Wands actions

Banter

Banter to taunt, intimidate, or frighten your opponent to try and make them run away or surrender.

If your Banter value is greater than your opponent’s Morale score (see sidebar), the GM shifts their Disposition by one step in intensity or to an adjacent emotion based on what was said.

For example, you might try to intimidate the cannibal pirates into fleeing the battle (moving them to an adjacent Disposition, from anger to fear). Or, you might taunt the heretical knight in an attempt to force them to face your challenge (moving them from distaste to loathing).

The GM may apply favor or disfavor to your Banter based on your opponent's likes and dislikes.

Speak Incantation

Speak Incantation to intone the magic words to cast a spell. You must have training in the talent for the spell you’re casting and hold its component in one hand.

If your Speak Incantation value is greater than your opponent’s Initiative, the spell takes effect. If your Speak Incantation value is less than their Initiative, they resist the spell and nothing happens. Ties go to the caster unless the defender has a shield.

Recover

Recover is a catch-all action that encompasses everything from retrieving your dropped weapon to standing up from prone, pulling clinging vines from your legs, or wiping mud out of your eyes. Use this action to remove one Effect you’re currently suffering from.

Some Effects are derived from situations that are hard to escape—chains, curses, petrification, etc. The GM will specifically state which Effects you can Recover from and which you cannot.

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