] Check need not reveal everything that will happen; sometimes knowing that something is wrong is the most useful warning the future can provide.&lt;br /&gt;
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== [[Prescience]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/df6d3cc7-0b83-47da-6ce8-4dac67b86700/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Prescience]] alone can mitigate, the GM may call for a [[Prescience]] Saving Throw. The player rolls a 20-sided die and adds their [[Prescience]] modifier to the roll. The resulting total indicates to the GM whether the character perceives the danger in time to respond or is subjected to the calamity requiring [[Prescience]].&lt;br /&gt;
&lt;br /&gt;
These circumstances can be surprisingly common. A character might be about to step into a trap and experience a sudden vision of the fatal outcome, allowing them to stop before completing the action. An ambush may be perceived a moment before it occurs, a falling object may be anticipated before it enters the character&amp;#039;s sight, or an otherwise ordinary event may trigger an inexplicable certainty that something is about to go wrong. [[Prescience]] is particularly useful against dangers whose causes are hidden or whose consequences could not reasonably be anticipated.&lt;br /&gt;
&lt;br /&gt;
Examples of situations that might call for a [[Prescience]] Saving Throw include:&lt;br /&gt;
&lt;br /&gt;
* Sensing a trap immediately before triggering it.&lt;br /&gt;
* Perceiving an ambush before the attackers reveal themselves.&lt;br /&gt;
* Sensing that a seemingly safe path is about to become dangerous.&lt;br /&gt;
* Anticipating a falling object or other unexpected environmental hazard.&lt;br /&gt;
* Recognizing that a door, lever, container, or other object will produce an unexpected consequence.&lt;br /&gt;
* Sensing an imminent attack from an otherwise unseen opponent.&lt;br /&gt;
* Perceiving that an apparently harmless action will lead to danger.&lt;br /&gt;
* Sensing an approaching storm or other sudden environmental event.&lt;br /&gt;
* Recognizing that a companion is about to make an action with an unforeseen consequence.&lt;br /&gt;
* Perceiving one of several possible outcomes immediately before an important decision.&lt;br /&gt;
&lt;br /&gt;
A successful [[Prescience]] Saving Throw does not necessarily explain the danger. The character may simply know that stepping forward is a very bad idea. This can make [[Prescience]] an unusual but powerful defense: the character may not know what is about to happen, but they know enough not to be standing there when it does.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Prescience]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d3c6d93b-203d-42ec-f918-677416243100/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Prescience]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with the character&amp;#039;s ability to perceive possible outcomes. A reduction in [[Prescience]] results in a corresponding reduction of the character&amp;#039;s [[Prescience]] modifier and may also cause the loss or suppression of powers that require a minimum [[Prescience]] modifier.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary impairment may disappear once the underlying condition has been overcome, while a permanent loss may leave a character increasingly dependent upon ordinary observation and reasoning rather than the subtle warnings of their mind&amp;#039;s eye. Permanent losses of [[Prescience]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Prescience]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
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&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/cfc734e8-ba8b-4afb-6bb0-80aee4e4b000/wiki#.png|350px|right}}&lt;br /&gt;
[[Prescience]] is one of the three [[Spirit]] stats, along with [[Will]] and [[Empathy]]. Together, these stats describe abilities that extend beyond the ordinary functions of the body and mind. [[Prescience]] represents awareness of possible outcomes and events yet to occur, [[Will]] represents the ability to maintain or impose one&amp;#039;s own intent, and [[Empathy]] represents the ability to perceive and connect with the emotions of other beings.&lt;br /&gt;
&lt;br /&gt;
The three [[Spirit]] stats are also used to calculate increases in a character&amp;#039;s [[Spirit]] Point totals, making them particularly important to spiritually oriented characters such as [[Psychic]]s and [[Divine]]s. [[Prescience]] gives the [[Spirit]] its awareness of what may come. Where [[Intelligence]] can reason from what is known, and [[Memory]] can recall what has already happened, [[Prescience]] allows a character to perceive what has not happened yet, and, in the hands of the Extremely Prescient, perhaps to see far enough ahead to change it.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Fri, 02 Oct 2026 05:59:18 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Prescience</comments>
		</item>
		<item>
			<title>Empathy</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Empathy&amp;diff=852&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Empathy&amp;diff=852&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Empathy&quot; title=&quot;Empathy&quot;&gt;Empathy&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/89d1af5b-01c3-479f-8f7f-3c1c19934400/wiki#.png | caption              = An empathic being will be able to understand the feelings of those around them. Advanced empaths can read minds or affect others. | parent_stat          = &lt;a href=&quot;/index.php?title=Spirit&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Spirit (page does not exist)&quot;&gt;Spirit&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Empathy]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/89d1af5b-01c3-479f-8f7f-3c1c19934400/wiki#.png&lt;br /&gt;
| caption              = An empathic being will be able to understand the feelings of those around them. Advanced empaths can read minds or affect others.&lt;br /&gt;
| parent_stat          = [[Spirit]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Empathy]] represents a character&amp;#039;s ability to perceive, understand, and respond to the emotions of other people and creatures. It governs feats of non-verbal interaction, allowing a character to sense fear, anger, affection, distrust, curiosity, or other emotional states without necessarily knowing why those feelings exist. An empathetic character may recognize when a person is uncomfortable despite their friendly words, sense that a creature is frightened rather than hostile, or understand when an animal is ready to accept a stranger.&lt;br /&gt;
&lt;br /&gt;
[[Empathy]] may influence a character&amp;#039;s ability to bond with a companion or familiar, tame a wild creature, calm an animal, or convince a creature to accept them as a rider or companion. It can also help a character recognize emotional states that would otherwise remain hidden behind silence, expression, or deception. When [[Empathy]] is combined with [[Power]], however, it becomes more than an ability to understand feelings. The wielder may project emotions, read or project thoughts, broadcast feelings across an area, or otherwise establish a direct connection between minds and emotions.&lt;br /&gt;
&lt;br /&gt;
== [[Empathy]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/bc84b42d-c43e-4afd-16e2-ffe5c729a300/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies upon perceiving, understanding, or responding to the emotions of another person or creature, the GM may ask for an [[Empathy]] Check. A basic [[Empathy]] modifier is zero, but characters with exceptional [[Empathy]] such as [[Warlock]]s, [[Scraefaelf]]es, or a [[Scraefaelf]] [[Warlock]] may have high [[Empathy]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
An [[Empathy]] Check is performed by rolling a 20-sided die, to which the [[Empathy]] bonus is added, or the [[Empathy]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of [[Empathy]].&lt;br /&gt;
&lt;br /&gt;
Feats of [[Empathy]] are extremely varied and might include bonding with a companion or familiar, reading the emotions of another person, determining whether someone is frightened or hostile, calming a distressed animal, gaining the trust of a wild creature, recognizing when someone is concealing their true feelings, or determining whether a creature is prepared to accept a rider. [[Empathy]] may also allow a character to understand an unfamiliar creature without sharing a language. A character might not know what a creature is saying, but they may know that it is afraid, curious, angry, playful, or preparing to attack.&lt;br /&gt;
&lt;br /&gt;
[[Empathy]] is therefore not simply a softer form of [[Charisma]]. A charismatic character might convince a creature to do something through persuasion, intimidation, entertainment, or charm. An empathetic character may instead understand what the creature wants or fears and respond appropriately without saying a word. The distinction becomes particularly important when dealing with creatures that cannot speak, do not understand the character&amp;#039;s language, or are unlikely to be persuaded by conventional social techniques.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Empathy]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d092e973-898d-4c56-dba0-f91a708c8700/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Empathy]] alone can mitigate, the GM may call for an [[Empathy]] Saving Throw. The player rolls a 20-sided die and adds their [[Empathy]] modifier to the roll. The resulting total indicates to the GM whether the character resists the emotional effect or is subjected to the calamity requiring [[Empathy]].&lt;br /&gt;
&lt;br /&gt;
These kinds of attacks are uncommon but do occur, and often involve spells or powers that alter the victim&amp;#039;s feelings. An effect might attempt to make a character irrationally angry, terrified, affectionate, trusting, hateful, sorrowful, or otherwise emotionally unlike themselves. An empathetic character may recognize that the feeling does not belong to them or may be sufficiently aware of their own emotional state to resist an outside influence.&lt;br /&gt;
&lt;br /&gt;
Examples of situations that might call for an [[Empathy]] Saving Throw include:&lt;br /&gt;
&lt;br /&gt;
* Resisting a magical effect that causes unnatural anger or hatred.&lt;br /&gt;
* Resisting supernatural fear or terror.&lt;br /&gt;
* Recognizing that an overwhelming feeling of affection or trust has been magically imposed.&lt;br /&gt;
* Resisting an effect that causes irrational suspicion or distrust of companions.&lt;br /&gt;
* Maintaining emotional control when a power attempts to induce grief, despair, or hopelessness.&lt;br /&gt;
* Resisting an attempt to make the character emotionally hostile toward an ally.&lt;br /&gt;
* Recognizing that a sudden emotional reaction is being externally generated.&lt;br /&gt;
* Resisting a creature or power that attempts to establish emotional control.&lt;br /&gt;
* Remaining emotionally independent when exposed to an area saturated with powerful feelings.&lt;br /&gt;
&lt;br /&gt;
An [[Empathy]] Saving Throw may therefore protect a character in a way that is quite different from a [[Charisma]] Saving Throw. [[Charisma]] protects the character&amp;#039;s sense of self and ability to assert their personality, while [[Empathy]] allows the character to recognize and resist emotional manipulation. A character may understand exactly what another being is feeling without allowing that feeling to become their own.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Empathy]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/cfc66ad4-0059-4542-ee97-dd43c53bbe00/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Empathy]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with emotional perception and connection. A reduction in [[Empathy]] results in a corresponding reduction of the character&amp;#039;s [[Empathy]] modifier and may also cause the loss or suppression of powers that require a minimum [[Empathy]] modifier. Such an effect can interfere with a character&amp;#039;s ability to understand other people and creatures, form bonds, or recognize when emotions have been altered.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary impairment may disappear when the underlying condition has been overcome, while a permanent loss may leave a character increasingly disconnected from the emotional states of those around them. Permanent losses of [[Empathy]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Empathy]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4ad60714-2ec6-489a-52af-ac2b9b1bd500/wiki#.png|350px|right}}&lt;br /&gt;
[[Empathy]] is one of the three [[Spirit]] stats, along with [[Will]] and [[Prescience]]. Together, these stats describe aspects of a character that extend beyond the ordinary functions of the body and mind. [[Empathy]] represents emotional perception and connection, [[Will]] represents the ability to impose or maintain one&amp;#039;s own intent, and [[Prescience]] represents awareness of things beyond ordinary perception.&lt;br /&gt;
&lt;br /&gt;
The three [[Spirit]] stats are also used to calculate increases in a character&amp;#039;s [[Spirit]] Point totals, making them particularly important to spiritually oriented characters such as [[Psychic]]s and [[Divine]]s. [[Empathy]] gives the [[Spirit]] its connection to the emotions and inner lives of other beings. It is the ability to sense what another creature feels, understand that feeling, and—when combined with sufficient [[Power]]—potentially reach across the boundary between one mind and another.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 20:11:28 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Empathy</comments>
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			<title>Charisma</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Charisma&amp;diff=851&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Charisma&amp;diff=851&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Charisma&quot; title=&quot;Charisma&quot;&gt;Charisma&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3be5461f-3334-4d65-6111-6f8369414b00/wiki#.png | caption              = &lt;a href=&quot;/Charisma&quot; title=&quot;Charisma&quot;&gt;Charisma&lt;/a&gt; is a being&amp;#039;s ability to anticipate another&amp;#039;s preferences and to align their behavior with those preferences. | parent_stat          = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Charisma]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3be5461f-3334-4d65-6111-6f8369414b00/wiki#.png&lt;br /&gt;
| caption              = [[Charisma]] is a being&amp;#039;s ability to anticipate another&amp;#039;s preferences and to align their behavior with those preferences.&lt;br /&gt;
| parent_stat          = [[Mind]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] represents a character&amp;#039;s ability to influence others through personality, communication, confidence, presence, and social awareness. It governs feats of persuasion and personal influence, ranging from delivering a compelling speech to negotiating with a merchant, calming an angry crowd, or convincing a suspicious guard to allow the party to pass. A charismatic character may not always have the best argument, but they have an exceptional ability to make other people listen to it.&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] can affect the outcome of social and rhetorical goals whenever a character&amp;#039;s interaction with other people matters. It may influence a character&amp;#039;s ability to negotiate a better price, secure an agreement, charm someone into cooperating with the party&amp;#039;s plans, inspire allies, deceive an opponent, or make a favorable impression upon strangers. [[Charisma]] is not necessarily beauty or friendliness. A character can be intimidating, commanding, entertaining, charming, diplomatic, or even unsettling and still possess considerable [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
== [[Charisma]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b70d5c10-ea48-4f5e-e07c-bc2165d6e600/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies upon persuasion, personal influence, communication, performance, or social interaction, the GM may ask for a [[Charisma]] Check. A basic [[Charisma]] modifier is zero, but charismatic characters such as [[Bard]]s, [[Borgainaelf]]es, or a [[Borgainaelf]] [[Bard]] may have high [[Charisma]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
A [[Charisma]] Check is performed by rolling a 20-sided die, to which the [[Charisma]] bonus is added, or the [[Charisma]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
Feats of [[Charisma]] are extremely varied and might include impressing a crowd with a song, negotiating lower tariffs at a city gate, convincing a merchant to accept a particular bargain, persuading a reluctant official to grant access, calming an angry person, inspiring allies before a dangerous undertaking, delivering a speech, telling a convincing lie, or intimidating someone into cooperation. &lt;br /&gt;
&lt;br /&gt;
[[Charisma]] may also be useful when attempting to establish trust with a stranger, rallying a crowd behind a cause, distracting an opponent through conversation, or turning a hostile negotiation into a productive one. The GM should consider [[Charisma]] whenever the character&amp;#039;s success depends upon getting another person to think, feel, or act differently.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Charisma]] Saving Throws ==&lt;br /&gt;
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When something happens to a character that [[Charisma]] alone can mitigate, the GM may call for a [[Charisma]] Saving Throw. The player rolls a 20-sided die and adds their [[Charisma]] modifier to the roll. The resulting total indicates to the GM whether the character resists the effect or is subjected to the calamity requiring [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
These kinds of attacks are uncommon but do occur, and often involve spells or powers that attempt to reshape the victim&amp;#039;s personality, confidence, identity, or sense of self. Examples might include:&lt;br /&gt;
&lt;br /&gt;
* Resisting being magically charmed.&lt;br /&gt;
* Resisting a supernatural attempt to inspire irrational devotion to another person or entity.&lt;br /&gt;
* Resisting magical intimidation or an overwhelming supernatural presence.&lt;br /&gt;
* Maintaining one&amp;#039;s sense of identity when confronted by a powerful psychic or spiritual influence.&lt;br /&gt;
* Resisting an effect that attempts to make the character feel worthless, powerless, or insignificant.&lt;br /&gt;
* Maintaining the will to act when a supernatural effect attempts to overwhelm the character with fear or submission.&lt;br /&gt;
* Resisting magical compulsion that conflicts with the character&amp;#039;s sense of self.&lt;br /&gt;
* Rejecting an unnatural influence attempting to turn the character against trusted companions.&lt;br /&gt;
* Maintaining confidence and composure when confronted by a supernatural entity attempting to dominate the character&amp;#039;s personality.&lt;br /&gt;
&lt;br /&gt;
A [[Charisma]] Saving Throw therefore represents more than simply being charming. It is a defense of the character&amp;#039;s sense of self and their ability to assert their own personality when another force attempts to alter it. Where [[Memory]] can reveal that an experience is false and [[Intelligence]] can sometimes determine how an effect works, [[Charisma]] may be what allows the character to say, in effect, No. That is not who I am.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Charisma]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/aabd5d3d-9b2f-4817-1da1-96f5b5065c00/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Charisma]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with personality, confidence, presence, or the ability to influence others. A reduction in [[Charisma]] results in a corresponding reduction of the character&amp;#039;s [[Charisma]] modifier and may also cause the loss or suppression of powers that require a minimum [[Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary reduction may disappear when the underlying condition has been overcome, while a permanent loss may alter how others respond to the character and make previously natural forms of social interaction considerably more difficult. Permanent losses of [[Charisma]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Charisma]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e45cfb21-97c7-4f90-dc15-a2305791ad00/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Charisma]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with personality, confidence, presence, or the ability to influence others. A reduction in [[Charisma]] results in a corresponding reduction of the character&amp;#039;s [[Charisma]] modifier and may also cause the loss or suppression of powers that require a minimum [[Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary reduction may disappear when the underlying condition has been overcome, while a permanent loss may alter how others respond to the character and make previously natural forms of social interaction considerably more difficult. Permanent losses of [[Charisma]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Charisma]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 18:59:53 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Charisma</comments>
		</item>
		<item>
			<title>Memory</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Memory&amp;diff=850&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Memory&amp;diff=850&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Memory&quot; title=&quot;Memory&quot;&gt;Memory&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/062835f4-a62f-4cd0-258a-3c32f4fcdc00/wiki#.png | caption              = &lt;a href=&quot;/Memory&quot; title=&quot;Memory&quot;&gt;Memory&lt;/a&gt; is a being&amp;#039;s ability to recall information, whether it is studied information or trivia experienced a single time. | parent_stat          = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Memory]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/062835f4-a62f-4cd0-258a-3c32f4fcdc00/wiki#.png&lt;br /&gt;
| caption              = [[Memory]] is a being&amp;#039;s ability to recall information, whether it is studied information or trivia experienced a single time.&lt;br /&gt;
| parent_stat          = [[Mind]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Memory]] represents a character&amp;#039;s ability to retain, recall, and accurately reproduce information. It governs feats of recollection ranging from remembering a conversation or recognizing a familiar face to reproducing a complex spell, recalling a forgotten passage of scripture, or remembering the details of a place visited long ago. A character with strong [[Memory]] can retain information with greater clarity and retrieve it when it matters, even when that information has not been used for some time.&lt;br /&gt;
&lt;br /&gt;
[[Memory]] also plays an important role in research and the development of new spells, potions, artefacts, and other creations. A character may need to remember the precise words of an incantation, the sequence of ingredients in a potion, the details of an ancient diagram, or the teachings of a long-dead master. [[Memory]] can also serve as a defense against deception. When magic, psychic powers, or other effects attempt to alter a character&amp;#039;s perception of the world, a strong [[Memory]] may allow the character to recognize that something is wrong because the world no longer matches what they remember.&lt;br /&gt;
&lt;br /&gt;
== [[Memory]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2b01a2db-675b-49f5-ca53-471670f03300/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies upon recollection, the GM may ask for a [[Memory]] Check. A basic [[Memory]] modifier is zero, but characters with exceptional memories, such as [[Divine]]s, [[Sawdager]] [[Kuulik]]s, or a [[Sawdager]] [[Kuulik]] [[Divine]], may have high [[Memory]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
A [[Memory]] Check is performed by rolling a 20-sided die, to which the [[Memory]] bonus is added, or the [[Memory]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of memory.&lt;br /&gt;
&lt;br /&gt;
Feats of [[Memory]] are extremely varied and might include reciting a recently read litany for a [[Divine]] spell, recognizing whether a familiar person looks subtly different, recalling a song and its lyrics, remembering a code word, reproducing a complex sequence of instructions, recalling the details of a map, identifying a symbol seen previously, or remembering the precise appearance of an object or location. &lt;br /&gt;
&lt;br /&gt;
[[Memory]] may also be used to reproduce something that has been learned rather than merely to identify it. A character might remember the correct sequence of gestures for a ritual, the ingredients required for a potion, or the precise construction of an artefact they have previously studied.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Memory]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/95885495-5e04-404e-0d89-1d8240309a00/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Memory]] alone can mitigate, the GM may call for a [[Memory]] Saving Throw. The player rolls a 20-sided die and adds their [[Memory]] modifier to the roll. The resulting total indicates to the GM whether the character recognizes and resists the effect or is subjected to the calamity requiring [[Memory]].&lt;br /&gt;
&lt;br /&gt;
These kinds of attacks are more common than one might expect and often involve spells, psychic powers, illusions, or other abilities that reshape the victim&amp;#039;s perception of the outside world. [[Memory]] can provide an anchor against such effects. A character may realize that a familiar room has somehow changed because they remember where the furniture was, recognize that a companion&amp;#039;s face has been altered because they remember what that person actually looks like, or notice that an apparently ordinary object should not be where it is.&lt;br /&gt;
&lt;br /&gt;
Examples of situations that might call for a [[Memory]] Saving Throw include:&lt;br /&gt;
&lt;br /&gt;
* Recognizing that a familiar location has been magically altered.&lt;br /&gt;
* Realizing that a person has been disguised or magically transformed.&lt;br /&gt;
* Detecting that a familiar object has been replaced or changed.&lt;br /&gt;
* Recognizing that memories or perceptions are being manipulated.&lt;br /&gt;
* Remembering a person&amp;#039;s true identity despite an illusion or magical disguise.&lt;br /&gt;
* Recognizing that an apparently familiar situation does not match previous experience.&lt;br /&gt;
* Resisting an effect that attempts to overwrite, obscure, or distort a memory.&lt;br /&gt;
* Remembering an important detail when a magical effect attempts to make the character forget it.&lt;br /&gt;
* [[Dis]]tinguishing a genuine memory from an implanted or fabricated one.&lt;br /&gt;
&lt;br /&gt;
[[Memory]] Saving Throws therefore have a somewhat different character from most physical saving throws. The character is not necessarily resisting an effect through force of will. Instead, [[Memory]] provides something against which the false perception can be measured. The world may be telling the character one thing, but the character remembers that it was not always so.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Memory]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2600d2a3-8d28-4715-4bc2-28a37102e400/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Memory]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with recollection. A reduction in [[Memory]] results in a corresponding reduction of the character&amp;#039;s [[Memory]] modifier and may also cause the loss or suppression of powers that require a minimum [[Memory]] modifier. Such effects can be particularly disruptive to characters whose abilities depend upon learned knowledge, remembered rituals, or the accurate reproduction of complex information.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary impairment may disappear when the underlying disease, curse, spell, or other condition has been overcome. A permanent loss can be considerably more serious, potentially leaving a character unable to recall information that was once familiar or maintain abilities that depend upon their [[Memory]]. Permanent losses of [[Memory]] can be recovered by [[Power]]ing Up and converting [[Power]] to [[Memory]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/fa6d63d2-648c-466c-1af1-33582ce52f00/wiki#.png|350px|right}}&lt;br /&gt;
[[Memory]] is one of the three [[Mind]] stats, along with [[Intelligence]] and [[Charisma]]. Together, these stats describe the fundamental capabilities of a character&amp;#039;s mind. [[Intelligence]] represents reasoning, deduction, invention, and problem-solving; [[Memory]] represents the retention and retrieval of information; and [[Charisma]] represents the ability to express the self and influence others.&lt;br /&gt;
&lt;br /&gt;
The three [[Mind]] stats are also used to calculate increases in a character&amp;#039;s [[Mind]] Point totals, making them particularly important to spellcasting characters such as [[Divine]]s and [[Shaman]]s. [[Memory]] is especially valuable to characters whose powers depend upon learned knowledge, sacred texts, rituals, languages, histories, or other information that must be accurately retained. [[Intelligence]] may discover something new, but [[Memory]] ensures that the character does not have to rediscover it every morning.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 18:28:01 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Memory</comments>
		</item>
		<item>
			<title>Intelligence</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Intelligence&amp;diff=849&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Intelligence&amp;diff=849&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Intelligence&quot; title=&quot;Intelligence&quot;&gt;Intelligence&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1f483e55-88f9-4d44-0f7d-5332b19ee000/wiki#.png | caption              = &lt;a href=&quot;/Intelligence&quot; title=&quot;Intelligence&quot;&gt;Intelligence&lt;/a&gt; is a being&amp;#039;s ability to use intuition to solve problems without advanced knowledge of the problem. | parent_stat          = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Intelligence]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1f483e55-88f9-4d44-0f7d-5332b19ee000/wiki#.png&lt;br /&gt;
| caption              = [[Intelligence]] is a being&amp;#039;s ability to use intuition to solve problems without advanced knowledge of the problem.&lt;br /&gt;
| parent_stat          = [[Mind]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] represents a character&amp;#039;s ability to reason, analyze, understand, and solve problems. It governs feats of intellect ranging from deciphering an ancient text to designing a machine, identifying a flaw in an enemy&amp;#039;s plan, or figuring out how an unfamiliar device works. [[Intelligence]] is not simply a measure of how much a character knows. It represents the ability to take information, make connections between seemingly unrelated facts, recognize patterns, and arrive at useful conclusions.&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] can also play an important role in research and invention. The creation of new spells, potions, artefacts, weapons, constructs, and other inventions may require considerable [[Intelligence]], particularly when the character is attempting something that has never been done before. [[Intelligence]] may also alert a character to things that do not quite make sense: an object that is subtly out of place, a pattern that should not exist, a suspicious flaw in an otherwise convincing illusion, or a sequence of events that suggests someone, or something, is manipulating the situation. Where [[Memory]] asks, &amp;quot;What do I know?&amp;quot;, [[Intelligence]] asks, &amp;quot;What can I figure out from what I know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Intelligence]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/decbb609-97a7-4bae-7bc2-95a5f438a600/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies primarily upon reasoning, analysis, invention, deduction, or problem-solving, the GM may ask for an [[Intelligence]] Check. A basic [[Intelligence]] modifier is zero, but more intelligent characters such as [[Wizard]]s, [[Akimsilik]]s, or an [[Akimsilik]] [[Wizard]] may have high [[Intelligence]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
An [[Intelligence]] Check is performed by rolling a 20-sided die, to which the [[Intelligence]] bonus is added, or the [[Intelligence]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of intelligence.&lt;br /&gt;
&lt;br /&gt;
Feats of [[Intelligence]] are extremely varied and might include designing or building a golem, creating a new weapon, developing a new spell or potion, deciphering an encoded scroll, solving a puzzle, identifying a magical mechanism, determining how an unfamiliar artefact works, or recognizing a pattern hidden within seemingly unrelated information. [[Intelligence]] may also be used when investigating a mystery, analyzing evidence, identifying a weakness in a structure or device, or determining the most logical explanation for an unusual event. The GM should generally call for an [[Intelligence]] Check when the character must work something out, rather than merely remember something they already know.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Intelligence]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e81d4c80-d872-40cf-229a-a29a2033a300/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Intelligence]] alone can mitigate, the GM may call for an [[Intelligence]] Saving Throw. The player rolls a 20-sided die and adds their [[Intelligence]] modifier to the roll. The resulting total indicates to the GM whether the character recognizes, understands, or mentally resists the effect, or is subjected to the calamity requiring [[Intelligence]].&lt;br /&gt;
&lt;br /&gt;
[[Intelligence]] Saving Throws are unusual because most physical and mental dangers do not simply ask whether a character can reason their way out of them. They are most appropriate for effects that attack the character&amp;#039;s ability to understand reality or make rational judgments. Examples might include:&lt;br /&gt;
&lt;br /&gt;
* Recognizing that an apparent object or creature is actually an illusion.&lt;br /&gt;
* Detecting a false conclusion deliberately implanted in the character&amp;#039;s mind.&lt;br /&gt;
* Recognizing a magically altered pattern before acting upon it.&lt;br /&gt;
* Determining that two seemingly unrelated events are connected by an unnatural effect.&lt;br /&gt;
* Resisting a magical compulsion that attempts to overwhelm the character through an elaborate deception.&lt;br /&gt;
* Identifying a magically disguised creature or object when the deception can be defeated through reasoning.&lt;br /&gt;
* Recognizing that an apparently impossible situation has been constructed through magical or psychic manipulation.&lt;br /&gt;
* Resisting an effect that attempts to confuse the character&amp;#039;s ability to distinguish cause from effect.&lt;br /&gt;
* [[Un]]derstanding an alien or supernatural phenomenon quickly enough to avoid its consequences.&lt;br /&gt;
&lt;br /&gt;
These kinds of attacks are extremely rare and often involve psychic, magical, or spiritual powers that defy ordinary intelligence. An [[Intelligence]] Saving Throw is therefore not simply a test of whether the character is clever enough. It represents the character applying reason and understanding when something is actively attempting to make that understanding impossible.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Intelligence]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/c0773c83-78ac-4c45-304c-314efcde7300/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Intelligence]] may be reduced by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that impair reasoning and mental acuity. A reduction in [[Intelligence]] results in a corresponding reduction of the character&amp;#039;s [[Intelligence]] modifier and may also cause the loss or suppression of powers that require a minimum [[Intelligence]] modifier. Such an effect can be particularly disruptive to characters whose abilities depend upon invention, magical research, or complex reasoning.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent, depending upon their source. A temporary reduction may disappear when the underlying condition has been cured or the effect has ended. A permanent loss is considerably more serious and may leave previously familiar problems suddenly difficult to solve, while also placing [[Intelligence]]-dependent powers beyond the character&amp;#039;s reach. Permanent losses of [[Intelligence]] can be recovered by [[Power]]ing Up and converting [[Power]] to [[Intelligence]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a4f89a4a-1ed9-4cef-d843-be450ead5c00/wiki#.png|350px|right}}&lt;br /&gt;
[[Intelligence]] is one of the three [[Mind]] stats, along with [[Memory]] and [[Charisma]]. Together, these stats describe the fundamental capabilities of a character&amp;#039;s mind. [[Intelligence]] represents reasoning, deduction, invention, and problem-solving; [[Memory]] represents the ability to retain and recall information; and [[Charisma]] represents the ability to express the self and affect the thoughts, feelings, and actions of others.&lt;br /&gt;
&lt;br /&gt;
The three [[Mind]] stats are also used to calculate increases in a character&amp;#039;s [[Mind]] Point totals, making them particularly important to spellcasting characters such as [[Wizard]]s and [[Witch]]es. [[Intelligence]] is therefore not simply a measure of how much a character knows. It represents the ability to take what the character knows, recognize what does not fit, and work out what comes next.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 07:20:29 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Intelligence</comments>
		</item>
		<item>
			<title>Endurance</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Endurance&amp;diff=848&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Endurance&amp;diff=848&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Endurance&quot; title=&quot;Endurance&quot;&gt;Endurance&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/15cb8827-7565-4f8d-80f1-3a7acb41aa00/wiki#.png | caption              = &lt;a href=&quot;/Endurance&quot; title=&quot;Endurance&quot;&gt;Endurance&lt;/a&gt; is a being&amp;#039;s ability to withstand hardships of either an extreme nature or over a long period of time. | parent_stat          = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Endurance]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/15cb8827-7565-4f8d-80f1-3a7acb41aa00/wiki#.png&lt;br /&gt;
| caption              = [[Endurance]] is a being&amp;#039;s ability to withstand hardships of either an extreme nature or over a long period of time.&lt;br /&gt;
| parent_stat          = [[Body]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Endurance]] represents a character&amp;#039;s ability to sustain physical effort and continue functioning when the body is pushed beyond its ordinary limits. It governs feats of stamina and exertion, from long-distance running and swimming to steep climbs, prolonged marches, and other activities that require a character to keep going long after a less hardy person would have stopped. Where [[Strength]] determines how much force a character can exert, and [[Agility]] determines how precisely they can control their body, [[Endurance]] determines how long that body can continue to perform.&lt;br /&gt;
&lt;br /&gt;
[[Endurance]] is also an indicator of a character&amp;#039;s ability to resist conditions that place stress upon the body. It may determine how well a character withstands disease, intoxication, exhaustion, extreme temperatures, starvation, dehydration, asphyxiation, and other physical hardships. A character with high [[Endurance]] may not be the strongest or most agile person in the room, but they are often the one still standing when everyone else has had enough.&lt;br /&gt;
&lt;br /&gt;
== [[Endurance]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4feae5ff-dde3-4179-46ac-26356e3e1600/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies primarily upon stamina, sustained physical effort, or the ability to continue functioning under difficult conditions, the GM may ask for an [[Endurance]] Check. A basic [[Endurance]] modifier is zero, but hardy characters such as [[Hunter]]s, [[Friggaelf]]es, or a [[Friggaelf]] [[Hunter]] may have high [[Endurance]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
An [[Endurance]] Check is performed by rolling a 20-sided die, to which the [[Endurance]] bonus is added, or the [[Endurance]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of endurance.&lt;br /&gt;
&lt;br /&gt;
Feats of [[Endurance]] are extremely varied and might include running a long distance, swimming for an extended period, climbing a steep mountain, marching for hours without rest, holding one&amp;#039;s breath, surviving in extreme heat or cold, or continuing physical activity despite exhaustion. [[Endurance]] may also be tested when a character must perform strenuous work for an extended period or remain physically active while carrying a significant burden. In each case, the question is not simply whether the character can perform the task, but whether they can keep performing it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Endurance]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/0236df0c-b1f6-4807-44e5-2b130d527400/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Endurance]] alone can mitigate, the GM may call for an [[Endurance]] Saving Throw. The player rolls a 20-sided die and adds their [[Endurance]] modifier to the roll. The resulting total indicates to the GM whether the character resists the physical effect or is subjected to the calamity requiring [[Endurance]].&lt;br /&gt;
&lt;br /&gt;
[[Endurance]] Saving Throws are particularly appropriate when the character&amp;#039;s body must withstand something harmful rather than simply accomplish a physical task. Examples might include:&lt;br /&gt;
&lt;br /&gt;
* Resisting the effects of disease or infection.&lt;br /&gt;
* Resisting intoxication from alcohol, drugs, poisons, or other substances.&lt;br /&gt;
* [[Sur]]viving without sufficient air or resisting asphyxiation.&lt;br /&gt;
* Withstanding extreme heat or extreme cold.&lt;br /&gt;
* Resisting exhaustion after prolonged physical exertion.&lt;br /&gt;
* Continuing to function despite hunger, thirst, or other deprivation.&lt;br /&gt;
* Withstanding a debilitating environmental condition.&lt;br /&gt;
* Resisting the physical effects of poison or a creature&amp;#039;s special attack.&lt;br /&gt;
* Remaining conscious or functional after suffering severe physical stress.&lt;br /&gt;
* [[Sur]]viving conditions that would otherwise overwhelm the character&amp;#039;s physical constitution.&lt;br /&gt;
&lt;br /&gt;
[[Endurance]] Saving Throws can therefore determine whether a character&amp;#039;s body gives in to a hostile condition or manages to endure it. This makes [[Endurance]] particularly important when the danger cannot simply be dodged or overpowered. Sometimes there is nowhere to run and nothing to push. The character simply has to survive it.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Endurance]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/58bbe0f6-ac83-4d8f-2eb5-1edb032ca000/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Endurance]] may be reduced by disease, curses, special creature attacks, injuries, debilitating conditions, or other effects. A reduction in [[Endurance]] results in a corresponding reduction of the character&amp;#039;s [[Endurance]] modifier and may also cause the loss or suppression of powers that require a minimum [[Endurance]] modifier. Such a loss can therefore affect both a character&amp;#039;s ability to withstand hardship and their ability to perform strenuous physical feats.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent, depending upon their source. A temporary reduction may disappear once the underlying condition has been overcome, while a permanent loss represents a more serious weakening of the character&amp;#039;s physical resilience. Permanent losses of [[Endurance]] can be recovered by [[Power]]ing Up and converting [[Power]] to [[Endurance]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/d4b6f9c6-ddaa-49fb-f776-e591734a8d00/wiki#.png|350px|right}}&lt;br /&gt;
[[Endurance]] is one of the three [[Body]] stats, along with [[Agility]] and [[Strength]]. Together, these stats describe the fundamental physical capabilities of a character. [[Strength]] represents physical force, [[Agility]] represents coordination, precision, and movement, while [[Endurance]] represents stamina, resilience, and the ability to withstand physical stress.&lt;br /&gt;
&lt;br /&gt;
The three [[Body]] stats are also used to calculate increases in a character&amp;#039;s [[Body]] Point totals, making them particularly important to martial characters such as [[Hunter]]s and [[Brute]]s. [[Endurance]] completes the physical foundation of the [[Body]] stats: [[Strength]] determines what a character can force, [[Agility]] determines what they can control, and [[Endurance]] determines how long they can keep doing it, and how much punishment their body can take along the way.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 06:57:16 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Endurance</comments>
		</item>
		<item>
			<title>Agility</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Agility&amp;diff=847&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Agility&amp;diff=847&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Agility&quot; title=&quot;Agility&quot;&gt;Agility&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4c74924a-7d28-46be-49fa-d3ef41d37400/wiki#.png | caption              = &lt;a href=&quot;/Agility&quot; title=&quot;Agility&quot;&gt;Agility&lt;/a&gt; is physical adaptability enabling a being to achieve greater balance, freedom of movement, and eye-hand coordination. | parent_stat          = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Agility]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/4c74924a-7d28-46be-49fa-d3ef41d37400/wiki#.png&lt;br /&gt;
| caption              = [[Agility]] is physical adaptability enabling a being to achieve greater balance, freedom of movement, and eye-hand coordination.&lt;br /&gt;
| parent_stat          = [[Body]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Agility]] represents a character&amp;#039;s ability to control their body with precision, speed, and coordination. It governs feats of dexterity ranging from delicate sleight of hand to acrobatics, balance, rapid movement, and other actions where success depends less on raw physical power and more on putting the body exactly where it needs to be. An agile character can move through difficult terrain, manipulate objects with precision, maintain their balance in precarious situations, and perform complicated physical movements with confidence.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] is also closely associated with grace and physical coordination. It may determine how well a character catches a falling object, slips through a narrow opening, keeps their footing on an unstable surface, or performs a complicated dance or other physical routine. Where [[Strength]] asks whether a character can apply enough force, [[Agility]] asks whether they can apply the right movement at precisely the right moment.&lt;br /&gt;
&lt;br /&gt;
== [[Agility]] Checks ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/39667cb7-11b2-4bf6-557d-7ea52122a100/wiki#.png|350px|left}}&lt;br /&gt;
When performing a feat that relies primarily on dexterity, coordination, balance, or precise movement, the GM may ask for an [[Agility]] Check. A basic [[Agility]] modifier is zero, but characters such as [[Rogue]]s, an [[Aq Aydahar]], or an [[Aq Aydahar]] [[Rogue]] may have high [[Agility]] modifiers even at low levels of [[Power]].&lt;br /&gt;
&lt;br /&gt;
An [[Agility]] Check is performed by rolling a 20-sided die, to which the [[Agility]] bonus is added, or the [[Agility]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of agility.&lt;br /&gt;
&lt;br /&gt;
Feats of [[Agility]] are extremely varied. They might include sleight of hand, feats of balance, climbing, tumbling, acrobatics, escaping restraints, moving quietly, catching or throwing an object with precision, or performing complicated physical maneuvers. [[Agility]] may also be called upon for musical or dance performances when success depends upon physical coordination and timing. In general, whenever a character must be quick, nimble, precise, or graceful rather than simply strong, [[Agility]] is likely to be the appropriate stat.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Agility]] Saving Throws ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/086a1d90-906c-4c34-f48a-dd3f9033b100/wiki#.png|350px|right}}&lt;br /&gt;
When something happens to a character that [[Agility]] alone can mitigate, the GM may call for an [[Agility]] Saving Throw. The player rolls a 20-sided die and adds their [[Agility]] modifier to the roll. The resulting total indicates to the GM whether the character avoids the danger, reduces its effect, or is subjected to the calamity requiring an agile response.&lt;br /&gt;
&lt;br /&gt;
[[Agility]] Saving Throws are particularly important when there is little time to react and physical movement is the character&amp;#039;s best defense. Examples might include:&lt;br /&gt;
&lt;br /&gt;
* Dodging a falling object or other sudden hazard.&lt;br /&gt;
* Leaping out of the way of an explosion or collapsing structure.&lt;br /&gt;
* Avoiding a trap that has been triggered.&lt;br /&gt;
* Keeping one&amp;#039;s footing when a surface suddenly shifts.&lt;br /&gt;
* Twisting or rolling away from an incoming attack.&lt;br /&gt;
* Catching oneself before falling from a height.&lt;br /&gt;
* Avoiding being knocked into a dangerous location.&lt;br /&gt;
* Moving through a rapidly closing doorway or other narrowing opening.&lt;br /&gt;
* Escaping a creature or environmental effect that attempts to pin, crush, or sweep the character away.&lt;br /&gt;
* Maintaining balance while crossing a narrow, unstable, or moving surface.&lt;br /&gt;
&lt;br /&gt;
A successful [[Agility]] Saving Throw can be life-saving, as it may mitigate up to 100% of the damage that might otherwise have been caused. [[Un]]like an [[Agility]] Check, which generally represents an intentional feat undertaken by the character, an [[Agility]] Saving Throw is usually a reaction to something already happening. The character is not trying to perform a feat so much as trying not to become part of the scenery.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Agility]] ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/f65ef6a7-6161-487d-ef14-d1a3e1021200/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Agility]] may be reduced by disease, curses, special creature attacks, injuries, or other effects. A reduction in [[Agility]] results in a corresponding reduction of the character&amp;#039;s [[Agility]] modifier and may also cause the loss or suppression of powers that require a minimum [[Agility]] modifier. Such effects can therefore weaken a character in ways that extend well beyond ordinary physical movement.&lt;br /&gt;
&lt;br /&gt;
The consequences may be temporary or permanent, depending upon the source of the effect. A temporary reduction may disappear when the disease, curse, attack, or other condition is overcome. A permanent loss is considerably more serious, particularly for characters whose abilities depend upon exceptional coordination or dexterity. Permanent losses of [[Agility]] can be recovered by [[Power]]ing Up and converting [[Power]] to [[Agility]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/2ac5d3c9-2a32-4119-e0b6-3af3af915a00/wiki#.png|350px|right}}&lt;br /&gt;
[[Agility]] is one of the three [[Body]] stats, along with [[Endurance]] and [[Strength]]. Together, these stats describe the fundamental physical capabilities of a character. [[Strength]] represents physical force, [[Endurance]] represents physical resilience, and [[Agility]] represents coordination, precision, movement, and reaction.&lt;br /&gt;
&lt;br /&gt;
The three [[Body]] stats are also used to calculate increases in a character&amp;#039;s [[Body]] Point totals, making them particularly important to martial characters such as the [[Brute]] and [[Knight]]. [[Agility]] therefore contributes to a character&amp;#039;s physical foundation in more ways than simply determining how gracefully they can move. For some characters, the ability to get out of the way is every bit as valuable as the ability to withstand what happens when they do not.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 06:35:28 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Agility</comments>
		</item>
		<item>
			<title>Strength</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Strength&amp;diff=846&amp;oldid=843</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Strength&amp;diff=846&amp;oldid=843</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:01, 1 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;4&quot; class=&quot;diff-multi&quot; lang=&quot;en&quot;&gt;(One intermediate revision by the same user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Strength]] represents a character&#039;s ability to exert physical force upon the world. It governs the raw power of the body: lifting, pushing, pulling, breaking, forcing, grappling, and moving things that are otherwise unwilling to move. A strong character can accomplish feats that would be impossible for a weaker one, whether that means wrenching open a stubborn door, dragging an injured companion to safety, hauling a heavy object out of the way, or simply putting considerable force behind a physical action.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Strength]] also determines how much weight a character can comfortably carry or lift before becoming subject to Encumbrance. This makes [[Strength]] particularly important for characters who routinely carry heavy weapons, armor, equipment, treasure, or other burdens. It is not, however, a measure of how well a character knows how to use their strength. A trained warrior and a powerful laborer may both possess considerable [[Strength]] while applying it in very different ways.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Strength]] Checks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Strength]] Checks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|#.png|350px|&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right&lt;/del&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/43beb98f-b23a-4a2d-9676-c64b4e8b8000/wiki&lt;/ins&gt;#.png|350px|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;left&lt;/ins&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When performing a feat that relies primarily on physical force, the GM may ask for a [[Strength]] Check. This can include forcing open or breaking an object, lifting or dragging something heavy, pushing another creature, holding something in place, breaking free of restraints, climbing or swimming under difficult conditions, or otherwise overcoming an obstacle through brute physical effort. [[Strength]] can solve problems that finesse cannot, although sometimes the most obvious solution is also the loudest one.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A basic [[Strength]] modifier is zero, but stronger characters such as [[Brute]]s, [[Grendel]], or [[Grendel]] [[Brute]]s may have high [[Strength]] modifiers even at low levels of [[Power]]. A [[Strength]] Check is performed by rolling a 20-sided die, to which the [[Strength]] bonus is added, or the [[Strength]] penalty subtracted. A total roll of 11 or higher indicates success. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of strength&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Strength]] Saving Throws ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== [[Strength]] Saving Throws ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/a4393994-2b4e-4f1c-ad31-9ec2c666b900/wiki&lt;/ins&gt;#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When something happens to a character that [[Strength]] alone can mitigate, the GM may call for a [[Strength]] Saving Throw. The player rolls a 20-sided die and adds their [[Strength]] modifier to the roll. The resulting total indicates to the GM whether the character resists the physical force involved or is subject to the calamity.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Strength]] Saving Throws are appropriate when a character must physically resist something rather than simply accomplish a task. Examples might include resisting being knocked backward by a powerful impact, holding onto a ledge while something attempts to tear them loose, resisting being pushed or dragged somewhere against their will, forcing themselves through a collapsing passage, or physically bracing against an environmental hazard. A character might also use a [[Strength]] Saving Throw to resist the physical effects of a creature attempting to grapple, crush, shove, or otherwise overpower them.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The distinction between a [[Strength]] Check and a [[Strength]] Saving Throw is therefore largely one of circumstance. A [[Strength]] Check represents a character deliberately applying force to accomplish something, while a [[Strength]] Saving Throw represents a character resisting force or an unwanted physical consequence. The GM determines when the distinction matters and what constitutes success.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Loss of [[Strength]] ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Loss of [[Strength]] ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/b2a7ab6d-d06c-43df-b250-ed5f933a9400/wiki&lt;/ins&gt;#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Various diseases, curses, special creature attacks, and other effects might sap a character&#039;s [[Strength]], causing a reduction in their [[Strength]] modifier. Most often, these losses are temporary, allowing the character to recover once the underlying condition has been treated or the effect has passed. Even a temporary loss can be serious, however, particularly for characters who depend upon [[Strength]] for combat, equipment, or other physical tasks.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Permanent losses of [[Strength]] are considerably more dangerous. A character who loses [[Strength]] may find previously manageable burdens becoming Encumbering, physical feats becoming difficult or impossible, and other [[Strength]]-based actions less reliable. Permanent losses of [[Strength]] can be recovered by [[Power]]ing Up and converting [[Power]] to [[Strength]] in the Player&#039;s Workshop. Characters should therefore treat effects that reduce [[Strength]] as serious threats rather than minor inconveniences.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Related Stats ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Related Stats ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{LoreImage|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/1a5d8ad4-5733-4c33-93d3-e013db485e00/wiki&lt;/ins&gt;#.png|350px|right}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Strength]] is one of the three [[Body]] stats, along with [[Endurance]] and [[Agility]]. Together, these stats describe the fundamental physical capabilities of a character. [[Strength]] represents force, [[Endurance]] represents the ability to withstand physical demands, and [[Agility]] represents movement, coordination, and physical quickness.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The three [[Body]] stats are also used to calculate increases in a character&#039;s [[Body]] Point totals, making them particularly important to martial characters such as the [[Brute]] and [[Knight]]. [[Strength]] is therefore more than a convenient measure of muscle. It is one component of the physical foundation upon which a character&#039;s ability to survive and fight is built.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Copyright notice}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Copyright notice}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:stat]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:stat]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key otanwiki:diff:1.41:old-843:rev-846:php=table --&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 01 Oct 2026 06:01:40 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Strength</comments>
		</item>
		<item>
			<title>Template:Infobox stat</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Template:Infobox_stat&amp;diff=844&amp;oldid=842</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Template:Infobox_stat&amp;diff=844&amp;oldid=842</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:58, 1 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;Stat/Attribute&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;Stat/Attribute&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     {{#if:{{{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cloud_image_id&lt;/del&gt;|}}}|&amp;lt;div class=&quot;ot-infobox-image&quot;&amp;gt;{{{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cloud_image_id&lt;/del&gt;}}}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     {{#if:{{{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;image&lt;/ins&gt;|}}}|&amp;lt;div class=&quot;ot-infobox-image&quot;&amp;gt;{{{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;image&lt;/ins&gt;}}}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     }}{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     }}{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     }}&amp;lt;table class=&amp;quot;ot-infobox-table&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     }}&amp;lt;table class=&amp;quot;ot-infobox-table&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot;&gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| stat_max         =  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| stat_max         =  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| base_value       =  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| base_value       =  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cloud_image_id   &lt;/del&gt;=  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;image            &lt;/ins&gt;=  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| caption          =  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| caption          =  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key otanwiki:diff:1.41:old-842:rev-844:php=table --&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 01 Oct 2026 04:58:50 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Template_talk:Infobox_stat</comments>
		</item>
		<item>
			<title>Strength</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Strength&amp;diff=843&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Strength&amp;diff=843&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Strength&quot; title=&quot;Strength&quot;&gt;Strength&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/63d0040c-c7c6-4ef5-ba3a-1854c9bfbc00/wiki#.png | caption              = &lt;a href=&quot;/Strength&quot; title=&quot;Strength&quot;&gt;Strength&lt;/a&gt; is a being&amp;#039;s ability to physically move an object by means of their own body. | parent_stat          = &lt;a href=&quot;/index.php?title=Body&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Body (page does not exist)&quot;&gt;Body&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =            0 }}    == &lt;a href=&quot;/Strength&quot; title=&quot;Strength&quot;&gt;Strength&lt;/a&gt;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Strength]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/63d0040c-c7c6-4ef5-ba3a-1854c9bfbc00/wiki#.png&lt;br /&gt;
| caption              = [[Strength]] is a being&amp;#039;s ability to physically move an object by means of their own body.&lt;br /&gt;
| parent_stat          = [[Body]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Strength]] Checks ==&lt;br /&gt;
{{LoreImage|#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== [[Strength]] Saving Throws ==&lt;br /&gt;
{{LoreImage|#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Loss of [[Strength]] ==&lt;br /&gt;
{{LoreImage|#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Related Stats ==&lt;br /&gt;
{{LoreImage|#.png|350px|right}}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 04:47:32 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Talk:Strength</comments>
		</item>
		<item>
			<title>Template:Infobox stat</title>
			<link>https://wiki.willtopowergames.com/index.php?title=Template:Infobox_stat&amp;diff=842&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.willtopowergames.com/index.php?title=Template:Infobox_stat&amp;diff=842&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt;     &amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{stat_name|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;     &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;Stat/Attribute&amp;lt;/div&amp;gt;      {{#if:{{{cloud_image_id|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{cloud_image_id}}}&amp;lt;/div&amp;gt;     }}{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;     }}&amp;lt;table class=&amp;quot;ot-infobox-table&amp;quot;&amp;gt;         &amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#333; color:white; text-align:center;&amp;quot;&amp;gt;General Information&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;ot-infobox&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ot-infobox-title&amp;quot;&amp;gt;{{{stat_name|{{PAGENAME}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ot-infobox-subtitle&amp;quot;&amp;gt;Stat/Attribute&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    {{#if:{{{cloud_image_id|}}}|&amp;lt;div class=&amp;quot;ot-infobox-image&amp;quot;&amp;gt;{{{cloud_image_id}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
    }}{{#if:{{{caption|}}}|&amp;lt;div class=&amp;quot;ot-infobox-caption&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
    }}&amp;lt;table class=&amp;quot;ot-infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#333; color:white; text-align:center;&amp;quot;&amp;gt;General Information&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        {{#if:{{{stat_name|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Stat Name&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{stat_name}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}{{#if:{{{subregion_long|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Subregion&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{subregion_long}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}{{#if:{{{parent_stat|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Parent Stat&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{parent_stat}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}{{#if:{{{child_stats|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Child Stats&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{child_stats}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#333; color:white; text-align:center;&amp;quot;&amp;gt;Values&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        {{#if:{{{stat_min|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Stat Min&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{stat_min}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}{{#if:{{{stat_max|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Stat Max&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{stat_max}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}{{#if:{{{base_value|}}}|&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Base Value&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{base_value}}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        }}&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Infobox Templates]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox stat&lt;br /&gt;
| stat_name        =&lt;br /&gt;
| parent_stat      =&lt;br /&gt;
| child_stats      = &lt;br /&gt;
| stat_min         = &lt;br /&gt;
| stat_max         = &lt;br /&gt;
| base_value       = &lt;br /&gt;
| cloud_image_id   = &lt;br /&gt;
| caption          = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 01 Oct 2026 03:11:15 GMT</pubDate>
			<dc:creator>Robyn.Blaber</dc:creator>
			<comments>https://wiki.willtopowergames.com/Template_talk:Infobox_stat</comments>
		</item>
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