Power Types and Usage

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Every class has access to attack powers, used to harm your enemies in combat, more or less directly. Different powers have different restrictions on how often you can use them: at-will, encounter, or daily, reflecting the ammunition and materials you have available and on your person when gearing up.

You can use a power whenever you are able to take the action the power requires, you have a valid target, and you are not under a condition or restriction that prevents you from performing that action or using that power (See Chapter 9 for conditions). In addition to these, your DM might rule that you are unable to employ a power for circumstantial, unlisted reasons.

At-will Powers

At-will powers require small energy and ammunition expenditures that you functionally never run out of.

Encounter Powers

An encounter power can be used once per encounter. You need to take a short rest (pp) before you can use one again. Encounter powers require ammunition or energy that can only be recovered with some effort or time.

Daily Powers

A daily power can be used once per each three encounters, and restored with an extended rest (pp) (provided commissary or quartermastery is available where you are resting). A daily power represents sophisticated techniques and technologies or energy expenditures that you can only carry one of with you on a journey. They are the most powerful attacks in your arsenal and the most evocative expressions of your class's identity.

How to read a power

Though greatly reduced, the powers that describe what characters can do on the battlefield are still the most various descriptions in the game. The following section will guide you in how to read the power boxes so you can make informed decisions when selecting your powers.

SAMPLE POWER BOX.

Dissecting a power box.

Name, ID and Level

The first line of a power description in reverse highlight contains the power's name, id, class, and level. The name is a means to identify the power while playing. If you choose to use a power, the name is what you say you're doing.

ID is another identifier for the sake of the rulebook. A power's name is subject to modification and customization, a power's ID is not. The id contains a terse version of all the relevant facts about a power. You don't need to worry about it that much. Your DM may ask you for the ID of a power if you choose to rename your powers to be sure of what you're trying to do.

Flavor text

The next section of a power description gives a brief explanation of what the power is doing in terms of the game universe. This serves to give you a sense of what the power is like beyond just the name, and carries no explicit rules value.

Keywords

A power's keyword entry lists important facts about the power contained in keywords. The first keyword lists the power type the power uses; this information is also coded in the color of the first line of the power box. At-will powers are green, encounter powers are red, daily powers are black, and reaction powers are blue. Other keywords will tell you what action type the power uses, the damage type of the power if it has one, and what kind of weapon the power requires if it requires one.

Keyword Categories

Keywords fall into a few categories.

  • Usage: The resource type used and the action type required for the power are usage keywords.
  • Damage Type: Some keywords imply a damage type the power itself deals. This modifies the weapon damage type unless stated otherwise.
    • Pierce: Spines, flechettes, bullets, and blades.
    • Explosive: Blasts, bursts, explosions, and detonations.
    • Void: Energy pulses that absorb light and matter.
    • Psionic: Energy manifested from the Archonosphere.
    • Anima: Fire, acid, cold, poison, lightning, and other forces from the natural universe.
  • Accessories: Some powers will only work with specific weapons or items. The power uses these keywords to identify which weapon type will be required.
  • Augment: Some powers can be enhanced or changed by a corresponding feat. These powers list a keyword that identifies the category or feat that will modify the power.

Action Type

All powers require some action type in order to use. These can be a standard action, a move action, a minor action, or an opportunity action: each corresponding to the component actions of a character's turn in combat (See Chapter 9, combat). For reaction abilities, an additional line indicates the triggering event that allows you the use of the ability.

Attack Type and Range

Most powers use the attack type and range values for the weapon you use with the power. A few have stated range and spread values in place of or in addition to those of the weapon. If the two conflict, apply the range and spread listed for the power (see Chapter 9 for more about range and spread rules).

Prerequisite or Requirement

Certain powers can only be used in conjunction with specific skills, abilities, or features. You must meet the prerequisite or satisfy the requirement for any power that lists one before you can use it.

Target

A power will specify how many and what kind of targets it has. "You" means just you. "Ally" means any of your teammates, but not you. "Enemy" means any opposing combatant on the battlefield. "Creature" means any subject on the battlefield, you, allies and enemies.

Attack

In D&D4e, this field would list a modifier to the attack roll. Here, there is no attack roll. Powers do not list an attack entry.

Damage

This entry lists the damage values, restates the damage type if the power modifies damage types, and lists any additional effects the power has.

Read the text of this entry and do whatever it says based on the usual English meaning. Some specifics are spelled out here.

  • Regaining hit points:Some powers restore hit points by spending a healing surge, either yours or the target's. A target may decline to spend a surge this way and receive none of the hit points granted by your power. If the power reads "as if...had spent a healing surge," you apply only the numerical amount of the surge and do not subtract a healing surge from anyone. Some powers also add temporary hit points, or life points, which are a distinct category (See Chapter 9, Combat).
  • Within X Squares of you: If the power has a different area or spread for different parts of the effect, listed in this way, treat it as a close burst.
  • Duration: Powers that list a duration will also spell out what effect takes place and how long it lasts. Most durations are listed as "save ends," which puts the impetus on the subject to end the effect by making a saving throw. A subject may willingly fail a saving throw.

Effect

This entry largely no longer exists. The damage category lists any effects the power has. The effect entry will only appear where the power itself does not deal damage or a damage entry would otherwise make no sense.

Constructs

Powers with the construct keyword create an additional combatant of some kind. Constructs usually have the same rules for combat as other actors. You make all decisions for your constructs unless the power says otherwise. Most constructs will have one or more special rules for themselves. The power or class feature description will list these.

Zones

Some powers create persistent areas on the battlefield. Zones cannot be attacked or targeted unless the power says otherwise. Overlapping zones that have the same effect do not stack: the more powerful effect applies. If zones have opposite effects, each applies independently.