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Combat

Combat

Turn-Based Action provides a structure for all characters and creatures in the immediate area to engage with one another at the same time whether for combat or other dangerous scenarios. These rules refer to "you" and specify either the player or the character(s) you control. The Narrator controls all the nonplayer characters and creatures in Turn-Based Action while each other player controls their adventurer.

The most common use for Turn-Based Action is combat.

When to Use Turn-Based Action

Turn-Based Action can be called when a hostile action is taken, the characters enter a precarious location or situation, or at the start of a competition. Whenever methodical actions are necessary from multiple characters at the same time, this system presents the scene in a way that everyone gets the spotlight.

Setting the Scene

The Narrator establishes the conditions of any Turn-Based Action encounter. This includes the known participants and their positions, any active elements and known world bonuses or penalties in the environment, and the length of each round.

A round encompasses the semi-simultaneous actions of the participants within a period of game world time. For combat, one round is usually 6 seconds. In other cases a round might take 10 seconds, 1 minute, or 10 minutes as deemed appropriate by the Narrator.

Fire Storm

Fire Storm

-level (
)
Duration:

Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell’s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.

Accelerando

Accelerando

-level (
)
Duration:

You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.

Acid Arrow

Acid Arrow

-level (
)
Duration:

A jet of acid streaks towards the target like a hissing, green arrow.

Acid Splash

Acid Splash

-level (
)
Duration:

A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage. 

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aid

Aid

-level (
)
Duration:

You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.

Air Wave

Air Wave

-level (
)
Duration:

Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.

Alarm

Alarm

-level (
)
r
Duration:

You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm. 

r
This spell may be cast as a ritual

Altered Strike

Altered Strike

-level (
)
Duration:

You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.

Alter Self

Alter Self

-level (
)
Duration:

You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.

Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed. 

Pagination