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GM Core / Chapter 2: Building Games / Building Creatures / Design Abilities / Active Abilities

Damage-Dealing Abilities

Source GM Core pg. 124 2.0
If a special action is a single action with only one target, you can often set damage using the Strike Damage table. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases.

For abilities that deal damage in an area, use the Area Damage table. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at will) and limited-use ones (which can be used once or, like dragon breath abilities, once or twice but not on consecutive turns).

You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section. If a high-level effect has a small area compared to similar abilities, you could have it deal more damage.

Table 2–12: Area Damage

LevelUnlimited UseLimited Use
–11d4 (2)1d6 (4)
01d6 (4)1d10 (6)
12d4 (5)2d6 (7)
22d6 (7)3d6 (11)
32d8 (9)4d6 (14)
43d6 (11)5d6 (18)
52d10 (12)6d6 (21)
64d6 (14)7d6 (25)
74d6 (15)8d6 (28)
85d6 (17)9d6 (32)
95d6 (18)10d6 (35)
106d6 (20)11d6 (39)
116d6 (21)12d6 (42)
125d8 (23)13d6 (46)
137d6 (24)14d6 (49)
144d12 (26)15d6 (53)
156d8 (27)16d6 (56)
168d6 (28)17d6 (60)
178d6 (29)18d6 (63)
189d6 (30)19d6 (67)
197d8 (32)20d6 (70)
206d10 (33)21d6 (74)
2110d6 (35)22d6 (77)
228d8 (36)23d6 (81)
2311d6 (38)24d6 (84)
2411d6 (39)25d6 (88)