5.2 Calculating Damage
Normally, dealing damage is fairly simple. This section explains some special circumstances which can change how your damage is calculated.
5.2.1 Weapon Damage
Some abilities deal damage based on the weapon you use the ability with. Typically, this will simply involve making a strike (see Strikes).
Weapon damage dice are defined in the Equipment chapter (see Weapons). You gain a bonus to your weapon damage equal to half your power see (see Power). Strikes are typically mundane, so you would use your mundane power. However, you might use your magical power instead for magical ✨ strikes.
5.2.2 Extra Damage
Some abilities add extra damage to your damaging attacks. Extra damage generally works in the same way as damage that is inherently part of the attack. It is halved on a glancing blow, doubled on critical hits, and so on.
There are two main differences between extra damage and an attack’s base damage. First, extra damage is not weapon damage. Second, any individual target of an attack can only take extra damage once from that attack.
For example, the corrosive grasp spell deals damage immediately, and again during your next action. Because both of those damage instances are caused by a single attack roll, extra damage only applies to the first damage instance. However, a wall of fire would apply extra damage each time a creature passes through it, since a separate attack is made for each instance of damage.
5.2.3 Weak Strikes
Some abilities make weak strikes, which deal less damage than normal strikes. When you make a weak strike, you halve flat damage bonuses, such as from your power. Weak strikes do not halve flat damage penalties, such as if you have a negative power.