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Game rules - DDM Guild

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Player’s Choice: If several effects apply to one player’s creature or creatures, that player<br />

determines the order and resolves effects one creature at a time.<br />

Player Whose Creature is Taking a Turn First: If the effects apply to creatures controlled by<br />

more than one player, the player whose creature is taking a turn goes first. He or she handles<br />

all the effects on his or her creatures, one creature at a time. Next, the player to the left<br />

handles effects on his or her creatures, and so on.<br />

size: Size categories for creatures are: Tiny, Small, Medium, Large, and Huge.<br />

skips next turn: (Keywords) On its next turn, a creature subject to this effect activates but can<br />

take no actions.<br />

The creature is still considered active. It threatens squares normally, can make attacks of<br />

opportunity, and can be granted actions by creatures with such abilities.<br />

skirmish: A D&D Miniatures <strong>Game</strong> battle.<br />

Sleep/sleeping: (Keyword) A creature subject to a Sleep effect is sleeping. A sleeping creature<br />

is helpless until another creature wakes it up. A creature adjacent to one more sleeping<br />

creatures can remove Sleep from one adjacent creature; this replaces its own attacks. Sleep<br />

effects are also removed immediately when a sleeping creature takes damage.<br />

slide: (Keyword) This effect works like push/pull (see that entry, on page 42), except that the<br />

movement of the affected creature can be in any direction.<br />

Slow Effect (Enemies that are adjacent to this creature when they activate can’t make more<br />

than one ranged or melee attack this turn; DC [#]) This holds true even if they move away<br />

from the creature after failing the save.<br />

Slow [Melee/Ranged] Attack (Can’t make a [melee/ranged] attack and move in the same turn) If<br />

no attack type is listed, it can’t move during the same turn that it attacks or does anything<br />

that replaces attacks.<br />

Small: A Small creature has a base less than 1 inch across but occupies 1 square.<br />

Smite CREATURE +[#]: This creature can deal additional damage with a melee attack against<br />

an enemy of the specified kind, type, or alignment. If no sort of creature is listed, it affects<br />

any enemy.<br />

If this creature has limited uses of Smite, you must declare the use of the ability before<br />

making the attack. This counts as one use even if the attack misses.<br />

Smoke: A terrain type; see fog above.<br />

Sneak Attack +[#]: See Melee Sneak Attack. An ability that affects both Melee and Ranged<br />

Sneak Attacks uses the word “any.”<br />

sonic: (Keyword) A type of energy.<br />

Sorcerer Spells: This creature’s stat card lists its spells and a separate series of check boxes<br />

() for each level of spell it can cast. The creature can cast any spell on its stat card, but<br />

each casting marks off one check box at the spell’s level. When all of a given level’s check<br />

boxes are used up, the creature can’t cast any more spells of that level.<br />

space: The square or squares a creature occupies.<br />

Speed: (Creature Statistic) The number of squares a creature can move. See Movement on<br />

page 10.<br />

spell: A magical effect that certain creatures can use instead of attacking. See Spells beginning<br />

on page 22.<br />

spellcaster: A creature that has a Spells entry on its stat card is a spellcaster. See also caster.<br />

Spell Immunity (SPELLS): The creature is completely unaffected by the listed spells.<br />

spell level: A number from 1st to 9th that indicates the relative power of a spell.<br />

Spell Resistance: When casting a spell that would affect this creature, roll the d20. On a roll of<br />

11 or higher, the spell affects this creature normally; otherwise the spell has no effect on it.<br />

This creature can choose not to resist a spell.<br />

44

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