# 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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