Reference index
Keywords
Every keyword is highlighted throughout the manual; hover or focus it for a definition, or open its dedicated reverse-index page.
Keyword
Artillery
The attack can target non-hidden units behind cover (even full cover) and any cover is calculated from above the target rather than from your position to the target.
Keyword
Blanketing
When you make an attack against multiple targets with this ability, roll one accuracy and damage check that applies against all targets.
Keyword
Blinded
Blinded characters suffer a -X penalty to their accuracy rolls where X is the blinded value. If they are Blinded for 3 or higher, they cannot make any ranged attacks without first locating a target through another means than sight. If they are blinded for 5 or higher, they also cannot gain Sure Hit on their attacks.
Keyword
Broken
Only applies to equipment. Armor and shields that are broken provide no benefit or negatives. Weapons that are broken can only be used as an improvised weapon.
Keyword
Challenge
If a challenged character does not include the challenger as a target when making an attack, they provoke a melee attack of opportunity from the challenger.
This does not trigger if the challenged target makes an attack of opportunity or if the challenger is not a target due effects such as charm.
Keyword
Charm
You may not willingly target the charmer with attacks unless you have no other valid targets (excluding allies) for the attack. Your AoE abilities that target allies also include the charmer, and your AoE attacks or abilities that exclude allies also exclude the charmer.
Keyword
Circuit
The first time each combat you use an ability with this keyword, the mana cost is reduced by 1. Afterwards, this mana cost reduction is removed from all abilities with this keyword.
Keyword
Concentration
A character can only have 1 Concentration effect active at the same time. They may drop a Concentration effect during their turn for 0 AP. When a character gets Downed, they lose Concentration.
Keyword
Enchantment
An enchantment is placed on a weapon. A weapon can only have 1 enchantment at the same time. If an enchantment is placed on a channeling weapon, it transfer the enchantment properties to any spells cast while holding it.
Keyword
Esoteric Art
You can only use 1 ability with this keyword or with the Secret Art keyword per encounter.
Keyword
Expose
The target's crit threshold is reduced by the expose value (base 1, reducing normal crit threshold from 20→19). Stacks with katana's reduced crit threshold and other abilities which lower the crit threshold of the user.
Expose is removed once the target is critically hit (regardless of if they defend or not)
Keyword
Flashback
Flashbacks are abilities that refer to an earlier time in the campaign. They reflect prior planning that the character has made to affect the current situation.
Keyword
Half Pierce
Half Pierce attacks ignore Guard, unless the target takes the Block action or Dodge action.
Keyword
Hellfire
Hellfire functions like Burning (You take X damage at the end of your turn), but it can no longer be removed the normal way if not removed before the end of the target’s next turn. It can still be dispelled through the use of abilities.
Hellfire can be applied to enemies immune to Burning, but it can still be removed like normal even after a turn has passed. Hellfire is automatically removed at the end of the encounter.
Keyword
Illumination
The next attack against you gets an X bonus to the accuracy roll (Consumed even on a miss).
Keyword
Killing Blow
Killing Blow effects trigger when reducing the HP of enemy to 0 or lower.
You cannot benefit from the same Killing Blow effect against the same target more than once.
Keyword
Lockstep
This attack always matches the target's base evasion (including bonuses etc, but they may still dodge it like normal).
Keyword
Ninjutsu
This ability requires two free hands. You may wield Small weapon, Saboteur threaded dagger, One-handed thrown and Sets of Missiles weapons and still count as having your hand free.
Keyword
Offstep
Attacks against you always meet your base evasion (Including bonuses etc, but you may still dodge them like normal).
Keyword
Opener
This ability can only be used as the first action in a turn. (Paying upkeep does not count as an action)
Keyword
Opportunistic
You may use this ability instead of making a regular of attack of opportunity. This ability is counted as making an attack of opportunity and you don't get your regular one if you use it.
Keyword
Persist
This effect costs +X mana to dispel. If the creature dispelling it does not use mana, it takes +X AP (or +X RP) instead.
Does not apply when they use the natural way of removing it, if possible (For example by spending 1 AP to remove a Burn).
Keyword
Pinpoint
You ignore points of the target's guard equal to your Focus. Cannot reduce guard below 0.
Keyword
Presence Concealment
You hide your mana output and aura, making it harder to detect you by magical means—Causing your spirit core to be considered 0 for the purposes of detection and aura abilities. In addition you gain a +5 bonus to stealth.
Keyword
Root
You cannot move and your evasion when taking the Dodge reaction is changed to 13 + Agility (rounded down)
Keyword
Sanctify
Attacks against you that hit heal an enemy attacker by 3+the applier's focus. After this triggers, the stacks of this debuff are reduced by 1.
An attacker at full HP may choose not to trigger the effect.
Keyword
Scatter
When you make an attack against multiple targets with this ability, roll a separate accuracy and damage check against each target.
Keyword
Secret Art
You can only use 1 ability with this keyword or with the Esoteric Art keyword per encounter.
Keyword
Setup
Setup attacks can be completed by spending AP in the following turn. While charging the attack, no other AP actions can be taken and attacks against you gain the Trick Attack keyword. You may cancel a setup attack instead of finishing it and don't need to spend the remaining AP. Setup attacks cannot activate before the start of your next turn and you cannot use the Prepare action on Setup abilities. You may cancel a setup attack at any time by spending 0 RP. You must spend at least 1 AP to begin charging a setup attack.
Keyword
Shieldbreaker
This attack deals double damage to the HP of Shields and Temporary HP. Any carryover damage is not doubled.
Keyword
Sickened
When making a roll that uses Focus, Power, Agility or Toughness, they are treated as 1 lower.
Keyword
Spell
This ability is considered a spell. Unless stated otherwise, it will provoke attacks of opportunity.
Keyword
Stacking
Abilities with this keyword give stacks of something. You can only gain stacks of 1 thing with this keyword a the same time. Upon gaining a stack of a different kind, your original stacks are lost.
Keyword
Static
At the end of your next turn, you deal X lightning damage to all allies within 5ft of you.
Keyword
Stun
Your AP, AP recovery and RP is set to 0 when afflicted by this. When it ends, you regain any unused RP lost from this effect.
Keyword
Summon
This ability counts towards your maximum summon limit. You can only have 2 summons active at the same time.
A summon does not count as a valid target for abilities that require a ‘willing’ ally.
Keyword
Teleport
You teleport instead of moving normally. Teleportation does not provoke Attacks of Opportunity and ignores most forms of slows, roots and grapples. You need to see where you teleport to, but can otherwise ignore difficult terrain and solid objects in the way. Unless stated otherwise, you only move yourself and your belongings when teleporting, not other creatures you might be touching.
Keyword
Toxic
A character suffering from Toxic takes 1d6 Full Pierce Poison damage at the start of their turn.
Keyword
Upkeep
You may choose to pay the cost at the beginning of your turn. If you don't, the effect is terminated.
While downed, you cannot pay upkeep.
Keyword
Weakened
Your maximum AP goes down to 2 and maximum RP goes down to 1. When it ends, you regain any unused RP lost from this effect.
