SlamSlam is a temporary
incapacitation, designed to represent a creature being knocked down to the ground, and then quickly getting up again as soon as it acts again. It is removed as soon as that creature is activated (and replaced with
Daze condition), and this represents that creature “standing back up”. Thus, a Slam will not prevent a creature from taking their Action Phase. It is very useful for removing a Guard marker, or taking away Defenses, or the Flying trait (which all occur because of Incapacitation).
IncapacitatedAn Incapacitated creature cannot take any actions, including moving, attacking, guarding, casting spells, or counterstriking. It cannot use any Defenses, and if a guard marker is on the creature, it is removed immediately. A Flying creature loses, and cannot gain, the Flying trait as long as it is Incapacitated. Any Damage Barrier on an Incapacitated creature continues to function normally.
An Incapacitated creature cannot hinder the movement of enemies. Other creatures may ignore an Incapacitated creature. An Incapacitated creature still takes an Action Phase during the round, but
it cannot perform any actions during its Action Phase (normally, the action marker is simply flipped over). Conjurations cannot be Incapacitated. Mages are affected by Incapacitation differently. A Mage’s mind is so powerful that even if he is Incapacitated he can still work his magic! An
Incapacitated Mage can still use actions to cast quick non-attack spells. He cannot cast full spells or attack spells. DazeCreature is disoriented and/or blinded. Whenever this creature makes an attack, roll the effect die. This is normally done at the end of the Declare Attack Step, but if the attack skips that step, then roll as soon as the attack begins. If the result is 7 or higher, the attack is resolved normally. If the result is 6 or less, the attack “misses” its target and is considered to have been avoided (even if the
attack is Unavoidable). If it makes a Zone Attack, only check once: the entire attack either fails or succeeds normally. If a creature has more than one Daze on it, roll only one time to see if the creature misses. In addition, the Dazed creature suffers a -2 penalty to all Defense rolls for each Daze marker it has. All Daze markers are removed at the end of the creature’s Action Phase. Daze has a removal cost of 2. Conjurations cannot be Dazed.
They only can play attacks during the daze and then during that the 7+ check would apply.