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Game rules - DDM Guild

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Activating When Routing: A creature that starts its turn routing and that fails to rally (see<br />

below) spends its turn moving again at double speed toward its exit.<br />

Routing Commanders<br />

A routing commander cannot put creatures under command (not even itself) or grant another<br />

creature a bonus on its morale save. Its Commander Effect does not function, nor does it add<br />

its Commander rating to initiative checks.<br />

Routing and Attacks of Opportunity<br />

A routing creature flees without trying to avoid enemies. By taking the quickest path to the<br />

exit, routing creatures often move through threatened squares and thus provoke attacks of<br />

opportunity.<br />

Enemy That Caused the Rout: An enemy that has just caused a creature to rout (whether<br />

with an attack or a special ability or spell) doesn’t get an attack of opportunity against that<br />

creature that turn.<br />

Rallying<br />

A creature that starts its turn routing might rally if it is under command (or if it is a commander).<br />

It makes another morale save to rally. If it succeeds, the creature does nothing else that<br />

turn but is no longer routing. If it fails, it moves at double speed toward its exit.<br />

A creature can’t choose not to rally.<br />

Commanders Rallying: A routing commander tries to rally when it activates. It adds its own<br />

Commander rating to its morale save. If it is under command of a commander with a higher<br />

Commander rating, it uses the higher rating instead.<br />

SPELLS<br />

Some creatures can cast magic spells to help their warband or to devastate an opponent’s<br />

warband. These creatures are called spellcasters or casters.<br />

Replaces Attacks: On its turn, a spellcaster can cast a single spell instead of attacking. In<br />

other words, it can move up to its Speed and cast a spell, or cast a spell and then move. (Being<br />

able to make multiple attacks doesn’t let a creature cast multiple spells.)<br />

Choosing a Target: Ranged spells (and special abilities) can target the nearest enemy or the<br />

nearest ally. With a touch-range spell, a creature can target any adjacent creature or itself.<br />

Threatening Enemy: Only spells that have a range of touch can be cast when an enemy<br />

threatens the acting creature’s square.<br />

Exceptions: When a creature has cover in melee against an adjacent enemy, the enemy’s<br />

presence doesn’t keep it from casting spells. Also, if the enemy doesn’t have line of sight to<br />

the acting creature, it doesn’t prevent that creature from casting spells.<br />

READING SPELL DESCRIPTIONS<br />

Most spells are described on the stat cards using the following format. A few more<br />

complicated spells, such as summon monster, are fully explained in the glossary at the end of<br />

this booklet.<br />

name [number of uses] (range; radius [if any]; effects and conditions; save DC [if any])<br />

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