One of the trickiest things to remember in BathLARP is precisely how skills and castings interact and what blocks what. The following is a summary of these areas; bear in mind that, especially post playtest period, it can briefly fall out of alignment and it’s always worth checking against the actual rules.
To read this table, start from the top with any damage call and work down. Effects attached to damage only work if they go as far as Skin and do more than a Bruise – Endurance doesn’t stop them, but might mitigate them (e.g. takes the initial bleed off Throat Slit).
Type | Layer | Normal | Special | ||
---|---|---|---|---|---|
Nullifying Castings | Includes Mirror Image | ||||
Deflection | Dexterity and cast Dexterity | Sum equivalent to damage = Dodge | Halved by Swift and Mass | Nullified by Undodgeable or being target of Mass | |
Power Armour and Power Armour Castings | Any damage = no Normal Bruise | ||||
Protection | Normal Armour | Sum equivalent to damage = Bruise | Sum 4 x damage = Bounce | Halved by Piercing | Nullified by Through |
Armouring Castings | |||||
Damage Reduction | |||||
Body | Toughness and Cast Toughness | ||||
Skin | Attached Effects happen | True Strike goes straight here if no Mirror Image. | |||
Endurance |
Notes:
Some creatures have special extra defences that grant Immunities – see the GM Rules for details.
The following castings all protect a person directly against damage or against damaging castings. Note that some of them can change what type of damage they protect against depending on who’s casting it, what they’ve specified while casting and what’s attacking!
Anti-Magic Shell
Chaos Resistance
Death Resistance
Disruptive Aura
Magic Resistance
Mirror Image
Spell Immunity
Bark Skin
Bless
Fur Skin
Harden
Iron Skin
Life Shield
Mystic Armour
Elemental Protection
Bark Skin
Bless
Elemental Protection
Fire Skin
Harden
Iron Skin + Aspect
Life Shield
Mystic Armour
Storm Skin
Cloud Form
Elemental Forms: Fire , Water , Earth , Air
Metal Immunity
Wood Immunity
Displacement
Camouflage
The following is a collection of what castings and skills are resisted by what types of casting and skills. It is not a complete list – for example it doesn’t cover Disarm or all the uses of Spell Immunity – but should cover most of the ones likely to be questioned mid-game. Please note that these are all the standard versions of these castings, and thus may be altered by GMs for individual games.
Miracle
Detect Lie
Fear – Death
Halt
Truthful Aura
Magic
Blindness
Charm
Coma
Command Word
Fear – Necromancy/Dark
Suggestion
Miracle
Magic
Combust
Flash – Fire/Light
Paralysis
Scorch
Sleep
Miracle
Trip
Lightning Dart
Seasonal Hands (x0.5)
Magic
Air Blast
Air Bomb (x0.5 or x0)
Dark Dart
Earthquake (10)
Fireball (x0.5 or x0)
Fire Dart
Flaming Breath (x0.5)
Flaming Hands (x0.5)
Ice Dart
Trip
Miracle
Entangle – Tree
Gale – Weather
Grip
Repel Life
Slow
Weakness – Chaos
Magic
Entangle – Water/Dark
Freeze
Gale – Air
Weakness – Dark
Skill
Knockback
Miracle
Chaos Lace
Death Lace
Disruption
Drain Life
Drain Wounds
Enervate
Life Lace
Lightning Dart
Order Lace
Seasonal Hands
Shrivel
Magic
Cause Wound
Dark Dart
Fire Ball
Fire Dart
Flaming Breath
Flaming Hands
Ice Dart
Ignite
Mana Lace
Scorch
Wrack
Miracle
Destroy – Chaos
Disintegrate – Chaos
Rust – Weather
Shatter – Chaos
Warp – Tree
Magic
Destroy – Fire
Disintegrate – Fire
Heat Metal
Ignite
Rust – Water
Shatter – Fire
Warp – Earth