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# tags
Each ability, action, spell, or tiem may have certain types of tags assigned to it. Each tag means something different, and some can mean something different depending on what you find that tag on. Below is a list of most the important tags, the rest can be found [here](tags.md)
### Combat
You'll find the combat tag on weapons, items, spells, or feats made for combat-specific purposes. These weapons can be used outside combat, but were designed with combat in mind.
### armor
This tag indications that a specific item or spell affects the users [armor class](characters/How-To-Make-A-Character.md). A character can only be effected by one item or ability with the armor tag at a time, though this is usually the one with the highest bonus, some things like [unarmored defense](characters/generalFeats.md#unarmored-defense) cannot be active while an item with the armor tag is equipped.
### shield
This tag is a secondary way to increase your [armor class](characters/How-To-Make-A-Character.md), like armor you can only benefit from item item, ability, or spell which has the shield tag at a time and these usually provide a flat bonus, instead of an increase based on one of your [core stats](characters/How-To-Make-A-Character.md#core-abilities)
### Roleplay
You'll find the roleplay tag on items, feats, and traits made for social or roleplay encounters, these abilities can be used in combat but keep in mind that most of these items or abilities will have a particularly long activation time.
### Advanced
The advanced tag on a weapon, spell, or combat ability means that to make an attack, cast the spell, or use the ability you must expend an [advanced action](#advanced-actions).
### Basic
If you find this tag on a weapon, spell, or combat abaility it indicates that making an attack, casting the spell, or using the ability takes a [basic action](#basic-actions).
### Reaction
Any item, spell, or ability with the combat tag and reaction tag uses a [reaction](#reactions) to activate during combat. Each reaction is triggered in a different way, encountering something with this tag its activation requirements will be outlined in the description of the item or ability
### Full-Turn
An item with the full-turn tag ***must*** also have the combat tag, this tag indicates that it uses your entire [turn](#taking-a-turn-in-combat), consisting of 1 advanced action, 2 basic actions, your movement action and yes, your reaction and free action as well.
### Concentration
The concentration tag indicates a spell or ability that requires you to focus on that spell or ability. Anything with a concentration tag will also have a duration, be it a spell, feat, or item effect. During that duration you can choose to drop concentration at any time, no action required (it does not need to be your turn in combat). While concentrating, you cannot use any advanced actions, and should you take damage you must make a concentration saving throw using your [wisdom](characters/How-To-Make-A-Character.md#wisdom) core ability with the DC set to 1/2 (minimum 10) the damage taken, on your next turn if you are in combat, adding together the total damage recieved since your last turn. On a failure you lose concentration.
# Combat
Combat is the core of any TTRPG ruleset, while rules do exist for out-of-combat activities the combat section generally makes up the majority of the rules beyond creating a character and giving them stats. Lights End is no different, the rules around combat are made to be comprehensive, yet easily understandable. The rules themselves are designed to be easily broken adopting for a "rule of cool" system, where something may be allowed even if it is technically against the rules because the action being done is cool. As is with any TTRPG, this is just a mode of having fun, these rules are subject to both change and interpretation from table to table, person to person. Every rule in the Lights End system should be secondary to the group having fun.
## The order of combat
At the beginning of combat each player character, NPC, and monster will roll a d20 and add their initiative modifier. The main stat of your initiative modifier is your [dexterity](characters/How-To-Make-A-Character.md#dexterity), but other feats and abilities can effet your initiative modifier. The players who rolls the highest will go first, the second highest second and so on.
>### Ties
>In the event of a tie the player characters will go first, should the tie be between two player characters, the tie should be broken by looking at the initiative modifiers of each character, the character with a higher inititive modifier will go first, if they are the same the tie is broken with the dexterity modifier, and finally the perceoption modifier of both player characters. If There still remains a tie, both players will reroll their initiative until they get different values and the one with the higher roll will go first, maintaining both players first rolls as their initiative value.
## Taking a turn in combat
Each player, NPC, or monster has several actions they can take during their turn in combat. On your turn you can take any combination of one advanced action, one movement action, two basic actions, one reaction, and one free action you need not take all of these action, or any of them, but this list details the maximum number of each type of action you can take during a normal turn. Different [spells](#casting-a-spell) will cost a differing number of actions or type of action, stronger spells often take advanced actions while simpler spells might take a basic action. To determine what kind of action each ability, attack, spell, or etc you use takes see [tags](#tags).
### Advanced Actions
Advanced actions are actions which take a particular effort or skill, an advanced option might be pushing a heavy crate. Or using an advanced combat technique granted by a feat. A list of common advanced actions available to all player characters, NPCs, and monsters is available [here](combat/Actions/advancedActions/commonActions.md)
### Basic Actions
Basic actions are simple actions which can be done without a thought, this could be casting some weaker spells or simply lashing out at an opponent with your weapon. A list of basic actions available to all characters, NPCs, and monsters can be found [here](combat/Actions/basicActions/commonActions.md) Some basic actions may be time consuming and take two basic actions to do, others may only take one.
### Reactions
reactions are especially fast actions able to be taken even outside your turn in the initiative order. You get one reaction to use per round, which you get back at the **end** of your turn each round. Using a reaction requires the
### Movement Actions
When taking a movement action you can move a distance up to [your movement speed](characters/How-To-Make-A-Character.md#movement-speed) in any direction. Some characters, monsters, or NPCs may have multiple types of movement speed, these types of movement can be combined but may not exceed the maximum distance of each type and can only go up to the maximum distance of the type with the highest speed. For example a character with 30 feet of walking speed and 50 feet of flying speed can walk 30 feet, but if they choose to also fly they can only fly up to 20 feet.
### Free Actions
Free actions generally have little to no impact on the outcome of the combat. If you encounter an ability, spell, or item with the combat tag but no action type tag it takes a free action. Some examples could be pushing a button, pulling a lever, or kicking open a door.

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# Spells
Spells have 5 components; tags, materials, damage, school, and description. every spell will contain a tags, a school, and a description. If a spell does not have a damage or materials component it can be assumed it does not deal damage, or does not have a material cost
### Counterspell
**Tags**: [combat](../tags.md#combat), [ranged: 60ft](../tags.md#ranged), [save: spellcasting](../tags.md#Save), [Magical](../tags.md#magical)
**Components**:
**Damage**:
**School**:
**Description**

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# Tags
Every item, ability, spell, creature, class, and race will have tags. Tags tell you how a thing works, or what it is. For example an item with the tags [Combat](#combat), [Weapon](#weapon), [Melee](#melee), [Magical](#magical), [Slashing](#slashing) tell you that the item is a magical weapon that deals slashing damage with a melee range. This may seem obvious and that is by design. Tags are meant to be single, easy descriptions of different aspects of play, oftentimes a tag is self explanatory and plenty have distinct mechanical effect but exist to supplement features in the game by providing specific game mechanic to base activation requirements off of. For example, [counterspell](spellcasting/spells.md#counterspell) uses the [magical](#magical) tag to determine if if you can use it on a certain effect.
### Combat
You'll find the combat tag on weapons, items, spells, or feats made for combat-specific purposes. These weapons can be used outside combat, but were designed with combat in mind.
### weapon
This tag does not do anything on its own, but works in combination with the [spell](#spell), [melee](#melee), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### Spell
This tag does not do anything on its own, but works in combination with the [weapon](#weapon), [melee](#melee), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### melee
Melee weapons have a basic range of 5ft, but works in combination with the [weapon](#weapon), [spell](#spell), and [ranged](#ranged) tags to allow for the activation of certain items or abilities.
### reach
This tag is included with a number such in the form of reach: 5ft, when an item has this tag you increase the range of the item by the specified distance. For example a weapon with both the melee and reach: 5ft tag gets 5ft of reach from the melee tag, and an additional 5ft from the reach tag for a total of 10ft of range
### ranged
This tag does not do anything on its own, but works in combination with the [weapon](#weapon), [spell](#spell), and [melee](#melee) tags to allow for the activation of certain items or abilities.
### armor
This tag indications that a specific item or spell affects the users [armor class](characters/How-To-Make-A-Character.md). A character can only be effected by one item or ability with the armor tag at a time, though this is usually the one with the highest bonus, some things like [unarmored defense](characters/generalFeats.md#unarmored-defense) cannot be active while an item with the armor tag is equipped.
### shield
This tag is a secondary way to increase your [armor class](characters/How-To-Make-A-Character.md), like armor you can only benefit from item item, ability, or spell which has the shield tag at a time and these usually provide a flat bonus, instead of an increase based on one of your [core stats](characters/How-To-Make-A-Character.md#core-abilities)
### Roleplay
You'll find the roleplay tag on items, feats, and traits made for social or roleplay encounters, these abilities can be used in combat but keep in mind that most of these items or abilities will have a particularly long activation time.
### Advanced
The advanced tag on a weapon, spell, or combat ability means that to make an attack, cast the spell, or use the ability you must expend an [advanced action](#advanced-actions).
### Basic
If you find this tag on a weapon, spell, or combat abaility it indicates that making an attack, casting the spell, or using the ability takes a [basic action](#basic-actions).
### Reaction
Any item, spell, or ability with the combat tag and reaction tag uses a [reaction](#reactions) to activate during combat. Each reaction is triggered in a different way, encountering something with this tag its activation requirements will be outlined in the description of the item or ability
### Full-Turn
An item with the full-turn tag ***must*** also have the combat tag, this tag indicates that it uses your entire [turn](#taking-a-turn-in-combat), consisting of 1 advanced action, 2 basic actions, your movement action and yes, your reaction and free action as well.
### Magical
This tag indicates weather an item or ability uses magic, this may be a wand or spellcasting feature. While this tag does not do anything on its own, some abilities or items may reference it as a requirement for their activation.
### Concentration
The concentration tag indicates a spell or ability that requires you to focus on that spell or ability. Anything with a concentration tag will also have a duration, be it a spell, feat, or item effect. During that duration you can choose to drop concentration at any time, no action required (it does not need to be your turn in combat). While concentrating, you cannot use any advanced actions, and should you take damage you must make a concentration [saving throw](characters/How-To-Make-A-Character.md#saving-throws) using your [wisdom](characters/How-To-Make-A-Character.md#wisdom) core ability with the DC set to 1/2 (minimum 10) the damage taken, on your next turn if you are in combat, adding together the total damage recieved since your last turn. On a failure you lose concentration.
### Save
The save tag indicates that using the item feature or spell with the tag requires a [saving throw](characters/How-To-Make-A-Character.md#saving-throws) of a speciific type, named in the tag itself. For example the save: wisdom tag requires a widsom saving throw
## Damage types
Each damage type has its own tag, a weapon or spell with a tag for a certain damage type deals that damage type when the specific type is not mentioned.
### Slashing
Slashing damage is typically dealt by melee weapons without the reach like swords.
### Piercing
Piercing damage is typically dealt by ranged or reach weapons like bows and spears.
### Bludgeoning
Bludgeoning damage is typically dealt by unarmed attacks, melee weapons like clubs, or ranged weapons like a sling.
### Fire
Fire damage is dealt by hot things, not necessarily only fire. This could be red-hot steel or just straight-up fire.
### Cold
Cold damage is dealt by especially cold things, this is usually spells but could also be enviromental damage in cold climates.
### Lightning
Lightning damage is damage dealt by electricity, this could be lightning, magic, or getting shocked by electronics in sci-fi settings.
### Sonic
Sonic damage is dealt through noise, thunder may cause damage to eardrums. Deafened creatures cannot take sonic damage.

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2025/08/06-03:49:43.901544 7f0c5d7ef6c0 Recovering log #9
2025/08/06-03:49:43.924641 7f0c5d7ef6c0 Delete type=0 #9
2025/08/06-03:49:43.924694 7f0c5d7ef6c0 Delete type=3 #8

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@@ -1,7 +1,3 @@
2025/08/06-03:20:41.649447 7f8afd7ef6c0 Recovering log #3
2025/08/06-03:20:41.665022 7f8afd7ef6c0 Delete type=0 #3
2025/08/06-03:20:41.665080 7f8afd7ef6c0 Delete type=3 #2
2025/08/06-03:42:16.404338 7f8af39fd6c0 Level-0 table #7: started
2025/08/06-03:42:16.404358 7f8af39fd6c0 Level-0 table #7: 0 bytes OK
2025/08/06-03:42:16.410636 7f8af39fd6c0 Delete type=0 #5
2025/08/06-03:42:16.410744 7f8af39fd6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)
2025/08/06-03:42:19.182882 7f8afd7ef6c0 Recovering log #6
2025/08/06-03:42:19.198331 7f8afd7ef6c0 Delete type=3 #4
2025/08/06-03:42:19.198400 7f8afd7ef6c0 Delete type=0 #6

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