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contrast to the Player’s Handbook, the “Miss” entries in this book specify only what happens when you miss, not what doesn’t happen.

“Half damage” in this entry refers to rolled damage. Roll the damage specified in the “Hit” entry and deal half of that damage to each target you miss. “Half 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, if it is an attack power.

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 of a 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, after the initial effect takes place. These powers include information about the secondary attack’s action type, attack type, range, and effect.

Sustain: If a power has a “Sustain” entry, you can keep that power active by taking a specified action during your turn. See “Durations,” page 278 in the Player’s Handbook, for more about sustaining a power.

Class Feature Names: When a class feature name appears as a header in a power description, the associated entry describes an additional or a replacement effect that applies if you 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 subject 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.

MOVEMENT EFFECTS

Many powers allow you and your allies to move or allow you to move your enemies forcibly. If a power notes a distance that you or an ally moves (for example, “you shift 2 squares”), the character allowed to move can decide to move all, some, or none of that distance. Similarly, if a power forcibly moves an enemy (for example, “you push the target 3 squares”), you can decide to move the enemy all, some, or none of that distance.

If a power notes the destination for your or an ally’s move (for example, “a space adjacent to the target”), the character allowed to move decides either to move to that destination or not. You can’t move partway. Similarly, if a power specifies where you force an enemy to move, you decide either to move the enemy there or not.

Failed Saving Throw: Sometimes an effect

UPDATES

 

changes as a target fails saving throws against it. The

 

new effect, specified in a “First Failed Saving Throw”

 

or a “Second Failed Saving Throw” entry, takes effect

 

after the target fails a saving throw against the previ-

RULE

ous 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.

APPENDIX:

Special: Any unusual information about the use

 

of a power appears in this entry. For example, some

 

powers can be used as basic attacks, which is noted in

 

a “Special” entry.

 

Level: This entry tells you if some part of the

 

power—often its damage—increases at a specific level.

 

Keywords

Here is a list of keywords currently used in PC powers. Some of these keywords—beast form, rage, spirit, and summoning—are introduced in this book. Others are used in books, like Martial Power, that have been published since the Player’s Handbook. Following the list are keywords that have special rules.

KEYWORDS

Power Sources

 

Effect Types

Arcane

 

Beast*

 

 

 

Divine

Beast Form*

 

 

 

Martial

Charm

 

 

 

Primal

Conjuration*

Damage Types

 

 

 

Fear

Acid

 

Healing

 

 

 

Cold

Illusion

 

 

 

Fire

Invigorating*

 

 

 

Force

Poison

 

 

 

Lightning

Polymorph*

 

 

 

Necrotic

Rage

 

 

 

Poison

Rattling*

 

 

 

Psychic

Reliable*

 

 

 

Radiant

Sleep

 

 

 

Thunder

Spirit*

Accessories

 

 

 

Stance*

Implement*

 

Summoning*

 

 

 

Weapon*

Teleportation*

*Indicates special rules.

 

 

 

Zone*

Beast

A power that has the beast keyword can be used only while your beast companion is conscious and present in an encounter.

Beast Form

You can use a beast form power only while you are in beast form.

Conjuration

Powers that have the conjuration keyword create conjurations, objects or creatures of magical energy.

A P P E N D I X

219

CONJURATION

A conjuration you create uses these rules, 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 a conjuration can be attacked or physically affected, it uses your defenses. Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration.

Attacking with a Conjuration: If you can attack with a conjuration, you make the attack. You determine line of sight normally, but you determine line of effect from the conjuration.

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 a solid obstacle.

Death Ends: If you die, the conjuration ends immediately.

Implement

Implements are items wielded by certain characters to channel their powers. Your class description or

a feat tells you which implements you can wield, if any. To use the powers and the properties of a magic implement, you must be able to wield that implement. The implement keyword identifies a power that

can be used through an implement, and the implement must be a type wielded by the power’s class. You can use implement powers without an implement, and wielding a nonmagical implement confers no benefit. If you wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it (Chapter 3 contains various magic implements, as does Chapter 7 in the Player’s Handbook).

Invigorating

If you are trained in Endurance, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has the invigorating keyword. No invigorating power grants temporary hit points more than once during a turn, even if you hit more than once with that power.

A P P E N D I X

Polymorph

Polymorph powers change a target’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.

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 makes 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.

Rage

A rage power allows you to enter a rage specified in the power. A rage lasts until you enter a new rage or until the end of the encounter.

Rattling

If you are trained in Intimidate and deal damage with a power that has the rattling keyword, the target takes a –2 penalty to attack rolls until the end of your next turn. A creature that is immune to fear is not subject to this penalty.

Reliable

If you miss every target when using a reliable power, you don’t expend the use of that power.

Spirit

You can use a spirit power only if your spirit companion is present in the encounter. If a spirit power includes “spirit” in its range, you determine line of sight and line of effect from your spirit companion’s space, which is the power’s origin square.

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.

220

Summoning

Powers that have the summoning keyword bring creatures from elsewhere, often other planes, to serve you in a variety of ways.

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 creature 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 then gains the benefit of the healing surge, instead of your gaining it.

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 the 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

UPDATES

A teleportation power transports creatures or objects

 

instantaneously from one location to another.

 

TELEPORTATION

RULE

You use these rules when you use a teleportation

 

power.

 

Line of Sight: You must have line of sight to the

APPENDIX:

destination space.

 

No Line of Effect: Neither you nor the creature or

 

object being teleported needs line of effect to the

 

destination space.

 

Destination Space: The destination must be a

 

space that the creature or object being teleported

 

can occupy without squeezing.

 

Instantaneous: Teleportation is instantaneous.

 

The creature or object being teleported disappears

 

and immediately appears in the destination space

 

you choose. The movement is unhindered by inter-

 

vening creatures, objects, or terrain.

 

No Opportunity Actions: The creature or object

 

being teleported doesn’t provoke opportunity

 

actions for leaving its space.

 

Immobilized or Restrained: Being immobilized

 

or restrained doesn’t prevent a creature from

 

teleporting. If a creature teleports away from a

 

physical restraint, a monster’s grasp, or some other

 

immobilizing effect that is located in a specific

 

space, the creature is no longer immobilized or

 

restrained. Otherwise, the creature teleports but is

 

still immobilized or restrained when it reaches the

 

destination space.

 

Weapon

The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike (see “Weapons,” Player’s Handbook, page 215). The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice (see “Damage,”

Player’s Handbook, page 276).

If you use a weapon power with a weapon you’re proficient with, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies. If you use a weapon power with a magic weapon, you can

EXTRA DAMAGE

Many effects grant you the ability to deal extra damage, including powers, feats, and magic item properties. Extra damage is always in addition to other damage. For example, if you have a feat that causes your area attacks to deal extra damage, the extra damage doesn’t apply when you use an area attack that deals no damage, such as the wizard’s sleep power.

A P P E N D I X

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