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.