Keywords

Anchor X

A creature under Anchor X effect can only move X squares away from the square it started its turn in.

For Large creatures, multiply the X by 2.

 

Armor penetration

A spell with Armor Penetration effect ignores half of the target's armor value when calculating damage.

 

Chilled

A creature under Chilled effect has its speed cut in half, and suffers maximum damage from ice affinity spells.

Taking fire damage removes Chilled effect.

 

Combo

If a spell with Combo property is being cast more than once in the same turn, all subsequent casts of the spell in this turn only costs 1 action.

All Combo spells are denoted with a star* next to its action cost.

 

Damage type: Physical

Physical damage type is mitigated normally by armor.

 

Damage type: Fire

Fire damage type ignores armor, but only deals half damage against foes with Heavy armor.

 

Exploding dice (xd6!)

Exclamation point next to dice notation denotes exploding dice. When a 6 is rolled on an exploding dice, you add it to the sum and roll it again!

 

Flying

A creature under Flying effect cannot be Prone, and is unaffected by terrain that would hinder its movement.

 

Frightened

A creature under Frightened effect deals only half weapon damage.

 

Hex

A creature under Hex effect always rolls a 1 on its damage rolls. If another effect forces the rolls to be maximized, then Hex has no effect.

 

Knockdown

A creature affected by Knockdown effect becomes Prone

 

Move X

Move X effect moves the target X squares in a direction, chosen by the effect originator, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Poisoned

A creature that is Poisoned loses 1 action in his next turn.

Prone

A creature that is Prone cannot move, nor provide cover. A creature may remove the Prone condition by spending an action to stand up.

 

Pull X

Pull X effect moves the target X squares towards the origin, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Push X

Push X effect moves the target X squares from the origin, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Random

Random direction is determined by rolling an 1d8, each number representing the cardinal and intercardinal directions.

 

Teleport X

Teleport X effect removes the prone condition, and places the target X squares in any direction, chosen by the effect originator.

 

 

Area of Effects & Range

Adjacent

Adjacent AOEs must be adjacent to the square the caster is standing in.

 

Circle X

A circle with X squares as radius, and centered on an intersection.

 

Cone X

A quarter circle with X squares as radius, and centered on an intersection.

 

Line X

Draw a line originating from any intersection to another intersection within X squares. Any square that this line touches, excluding the square the caster is standing in, is part of the AOE.

 

Self

The creature casting the spell is the target.

 

Square X

A square with X squares as length.

 

Touch

The target must be in caster's square, or its adjacent square.

 

 

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