Section Seven : Combat, Puffcasting and The Circle

CHAPTER 7: COMBAT, PUFFCASTING & THE CIRCLE

“The fight isn’t just fists and flame. It’s smoke, synergy, and strain.”


Combat in The High Fantasy is fast, flexible, and flavorful—designed to support traditional tactical play while honoring the game’s focus on rituals, strain powers, and cannabis-infused creativity.

What sets it apart:

  • Stoner Points (SP) change the flow of battle
  • High Checks (HC) determine your ability to stay focused under influence
  • The Circle is more than a rest—it’s a strategic moment of collective power
  • And Puffcasting lets you turn smoke into spellwork

7.1 Combat Structure Basics

The High Fantasy uses standard turn-based combat, similar to many d20-based systems.

Each round:

  • Each player takes a turn (move, action, bonus, reaction)
  • Initiative is determined by d20 + Dexterity modifier
  • Actions include: Attack, Puff, Dash, Disengage, Help, Use Item, etc.

New Core Combat Concepts:

  • Puff Action (see below)
  • SP-Boosted Actions
  • Strain-Triggered Effects
  • Contact High AOE Zones
  • Infused Terrain

7.2 Puffcasting

Puffcasting is the act of using strain-infused smoke to trigger magical or spiritual effects.

To Puffcast:

  • You must have a rolled, edible, concentrate, or tincture
  • You spend your action or bonus action (depends on class)
  • Roll a High Check (HC) against the strain’s effect DC
  • On success, the spell-like effect activates
  • On failure, roll Strain Clash Table or suffer minor debuff

Puffcasting Examples:

Puff TypeEffect
Sativa JointLaunches a “speed burst” spell—double move
Indica BluntSummons a protective aura, reducing damage taken
Hybrid EdibleCasts an illusion or randomized vision
Ruderalis DabCreates a burst of wild energy (roll d6 for effect)

DMs are encouraged to let players create homebrew Puff Effects using strain logic, item infusion, and the flavor of the moment.


7.3 Stoner Points (SP) in Combat

SP can be spent to:

  • Reroll a d20 (attack, HC, save)
  • Auto-pass a High Check
  • Add +1d6 to any roll
  • Use a Combo Action with another player
  • Activate a Strain Surge (once per long rest)

You may spend multiple SP in a turn but no more than 3 total per round.


Combo Actions (SP Feature)

Two players may spend 1 SP each to:

  • Combine attacks
  • Layer strain effects
  • Time actions in sync
  • Fuse strain powers (DM discretion)

Example:

A Blazeguard uses Ember Pulse while a Cannabard sings a Puffform Verse—together, they create a wave of radiant smoke that dazes enemies in 20 feet.


7.4 Contact High Zones

When strain is used openly in combat (blunt, puff spell, puff trap, etc.), the area within 10 feet becomes a Contact High Zone for 1–3 rounds.

Creatures in the zone must:

  • Roll a High Check (HC) at the start of their turn
  • On a fail, suffer a minor effect (distracted, slowed, confused)
  • On success, may absorb part of the strain (gain 1 SP or bonus)

The Circle Sage or Alchighmist may extend or purify these zones.


7.5 The Circle in Combat

Circles are sacred spaces that shift combat rules. Once formed:

  • No hostile action may be taken inside it unless agreed upon
  • Time may slow, spirits may appear, and high-level bonuses unlock
  • Puffcasting and SP regen are enhanced
  • Vision Quests may be triggered mid-battle

Forming a Circle costs:

  • 1 action
  • 1 strain use
  • All participating members must be adjacent (or bonded spiritually)

Circle Duration: 3 rounds (can be extended with class features)


Circle Effects Include:

EffectDescription
SP RegenEach ally regains 1 SP when the Circle begins
High Harmony+1 to all High Checks while inside
Spiritual DefenseResistance to psychic and illusion damage
Terp BuffRoll a d4 for a minor effect each turn (hallucinate, giggle, glow, reveal truth)

Some classes can burn the Circle to end it with an explosive or divine puff effect.


7.6 Reactions & Puff-Based Defenses

You may spend a reaction to:

  • Use a puff item preemptively (before being hit)
  • Block with a blunt weapon
  • “Hotbox Redirect”: Puff and confuse attacker (CHA save DC 12)

Circle Sages and Tokin’ Monks may use smoke-based counters.


7.7 Puff Clash Mechanics

Whenever multiple strain effects collide or someone consumes more than 3 strain types in a single scene, roll on the Strain Clash Table (or let the DM freestyle a result).

These effects range from:

  • Time distortion
  • Temporary transformation
  • Telepathic link
  • Out-of-body travel
  • Puff Spirit possession

Some advanced players embrace the chaos, but fail two High Checks in a row during a clash, and you risk Puff Overload—a condition that ends your turn and forces a vision-induced reset (or full session side quest).

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