Craftsmen and Chimeras Wiki

This page is a list of ability keywords. Note that italicized keywords are implicit keywords.

Power sources[]

  • Martial: Physical strength, (i.e., non-magical).
  • Magic: Magical abilities. Abilities with the magic keyword cannot be used while silenced.

Solid hits[]

  • No keyword: All abilities will solidly hit with two of a kind rolls, unless they have the "Nonsolid" keyword.
  • Nonsolid: This ability cannot score solid hits.

Critical hits[]

  • No keyword: All abilities will critically hit with three of a kind rolls (2.31%), unless they have the "Noncritical" keyword.
  • Noncritical: This ability cannot critically hit.
  • Critical flushes: This ability will also critically hit with flush rolls (6.02%).
  • Critical straights: This ability will also critically hit with straight rolls (13.43%).
  • Critical pairs: This ability will also critically hit with two of a kind rolls (50%). Note that a weapon with the critical pairs keyword cannot solidly hit.

Status effects[]

  • Charm: Magical abilities that allow the caster to perform actions as the target.
  • Fear: Ablities that will cause foe(s) to flee.
  • Illusion: Magical, deceitful abilities. These can conceal what is really there, or create illusory objects to distract from real ones.
  • Necromancy
  • Polymorph: Changes something's form.
  • Reliable: If you miss with an ability tagged Reliable, you can use it again.
  • Stance: Stances are similar to Passive abilities, but are active only when used. Upon entering a stance, you began to gain its benefits. Stances remain in effect until the end of an encounter or until switching to another stance.
  • Teleportation: Effects that involve instantly moving the target from one place to another.
  • Zone: Effects that continuously affect an area, such as a poison gas cloud.

Time of use[]

  • No keyword: Can only be used on a regular turn.
  • Basic: Can be used as a basic attack and therefore as an attack of opportunity or at the end of a charge.
  • Charge: Can be used at the end of a charge.
  • Opportunity: Can be used as an attack of opportunity.
  • Immediate action: Can be used outside of your turn when a certain condition is met immediately before the condition happens. For example, an attack which silences a magic user when they started to cast a spell would be an immediate action.
  • Immediate reaction: Can be used outside of your turn when a certain condition is met immediately after the condition happens. For example, an attack silences a magic user after they successfully cast a spell would be a reaction.

Damage types[]

See also: Element

The following keywords only apply to the Panoulis universe.

  • No keyword: Damage is implied to be physical damage unless noted otherwise.
  • Fire: Attacks that use fire to scorch foes.
  • Water: Attacks that use water to drench and drown foes.
    • Water damage always solidly hits if it does not miss against fire-based creatures.
  • Air: Wind energies that can create great gusts of air.
  • Earth: The energies that shape the lands.
  • Light: Radiant, divine, and holy energies.
    • Light damage always solidly hits if it does not miss against undead foes.
  • Shadow: Dark, occult, and unholy energies.
  • Lightning: Electrical energy.
  • Cold: Cryomantic magic that is capable of chilling foes to the bone.
  • Life: Life damage restores HP to most creatures instead of taking it away.
    • Damaging abilities with the Life keyword can target allies.
    • Abilities that usually have effects upon killing or bloodying a target that have been altered to use Life damage will instead have these effects upon restoring the target to consciousness or un-bloodying the target, respectively.
  • Death: Poisonous, venomous, and necrotic damage.
  • Aether / Æther: Pure, untainted magical energy. Most attacks made against the mind use æther magic.
  • Void: The primal energy that ruled in the great Before, and will rule again in the great After. Void damage unravels other magical energies, and is used in counterspells and banishment.
    • Void spells always solidly hit if they do not miss against magical foes such as elementals and golems.

There are also many combinations of the above damage types - see element.

Damage die[]

  • Exploding dice: Any dice rolls that land on their maximum result cause another die of the same type to be rolled. This effect may trigger itself.
  • Lucky: The damage is rolled twice, and the higher of the two results is used.
  • Unlucky: The damage is rolled twice, and the lower of the two results is used.

Recharge[]

  • Recharge X+: At the start of each turn, roll a d6. If this roll is greater than or equal to X, you regain use of this ability.