Denotes a weapon can be used in one hand or two, with different damage specified for each (see specific weapon entries for details). If choosing to wield the weapon in two hands, you must have appropriate training in 2-Handed weapons of that type or else suffer the associated Combat Penalties. It is not sufficient to simply be trained in the one-handed version, unless ONLY wielding the weapon in one hand (i.e. to wield a Longsword in one hand without penalties you need 1H Sword Proficiency, while to wield it in two hands also requires 2H Sword Proficiency).When coupled with the (Lv3) Strongman secondary skin, you can wield a ‘1 or 2 handed’ type weapon in one hand and still do 2-Handed damage. This means it is effectively a 2-Handed weapon and therefore you cannot Dual Wield two of those weapons and do 2-Handed damage with each. The best you can achieve in this scenario is to equip two of the same weapon, with (Lv3) Strongman, and deal 2-Handed damage with your main hand and 1-Handed damage with the off hand. If choosing to go this route, it is also important to remember the weapon size limitations of dual wielding (i.e. to dual wield Bearded Axes either as both 1H handed damage, or using (lv3) Strongman to do 2-Handed damage in the main hand and 1-Handed with the off hand, you would need (Lv4) Dual Wield to avoid the combat penalties).
The basic rule of thumb for dealing with multiple attack combat actions (not including direct damage instants). The rule states that no combination of skills and/or weapons and/or craftings/enchants can ever allow a PC to exceed the following restrictions (where an ‘attack’ is considered to be any to-hit roll or auto-hit with the potential to cause damage):
- maximum 4 attacks per action
- maximum 3 attacks total on the same target, per action
- maximum 2 attacks (with the same weapon) on the same target, per action
Absorption is a passive characteristic often given to inanimate objects or other such objects that would not normally have an Armor Class value or other forms of defense, such as wooden door, a ships hull, or a length of chain. Absorption value is given as a percentage, typically 50% unless otherwise specified, and works in conjunction with a HP value for that object. The absorption percentage is the percentage of current HP that can be absorbed without actually taking any damage. This ability to absorb damage applies to ANY damage type, unless that damage specifically says that it ignores or negates absorption. For example, an undamaged door with 10HP and 50% absorption will only take damage if more than five damage is inflicted to it. If seven damage was done to the door, its HP would only go down by 7-5=2, to 8HP. Now that it is slightly damaged it can only absorb 4HP. When attempting to damage objects with absorption you must still roll to hit, but only to see if you critically hit (the double damage increases your likelihood of damaging especially sturdy objects) or critically miss. Critical misses against objects with absorption have the additional effect of damaging your weapon, and can occur even if you have an ability that prevents critical misses (such as lv2 Weapon Specialist). For a list of HP and absorption values for common inanimate objects you might encounter while adventuring see the List of Common Object Strengths.
The added combination of Dodge and Armor Save
The largest portion of your turn, used to execute an attack or other action based ability. Always ends your turn.
Cannot be used as a weapon on its own, but required for weapons such as bows (arrows) and crossbows (bolts).
Abilities with this description cover a larger area, usually given measurement in the radius.
Treats a target’s armor as though it were X amount less than normal.
When an attacker naturally (without bonuses) rolls higher than an opponent’s dodge on their d100 hit roll but less than or equal to their total AC (after bonuses), it is considered to be an armor save. This means that the attack misses or fails to inflict its damage due to the target’s armor protecting them, rather than having dodged the attack. (see: Dodge)
Base contact is defined as any time the bases of two models are touching. This generally signifies a state of close combat, aka melee combat. Under normal circumstances you CANNOT attack a target that is in base contact with you with any kind of LOS based ranged attack or ability, however while in you could attack a different target that you are not in base contact with using a ranged attack.
An on-wound effect that inflicts a set amount of auto-damage each round, at the start of the targets turn. The effects last until the target is dead, unless they are healed (or the wounds are otherwise tended to). Bleed effects are stackable, regardless of their source.
While blinded, the character cannot target anything unless passing a Perception test first, and even then suffer -15 to hit; if attempting to move while blinded must do so in a random direction at half speed.
Chance to block opponents melee or ranged attacks. May also block single target line of sight (LoS) powers (i.e. Magic Missile but not Fireball); can only be used once per round.
Casting specifically refers to the use of Spirit and Faith powers. Even though all Class Mechanics have Primary Skills available to them, Spirit and Faith commonly refer to these Primary Skills as “Powers”, and only “Powers” can be cast. Vigor, Fury, Honor, Stealth, and Focus skills are NOT considered to be cast.
Stands for Crowd Control and refers to any effect that causes full or partial loss of control of a model/character, including but not limited to: stun, slow, immobilize, blind, mind control, knock down, knock back, knock up, silence or taunt. Unless otherwise specified, if a target is suffering from CC effects, when the duration of those effects wear off they become immune to that effect for one round, regardless if it is coming from another source or ability (i.e. if a model is stunned from the weapon effects on a bludgeon-type weapon, in their following turn they are immune to the stun effects of an ability such as Mammoth Strike, or any other stun effects, but they are NOT immune to other forms of CC such as silence). This is to prevent chain CC’ing with the same effect round after round. Critical misses are NOT considered CC unless they are induced by an enemy.
A charge is any movement made during a model’s own turn that brings them into base contact with an opponent. In cases where bonuses may apply based on the distance of the charge, only the final straight line portion of a movement is considered to be part of the charge. (i.e. if spending 2″ to move around a corner of a wall, and then turning and moving 2″ into base contact, the charge move is only considered to have been 2″ even though 4″ total was traveled)
A charge is any straight-line movement made during a model’s own turn that brings it into base contact with an opponent. In cases where modifiers may apply based on the distance of the charge, only the final straight-line portion of a movement is considered to be part of the charge (i.e. if spending 2″ to move around a corner of a wall, and then turning and moving 2″ into base contact, the charge move is only considered to have been 2″ even though 4″ total was traveled). Weapons with the "Charge" Weapon Attribute gain a +hit and +damage bonus that applies on the first attack made following the charge.
+ to critical strike chance.
– to hit due to awkwardness of weapon.
Automatic impact/crushing damage applied when a target collides with a solid object or another target. Standard collision damage, unless otherwise specified, is 1d6 per inch of uncompleted movement (i.e. if a target is knocked back 6 inches but there is a rock wall 4″ behind them, there is 2″ of uncompleted movement, therefore 2d6 collision damage). Unless otherwise stated, after receiving collision damage targets are knocked down if they fail a stamina test.
Ending a buff or persistent effect on a target, either voluntarily or when a specific condition is met, to give a different or additional results for that turn.
A critical cast is treated similar to a critical hit, however it applies only to skills which are “cast”. This refers to ALL Spirit or Faith powers, regardless of instant or action, or whether or not they inflict damage. If Critically Casting a power that causes direct damage, then typically it will result in an automatic hit that does double damage. However, the specific effects of a Critical cast on any Spirit/Faith Power is outlined for each Discipline of Power (see appropriate sections on the Spirit and Faith pages). Unlike Critical Hits, Critical Casts do not apply to chained skills/attacks, as there is a separated 100 roll for each portion of the chained skills.
A critical failure is treated similar to a critical miss, however it applies only to skills which are “cast”. This refers to ALL Spirit or Faith powers, regardless of instant or action, or whether or not they inflict damage. If Critically Failing to cast a power that causes direct damage, then typically it will result in an automatic miss that immediately ends your turn, regardless of which portion of the turn you are in (i.e. instant, mainhand-action, off-hand action). After a Critical Failure occurs you are Vulnerable until the start of your next turn. The specific effects of a Critical Failures on any Spirit/Faith Power is outlined for each Discipline of Power (see appropriate sections on the Spirit and Faith pages). Unlike Critical Misses, Critical Failures do not apply to chained skills/attacks, as there is a separated 100 roll for each portion of the chained skills.
An automatic hit with a physical melee or ranged attack that occurs when naturally rolling on the high end of a d100 to-hit roll. Critical hits result in 2x the total damage (after modifiers) unless otherwise specified. Critical Hits over ride any successful block or parry. If the critical hit occurs on an attack that has been chained and/or combined with a non-damage Fury, Vigor, Honor, Stealth, Focus, or Physical Passive/Secondary skill, the 2x damage applies to the entire chained attack. However non-damage Fury, Vigor, Stealth, Focus or Physical Passive/Secondary skills cannot in and of themselves critically hit as there is no actual d100 roll.
An automatic miss with a physical melee or ranged attack that typically occurs when naturally rolling 5 or under on a d100 to-hit roll (in some cases the chances of a critical miss may be higher or lower, i.e. when using Primitive weapons). A Critical miss immediately ends your turn, regardless of which portion of the turn you are in (i.e. instant, mainhand-action, off-hand action). After a critical miss occurs you are Vulnerable until the start of your next turn, and if the critical miss was made with a weapon you will drop the weapon unless wearing armor in the Hand slot. If the critical miss occurs on an attack that has been chained and/or combined with a non-damage Fury, Vigor, Honor, Stealth, Focus, or Physical Passive/Secondary skill, the entire chained attack and included effects are negated without refund of any kind. However non-damage Fury, Vigor, Stealth, Focus or Physical Passive/Secondary skills that are NOT chained and/or combined with a physical attack cannot in and of themselves critically miss hit as there is no actual d100 roll.
If an attack is blocked or armor saved (i.e. hit roll higher than opponent’s dodge, but ≤ to their AC), does x damage + strength bonus; typically DOES NOT trigger other on-wound type weapon effects (i.e. Stun)
Chance to disarm opponent during their attack, counts as having parried as well, and uses same roll. In cases where the parry chance of two weapons is combined, so is the disarm chance. Disarmed weapons immediately drop at the target’s feet and it requires an action for them to pick it back up again.
Knocks a character off their mount and causes them to be knocked down.
Dodge is a primary character stat and is used not only for Stat Tests, but also forms a portion of a characters Armor Class (AC). An attack is considered to be “dodged” if the attackers natural d100 hit roll (before bonuses) is equal to or less than your Dodge stat (after armor modifiers). This means that the attack misses or fails to inflict its damage due to the target dodging, rather than their armor protecting them. (see: Armor Save)
Can duel wield without having duel wield ability, but only if using a matching pair (purchase price is for a set of two).
All damage caused by Earth based powers technically counts as physical damage and therefore uses AC instead of Elemental Resistance. However, for the purposes of physical damage immunity or reduction/absorption it still counts as a spirit-based attack. (I.e. an Ethereal creature would typically be immune to physical damage but not the physical damage caused by a power like Stone Shot). Earth Damage typically causes impact or crushing injuries.
Restricted to enchants as follows: 1=Minor, 2=Improved, 3=Greater, 4=Superior, 5=Matchless.
Automatic impact/crushing damage applied when falling a vertical distance of 1″ or more, at a rate of 1d6 damage per inch of (vertical) fall distance. After receiving fall damage targets are knocked down, unless specifically specified otherwise.
Target must immediately (out-of-turn) move directly away from the source of fear at regular movement speed
An attribute possessed by some creatures or monsters. Any target that wishes to move into base contact with a Fearsome creature must first pass an Resolve test. If failing, the target can not move into base contact but still may move elsewhere. Also when a Fearsome creature moves into base contact with any number of targets, all of those targets must pass an Resolve test once the Fearsome creature has finished attacking (regardless if the attacks hit, miss, wound, or even target them). If failing, the target must immediately (out of turn) flee their maximum movement away from the Fearsome creature (against their will). Once an Resolve test is passed against that particular type of creature, targets are immune to its Fearsome effects for the remainder of the battle. Fearsome creatures/monsters are immune to all other Fear effects.
Weapon mounted on fists and/or built into hand armor; while equipped can still wield another weapon. Example1: Golem Knuckle and a Metal Staff could be wielded together as a single weapon loadout, allowing the user to use fist attacks on their own turn and then ward-off/parry with the metal staff during the enemies turn. Example2: Cestus and a Warbow could be wielded together as a single weapon load out, allowing the user two 1d4 dam Cestus attacks in melee without ever having to switch out the Warbow.
During the next movement portion on their turn, the target must move directly away from threat at regular movement speed
The use of an ability or power with no cost. A Faith difficulty roll counts as a ‘cost’.
+ to hit due to shape/weight/design of weapon
When a target is grappled it cannot leave base contact with the entity that has grappled it. To break a grapple, the entity that is grappling must be knocked unconscious, voluntarily release the target, or release the target due to the use of an attack or ability that expressly says that it breaks grappling. Alternately, the target may attempt to break the grapple during the instant portion of its own turn by winning a Strength stat roll-off.
If the wielder did not move in their previous turn (unless moving as a formation), when opponent moves into range/base contact allows a free regular attack with the impaling weapon before opponent can proceed with the remainder of their turn. If a weapon has both an Impale and a ward-off effect, resolve the Impale first.
Target is Knocked Down and cannot move, use instants, or take actions of any kind for the duration of the effect. Once under the effect, it cannot be resisted in any way, however taking damage or other similar shocks/intense sensations inflicted upon the targets body will typically cancel the effect.
Equal to a characters Initiative stat plus 1d12. Rolled at the beginning of each combat to determine turn order.
Inorganic materials, creatures, or creations are immune to to poison, disease, psychological effects and most non-physical faith-based damage/effects
The smallest portion of your turn, typically reserved for non-damaging special abilities or weaker attacks
An out-of-turn instant is a reactionary special ability or power used during an opponent’s turn that counts as an instant in your own next turn (i.e. Interrupts, or the Focus defensive ability: Reversal)
An ability or effect used out-of-turn when an opponent announces intent to use a special ability of some kind. If an interrupt is successful the targets special ability is cancelled, and any costs refunded. If interrupting an instant the target may still proceed to use an action on their turn. If interrupting an action, the target may still use a regular off-hand attack if they have one available. Typically interrupts counts as an instant on the next turn.
Target affected is forced backwards X distance.Knock-backs do not cause the Knock-down effect unless specifically stated or if causing Collision Damage. Knock-back causes Collision Damage if it knocks the target against an immoveable or stationary object/target. See Collision Damage for details.
Target is forced to the ground and must expend their movement and an instant OR an action on their next turn in order to stand up. When knocked down you can use instants and actions while still on the ground, however your movement is cut in half and you are considered to be Vulnerable until standing up again.
Line of sight (LoS) characters must be able to see target clearly from board position. Abilities or powers that specify LoS are assumed to be projectile based or projectile-like, unless otherwise specified and cannot be used on a target in base contact.
Every playable character has a base movement of four inches, modified by their race
Noisy armor disturbs or conflicts with some class mechanics; -1 to hit & -1 crit% (per piece) with Focus, Spirit, Faith; reduces Stealth by 3 per piece & moving while hidden increases your chances of detection (+1 to opponents Perception per piece). These effects stack if noisy armor is layered.
Specifies that a particular weapon, within a group that is normally two-handed, is in fact only one-handed.
Opposing powers are defined as any power or force that has an opposite Alignment (Good vs Evil) or Polarity (Order vs Chaos). Some examples are as follows:
- Light and Dark (opposite Polarity)
- Fire and Water (opposite Polarity)
- Earth and Air (opposite Polarity)
- Holy and Demonic (opposite Alignment)
Oversize armor is slightly larger than normal, while still using a conventional designs. It is made to fit large races such as Centaurs, Minotaurs, and Ogres. Oversized armor costs 10% more, though the actual size of the armor piece (in terms of bag space) is unaffected. Over-sized armor pieces cannot be worn by anyony that is not considered a large race, though they can be modified by someone with the appropriate Secondary Skill (i.e. cloth armor can be upsized or downsized by a Tailor). Upsizing or downsizing armor is treated as a "repair" job with the cost set at 10% of the normal purchase price.
Reduces opponent’s parry and/or block by an amount equal to the percentage listed (i.e. a sword with 20% overpowering against a 30% block shield would reduce the block to 10%). Overpowering also effects ward-offs, giving a percentage chance to ignore the ward-off after having failed the required Initiative Sta roll-off (i.e. using a sword with 20% overpowering, opponent elects to ward-off an attack, if failing the Initiative stat roll-off, then roll percentiles (1d100) where a results equal to or less than 20 ignore the ward-off).
Chance to parry opponent’s melee attack, can only be used once per round.
Permanently turns a single item or target into solid stone; target gains 50% absorption but can’t move in anyway, though it can still see and hear; the effect can be undone at anytime by the orginal caster or can be dispelled as a Tier 6 Spirit power
Poisons require a nature check each rnd before dealing damage or applying effects if passed poison disappears Similar poison effects do not stack i.e. Can’t have 2 direct dam effects but could have 1 direct dam + 1 immobilize *Necrotic poison works off of the lesser of natural or demonic resistance
Primitive armor is constructed from naturally occurring, typically unrefined materials. As such it is considerably cheaper than more sophisticated armor, and does not require a Secondary Skill to produce. However due to its primitive nature it cannot have advanced craftings or enchants bestowed upon it. Their use is quiet simple and as such you do not require any kind of armor proficiency to wear primitive armor. However, primitive armor tends to be somewhat fragile and therefore anytime you are victim of a critical hit primitive armor becomes broken (non-functional until repaired). If wearing more than one piece of primitive armor, only one piece is broken. This can be randomly determined or in some circumstances a GM may decide which piece is broken.
Primitive weapons are constructed from naturally occurring, typically unrefined materials. As such they are considerably cheaper than more sophisticated weapons, and do not require a Secondary Skill to produce. However due to their primitive nature they cannot have advanced craftings or enchants bestowed upon them. Their use is quiet simple and as such you do not require any kind of weapon proficiency to wield them, but nor can they benefit from a Weapon Specialization. They also tend to be somewhat fragile and even awkward to wield at times, therefore any primitive weapon critical miss chance is doubled and results in the weapon shattering or breaking anytime a critical miss occurs. This renders the weapon non-functional until it can be repaired.
Weapon can be used at range but is modified by -5 hit/inch moved (including moving while mounted); ranged weapons can only be blocked, armor saved/dodged. Ranged weapons cannot normally be used on a target that is in base contact.
Weapons with the Reach attribute have an extended range for melee and can attack as though in base contact when they are at a distance specified by the weapon (in inches). If the Reach of a weapon is greater than the Reach of a ward-off then it cannot be warded off.
Same as ranged except that it takes an instant to load/reload the weapon, during which time the user cannot move (though if they are mounted their mount can still move freely).
+ hit and damage when mounted (hit/damage) or if a centaur.
A method of disengaging from combat during an enemies turn. Especially useful if a subsequent attack may kill or seriously injure you. If you choose to roll with a blow, you must do so immediately after taking damage (regardless of turn order or initiative score). Once the damage is resolved, move directly backward from the direction of the attack up to 1/2 of your full move. However, doing so will temporarily reduce your Initiative Score by 10 on the next round that you would have a turn. (i.e. if you have already taken your turn that round, the reduction would occur in the following round). Models that choose to Roll with the Blow are considered to be knocked down on their next turn. GM discretion is required in instances where Rolling with the Blow may not be appropriate, such as if there is nowhere to roll to or if the blow triggering the roll is not significant (i.e. a Barbarian with 185HP would never roll with three damage blow inflicted by a Goblin). Rolling with the Blow does NOT count as Disengaging from Combat.
Denotes a two-handed weapon that can still be used in conjuncture with a shield (excluding bucklers, shield blades, pavise, lantern shield).
Can use shield offensively as an off-hand attack, without penalties associated with dual wielding. Typically includes a small percentage stunning effect.
Typically used to indicate a ranged special ability or power that can be chained together with an instant; (i.e. “Next shot has X additional effects”) cannot be used on target in base contact.
Prevents target from using any primary, secondary, or passive skills that require speech, incantations, or any other kind of vocalized sound, for the duration of the effect. This covers most, (but not all) Spirit and Faith powers as well as skills like Taunt, Enraging Shout, Warcry, etc…
Simple weapons are often not weapons at all, but rather common manufactured goods or tools that can be used as a weapon in a pinch. Other times they are just weapons that lack any complex design ro manufacturing techniques. Regardless, they are generally cheaper to manufacture than true weapons, and typically do not require a Secondary Skill to produce. Likewise, they do not require any kind of Weapon Proficiency to wield in combat, but nor can they benefit from a Weapon Specialization. Simple weapons are not built for combat, and therefore do not stand up well to the task. Therefore any critical miss with a simple weapon results in the weapon shattering or breaking. This renders the weapon non-functional until it can be repaired.
A crowd control effect that reduces movement speed by 1/2 and forces the effected target to choose between either an instant or action on their turn, but prevents using both
A specialization refers to one of many Specialist Secondary Skills. Specialist secondary Skills are grouped into Weapon Specializations, Combat Specializations, or class Mechanic Specializations. No player character may ever have more than two specializations. See Specialist Skills for more details.
If no instant or action are taken on your turn you can move at double your natural (ground) movement speed, taking into account any movement penalties, slows or other movement impairing effects, and ignoring any kind of speed boost or buff. While sprinting all passive effects are prevented (i.e. Bull Charge, Flying, etc…) with the exception of Trample. Sprinting while Hidden is allowed, however it simply cancels out the half movement effect of Sneaking (moving while hidden).
Denotes any planned combat that actively involves spectators, such as a boxing match, pit fighting or gladiatorial combat.
A weapon with an innate ability to steal a weapon it comes into contact with (typically a whip). Weapons with this effect can be used to attempt to steal an opponent’s weapon in lieu of attacking, with the percentage chance of success dictated by the weapon; any weapon with the Steal Weapon effect built in automatically steals the opponent’s weapon if it is successfully parried against.
Reduces the stealth cost by x amount.
Typically used to indicate a melee special ability or power that can be chained together with an instant (i.e. “Next strike has X additional effects”).
A target under the Stun CC effect is Vulnerable for the duration of the effect, and if not resisted prevents any movement, instant or action, effectively negating the target’s entire turn. The stun effect can be resisted at the start of the stunned targets own turn by passing a Stamina test. If successful the Stun effect is immediately removed however the Stamina test is considered an instant and therefore leaves only the move and action portion of the turn. If not resisted the default duration of the effect is one full round (unless specified otherwise) and is not disrupted by damage (unless otherwise specified).
A weapon effect that if inflicting damage has a percentage chance (rolled on a d100) to cause the Stun CC effect on the target.
A type of CC effect that will force a target to attack or move to attack the user on their turn. If the taunter is impossible to reach, the target may be considered immune (i.e. if a Kayden Soldier taunts a Goblin, but is flying out of range of any weapon that the target Goblin possesses, even if they moved closer to the Kayden, the Goblin can ignore the taunt). Leave base contact as a result of a Taunt DOES NOT count as disengaging from combat.
Weapon can be thrown with a range equal to your strength (as inches of range) plus a modifier (generally listed as a weapon attribute) plus 1 range per inch moved (including moving while mounted). The physical damage from a thrown weapon is modified by your Strength modifier. Thrown weapons can only be blocked or armor saved/dodged; may throw two small/medium weapons as one action if equipped (effectively main hand and off hand). Cannot be used on a target that is in base contact.
An attribute that negates incoming damage by a set amount. For example, Toughness: 2 means that any incoming damage is reduced by 2 before effecting the targets HP. Toughness is considered after damage hits shields but before it effects HP.
Any model that possesses the Trample effect automatically inflicts a set amount of damage to any target(s) it crosses when making a straight-line move. The target can roll vs dodge to prevent the damage, which results in the target(s) being pushed back 1″ (unless otherwise specified). Note that Trample has no effect on a the intended target that is at the terminus of the straight-line move. This represents the ability of certain units to push through obstacles in order to reach their intended target. Example: If charging directly ahead 6″ to attack an enemy while mounted on a horse with the Trample effect, the intended target at the end of the 6″ is not trampled, only targets that happen to get in the way along the 6″ straight line move.
Specifies that a particular weapon, within a group that is normally one-handed, is in fact two-handed.
Once current health (HP) drops below zero, character must drop unconscious (counts as Knocked Down) and may do nothing on their turn except regain a single hit point until having more than zero health. All targets are considered Vulnerable while unconscious. See Injuries for details of negative consequences of having HP reduced below zero.
Undersized armor is slightly smaller than normal, while still using a conventional design. It is made to fit small races such as Halflings, Gnomes, Golbins, and Kobolds. Under sized armor costs 10% less, though the actual size of the armor piece (in terms of bag space) is unaffected. Under-sized armor pieces cannot be worn by non-undersized races, though they can be modified by someone with the appropriate Secondary Skill (i.e. cloth armor can be upsized or downsized by a Tailor). Upsizing or downsizing armor is treated as a “repair” job with the cost set at 10% of the normal purchase price.
- +5% Critical Failure chance and +5% Critical Cast chance
- Once a Volatile power is cast, cannot cast a non-volatile power until scoring a Critical Cast/Failure or casting a Venting Power
- On critical failure: in addition to standard effects, caster takes 1d6 damage per Tier
- On critical cast: in addition to standard effects, caster takes 1d12 damage per Tier (NOT doubled)
When a target is under the Vulnerable effect, they have no Dodge contribution to AC or Resistances, ALL opponents receive +10 to hit against them and they can take no defensive maneuvers (i.e. block, parry, ward-off, impale, reversal, etc…) or use any ability that is typically carried out during an opponents turn (including attacking a target that has Disengaged from Combat)
One-handed ranged weapon (generally range 10″) wielded by Spirit users. Wand attacks are treated the same as LoS Spirit powers; therefore all +Hit, Crit, and Damage bonuses run off of Spirit bonuses and targets use resistance + dodge. The damage they deal scales based on the quality of the wand (see Weapons: Miscellaneous) and is of the same source as the School of Spiritual Powers that the wielder uses. In cases where the wielder uses more than one school of Spirit power, use the school that they have the most powers memorized, or in the case of Runeweavers, that they currently have activated. Wands CANNOT be dual wielded and CANNOT be used against targets in base contact.
This weapon effect represents using the reach/length of a weapon to hold a target at bay, preventing a single opponent from using one melee attack during their turn if they fail an initiative stat roll-off. Ward-offs are a defensive out-of-turn maneuver that must be announced after the attacker has declared their intention but before they roll to hit. Once it has been established that a ward-off attempt will be made, an Initiative stat roll-off takes place. If the attacker wins the Initiative stat roll-off, or if there is a tie, then the ward-off fails and the attack is carried out as normal. If the defender wins the roll-off then the ward-off is successful and the attack fails, effectively wasting whatever resource and/or portion of the turn that cost. If the attacker only has a single weapon then this is the entirety of their action phase and their turn is over. However if they possess a means to make multiple attacks (i.e. dual wielding and/or focus class) they may still complete the remainder of their attacks before their action phase is complete. If your attack is warded off you cannot select a different action (i.e. if regular main hand attack is warded off you cannot instead choose to cast a spell). If a weapon has both an Impale and a ward-off effect, resolve the Impale first. In the case of attacks made with melee weapons possessing the Reach attribute, a Ward-off can only be made if the defenders Ward-Off weapon possesses Reach equal to or greater than the attacker’s weapon. Any weapon with the Reach attribute automatically out ranges a melee weapon that does not have that attribute.
Prevents target from using any primary, secondary, or passive skills that require physical exertion, for the duration of the effect. This covers most, (but not all) Vigor, Fury, Focus and Stealth actions as well as Spirit and Faith Powers that are paired with a physical attack (i.e. Spirit “Strike” type powers). The Winded effect DOES NOT prevent regular mainhand and offhand attacks