Wheel of Time Rules Manual

Weapon Craft / Spearcraft

Weapon Craft

Spearcraft

Dance from target to target — never pinned down, always disrupting the flow of battle.

Weapons Spear · Stave
Carry Up to 3 Spears
Engine Invoke AoO
Stacking Ability Shifting Veil
Next Actions
Play Focus
Mobility Non-Lethal Debuffs AoO Disruption Hit-and-Run

Spearcraft is the Aiel style of fighting with the spear or plain stave. It involves dancing from target to target, never letting yourself get pinned down fighting in one place. It emphasizes distracting your opponents by invoking Attacks of Opportunity, disrupting the flow of battle in a way that benefits you. Spearcraft also involves using the blunt end of the weapon to strike at your opponents' hands and knees, injuring them in ways that prevent them from fighting effectively.

Per DM approval, a player may have up to 3 spears strapped to their back, accessible during battle. Drawing a weapon is a Standard Action. Spearcraft is built on invoking Attacks of Opportunity from opponents. Using non-lethal attacks grants additional stacks, while also debuffing your opponent.

Stacking Ability

Invoke AoO to build Shifting Veil — burn for damage or extra movement.

Shifting Veil

Any time you invoke an Attack of Opportunity, add Max Phys to your defense, and gain a counter.

Stack Burn

  • 1 Stack

    +1 Attack & Damage until end of turn.

  • 1 Stack

    Move an additional 15 feet as a separate move action.

At Maximum Stacks

If you are currently at your maximum stacks, you gain the following passive ability. As soon as you spend any stacks, you immediately lose the passive ability.

  • Passive

    Superiority [0 PHYS] — When you have maximum stacks, you gain +1 Advantage, or you may absorb 2× [Talent Points spent in Spearcraft] damage until your next turn. Choose one option per round.

Abilities

Search every tier at once — useful mid-turn.

15 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Time of Need

    0 Phys Swift Action

    Draw one of your remaining spears.

  • Deflecting Shield

    0 Phys Swift Action Buckler required

    You must have a buckler equipped. You are adept at using a buckler to shrug off attacks, making you difficult to hit. Until your next turn, add +[Max Phys] to Defense.

  • Erratic Stance

    0 Phys Swift Action

    Your unorthodox footwork allows you to strike on the move. You may make attack actions at any point during your movement action.

  • Blind

    0 Phys Standard Action Non-Lethal

    You blind the enemy with kicked dirt/dust, attacking at HAB (no damage). Must be outdoors. If successful, enemy defense is reduced by 10 for 1 round. Unsuccessful attack reduces defense by 5. Grants 1 stack of Shifting Veil.

  • Numb

    0 Phys Standard Action Non-Lethal

    Make a Standard Attack at the enemy's weapon hand, numbing it but dealing no damage. A success gives the enemy +2 Disadvantage; a failure gives +1 Disadvantage. Grants 1 stack of Shifting Veil.

  • Gore

    1 Phys X Stacks Standard Attack Action

    A specialized attack at the enemy's leg causing a deep wound. Make a Standard Attack with +X Advantages. If successful, deal full dice damage, and the enemy's movement is reduced by half for 1 round.

  • Taunt

    1 Phys Full Attack Action

    Your constant re-engagements make the enemy easy to bait. Make a Standard Attack, then step back 5 feet, as though retreating. The enemy will follow you, and make a free AoO. Repeat once more.

  • Piercing Retreat

    1 Phys Standard Attack Action

    Make a Standard Attack, then move 20 feet. May invoke AoO.

Tier 2

Intermediate Abilities

You must have spent at least 2 points in Spearcraft.

  • Scream, Aim, Throw

    2 Phys Standard Attack Action Ranged

    You are lethal at a distance. Add +APM Advantages to attack an enemy between 10 and 30 feet away. Automatically crits if it successfully hits. Ranged attacks add [DEX Mod] to Attack.

  • Trip

    2 Phys Standard Action Non-Lethal

    You attempt to send the enemy to the ground with a Standard Attack (no damage). A natural 19 or 20 succeeds in toppling the enemy. His defense is 0, and he must spend a Full Round Action getting up. An unsuccessful attack breaks their balance: they are +2 Disadvantage for 1 round.

  • Stabbing Slash

    2 Phys Standard Attack Action

    Perform a Full Attack Action. Each successful attack gives the enemy +1 Disadvantage.

  • Blinding Throw

    2 Phys Full Round Action

    Make a ranged Standard Attack, then move up to 20 feet into the enemy AoI. If successful, add +1 Advantage. Once in the enemy AoI, perform any Standard Attack action or ability you can pay for.

  • Blurring Strike

    2 Phys 1 Stack Full Round Action

    You spin and weave your spear in a dizzying display of speed, making it difficult to predict your attacks. Make a Full Attack Action with +APM Advantages. Deal full dice damage.

Tier 3

Advanced Abilities

You must have spent at least 4 points in Spearcraft.

  • Death Aspect

    3 Phys Immediate Action

    You are a whirlwind of death and steel. Until your next turn, whenever you are attacked you may respond with a Full Attack Action.

  • Pierce the Veil

    3 Phys 2 Stacks Immediate Action

    Make [APM] Standard Attacks against an enemy you used a successful non-lethal attack against last turn. Afterwards, perform a coup de grace Standard Attack, with +APM Advantages.

Wheel of Time RPG · Spearcraft weapon craft Rules manual