Miridon Hunters RPG
 
 

Actions:
















Offensive Actions:


Melee Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

When a character performs a [Melee Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Melee Combo Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

This attack can only be performed if in the previous [Action Block], the character performed a [Melee Attack].

When a character performs a [Melee Combo Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Gun Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Gun Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Aimed Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Aimed Attack], they must first, roll a [To Hit Roll]. The [To Hit Bonus] of the [Aimed Attack] is increased by an additional +3.

If the attack hits, then the character will roll for [Damage Dealt].


Arm Trap:

This [Offensive Action] can be performed to arm a trap.

Included in this action, a character can remove a trap from their inventory, drop the trap, and arm the trap.

This action can also be used to arm a disarmed trap that has already been placed.



Disarm Trap:

This [Offensive Action] can be performed to disarm a trap.

Included in this action, a character can disarm a trap, pick up the trap, and place the trap in their inventory.

This action can also be used to disarm a trap and leave it in place.

Any trap that is disarmed will not be triggered if someone enters the trap's range.



Initiate Grapple:

This [Offensive Action] can be performed to initiate a grapple.

The action will require a roll a [To Hit Roll].

If [Initiate Grapple] hits, the character will begin [Grappling] and the target will become [Grappled].

After the character begins [Grappling], they immediately perform [Grapple Attack].



Grapple Attack:

This [Offensive Action] can be performed by someone that is [Grappling] on a target in the [Grappled].

The character deals a [Damage Dealt] defined by the [Grapple Boost] talent.

This damage is not reduced.



Break Grapple:

This [Offensive Action] can be performed by someone that is [Grappled].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Break Grapple Power].

See the "Stances" page for details.



Reload:

This [Offensive Action] can be used to reload a gun to full ammo.

The gun can be loaded with puzzle bullets or normal bullets.



Channel Spell:

This [Offensive Action] can be used while a character is in the [Spell Casting Stance] and the [Remaining Spell Cast Time] is greater than 0.

This action reduces the [Remaining Spell Cast Time] by 1.



Restore Strength Points:

This [Movement Action] restores 5 [Current Strength Points] to the character, plus 1 [Current Strength Point] for every [Rank] in [Restore Strength Points Boost]. The [Current Strength Points] cannot exceed the character's [Maximum Battle Speed Points].

Movement Actions:


Sidestep:

This [Movement Action] can be performed to move 5 feet in a straight line.

The character can move in any [Direction].

After the end of the [Sidestep], the [Direction] the character is facing can be chosen as any [Direction].



Fast Sidestep:

This [Movement Action] can be performed to move 10 feet in a straight line.

The character can move in any [Direction].

After the end of the [Fast Sidestep], the [Direction] the character is facing can be chosen as any [Direction].



Charge:

This [Movement Action] can be performed to move up to 10 feet in a straight line.

The [Direction] the character can move is either the [Direction] the character is facing at the start of the [Action Block], or any [Direction] up to 60° off that [Direction].

After the end of the [Charge], the [Direction] the character is facing will be the direction the character moved.

If [Charge] is performed before an [Melee Attack] or [Melee Combo Attack] in the same [Action Block], then [Damage Dealt] of the [Melee Attack] or [Melee Combo Attack] will increase by attacking weapon's [Weapon Weight] on a successful a [To Hit Roll].



Fast Charge:

This [Movement Action] can be performed to move up to 20 feet in a straight line.

The [Direction] the character can move is either the [Direction] the character is facing at the start of the [Action Block], or any [Direction] up to 60° off that [Direction].

After the end of the [Fast Charge], the [Direction] the character is facing will be the direction the character moved.

If [Fast Charge] is performed before an [Melee Attack] or [Melee Combo Attack] in the same [Action Block], then [Damage Dealt] of the [Melee Attack] or [Melee Combo Attack] will increase by twice attacking weapon's [Weapon Weight] on a successful a [To Hit Roll].



Turn:

When this [Movement Action] is performed, the [Direction] the character is facing can be chosen as any [Direction].



Teleport:
Pre-requisite: [Rank] 1 [Teleport]

This [Movement Action] can be performed to move up to 5 feet per [Rank] in [Teleport].

The character can move in any [Direction].

This [Movement Action] can bypass any obstacle.

The character spends 1 [Current Ghost Power] for every 1 foot moved.

After the end of the [Teleport], the [Direction] the character is facing can be chosen as any [Direction].

The character must have [Rank]s in [Teleport] to perform [Teleport].



Fly:
Pre-requisite: [Gale Burst] with [Flying] cast on character

This [Movement Action] can be performed to move up to 10 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Flying] cast on character.



Advanced Fly:
Pre-requisite: [Gale Burst] with [Advanced Flying] cast on character

This [Movement Action] can be performed to move up to 15 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Advanced Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Advanced Flying] cast on character.



Greater Fly:
Pre-requisite: [Gale Burst] with [Greater Flying] cast on character

This [Movement Action] can be performed to move up to 20 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Greater Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Greater Flying] cast on character.



Restore Speed Points:

This [Movement Action] restores 5 [Current Speed Points] to the character, plus 1 [Current Speed Point] for every [Rank] in [Restore Speed Points Boost]. The [Current Speed Points] cannot exceed the character's [Maximum Battle Speed Points].

Verbal Actions:


Battle Communication:

This [Verbal Action] can be performed to communicate simple information to nearby allies in battle.

[Battle Communication] can be used to inform other characters of characters in [Stealth].

[Battle Communication] can be used to inform other characters that a [False Weakness] should not be targeted.




Stunning Scream:

This [Verbal Action] can be performed to use [Stunning Scream] in battle.




Battle Strategy:

This [Verbal Action] can be performed to use [Battle Strategy] in battle.




Taunt:

This [Verbal Action] can be performed to use [Taunt] in battle.




Stealth:

This [Verbal Action] can be performed to use [Stealth] in battle.




Veil:

This [Verbal Action] can be performed to use [Veil] in battle.




False Reload:

This [Verbal Action] can be performed to use [False Reload] in battle.




False Weakness:

This [Verbal Action] can be performed to use [False Weakness] in battle.



Cast Spell:

This [Verbal Action] can be used to enter the [Spell Casting Stance].

See the "Stances" page for details.



Echo Spell:

This [Verbal Action] can be used to enter the [Spell Casting Stance].

This [Verbal Action] can only be used in the same [Action Block] that [Activate Spell] was used.

This acts as [Cast Spell].

The [Spell Ghost Power] of the [Spell] must be equal to the [Spell Ghost Power] of the previous [Spell] when [Activate Spell] was used.

The [Spell] must be the same as the previous [Spell].

See the "Stances" page for details.



Healing Word:
Pre-requisite: [Rank] 1 [Healing Word]

This [Verbal Action] can be used to restore a target's [Current Health Points] by 1d6 per [Rank] in [Healing Word].

The target can either be the character using [Healing Word] or any single target within 30 feet of the character.

The character must have at least 1 [Rank] in [Healing Word] to perform [Healing Word].



Guidance:
Pre-requisite: [Rank] 1 [Guidance]

This [Verbal Action] can be used to increase a target's [To Hit Rolls] and [Offensive Charisma Rolls] by 1 per [Rank] in [Guidance].

The target cannot be the character using [Guidance], but can otherwise be any single target within 30 feet of the character.

[Guidance] affects all [To Hit Rolls] and all [Offensive Charisma Rolls] made by the character for the rest of the current [Action Block].

The character must have at least 1 [Rank] in [Guidance] to perform [Guidance].

Defensive Actions:


Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Block Stance].

See the "Stances" page for details.



Heavy Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Heavy Block Stance].

See the "Stances" page for details.



Super Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Super Block Stance].

See the "Stances" page for details.



Obstruct Movement:
Trigger Action: Any [Movement Action]

This [Defensive Action] can be performed when a target within range of the character attempts to use a [Movement Action].

The target's [Movement Action] is cancelled. The target still spends the [Strength Cost] and [Speed Cost] for the [Movement Action]. The target cannot perform another [Movement Action] this [Action Block].



Dodge:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple]

This [Defensive Action] can be performed when a character is attacked with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], an [Aimed Attack], or an [Initiate Grapple]. The character can choose to use this ability before the [To Hit Roll] is rolled.

The character will use their [Active Evasion] instead of their [Passive Evasion] in an attempt to dodge the attack.



Magic Shield Deflection:
Trigger Action: [Elemental Spell], Attack with [Elemental Weapon], Attack with [Tesla], [Elemental Riposte]
Condition: [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]

This [Defensive Action] can be performed when a character receives any [Damage Dealt] that would be reduced with [Spell Damage Reduction]. The character can choose to use this ability after then [Damage Dealt] is rolled.

The character will increase their [Spell Damage Reduction] by the bonus to [Physical Damage Reduction] applied by the [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] for this single attack.

After [Magic Shield Deflection] is performed by a character in [Shield Block Stance], the character enters the [Block Stance].

After [Magic Shield Deflection] is performed by a character in [Heavy Shield Block Stance], the character enters the [Heavy Block Stance].

After [Magic Shield Deflection] is performed by a character in [Super Shield Block Stance], the character enters the [Super Block Stance].

See the "Stances" page for details.



Maintain Grapple:

This [Defensive Action] can be performed by someone that is [Grappling]. This action is performed when a target that is [Grappled] uses [Break Grapple].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Maintain Grapple Power].

See the "Stances" page for details.

Bonus Actions:


Second Melee Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Melee Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Second Gun Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Gun Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Second Aimed Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Aimed Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as an [Aimed Attack] with the weapon. This attack can only be made with a gun.



Third Melee Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Melee Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Third Gun Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Gun Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Third Aimed Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Aimed Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as an [Aimed Attack] with the weapon. This attack can only be made with a gun.



Riposte Melee Attack:
Pre-requisite: [Rank] 1 [Riposte], Not Wielding Two Weapons
Trigger Action: Attack Misses Character
Condition: None

This [Bonus Action] can be performed when a character has 1 [Rank] in [Riposte], and is also not wielding two weapons. The character can only perform a [Riposte Melee Attack] immediately after an attack misses them.

This attack is made with the equipped weapon.

The attack gains an additional [To Hit Bonus] equal to the character's [Rank] in [Riposte].

The character can only perform a single additional attack with [Riposte] in response to each attack that misses the character. This additional attack can only be made in response to a {Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or any [Bonus Action] that acts as one of these attacks. The additional attack with [Riposte] can only be a [Riposte Melee Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Redouble Melee Attack:
Pre-requisite: [Rank] 1 [Redouble]
Trigger Action: [Melee Attack], [Melee Combo Attack]
Condition: [Damage Dealt] < 3 * [Redouble]

This [Bonus Action] can be performed when a character has 1 [Rank] in [Redouble]. The character can only perform a [Second Melee Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack] or a [Melee Combo Attack], or immediately after they perform a [Riposte Melee Attack] as a [Bonus Action].

This attack is made with the same weapon that performed the previous [Melee Attack], [Melee Combo Attack], or [Riposte Melee Attack]. The [Damage Dealt] from the previous [Melee Attack] or [Melee Combo Attack] must be less than or equal to the [Redouble Damage Threshold]. The [Redouble Damage Threshold] is 6 times the [Rank] in [Redouble].

The character can only perform a single [Redouble Melee Attack] in an [Action Block], even if multiple attacks in the [Action Block] deal damage less than or equal to the [Redouble Damage Threshold].

If a character qualifies for a [Redouble Melee Attack] at the same time as another [Bonus Action], such as [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack], then can execute the [Redouble Melee Attack] first. The other [Bonus Action] is then performed afterwards, acting as if the [Redouble Melee Attack] did not occur.

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Bullet Hell Melee Attack:
Pre-requisite: [Rank] 1 [Bullet Hell]
Trigger Action: None
Condition: None

A character with 1 [Rank] in [Bullet Hell] can perform a [Bullet Hell Melee Attack] in addition to any other actions.

This attack is made any equipped weapon.

The character can only perform multiple additional attacks with [Bullet Hell] in an [Action Block]. The additional attacks with [Bullet Hell] can be a [Bullet Hell Melee Attack] or a [Bullet Hell Gun Attack]. The total sum of the [Speed Cost] and [Strength Cost] of these attacks must be less than or equal to the character's [Rank] in [Bullet Hell].

While the character can qualify for this attack with only 1 [Rank] in [Bullet Hell], as the [Bullet Hell Melee Attack] has a combined [Speed Cost] and [Strength Cost] greater than 1, they must still have a high enough [Rank] to use this ability.

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Bullet Hell Gun Attack:
Pre-requisite: [Rank] 1 [Bullet Hell]
Trigger Action: None
Condition: None

A character with 1 [Rank] in [Bullet Hell] can perform a [Bullet Hell Gun Attack] in addition to any other attacks.

This attack is made any equipped weapon.

The character can only perform multiple additional attacks with [Bullet Hell] in an [Action Block]. The additional attacks with [Bullet Hell] can be a [Bullet Hell Melee Attack] or a [Bullet Hell Gun Attack]. The total sum of the [Speed Cost] and [Strength Cost] of these attacks must be less than or equal to the character's [Rank] in [Bullet Hell].

The character cannot use [Bullet Hell] to perform a [Reload], but they can use their [Offensive Action] to perform a [Reload] between attacks from [Bullet Hell].

While the character can qualify for this attack with only 1 [Rank] in [Bullet Hell], as the [Bullet Hell Gun Attack] has a combined [Speed Cost] and [Strength Cost] greater than 1, they must still have a high enough [Rank] to use this ability.

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Rapid Fire Gun Attack:
Pre-requisite: [Rapid Fire Gun Attack]
Trigger Action: [Critical Hit] with any attack
Condition: None

This [Bonus Action] can be performed when a character performs a [Critical Hit] with a [Pistol].

This attack is made with the same [Pistol] that performed the [Critical Hit].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Quick Reload:
Pre-requisite: [Quick Reload]
Trigger Action: None
Condition: None

This [Bonus Action] can be used to reload a gun to full ammo.

The gun can be loaded with puzzle bullets or normal bullets.



Activate Spell:
Pre-requisite: 1 [Ghost Power]
Trigger Action: None
Condition: [Spell Casting Stance], [Remaining Spell Cast Time] = 0

This [Bonus Action] can be performed when the character is in the [Spell Casting Stance] and has 0 [Remaining Spell Cast Time].

This causes the spell to take effect. The effects of the spell must have at least one target in the [Range] of the spell. The effects of the spell are listed on the "Spells" page as a combination of the spell's [Base Effect] and all bonuses from [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost].

After the spell takes effect, the character leaves the [Spell Casting Stance].

See the "Stances" page for details.



Elemental Riposte:
Pre-requisite: 1 [Ghost Power], [Rank] 1 [Elemental Riposte], Not Wielding Two Weapons
Trigger Action: Attack Misses Character
Condition: [Spell Casting Stance], [Remaining Spell Cast Time] <= [Elemental Riposte]

This [Bonus Action] can be performed when a character has 1 [Rank] in [Elemental Riposte], and is also not wielding two weapons. The character can only perform a [Riposte Melee Attack] immediately after an attack misses them. The character must also be in the [Spell Casting Stance] casting [Elemental Spell] and have a [Remaining Spell Cast Time] less than or equal to the character's [Rank] in [Elemental Riposte].

This causes the spell to take effect. The effects of the spell must have at least one target in the [Range] of the spell. The effects of the spell are listed on the "Spells" page as a combination of the spell's [Base Effect] and all bonuses from [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost].

If the character's [Rank] in [Elemental Riposte] is greater than the [Remaining Spell Cast Time], then the [Elemental Spell] adds and additional 1d6 [Damage Dealt] for each point the character's [Rank] in [Elemental Riposte] exceeds the [Remaining Spell Cast Time].

After the spell takes effect, the character leaves the [Spell Casting Stance].

See the "Stances" page for details.




Shield Block:
Pre-requisite: Wielding a [Shield]
Trigger Action: [Block], [Heavy Block], or [Super Block] or replacing an {Offensive Action]
Condition: [Block Stance], [Heavy Block Stance], or [Super Block Stance]

This [Bonus Action] can be performed immediately after the character uses the [Block], [Heavy Block], or [Super Block] action to enter the [Block Stance], [Heavy Block Stance], or [Super Block Stance].

This [Bonus Action] can also be performed as an [Offensive Action] in an [Action Block] when the character is in the [Block Stance], [Heavy Block Stance], or [Super Block Stance].

[Shield Block] can only be performed when a [Shield] is equipped.

A [Shield Block] can not be performed with a [Shield] after a [Melee Attack] or [Melee Combo Attack] is performed with the same [Shield] in the same [Action Block].

If the character was in the [Block Stance] before performing [Shield Block], then the character enters the [Shield Block Stance].

If the character was in the [Heavy Block Stance] before performing [Shield Block], then the character enters the [Heavy Shield Block Stance].

If the character was in the [Super Block Stance] before performing [Shield Block], then the character enters the [Super Shield Block Stance].

See the "Stances" page for details.




Critical Shield Block:
Pre-requisite: Wielding a [Shield], [Critical Shield Block]
Trigger Action: [Melee Attack], [Melee Combo Attack]

This [Bonus Action] can be performed immediately after the character performs a [Critical Hit] with a [Shield].

The character enters the [Super Shield Block Stance].




Shield Deflection:
Pre-requisite: Wielding a [Shield], [Shield Deflection]
Trigger Action: Any [Exit Stance Conditions] of [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]
Condition: [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]

This [Bonus Action] can be performed when a character would leave the [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] due to meeting one of the [Exit Stance Conditions].

[Shield Deflection] can only be performed when a [Shield] is equipped.

When [Shield Deflection] is performed by a character in [Shield Block Stance], the character enters the [Block Stance] instead of [No Stance].

When [Shield Deflection] is performed by a character in [Heavy Shield Block Stance], the character enters the [Heavy Block Stance] instead of [No Stance].

When [Shield Deflection] is performed by a character in [Super Shield Block Stance], the character enters the [Super Block Stance] instead of [No Stance].



Recover Ghost Power:
Pre-requisite: None
Trigger Action: Any action that reduces [Spell Ghost Power]
Condition: [Spell Casting Stance], [Spell Ghost Power] <= 0

This [Bonus Action] can be performed if the [Spell Ghost Power] of a spell that is currently being cast is reduced to 0 or less.

If the [Spell Ghost Power] is reduced to 0 or less, then a spell would normally be cancelled and the character will enter [No Stance].

The caster can restore part of the [Spell Ghost Power] using [Strength Points] or [Speed Points].

The caster can choose to replenish [Spell Ghost Power] at a rate of either 1 [Spell Ghost Power] per [Strength Point] spent or 1 [Spell Ghost Power] per [Speed Point] spent.

If the [Spell Ghost Power] is restored to 1 or more, then the spell will not be cancelled and the character will remain in the [Spell Casting Stance].




Veil:
Pre-requisite: None
Trigger Action: Any action with a [Subtlety Modifier].
Condition: None

This [Bonus Action] can be performed to use [Veil] in battle.

Attack Modifiers:


Spinning Strike:
Pre-requisite: [Spinning Strike]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Spinning Strike].

This [Attack Modifier] cannot be added to a [Bonus Action].

A [Spinning Strike] attacks all targets in [Melee Range]. Targets cannot be included or excluded.

These attacks assume the character is facing the [Direction] of the target when the character is attacking the target.

The targets of a [Spinning Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].

The [To Hit Rolls] for each target must be rolled separately for each target.

After performing a [Spinning Strike], the character can choose to face any [Direction].

[Spinning Strike] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Whirlwind Strike].




Whirlwind Strike:
Pre-requisite: [Whirlwind Strike]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] performed at the same time as a [Movement Action] moving at least 5 feet to turn the attack into a [Whirlwind Strike].

This [Attack Modifier] cannot be added to a [Bonus Action].

If a character performing [Whirlwind Strike] fails to perform a [Movement Action] because of [Obstruct Movement], then the attack fails and the [Strength Cost] and [Speed Cost] are lost.

A [Whirlwind Strike] attacks all targets in [Melee Range] before the [Movement Action] begins and all targets in [Melee Range] after the [Movement Action] ends. Targets cannot be included or excluded.

The targets of a [Whirlwind Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].

The [To Hit Rolls] for each target must be rolled separately for each target.

After performing a [Whirlwind Strike], the character can choose to face any [Direction].

[Whirlwind Strike] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Spinning Strike].




Power Attack:
Pre-requisite: [Power Attack]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Power Attack].

This [Attack Modifier] can also be added to any [Bonus Action] that acts as a [Melee Attack] or a [Melee Combo Attack].

When performing a [Power Attack], the character can reduce the [To Hit Bonus] by an amount up to the [To Hit Bonus] of the weapon used in the attack.

For every 1 point the [To Hit Bonus] is reduced, the weapon will have its [Damage Dealt] increased by 1d6.

The value reduced must be chosen when this [Attack Modifier] is added to the attack.

[Power Attack] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Crushing Blow] or [Combo Finisher].

[Power Attack] can be applied to the same [Melee Attack] or [Melee Combo Attack] as [True Strike].




Crushing Blow:
Pre-requisite: [Crushing Blow]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Crushing Blow].

This [Attack Modifier] cannot be added to a [Bonus Action].

The [Damage Dealt] of a [Crushing Blow] is increased by an additional 1d6 for each point the [To Hit Roll] exceeds the target's [Evasion].

[Crushing Blow] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Power Attack], {True Strike], or [Combo Finisher].




Shoot Through:
Pre-requisite: [Shoot Through]
Action: [Gun Attack], [Aimed Attack]
This [Attack Modifier] can be added to a [Gun Attack] or an [Aimed Attack] to turn the attack into a [Shoot Through].

This [Attack Modifier] cannot be added to a [Bonus Action].

A [Shoot Through] attacks all targets in a straight line up to the [Range] of the gun. Targets cannot be included or excluded.

The [To Hit Rolls] for each target must be rolled separately for each target.




True Strike:
Pre-requisite: [True Strike]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
This [Attack Modifier] can be added to a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack] to turn the attack into a [True Strike].

This [Attack Modifier] can also be added to any [Bonus Action] that acts as a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

The [Damage Dealt] of a [True Strike] is increased by an additional 1 for each point the [To Hit Roll] exceeds the target's [Evasion].

[True Strike] cannot be applied to the same [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] as [Crushing Blow] or [Combo Finisher].

[True Strike] can be applied to the same [Melee Attack] or [Melee Combo Attack] as [Power Attack].




Combo Finisher:
Pre-requisite: [Combo Finisher]
Action: [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack]
This [Attack Modifier] can be added to a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack] to turn the attack into a [Combo Finisher].

The [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] must have hit the same target.

The [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] must have hit the same target.

The [Damage Dealt] of a [Combo Finisher] is increased by an additional 1d6 for each point the [To Hit Roll] exceeds the target's [Evasion].

[Combo Finisher] cannot be applied to the same [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack] as [Power Attack], {True Strike], or [Crushing Blow].

Spell Casting Modifiers:


Shorten Spell 1:
Pre-requisite: None
This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action.

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of a spell by 1.

This [Spell Casting Modifier] can be applied to any [Spell].

[Shorten Spell 1] cannot be applied to the same [Spell] as [Shorten Spell 2].



Shorten Spell 2:
Pre-requisite: None
This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action.

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of a spell by 2.

This [Spell Casting Modifier] can be applied to any [Spell].

[Shorten Spell 2] cannot be applied to the same [Spell] as [Shorten Spell 1].



Explosive Spell:
Pre-requisite: [Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When the spell with [Explosive Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the spell will be a point and any characters within 5 feet of that point.

[Explosive Spell] cannot be applied to the same [Spell] as [Advanced Explosive Spell] or [Beam Spell].



Advanced Explosive Spell:
Pre-requisite: [Advanced Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When a [Spell] with [Advanced Explosive Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the [Spell] will be a point and any characters within 10 feet of that point.

[Advanced Explosive Spell] cannot be applied to the same [Spell] as [Explosive Spell] or [Beam Spell].



Beam Spell:
Pre-requisite: [Beam Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the [Spell] will be all characters in a straight line from the caster up to the [Range] of the spell.

[Beam Spell] cannot be applied to the same [Spell] as [Explosive Spell] or [Advanced Explosive Spell].



Selective Gale Burst:
Pre-requisite: [Selective Gale Burst]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Selective Gale Burst] is activated by [Activate Spell] or [Elemental Riposte], the caster can decide the distance each target is knocked back by the [Effect] of the [Spell] separately.

The distance cannot exceed the [Effect] of the original [Spell].

The distance can be reduced to 0.

[Selective Gale Burst] can also exclude targets in [Range] entirely from the [Spell].



Flying:
Pre-requisite: [Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Flying] are not knocked back.

Targets of the [Gale Burst] with [Flying] gain the ability to use [Fly].

Targets of the [Gale Burst] with [Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Flying] cannot be applied to the same [Spell] as [Advanced Flying] or [Greater Flying].



Advanced Flying:
Pre-requisite: [Advanced Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Advanced Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Advanced Flying] are not knocked back.

Targets of the [Gale Burst] with [Advanced Flying] gain the ability to use [Advanced Fly].

Targets of the [Gale Burst] with [Advanced Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Advanced Flying] cannot be applied to the same [Spell] as [Flying] or [Greater Flying].



Greater Flying:
Pre-requisite: [Greater Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Greater Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Greater Flying] are not knocked back.

Targets of the [Gale Burst] with [Greater Flying] gain the ability to use [Greater Fly].

Targets of the [Gale Burst] with [Greater Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Greater Flying] cannot be applied to the same [Spell] as [Flying] or [Advanced Flying].



Multiple Enhancement:
Pre-requisite: [Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses two [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of both [Spells].

[Multiple Enhancement] cannot be applied to the same [Spell] as [Advanced Multiple Enhancement] or [Greater Multiple Enhancement].



Advanced Multiple Enhancement:
Pre-requisite: [Advanced Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses three [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Advanced Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of all three [Spells].

[Advanced Multiple Enhancement] cannot be applied to the same [Spell] as [Multiple Enhancement] or [Greater Multiple Enhancement].



Greater Multiple Enhancement:
Pre-requisite: [Greater Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses four [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Greater Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of all four [Spells].

[Greater Multiple Enhancement] cannot be applied to the same [Spell] as [Multiple Enhancement] or [Advanced Multiple Enhancement].



Spread Enhancement:
Pre-requisite: [Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Spread Enhancement] is activated by [Activate Spell], the caster chooses two targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Spread Enhancement] cannot be applied to the same [Spell] as [Advanced Spread Enhancement] or [Greater Spread Enhancement].



Advanced Spread Enhancement:
Pre-requisite: [Advanced Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Advanced Spread Enhancement] is activated by [Activate Spell], the caster chooses three targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Advanced Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Greater Spread Enhancement].



Greater Spread Enhancement:
Pre-requisite: [Greater Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Greater Spread Enhancement] is activated by [Activate Spell], the caster chooses four targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Greater Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Advanced Spread Enhancement].



Greater Spread Enhancement:
Pre-requisite: [Greater Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Greater Spread Enhancement] is activated by [Activate Spell], the caster chooses four targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Greater Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Advanced Spread Enhancement].



Weakening Possession:
Pre-requisite: [Weakening Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Weakening Possession] is activated by [Activate Spell], the target's [Current Strength Points] are reduced by the amount the target's [Maximum Ghost Power] is increased.

The target's [Current Strength Points] cannot be reduced below 0.

[Weakening Possession] cannot be applied to the same [Spell] as [Slowing Possession].



Slowing Possession:
Pre-requisite: [Slowing Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Slowing Possession] is activated by [Activate Spell], the target's [Current Speed Points] are reduced by the amount the target's [Maximum Ghost Power] is increased.

The target's [Current Speed Points] cannot be reduced below 0.

[Slowing Possession] cannot be applied to the same [Spell] as [Weakening Possession].



Controlling Possession:
Pre-requisite: [Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Controlling Possession] cannot be applied to the same [Spell] as [Advanced Controlling Possession] or [Greater Controlling Possession].



Advanced Controlling Possession:
Pre-requisite: [Advanced Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Advanced Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block] and the entirety of the next [Action Block].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Advanced Controlling Possession] cannot be applied to the same [Spell] as [Controlling Possession] or [Greater Controlling Possession].



Greater Controlling Possession:
Pre-requisite: [Greater Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Greater Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block] and the entirety of the next 1d6 [Action Blocks].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Greater Controlling Possession] cannot be applied to the same [Spell] as [Controlling Possession] or [Advanced Controlling Possession].



Fast Gather Mist:
Spell: [Gather Mist]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gather Mist].

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of [Gather Mist] by 1.

If the [Maximum Ghost Power] exceeds the [Current Health Points], then 2 [Insanity Rolls] must be made. The caster takes the effects of both [Insanity Rolls].