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  • [[File:Nystul's Magic Aura (spell).jpg|right|525px|thumb]] ...bestows no special powers or abilities to that object. Nevertheless, the magic is real and is not an [[Illusion|illusion]].
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  • | attack = tail, [[Ankus (weapon)|ankus]] & [[Club (weapon)|club]] ...pell)|hold person]], [[Magic Resistance|magic resistance]], [[Magic to Hit|magic to hit]], [[Natural Immunities|natural immunities]], [[Polymorph|polymorph
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  • ...s, like a [[Bow (weapon)|bow]], [[Crossbow (weapon)|crossbow]] or [[Sling (weapon)|sling]]. ...h weapon]] — a +1 [[Saving Throws|saving throw]]. [[Magic Missile (spell)|Magic missiles]] are turned aside by the spell, so that these are wasted against
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  • | attack = tail & by weapon type ...tun Lock|stunning]], [[Magic Resistance|magic resistance]], [[Magic to Hit|magic to hit]], [[Natural Immunities|natural immunities]], [[Produce Fire (spell)
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  • ...the spell gains [[Experience Level|experience levels]], the [[shillelagh (weapon)|shillelagh]] has the potential to be an instrument of great power. ...amage, once it becomes a "shillelagh," it causes 2-8. This [[Weapons List|weapon]] continues to be light enough to use one-handedly.
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  • [[File:Magic to Hit.jpg|right|455px|thumb|Need one of these]] ...es are immune to even the lowest forms of magic weapon, needing a +2 magic weapon or greater to hit. Individual creatures with this defense may have peculia
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  • ...n of their own accord and so on. Simple goods, like bowls, cups, [[Sword (weapon)|swords]], flasks and so on will continue to serve, though a stopper will i
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  • ...] that enables the character to use a [[Dagger (weapon)|dagger]] as both a weapon and a substitute for the defensive [[Shield (armour)|shield]]. As the dagg ...ther or not the character is employing a [[Attacks with Two Weapons|second weapon]].
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  • | special = [[Demolishing|demolishing]], [[Magic to Hit|+2 weapon to hit]], move through earth
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  • ...| 10 ft. wide, 40 ft. path || 1 round || none || indicates the presence of magic ...none || transforms a [[Club (weapon)|club]] into a [[Magic Weapon|magical weapon]]
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  • | attack = [[Claw (attack)|claw]]/claw or by weapon type | dmg = 1–4/1–4 or by weapon
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  • | special = [[Heat|heat]], [[Magic to Hit|+2 weapon to hit]],<br>[[Natural Immunities|immune to fire]], [[Wildfire (spell)|wild
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  • ...itself. If not released, the creature is held for one hour, whereupon the magic is dispelled. [[Falling]] [[Damage (hit points)|damage]] depends upon the Naturally, dispel magic is effective.
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  • ...an only be done with a [[Missile Weapons|missile weapon]] or a [[Pole Arm (weapon)|pole arm]], and only when the opponent is within range and at least two [[ ...r AP, bringing Jonas to a distance of 5 hexes. Liam throws an [[Hand Axe (weapon)|axe]] and misses — but if he had hit, and stunned Jonas, Jonas would hav
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  • ...a [[Sword (weapon)|sword]], [[Scimitar (weapon)|scimitar]] or [[Pole Arm (weapon)|pole arm]]. Any wielder can be designated the recipient by the spell. | area of effect = recipient's bladed weapon
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  • ...es with a great many immunities can be hard to destroy with [[Spellcasting|magic]] or with [[Weapons List|normal weapons]]; most creatures with natural immu ...ities which some monsters and humanoids possess, or which are conferred by magic. As not every monster's immunities are presently known, this list is neces
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  • The object emits a very weak magic signature for the purpose of [[Detect Magic (spell)|detection]]. ...pon)|club]] or any other object with sufficient durability to be used as a weapon. Wooden items can be thrown as a [[Missile Weapons|missile]], causing 1-3
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  • ...[[Weapons List|weapon]] in [[Combat|combat]], regardless of the caster's [[Weapon Proficiencies|proficiency]]. Any target up to 2 [[Combat Hex|combat hexes] ...on, expending the [[Action Points|action points]] necessary to use it as a weapon. Once cast, however, the caster need not [[Spellcasting|concentrate]] to k
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  • * [[Bow (weapon)]] * [[Breath Weapon‏‎]]
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  • ...rmour Class|armour class]], obvious attacks such as [[Breath Weapon|breath weapon]] or [[Charging|charging]], its weight and its number of hit dice. While s ...e creature but not visually evident — for example, it's [[Magic Resistance|magic resistance]], [[Natural Immunities|natural immunities]], full range of spel
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  • [[File:Dagger (weapon).jpg|right|525px|thumb]] ...ood, but as part of the method for bladesmithing). Daggers are a favoured weapon of [[Illusionist (class)|illusionists]] and [[Mage (class)|mages]], and to
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  • ! Weapon !! [[Damage (hit points)|Damage]] !! # of Hands !! Break Chance !! Attack F | [[Bola (weapon)|bola]] || 1-4 || both || 1 in 6 || hurled
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  • [[File:Magic Item.jpg|right|595px|thumb]] A '''magic item''' is any object with magical powers that can be used to affect the ga
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  • ...ctions. Those attacked are permitted a [[Saving Throws|saving throw]] vs. magic; if this fails, caught individuals will be limited in movement to 1 [[Actio No one within the circle affected by the spell can concentrate or cast magic; magic that has been cast but not discharged will be ruined by the spell. This is
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  • ...stored — but these lost by other methods, such as by [[Attacking in Combat|weapon hits]], [[Wounds|wounds]] or [[Poison (substance)|poison]], are not affecte ...At this time, the disease can be removed by [[Dispel Magic (spell)|dispel magic]].
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  • ...use [[Damage (hit points)|damage]] if used as a [[Found Objects as Weapons|weapon]].
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  • ...it normally for [[Strength (ability stat)|strength]] bonuses, [[Magic Item|magic]] and other modifiers, and then multiplies this damage by 2, 3 or more, as For example, Erdowan swings with a [[Long Sword (weapon)|long sword]] at a [[Hippogriff|hippogriff]] and rolls a natural 20. He pi
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  • ...scertain the efficacy of non-melee [[Attacking in Combat|attacks]] such as magic, [[Poison (substance)|poison]], or various other forms against a character ...[Sage Ability|sage abilities]], [[Magic Armour|magical armour]] or other [[Magic Item|devices]], and of course any [[Spellcasting|spells]] in place or that
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  • ...Hit|struck by magic]] are affected, but not if it requires a +2 or greater weapon to hit. Naturally, [[Magic Resistance|magical resistance]] can protect an enemy against the spell, eve
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  • ...spell)|light]] will dispel the darkness, unless a [[Saving Throws|save vs. magic]] is made by the darkness's caster. Darkness, on the other hand, will alwa ...outside the darkness, attacking into it with a [[Weapons List|hand-to-hand weapon]], are only –4 to hit — but the target must be in an adjacent hex.
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  • ...can affect only the caster — though this includes detection and divination magic. ...ken — including the INTENT of using a spell on other persons, or lifting a weapon to attack, even before the attack takes place — then the spell is broken.
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  • ...ity]], [[Weapon Immunities|magic or silver to hit]],<br>[[Magic Resistance|magic resistance]], [[Polymorph (spell)|polymorph]], [[Regeneration (spell)|regen ...attacks. Imps also '''save as 7th level''' creatures and possess a '''25% magic resistance'''.
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  • ...romatic orbs]] and [[Oil Flask|flasks of oil]] have a range like any other weapon, as described below. ...y stat)|dexterity]], 16 or more, also allows bonuses to hit with a missile weapon. Unlike their use in melee, [[Strength (ability stat)|strength]] bonuses d
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  • ...ng Throws|+3 saving throw]] against either magic or [[Breath Weapon|breath weapon]]. The spell also reduces the [[Damage (hit points)|damage]] done by these
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  • ...r armor]], equipped with a [[Shield (armour)|shield]] and a [[Weapons List|weapon]], the illusion also includes a jerkin and a heraldic emblem selected by th ...other aesthetic elements into the illusion, such as specifying the type of weapon being used, while maintaining the integrity of the spell. There are no lim
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  • ...itual hammer''' is a spell that conjures one or more mystical [[Warhammer (weapon|warhammer]] that can be employed by the caster for both [[Melee|close-quart The actual substance is a [[Warhammer (weapon)|warhammer]] possessing an ethereal essence that pulsates with power and a
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  • ...t generates a formidable vibration capable of rupturing both mundane and [[Magic Item|enchanted items]]. This is so potent that it thwarts any attempts at r ...s if each were a 9th level [[Mage (class)|mage]]. For all other types of magic, the saving throw should be made as if 13th level.
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  • ...ns so that they're at least diligent combatants. Bards are able to employ magic items that are normally employed by [[Fighter (class)|fighters]] and [[Thie ! style="width: 75px|Weapon !! style="width: 50px|Damage !! style="width: 50px|# of Hands !! style="wid
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  • | special = [[Breath Weapon|breath weapon]], [[Buffeting (attack)|buffeting]], [[Flight|flying]],<br>[[Incidental Dam ...They may form bonds with individuals who share their interests, whether in magic, history, art or other pursuits.
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  • ...(spell)|fear]], can be shielded against and their ongoing effects [[Dispel Magic (spell)|dispelled]]. Other attacks cannot be, however, such as the creatio * [[Breath Weapon]]
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  • The object emits a very weak magic signature for the purpose of [[Detect Magic (spell)|detection]]. ...Should a conjured furnishing be [[Using Found Objects as Weapons|used as a weapon]], it would cause 1-3 [[Damage (hit points)|damage]] on the first hit — b
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  • | attack = by weapon type | special = [[Dagger (weapon)|dagger]] & [[Trident (weapon)|trident]], [[Speak with Animals (spell)|speak with animals]],<br>[[Tongue
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  • ...''': two [[Claw (attack)|claws]]; [[Sword (weapon)|long sword]] or [[Whip (weapon)|whip]] ...ic]], [[Gate (spell)|gate]], immunities, long sword +3, [[Magic Resistance|magic resistance]], [[Demonic Possession|possession]], [[Pyrotechnics (spell)|pyr
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  • | special = [[Magic to Hit|+2 weapon to hit]], [[Natural Immunities|natural immunities]],<br>[[Slow (spell)|slow ...he builder has some agenda for making the creature, often as protection, a weapon for waging war, to provide security — and possibly as a malevolent tool f
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  • | attack = '''6''': by weapon type ...pell)|levitate]], [[Magic Resistance|magic<br>resistance]], [[Magic to Hit|magic to hit]], [[Natural Immunities|natural immunities]],<br>[[Pyrotechnics (spe
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  • ...s within the lair or sanctuary''' of the undead will be protected from all magic designed to protect against evil. ...only benefit from this effect once, until a new bladder is emplaced in the weapon.
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  • ...pell)|know intent]], [[Magic Resistance|magic resistance]], [[Magic to Hit|magic to hit]], [[Natural Immunities|natural immunities]], never [[Surprise (comb ...[[Damage (hit points)|damage]] to the creature, it must be with a '''magic weapon'''.
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  • [[File:Adamantium Weapon (sage ability).jpg|right|525px|thumb]] ...ike it, or convincing a being with the necessary magic to take part in the weapon's making.
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  • | special = [[Impregnability|impregnability]], [[Magic to Hit|magic to hit]] ...requires a roll to see if the used weapon breaks, just as it might if the weapon were [[Critical Hits & Fumbles#Fumbles|fumbled]].
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  • | special = [[Breath Weapon|breath weapon]], [[Buffeting (attack)|buffeting]], [[Flight|flying]],<br>[[Incidental Dam ...stead, combining it with wing buffeting. The fotia can employ it's breath weapon but three times in a day.
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  • ...pped]] after the first hour, it breaks. As well, holding onto an infected weapon has a 1 in 3 chance of allowing the green slime to crawl onto the user's bo
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  • | special = [[Magic to Hit|+3 weapon to hit]], [[Gas-based Attacks|gas]], [[Natural Immunities|natural<br>immuni ...]], the iron golem with attack with both fists. If a great [[Broad Sword (weapon)|broad sword]] is forged and balanced for the creature's use (60 lbs.), the
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  • | attack = [[Claw (attack)|claw]] or by weapon type ...t)|dexterity]] (16), [[Gaze|gaze]] causes<br>sleep, iron or [[Magic to Hit|magic to hit]], jackals
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  • Describes the roll necessary to hit an opponent with a weapon, touch an opponent or — sometimes — to hit with a magically propelled f ::* '''[[Attacks with Two Weapons]]:''' provides penalties to attacks with a weapon in each hand depending on the character's [[Ability Stats|ability stats]].
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  • ...acks against flying creatures, [[Fly (ability)|fly]],<br>[[Magic to Hit|+2 weapon to hit]], [[Whirlwind|whirlwind]]
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  • | attack = by weapon type ...(spell)|invisibility]], [[Luck (phenomenon)|luck]],<br>[[Magic Resistance|magic resistance]], [[Surprise (combat)|never surprised]],<br>[[Polymorph (dweome
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  • ...the items among their possessions — specifically his or her [[Weapons List|weapon]], [[Shield (armour)|shield]], [[Helmet (armour)|helmet]] or [[Armour List| [[Magic Item|Magic weapons and armour]] cannot be affected by a precise hit. Therefore, when
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  • |[[Magic Mouth (spell)|magic mouth]] || 5 ft./level || until discharged* || 1 object || 1 round || none ...round/level || 240 ft. || 1 round || none || creates an illusionary [[Bow (weapon)|bow]] for combat
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  • ...the possession of others, so long as they're within the spell's range. [[Magic Item|Magical items]] cannot be turned into snakes. ...ng snakes into sticks — though each creature is allowed a saving throw vs. magic. When the spell's duration ends, the sticks revert to normal. Up to 1 hit
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  • ...aster's intent. Unless a successful [[Saving Throws|saving throw]] against magic is achieved, the giggling will persist for one [[Combat Round|round]], effe ...h never towards an enemy. There's a 1 in 4 chance that they'll drop their weapon, as they're laughing so hard they can't hold onto it. When the effect wear
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  • ...of combat is usually done while unarmed, though under certain conditions a weapon may also be employed. Grappling requires a variable expenditure of [[Actio ...and be able to turn around and attempt to brawl again, or choose to draw a weapon. This process continues until the fight is suspended, one combatant is hel
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  • ...then the amount of [[Damage (hit points)|damage]] done by a [[Weapons List|weapon]] is adjusted by the damage bonus. ...haracter with a 4 strength [[Attacking in Combat|swings]] with a [[Dagger (weapon)|dagger]]. Rolling a d20, they get a result of 16, which would normally hit
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  • | special = corrode, weapon & magic immunities
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  • | attack = [[Sword (weapon form)|sword]] or [[Bow (weapon)|bow]] In combat, brownies use a remarkably sharp [[Short Sword (weapon)|short sword]] that causes 1-4 damage. The handle and hilt are too small e
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  • ...rph (spell)|polymorph]], magic and [[Magic Item|magic items]] and [[Breath Weapon|breath weapons]] for every 3 points of constitution. A gnome with a 16 con
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  • ...ft. || until tripped || 20 ft. diam./level || 1 round || none || creates a magic alarm as a warning | [[Magic Mouth (spell)|magic mouth]] || 5 ft./level || until discharged* || 1 object || 1 round || none
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  • ...holds his or her position. [[Missile Weapons|Missile weapon]] attacks and magic use is not prevented. If the character is stunned and knocked out of the h
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  • ...ry effective with a sling, receiving a +3 [[Roll to Hit|to hit]] with this weapon. ...ing throw]] against [[Poison (substance)|poison]], wands, staves, rods and magic spells for every 3½ points of [[Constitution (ability stat)|constitution]]
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  • ...ill use a short stabbing weapon, a [[Spear (weapon)|spear]] or a [[Dagger (weapon)|dagger]], which will also cause 1-3 damage.
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  • | special = [[Anti-magic (natural ability)|anti-magic]], cause [[Wounds|wound]], [[Death|death]],<br>[[Disintegration|disintegrat ...nlarge (spell)|enlarge]] or [[Hold Person (spell)|hold person]], have that magic dispelled. This effect also applies to creatures who have drunk potions or
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  • ...e enhances speed and weaponry. However, by a nagging quirk of the spell's magic, enlarge has no effect on the recipient's [[Hit Points|hit points]], nor th ! rowspan="2"|Adj. Weight<br>(lbs.) !! colspan="9"|as per normal weapon damage
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  • | special = [[Capsizing|capsizing]], control water, [[Magic to Hit|+2 weapon<br>to hit]], [[Natural Immunities|natural immunities]] ...that this precludes physical attacks by spells like [[Magic Stone (spell)|magic stone]] and [[Chromatic Orb (spell)|chromatic orb]], or most spells that re
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  • ...work for the acquisition of sage abilities, encompassing the character's [[Weapon Proficiencies|proficiencies]] and skills applicable to a wide range of acti * [[Black Magic (sage field)|Black Magic]] – [[Mage (class)|mage]]<br>
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  • ...cy]]''': grants possible skill with an instructor’s [[Weapon Proficiencies|weapon proficiency]]. ...ity)|Read Magic]]''': grants the ability to read and make use of magical [[Magic Scroll|scrolls]] originating from the [[Bard (class)|Bard]], [[Mage (class)
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  • ...se attacks, with a better bonus if the item is an armour or [[Weapons List|weapon]] whose modifier is higher. This also applies to items like [[Bracers of D ...o shield, then it must be either the character's armour or weapon. If the weapon or shield fails, the armour must save afterwards. If the armour fails (or t
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  • ...| 10 ft. wide, 40 ft. path || 1 round || none || indicates the presence of magic ...none || transforms a [[Club (weapon)|club]] into a [[Magic Weapon|magical weapon]]
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  • ...form one creature into a virtual puppet, unless a [[Saving Throws|save vs. magic]] is successful. Once the spell takes effect, the caster may command the s ...ng labour, dancing, fleeing, finding a given object, loading a [[Crossbow (weapon)|crossbow]], bouncing in place, [[Binding Wounds (sage ability)|binding a f
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  • ...ect attacks, such as [[Breath Weapon|breath weapons]] and various forms of magic, including [[Fireball (spell)|fireballs]] and [[Meteor Swarm (spell)|meteor
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  • | [[Magic Mouth (spell)|magic mouth]] || 5 ft./level || until discharged* || 1 object || 1 round || none ...e/level || 1 round || negates || weakens opponents by striking them with a magic ray
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  • ...g to [[Dexterity (ability stat)|dexterity]], [[Luck (phenomenon)|luck]] or magic, as applicable. '''One die''' is rolled for the whole party, but individua Another example would be a rider attacking with a lance or other weapon in passing — who then continues on, only to circle and try again. Still
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  • ...|| until tripped || 20 ft. diameter/level || 1 round || none || creates a magic alarm as a warning ...elf || 10 rounds || 10 ft. wide, 40 ft. path || 1 round || none || detects magic
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  • ...ery large in size, they're extraordinarily nimble — this being part of the magic that enables them to [[Fly (ability)|fly]]. Thus, dragons don't flop aroun ...pidly. All creatures in front of the dragon must [[Saving Throws|save vs. magic]] — a successful roll indicates the character has been able to lay flat,
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  • | attack = hoof/hoof, weapon .... In [[Melee|melee]], they fight with front hooves and with [[Weapons List|weapon]], attacking three times per round, wisely focusing their attacks on what t
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  • Experience points (x.p.) are assigned by how much weapon [[Damage (hit points)|damage]] the character takes and causes. The system ...the enemy's [[Armour Class|armour class]] or natural defenses (hit only by magic, for instance), combatants are '''not''' considered to have taken part unle
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  • ...deflect attacks, and even for use as a [[Shield as a Weapon (sage ability)|weapon]]. ...non and other advances, the game setting argues that the widespread use of magic would make the widespread use of black powder a very dangerous prospect, si
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  • | attack = [[Talon (attack)|talons]], [[Club (weapon)|bone club]] ...within 120 ft., listeners must make a [[Saving Throws|saving throw against magic]], or else they will abandon all other actions and move forward to present
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  • | [[Action Points#Attack with weapon|attack with weapon]] || 2 | [[Action Points#Dose weapon with poison|dose weapon with poison]] || 5
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  • ...ip)|two-d'llusion]], [[Dancing Lights (spell)|dancing lights]] and similar magic. ...ing a +2 saving throw vs. [[Magical Attacks|magical attacks]] and [[Breath Weapon|breath weapons]].
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  • ...Artifacts are, however, more dangerously potent than intended; the natural magic that exists in the vicinity of an artifact may be warped, producing unexpec ...c are insufficient; even a rod of cancellation cannot affect an artifact's magic. Artifacts must be melted down, dropped into, buried beneath, broken again
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  • ...| 10 rounds || 10 ft. wide, 30 ft. path|| 1 round || none || no || detects magic | [[Magic Stone (spell)|magic stone]] || 20 ft. || 10 rounds/level* || 1 stone/level || 1 round|| none ||
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  • ...ce simply doesn't exist. These creatures can only be domesticated through magic and [[Knowledge|expert]]-and-above sage abilities. ...an intelligence above 2, but this is the minimum number without the use of magic.
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  • ...on |petrification]], [[Poison (substance)|poison]], [[Breath Weapon|breath weapon]], [[Charm|charm]] or whatever attack is desired, so long as it's clearly s
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  • |[[Magic Mouth (spell)|magic mouth]] || 5 ft./level || until discharged* || 1 object || 1 round || none ...round/level || 240 ft. || 1 round || none || creates an illusionary [[Bow (weapon)|bow]] for combat
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  • ...ng]] and [[Airy Water (spell)|airy water]], with magical items such as a [[Magic Potion|potion]] of [[Potion of Water Breathing|water breathing]], the [[Hel ...me frustrating and impractical. Therefore, a component of water breathing magic enables characters to speak to one another normally.
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  • ...caster. Creatures within the area of effect make [[Saving Throws|save vs. magic]] or be [[Stun Lock|stunned]] for 1 round. ...ound per level of the caster. They have an AC of 5 against [[Magic Weapon|magic weapons]], improved to AC 1 against other weapons. The form the quasi-elem
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  • ...of the shaman's people. Further, the shaman manipulates [[Wild Magic|wild magic]] through the altered states of consciousness induced by pain, fasting, her '''Weapons:''' [[Javelin (weapon)|javelin]] & [[Spear (weapon)|spear]] (barbed, with heads of bone or stone)
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  • ...pon their class and race. Training has taken place in the use of weapons, magic and other skills. The Generator imagines that this training began some 5 t ...A [[Pole-arm (weapon)|pole-arm]], [[Spear (weapon)|spear]] or [[Javelin (weapon)|javelin]] can be up to 1½ times a person's height. Most other weapons ca
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