The following Secondary Actions are actions that can be taken during a character’s own Turn or as Reactions for 1 AP.
Aim (Secondary Action)
A character can spend an Action Point to aim, gaining a +10 bonus to their next ranged attack, including spells with the Bolt form. This bonus can stack if the character takes this action multiple consecutive times before the next ranged or bolt attack, but only up to three times for a maximum bonus of +30. The “chain” of aim actions can stretch across rounds. This chain is broken and the bonus lost if the character makes an attack with another weapon or takes any actions or reactions other than to continue aiming or fire the aimed weapon or spell. Once the aimed weapon is fired, the bonuses from this action are reset to +0.
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Cast Magic (Instant Only) (Secondary Action)
The character casts a spell that they know using the rules for spellcasting. This may only be used to cast spells that have the Instant (Spell Attribute).
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Dash (Secondary Action)
The character can use this action in order to move up to their Speed. If this is done on their Turn, this movement is added to their base movement for that Turn. This action can be used to allow a character to move several times their speed during a round.
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Hide (Secondary Action)
The character can use this action to attempt to hide from foes. If anyone might detect them while they do this, they must make a Stealth (Skill) skill test opposed by the Observe (Skill) of anyone who might spot them. On success, they gain the Hidden condition.
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Ready Weapon (Secondary Action)
The character may draw, sheath, withdraw, or reload a weapon. Some missile weapons may require several AP to reload, in which case this action must be extended.
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Drink Potion (Secondary Action)
This action may be used to drink a Potion, assuming it is accessible to the character, but this costs 2 AP.
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