1. Make An Attack Test
Whenever a character attempts to attack a target, whether with a weapon or a
spell, he makes a test using the appropriate talent or skill. This type of test is usually
referred to as an Attack test. For example, if a Swordmaster is attempting to hit a foe
with his sword, he makes a Melee Weapons test. If an Archer is firing an arrow at a foe,
he makes a Missile Weapons test. If a Wizard is casting a spell at a target, he makes a
Spellcasting test.
5. Check For Wounds
If the damage from a single attack equals or exceeds a character’s Wound Threshold,
he takes a Wound. Wounds represent major trauma and slow the character’s ability
to recover damage (see Recovering from Injury, p. 380). Wounds can also have a
negative effect on the character’s tests (see Wound Penalties, p.381).
If the damage that causes a Wound renders the character unconscious or dead,
the player should still record the Wound. Some talents, spells and magic items have
the ability to bring a character back from the brink of death, but any Wounds the character
has will penalize such healing.
Currently, all single source damage "tests" have the chance to cause a single wound. I would count environmental, trap, etc damage as well.
Multiple Wounds in a single Damage Test is the realm of powerful magic like Onionblood, etc. Various form, but the spells in the past have usually used X Wounds + Damage Test (+1 possible Wound).Statistics:Posted by Telarus — Sat Sep 16, 2017 9:53 pm
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