Damage Modification & Prevention
Fawnalore uses flat damage modification and avoids complex prevention timing unless explicitly stated.
Damage Reduction
Damage reduction reduces the amount of damage a target takes.
Common phrasing: "–2 to damage taken" / "Reduce damage taken by 1"
- Damage reduction is flat, not percentage-based
- Reduction from multiple sources stacks
- Damage may be reduced to 0
- There is no minimum damage unless a future effect explicitly defines one
Example: Armor (–2) + Shield effect (–1) = –3 total reduction applied to all incoming damage.
Prevention Effects
Some effects may explicitly prevent damage entirely.
Common phrasing: "Prevent the next X damage…" / "Negate all damage from this source…"
Prevention effects resolve as written and may override normal damage resolution. They resolve during the Pre-Damage Window — before damage is applied.
Redirection Effects
Some effects may redirect damage to a different target.
Common phrasing: "If a target within Range would take damage, you may redirect it to…"
Redirection is resolved as written. If it triggers "at any time" or "when damage would be dealt," it functions as an Interrupt.
Damage Types
There are currently no standardized damage types (fire, poison, etc.) unless a Campaign or card explicitly introduces them.