Reference index

Keywords

Every keyword is highlighted throughout the manual; hover or focus it for a definition, or open its dedicated reverse-index page.

87 results

Keyword

Active

You cannot use the Prepare action on this ability.

Keyword

Aid

Abilities with the Aid keyword can only be used on allies, unless the ability specifically states you can use it on yourself.

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

Augment

An attack that has been modified by an Augment effect cannot be modified again and given another Augment effect.

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

Bleeding

You take 1d6 true damage at the start of your turn.

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

Burning

A Burning character takes X damage at the end of their turn. They may spend 1 AP to remove this effect.

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

Combo

Combo abilities gain a bonus when used directly after another ability. Combo abilities remain valid until you spend AP on a different ability or action.

Keyword

Crushing

On an unblocked hit, this attack deals a minimum damage equal to your Power.

Keyword

Daze

You immediately lose 1 AP. If you do not have any AP, you instead regen 1 less AP at the start of your next turn. A dazed target becomes immune to Daze until the end of their next turn.

Keyword

Disarm

When disarmed, you cannot make weapon attacks with the weapon you were wielding when you got disarmed. You must draw the weapon again to use it when the Disarm ends. Unarmed attacks are unaffected by Disarm.

Keyword

Divine

If you took the Divine's Chosen breakthrough, this ability's damage type becomes your chosen divine's damage type instead of Holy.

Keyword

Domain

A domain area spell. Only one domain area may be active at a location at a time.

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

Fire

Spells and attacks that deal Fire damage may ignite flammable, unattended objects.

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 Rapid

This ability may be used once on each creature every round.

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

Hiding

While in Hiding, enemies cannot see or target you and even if they are aware of your presence, they cannot pinpoint your exact location. You lose Hiding if you move, attack or use any other ability that does not have the Stealth keyword unless that movement or attack says otherwise.

Keyword

Illumination

The next attack against you gets an X bonus to the accuracy roll (Consumed even on a miss).

Keyword

Immovable

While not flying, effects from other creatures that knock you prone or force you to move such as knockbacks are ineffective.

Keyword

Instant

Can be used while another action is resolving to temporarily interrupt it. The Instant ability resolves immediately and before any interrupted ability can resolve. The current action is cancelled and refunded if the target becomes invalid.

Keyword

Isolated

If you have no allies within 10ft of you and at least 2 enemies within 10ft of you, you are considered Isolated.

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

Overcharge

You may spend additional AP and/or Mana to increase the power of the ability.

Keyword

Pass

You can move through enemy units for this movement.

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

Prone

An ability with this keyword can be used while Prone with no penalty. All attacks without the Prone keyword cost +1 AP and RP while prone.

Keyword

Quick

The first time after using an ability with Quick, other abilities with Quick used in same turn cost +1 AP.

Keyword

Rapid

This ability can be used more than once per turn.

Keyword

Regrowth

You heal for 3+Focus (of the one who applied it) at the start of your turn.

Keyword

Root

You cannot move and your evasion when taking the Dodge reaction is changed to 13 + Agility (rounded down)

Keyword

Safe

This spell and/or attack does not provoke attacks of opportunity.

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

Shaken

The target's maximum AP is reduced by 1.

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

Sidestep

Your movement does not provoke attacks of opportunities.

Keyword

Slow

Your movement speed is halved.

Keyword

Soaked

A soaked target takes X additional damage when taking Lighting damage.

Keyword

Song

A character can only have 1 Song active at the same time.

Keyword

Sound

This ability's effect is based around sound. Those who can't hear it are unaffected.

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

Stagger

A character inflicted with Stagger has their evasion reduced by X, where X is the Stagger value.

Keyword

Stance

Only 1 Stance ability can be active at the same time.

Keyword

Static

At the end of your next turn, you deal X lightning damage to all allies within 5ft of you.

Keyword

Stealth

This ability does not pull you out of Hiding. You must still be in low cover after using this ability to remain in Hiding.

Keyword

Strafe

You must have moved at least the Strafe distance towards the target before making an attack with this keyword.

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

Sunder

A character inflicted with Sunder has their guard reduced by X, where X is the Sunder value.

Keyword

Sure Hit

Sure hit attacks always hit and do not require an accuracy roll, but they automatically miss against targets with full cover.

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

Transformation

You can only have one transformation effect active at one time.

Keyword

Type

You can only be 1 ‘type’ at the same time. 

Keyword

Unarmed Strike

This ability must be made with an unarmed attack.

Keyword

Unbalanced

Your next attack that costs AP (even 0 AP) costs 1 extra AP.

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.