This appendix summarizes that information and defines keywords introduced in this book.
THE POWER FORMAT
Player character powers are formatted to be easily referenced during play.
Sequence: The order ofinformation in a power description is a general guide to the sequence in which the power’s effects occur. For example, an “Effect” entry might appear above attack information in a power description to indicate that something happens before you make the attack.
Indentation: When information is indented in a power description, that means the information is contingent on the information directly above it. For example, a “Secondary Attack” entry indented right below a “Hit” entry is a reminder that you can make the secondary attack only ifyou hit with the primary attack.
ENTRIES IN A POWER
A power description contains various entries, some ofwhich appear in every power description, whereas other entries appear only when needed by a particular power. Here are explanations ofthe various entries, presented in their typical order.
Power Name and Level: The name ofa power and the power’s level appear in a colored bar on the first line of the power’s description. The color ofthe bar indicates how often you can use the power; green means the power is an at-will power, red means it’s an encounter power, and black means it’s a daily power.
Flavor Text: The next entry, in italic text, briefly explains what the power does, from the perspective ofyour character in the world. The rest ofthe power description is rules text, but this flavor material is intended to help you narrate what your character is dOing.
Usage: The first word on the next line tells you how often you can use the power, that is, whether it is an at-will, an encounter, or a daily power.
Keywords: The power’s keywords appear next. The keywords tell you the power source, any damage types associated with the power, accessories you can use with it, and other associated effects. If “Varies” appears among the keywords, that means the power has variable damage types, which you or circumstances determine. See “Keywords” below for keyword definitions.
Action lYpe: The next line begins with the type ofaction required to use the power: standard, move, minor, free, immediate reaction, immediate interrupt, or opportunity. Some powers require no action to use. See page 267 ofthe Player’s Handbook for more information about action types.
Attack lYpe and Range: The power’s attack type and range appear on the same line as its action type. The attack types are melee, ranged, area, and close. Each attack type has rules for range and targeting, detailed on pages 270-273 ofthe Player’s Handbook.
Trigger: Powers that are immediate actions (interrupts or reactions) or opportunity actions have a trigger, which defines when you’re allowed to use the power. Some powers that are free actions, or that require no action to use, have a trigger as well.
Prerequisite or Requirement: Some powers are usable only ifyou meet a precondition. You must meet a prerequisite to select a power. You must meet a requirement to use a power.
Target: Ifa power directly affects one or more creatures or objects, it has a “Target” entry, specifying whom or what the power affects.
Attack: A power’s attack entry specifies the ability score you use to make the attack, any special modifiers that apply to the attack roll, and which of the target’s defenses you check against.
Hit: This entry describes what happens to each target that you hit with the power’s attack.
Miss: This entry describes what happens to each target that you miss with the power’s attack. In contrast to the Player’s Handbook, the “Miss” entries in this book specify only what happens when you miss, not what doesn’t happen.
“Halfdamage” in this entry refers to rolled damage. Roll the damage specified in the “Hit” entry and deal halfofthat damage to each target you miss. “Hal f damage” does not apply to ongOing damage or any other damaging effects in the “Hit” entry.
Effect: Anything that appears in an “Effect” entry occurs when you use the power, whether or not you hit with it.
Secondary Target and Secondary Attack: Some powers allow you to make secondary (or even tertiary) attacks. A “Hit,” a “Miss,” or an “Effect” entry tells you when to make a secondary attack. Unless otherwise noted, the attack type and the range ofa secondary attack are the same as the power’s, and the secondary attack doesn’t require a separate action.
Some powers give you the ability to make a secondary attack at a point later in an encounter. These powers include information about the secondary attack’s action type, attack type, range, and effect.
Sustain: Ifa power has a “Sustain” entry, you can keep that power active by taking a specified action during your turn. See “Durations,” page 278 of the Player’s Handbook, for more about sustaining a power.
Class Feature Names: \Vhen a class feature name appears as a header in a power description, the associated entry describes an additional or a replacement effect that applies ifyou have that class feature.
Aftereffect: An aftereffect automatically occurs after another effect ends. An “Aftereffect” entry is beneath the effect it applies to, which is typically in a “Hit” or an “Effect” entry.
A target is sometimes subjected to an aftereffect after a save. If that save occurs when the target is making multiple saving throws, the aftereffect takes effect after the target has made all of them.
Failed Saving Throw: Sometimes an effect changes as a target fails saving throws against it. The new effect, specified in a “Failed Saving Throw” entry, takes effect after the target fails a saving throw against the previous effect at the end of the target’s turn. The effect doesn’t change if the creature fails a saving throw against it at a time other than the end of its turn.
Level: This entry tells you ifsome part of the power-often its damage-increases when you reach a specific level.
Special: Any unusual information about the use ofa power appears in this entry. For example, some powers can be used as basic attacks, which is noted in a “Special” entry.
.-~.~.-.-~.-.–.-. -~.~.-.1.11
KEYWORDS /
o
This book uses keywords from the standard four cat”o egories: power source, damage type, effect type, and 3
>accessory.
LI.I :::.::
POWER SOURCE
The source ofa power is identified by its power source keyword: arcane, divine, martial, primal, psionic, or shadow. Ifa power has more than one power source keyword, the power counts as belonging to each of those power sources.
DAMAGE TYPE
Many attacks deal a specific type ofdamage: acid, cold, fire, force. lightning, necrotic, poison, psychic,
radiant, or thunder. Each of these damage types has a keyword associated with it. If a power has such a keyword , the power deals that type ofdamage (the exception is poison, the keyword for which refers to damage, a nondamaging effect, or both).
Changing Damage Types: If the damage types in a power change, the power both loses the keywords for any damage types that are removed and gains the keywords for any damage types that are added (the poison keyword is removed from a power only if that power neither deals poison damage nor has any nondamaging effects).
For example, ifa sorcerer casts dra8onfrost through ajlamin8 daB8er and uses the dagger’s ability to change the damage to fire, dra8onfrost gains the fire keyword and loses the cold keyword for that use, since the power is dealing fire damage instead ofcold damage. That use ofthe power can therefore benefit from effects, like feats, that affect fire powers, but not from effects that affect cold powers.
EFFECT TYPE
Effect type keywords signify the presence ofparticular effects in powers, and many of these keywords have special rules that govern how their powers are used. Whether or not an effect type keyword has special rules, other effects in the game refer to that keyword. For example, the charm keyword has no special rules, but some creatures gain a bonus to saving throws against charm powers.
Three effect type keywords are introduced in this book: augmentable, fuJI diScipline, and runic. This section contains the definitions ofall the effect type keywords used in this book.
AUGMENTABLE
A power that has the augmentable keyword has optional augmentations, which you can use at the cost ofpower points. Characters gain power points from sources such as Psionic Augmentation, a class feature ofardents, battleminds, and psions.
AUGMENTABlE
You use these rules when you use an augmentable
power.
• Decide First: You must decide whether and how
to augment an augmentable power when you
choose to use the power, before you make any
attack rolls or apply any of the power’s effects.
•
Power Point Cost: An augmentation specifies its
cost in power points. For example, “Augment 1”
means you must spend 1 power point to use an
augmentation. You must spend the reqUired power
points when you decide to use the augmentation.
•
One at a Time: You can use only one augmentation
on a power at a time, so you can’t, for example,
spend 3 power points to use both a 1-point and a
2-point augmentation on a Single power.
I •
Replace Base Effects: When you augment a
power, changes to the power are noted in the augmentation.
If an augmentation includes a specific
power entry, such as “Hit” or “Effect,” that entry
replaces the entry in the base power that has the
same name. An augmented version of a power is
otherwise identical to the base power.
•
Unaugmented: When you use an augmentable power without augmenting it, the power is referred to as unaugmented for that use (some effects apply only when a power is unaugmented). A power that doesn’t have the augmentable keyword is never considered unaugmented.
•
At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one ofyour augmentable at-will attack powers, but you must use it unaugmented.
When a racial trait grants you an at-will attack power ofyour choice and you choose an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations.
CHARM
A charm power controls a creature’s actions in some way. This control is often represented by the creature being forced to attack its ally or being subjected to the dominated condition.
CONJURATION
A conjuration power creates a conjuration, which is a thing ofmagical energy that resembles a creature or an object. Even ifa conjuration looks like a creature or displays some degree ofsentience, it is not considered a creature.
CONJURATION
A conjuration you create uses these rul’es, unless a
power description says otherwise.
•
Occupies No Squares: The conjuration occupies no squares.
•
Unaffected by the Environment: Terrain and environmental phenomena have no effect on the conjuration. For example, a conjuration that is an icy hand functions in an inferno without penalty. The conjuration does not need to be supported by a solid surface, so it can float in the air.
•
Your Defenses: Normally, a conjuration cannot be attacked or phYSically affected. If your conjuration can be attacked or phYSically affected, it uses your defenses. Unless an attack specifica’lly targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration.
•
Attacking with a Conjuration: Normally, a conju· ration cannot attack. If your conjuration can attack, you make the attack. You determine line of Sight normally, but you determine line of effect from the conjuration, as if you were in its space.
+
Movable Conjurations: If the power you use to
create a conjuration allows you to move it, it’s a
movable conjuration. At the end of your turn , the
movable conjuration ends if you are not within
range of at least 1 square it’s in (using the power’s
range) or if you don’t have line of effect to at
least 1 square it’s in.
When you move a conjuration, you can’t move
it through blocking terrain.
+
Death Ends: If you die, the conjuration ends
immediately.
FEAR
A fear power inspires fright. This fright is often represented by a creature being forced to move, taking a penalty to attack rolls, or granting combat advantage.
FULL DISCIPLINE
A full discipline power contains what are effectively two mini-powers, an attack technique and a move ment technique.
FULL DISCIPLINE
You use these rules when you use a full discipline
power.
+
One per Round: You can use only one full discipline power per round, unless you spend an action point. If you spend an action point to take an extra action, you can switch to a different full dliscipline power.
+
Separate Actions: Each of the techniques in a full discipline power requires a separate action to use. The action types are specified in the power. You can use the techniques in whatever order you like during a round , and you can use one of the techniques and not the other during a particular round.
The number of times you can use a technique during a round is determined by the power’s typeat-will or encounter-and by the actions you have available in that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, proVided you have enough of the required actions. If you use an encounter full diSCipline power, you can use both techniques, but can use each technique only once during that round.
HEALING
A healing power restores hit points, usually either by restoring hit points immediately or by granting regeneration.
ILLUSION
An illusion power deceives the mind or the senses. Illusions often obstruct vision or redirect attacks. If an illusion power deals damage, the damage itselfis not an illusion.
POISON V’l
o
A poison power delivers a nondamaging poisonous ex: effect, deals poison damage (see “Damage Type” o above), or both. ~
>LU
POLYMORPH ~
Polymorph powers change a creature’s physical form in some way.
POLYMORPH
You use these rules when you’re affected by a polymorph
power.
+
One Polymorph at a Time: If you are affected by more than one polymorph power, only the most recent one has any effect. The other powers’ effects remain on you and their durations expire as normal, but those effects don’t apply. However, when the most recent effect ends, the next most recent one that is still active applies to you. For example, if you are a druid under the effect of wild shape and a monster uses a polymorph power on you, the effect of your wild shape is suppressed until the monster’s polymorph effect ends on you.
+
Changing Size: If a polymorph power reduces your space, you do not provoke opportunity attacks for leaVing squares as you shrink.
If a polymorph effect would make you too large to fit in the available space, the effect fails against you, but you are stunned (save ends). For example, if you are crawling through a narrow tunnel and a polymorph effect tries to turn you into a creature that is too large for the tunnel, the effect fails, but you are stunned until you save.
+
Death Ends: If you die, polymorph effects end on
you immediately.
RELIABLE
Ifyou miss every target with a reliable power, you don’t expend the use of that power.
RUNIC
A runic power channels the magic of runes that are specified in the power.
RUNIC
You use these rules when you use a runic power.
+Choose First: When you are going to use a runic power, you first choose one of the runes in the power and then use the power, applying the chosen rune’s effects.
+Rune State: You are then in the rune state associated with the chosen rune until you enter a new rune state or until the end of the encounter. Certain effects rely on you being in a particular rune state.
SLEEP
Sleep powers knock creatures unconscious. Unless a power says otherwise, this unconsciousness is not normal sleep, so a creature that is subjected to it cannot be simply awakened; the power specifies how the unconsciousness ends.
STANCE
When you use a stance power, you assume a stance that lasts until you assume another stance or until the end of the encounter. You can assume no more than one stance per turn .
SUMMONING
Powers that have the summoning keyword bring creatures magically from elsewhere, often from other planes, to serve you.
SUMMONED CREATURE
A creature you summon uses these rules, unless a
power description says otherwise.
+-Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears.
+-Your Defenses: The summoned creature’s
defenses equal yours when you summon it, not
including any temporary bonuses or penalties.
+-Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left. you instead take damage equal to half your bloodied value.
+-No Healing Surges: The summoned creatu re lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The summoned creature, rather than you, then gains the benefit of the healing surge.
+-Speed: The summoning power determines the
summoned creature’s speed.
+-Commanding the Creature: The summoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses.
As a minor action, you can command th e summoned creature to take one of the follOWing actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk.
The summoning power determines any special commands you can give the summoned creature and gives an action type for each command. If a special command is a minor action, you can give that command only once during each of your turns.
+-Attacks and Checks: If a summoning power allows the summoned creature to attack, you make an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check, you make the check. Attacks and checks you make through the creature do not include temporary bonuses or penalties to your statistics.
+-Duration: Unless the summoning power states otherwise, the summoned creature lasts until the end of the encounter and then disappears. As a minor action, you can dismiss the summoned creature.
TELEPORTATION
A teleportation power transports creatures or objects instantaneously from one location to another.
TELEPORTATION
You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object.
+
Instantaneous: Teleportation is instantaneous. The target disappea rs and immediately appears in the destination space you choose. The move ment is unhindered by intervening creatures, objects, or terrain.
+
Destination Space: The destination of th e teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated.
+
Line of Sight: You must have line of Sight to the destination space.
+
No Line of Effect: Neither you nor the target
needs line of effect to the destination space.
+
No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position.
+
Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobi lizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.
ZONE
Powers that have the zone keyword create zones,
magical areas that last for a round or more.
ZONE A zone you create uses these rules, unless a power description says otherwise.
+-Fills an Area of Effect: The zone is created within an area of effect and fills each square in the area that is within line of effect of the origin square.
+-Unaffected by Attacks and the Environment: The zone cannot be attacked or phYSically affected, and terrain and environmental phenomena have no effect on it. For example, a zone that deals fire damage is unaffected by cold damage.
+-Movable Zones: If the power you use to create a zone allows you to move it, it’s a movable zone. At the end of your turn. the movable zone ends if you are not within range of at least 1 square of it (using the power’s range) or if YOll don’t have line of effect to at least 1 square of it.
When you move a zone, you can’t move it through blocking terrain.
+-Overlapping Zones: If zones overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping zones is subjected to the worst penalty. Similarly, a creature in the overlapping area takes damage only from the zone that deals the most damage, regardless of damage type.
+-Death Ends: If you die, the zone ends immediately.