Spells
How Spells are Cast, kept up, and Depleted, and every Spell by School.
Spells are supernatural recipes that create EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. through magic, psionics, or any force beyond the mundane.
Core Rule—Spell
- Spells are MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic..
- EvokersEvoker Class · Tier 1Evokers are a Class whose energy channels mystery. know a number of Spells equal to their SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage..
Cast
ActionBy SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
Cast is the ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to unleash a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
Core Rule—Cast
- You spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to Cast SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
- Some SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. can only be Cast as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations. or RitualRitual CastingRituals are a slow way to Cast Spells using material Components..
- You can UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. to Cast it at a higher TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules..
- Your SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. can become DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land. if its EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. fail to land.
| TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. | Cast at |
|---|---|
| Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. | Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. |
| Tier 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines.–4Tier 4 TierTier 4 is a Tier that represents master power baselines. | Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. |
| Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. | High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. |
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- By SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
Upcast
Upcast is how you use a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. or FeatFeat Feat · Tier 1Feats are abilities you buy with SP. at a higher TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. than its own to strengthen it.
Core Rule—Upcast
- When you CastCast ActionCast is the Action you use to unleash a Spell. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. or use a FeatFeat Feat · Tier 1Feats are abilities you buy with SP., you can use it at any higher TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. you have access to.
- Its Upcast line names the cost and the benefit: for each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. above its own, pay that cost (ManaMana DriveMana is the Drive Evokers use. for SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., DriveDrive DriveDrive is the resource that powers your Feats and Spells. for FeatsFeat Feat · Tier 1Feats are abilities you buy with SP.) and gain that benefit once.
- A line that names a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules., such as “At Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines.,” grants its benefit once you reach that TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules..
Ritual
Rituals are a slow way to CastCast ActionCast is the Action you use to unleash a Spell. SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. using material ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals..
Core Rule—Ritual
- A Ritual takes 10 minutes to CastCast ActionCast is the Action you use to unleash a Spell. and needs its ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals..
- Pay the ManaMana DriveMana is the Drive Evokers use. only when you start Casting it.
- While Casting, you can only spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to continue Casting it.
Component
Components are ConsumableConsumable FeatureConsumable is a Feature of items that are used up. materials needed to CastCast ActionCast is the Action you use to unleash a Spell. RitualsRitual CastingRituals are a slow way to Cast Spells using material Components..
Depleted
Depleted is the state of a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. whose EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. fail to land.
Core Rule—Depleted
SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. are Depleted when:
- SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.: Your CastCast ActionCast is the Action you use to unleash a Spell. attempt is a FailureFailure TestFailure is a Test Result that means you don’t achieve your goal..
- SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.: Your Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. is a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal..
Accessing Depleted SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.:
- You can attempt to CastCast ActionCast is the Action you use to unleash a Spell. Depleted SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. using InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits..
- Your Depleted SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. renew when you finish a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
Focus
Focus is a sustained state of concentration you keep up by spending Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. on each of your TurnsTurn CombatTurns are the part of each Round when you get your chance to act..
Core Rule—Focus
- While Focusing, spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. at the start of your TurnTurn CombatTurns are the part of each Round when you get your chance to act. to keep Focusing.
- When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. isn’t tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., keeping Focus costs no APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- You can Focus on only one EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. at a time. Starting a new Focus ends the old one.
- You can end Focus at any time (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.). This DismissesDismiss StatDismiss is how you end your own ongoing Effect before its Duration runs out. its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
Core Rule—Focus Check
When you take DamageDamage HealthDamage is harm that reduces your Hit Points., make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to maintain Focus. Roll it at the TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. you CastCast ActionCast is the Action you use to unleash a Spell. the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. at the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Your Focus doesn’t end.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Your Focus ends.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Your Focus ends. Gain UnfocusedUnfocused ConditionUnfocused is a Condition that breaks your concentration. until the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
School
Schools are the categories of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that tell you what type of EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. makes.
Alter
School
Alter is a SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that change a Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. properties, form, or state. This includes healing, transmuting, enhancing traits, and transforming CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
Enlarge Creature
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Enlarge Creature is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that grows CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to a larger SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 5 minutes
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. grow to the SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. you specify up to HugeHuge SizeHuge is a Size for Targets that Occupy 9 Spaces..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. grow 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. up to HugeHuge SizeHuge is a Size for Targets that Occupy 9 Spaces..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Enlarge Object
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Enlarge Object is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that grows an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. to a larger SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. grows to the SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. you specify.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. grows 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last..
Healing Touch
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Healing Touch is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that heals a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a touch of vital energy.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains 2d8 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains 2d8 HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 HealingHealing HealthHealing is restoration that increases your Hit Points..
Invisibility
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Invisibility is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that makes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see.. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends if the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. uses the AttackAttack ActionAttack is the Action you use to strike at a foe. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Mend Object
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Mend Object is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that repairs a small part of an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- A TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. portion of the ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. is repaired.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- A TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. portion of the ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. is repaired if it isn’t MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.. Otherwise Mend Object fails.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a needle and thread
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to repair an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. larger.
Moon Spark
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Moon Spark is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that forces a Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. back into its true form.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. partially reverts to its true form and loses any natural WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. from its shifted form.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. fully reverts to its true form.
Remedy
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Remedy is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that cures blindness, deafness, and stunning.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- End BlindedBlinded ConditionBlinded is a Condition that takes away your sight., DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing., and StunnedStunned ConditionStunned is a Condition that leaves you reeling..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- End one ConditionCondition ConditionConditions are states that change what you can do.: BlindedBlinded ConditionBlinded is a Condition that takes away your sight., DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing., or StunnedStunned ConditionStunned is a Condition that leaves you reeling..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Shrink Object
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Shrink Object is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shrinks an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. to a smaller SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. shrinks to the SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. you specify.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. shrinks 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last..
Flight
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 2 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Flight is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. and HoverHover MovementHover is a Movement you use to Fly in place..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. and HoverHover MovementHover is a Movement you use to Fly in place..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift., but not HoverHover MovementHover is a Movement you use to Fly in place..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Haste
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Haste is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that speeds CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. up.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 minute
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain HastedHasted ConditionHasted is a Condition that speeds up your actions..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain HastedHasted ConditionHasted is a Condition that speeds up your actions., but can only use it for AttackAttack ActionAttack is the Action you use to strike at a foe. and MoveMove ActionMove is the Action you use to change your position..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Healing Burst
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Healing Burst is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that heals CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a burst of vital energy.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 2d8 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 2d8 HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 HealingHealing HealthHealing is restoration that increases your Hit Points..
Tough Skin
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Tough Skin is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that makes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. to an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals..
Core Rule—Tough Skin
Choose one: AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid)., EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth)., FireFire EnergyFire is an Element Energy that deals Damage (Fire)., IceIce EnergyIce is an Element Energy that deals Damage (Ice)., PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse)., ShockShock EnergyShock is an Element Energy that deals Damage (Shock)., SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic)., ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin)., WaterWater EnergyWater is an Element Energy that deals Damage (Water)., or WindWind EnergyWind is an Element Energy that deals Damage (Wind)..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. becomes ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. to your chosen EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. becomes ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to your chosen EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Traceless
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Traceless is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that hides Creatures’Creature TargetCreatures are animate Targets, distinct from inanimate Objects. tracks.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. leave no tracks or trace of their passage, making them impossible to track by non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. means.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to move stealthily.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Cure Affliction
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Cure Affliction is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that ends a DiseaseDisease HazardDiseases are Afflictions caused by illness that spreads through a Creature’s body., CurseCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object., or PoisonPoison HazardPoisons are Afflictions caused by Toxin substances..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- End one DiseaseDisease HazardDiseases are Afflictions caused by illness that spreads through a Creature’s body., CurseCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object., or PoisonPoison HazardPoisons are Afflictions caused by Toxin substances..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Halt the progression of one DiseaseDisease HazardDiseases are Afflictions caused by illness that spreads through a Creature’s body., CurseCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object., or PoisonPoison HazardPoisons are Afflictions caused by Toxin substances. for 24 hours.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Ghostly Weapon
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Ghostly Weapon is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. strike incorporeal foes.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 minute
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. ignores incorporeal resistances and immunities to DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. ignores incorporeal resistances to DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Group Invisibility
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Group Invisibility is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that hides a group of CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. from everyone but each other.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. to everyone except each other while inside the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. to everyone except each other while inside the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.. Leaving the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. ends their invisibility. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends if any CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. makes an AttackAttack ActionAttack is the Action you use to strike at a foe..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last. or add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Healing Aura
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Healing Aura is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that heals CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a large wave of vital energy.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 3d8 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 3d8 HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 HealingHealing HealthHealing is restoration that increases your Hit Points..
Soul Ward
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Soul Ward is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shields the SoulsSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. of CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Up to 3 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. and recover the maximum amount when receiving HealingHealing HealthHealing is restoration that increases your Hit Points. while in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. while in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Teleport
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3 · Uncommon3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Teleport is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that moves CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. instantly to a destination.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. appear at the destination.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. appear at the destination. If teleporting farther than Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you., your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides where they appear.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Healing Surge
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Healing Surge is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that heals a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a surge of vital energy.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains 8d8 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains 8d8 HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 HealingHealing HealthHealing is restoration that increases your Hit Points..
Life Transfer
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 4 · Uncommon3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Life Transfer is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that trades life force between a donor and a recipient.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 donor with HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. above 1 and 1 recipient at 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. (dropped within the last minute)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The donor’s HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 1. The recipient’s HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. rises to 1.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The donor's HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and gains StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated.. The recipient's HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. rises to full.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Moonbeam
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Moonbeam is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that forces Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. back into their true form.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. partially revert to their true form and lose any natural WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. from their shifted form.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Shape-ShiftedShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. fully revert to their true form and can’t shift again until the end of their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. to the Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target..
Healing Wind
Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Healing Wind is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that heals CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with the strongest wave of vital energy.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 5d8 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain 5d8 HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Compel
School
Compel is a SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that make a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. act, move, or behave in specific ways. This includes forcing actions, repositioning them, dominating minds, and manipulating terrain or elements.
Bane
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Bane is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that weakens Creatures’Creature TargetCreatures are animate Targets, distinct from inanimate Objects. AttacksAttack ActionAttack is the Action you use to strike at a foe. and SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. subtract 1d4 from their next AttackAttack ActionAttack is the Action you use to strike at a foe. or SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. subtract 1d4 from AttacksAttack ActionAttack is the Action you use to strike at a foe. and SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Bless
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Bless is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bolsters Creatures’Creature TargetCreatures are animate Targets, distinct from inanimate Objects. AttacksAttack ActionAttack is the Action you use to strike at a foe. and SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. add 1d4 to AttacksAttack ActionAttack is the Action you use to strike at a foe. and SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. add 1d4 to their next AttackAttack ActionAttack is the Action you use to strike at a foe. or SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Deafness
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Deafness is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that deafens a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing. until the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
Jinx
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Jinx is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that curses a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on its next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something., but the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends at the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., even if it hasn't made one yet.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on the next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. it makes before the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends. Once it makes a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. with this penalty, the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends.
Slow Fall
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Common1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Slow Fall is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that slows a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. slowly and takes no DamageDamage HealthDamage is harm that reduces your Hit Points. from the FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. more slowly than usual, taking half DamageDamage HealthDamage is harm that reduces your Hit Points. from the FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and landing ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Slumber
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Slumber is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that puts CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to sleep.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Up to 8 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 2 minutes
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. lose FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Cling
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Cling is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. climb walls and ceilings without handholds.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. are adapted to ClimbingClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds., don’t need handholds, and can ClimbClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds. on ceilings.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. don’t need handholds and can ClimbClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds. on ceilings.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last. and add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Dream Whisper
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Dream Whisper is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sends a message into a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. dreams.
Core Rule—Dream Whisper
- Send a one-way message into the Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. dreams.
- If the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is asleep, it receives the message immediately. Otherwise, it receives the message the next time it falls asleep.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Unlimited
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You know when the message is delivered.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You don’t know when the message is delivered.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a feather and sand
Knock
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Knock is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that opens a locked ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. unlocks silently.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. unlocks making an audible sound to Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Silence
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 2 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Silence is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that silences a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is InaudibleInaudible AudibilityInaudible is an Audibility state in which you can’t be heard, such as in vacuums, areas of Magical silence, or during heavy wind and rain. to other CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains SilencedSilenced ConditionSilenced is a Condition that cuts you off from all sound..
Banish
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Banish is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sends a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to another plane of existence.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is banished to another plane of existence. On a SuccessfulSuccess TestSuccess is a Test Result that means you achieve your goal. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat., it can return early.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is banished to another plane of existence.
Dream Share
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Dream Share is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that puts CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to sleep in a shared dream.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Unlimited
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Up to 8 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you know by name
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour (FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns.) or as CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. awaken
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless. and join a shared dream space where sleepers can communicate as though they were together.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless. and join a shared dream space where sleepers can communicate telepathically.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a tuft of wool and a poppy seed
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last. and add 8 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Repel
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Repel is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that keeps CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. out of an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can’t voluntarily enter SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. except to MoveMove ActionMove is the Action you use to change your position. out of it.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that enter SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. treat it as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Telekinesis
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Telekinesis is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that moves a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. with your mind.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You forcefully hold or MoveMove ActionMove is the Action you use to change your position. a MediumMedium SizeMedium is a Size for Targets that Occupy 1 Space, about the size of a typical human adolescent or adult. or smaller TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. up to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move. with your mind. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain RestrainedRestrained ConditionRestrained is a Condition that binds or pins you..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You forcefully MoveMove ActionMove is the Action you use to change your position. a SmallSmall SizeSmall is a Size for Targets that Occupy 1 Space, about the size of a human child. or smaller TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. up to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move. with your mind.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Reverse Gravity
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 5 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Reverse Gravity is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that flips gravity in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. and ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. float to the top of the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. and are ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place. there.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Same as SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication., but TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. also gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses. while affected.
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 5th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. to the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range..
Time Stop
Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 5 · Rare2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Time Stop is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that freezes time for everyone but you.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- TimeTime RuleTime is how the game measures how long things take. freezes for everyone but you. Take 2 extra TurnsTurn CombatTurns are the part of each Round when you get your chance to act. in a row. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends early if you affect another CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or an object another CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is holding.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but you take only 1 extra TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 5th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 extra TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Conjure
School
Conjure is a SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bring something into existence that wasn’t there before. This includes summoning objects or creatures and manifesting energy or matter.
Decay Stop
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Decay Stop is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that preserves a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. from decay and undeath.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight.
- DurationDuration StatDurations are the lengths of time Effects last.
- 12 hours
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You suspend decomposition of a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. and prevent it from gaining UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You suspend decomposition of a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 12 hours to the DurationDuration StatDurations are the lengths of time Effects last..
Helping Hand
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Helping Hand is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that summons a spectral hand to act for you.
Core Rule—Helping Hand
- ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. a spectral floating hand, a SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you. that has 3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- It can manipulate TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. and ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
- Use CommandCommand ActionCommand is an Action you use to give an order to a Creature or a Summon. to have it act on your TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- It has 6 SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
- It can’t use WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 minute
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The Helping Hand can manipulate MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. items.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The Helping Hand can’t manipulate MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. items.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to increase the SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. of the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. the hand can manipulate by 1.
Identify Magic
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Identify Magic is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that reveals the MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. FeaturesFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. affecting a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You identify the MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. FeaturesFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. affecting the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., including any CursesCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You identify the MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. FeaturesFeature FeatureFeatures are descriptors that provide additional information about an Object or Effect. affecting the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a crystal shard and fae dust
Illusory Script
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 1 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Illusory Script is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that disguises writing and markings with illusions.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Overlay illusory text or illustrations onto the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., masking any real markings so they appear different.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Overlay illusory text or illustrations onto the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Minor Tricks
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 1 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Minor Tricks is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that creates small convincing illusions and effects.
Core Rule—Minor Tricks
- Perform a minor trick, such as creating a gust of wind, projecting a sound, or performing a simple magic trick.
- The trick doesn’t deal DamageDamage HealthDamage is harm that reduces your Hit Points..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The trick is believed by anyone exposed to it.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The trick is believed by anyone exposed to it with a MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. less than or equal to yours.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Spectral Hand
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spectral Hand is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that summons a spectral hand to deliver your TouchTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
Core Rule—Spectral Hand
- ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. a spectral floating hand, a SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you. that has 3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. that can only be used to MoveMove ActionMove is the Action you use to change your position..
- Use CommandCommand ActionCommand is an Action you use to give an order to a Creature or a Summon. to have it act on your TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- It has 6 SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
- When you CastCast ActionCast is the Action you use to unleash a Spell. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. with a ReachReach StatReach is the Range an Effect extends from its Origin. of Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. while this SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is active, the Spectral Hand can deliver the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. as if it were your own hand.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 minute
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The Spectral Hand is CastCast ActionCast is the Action you use to unleash a Spell. using 0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The Spectral Hand is CastCast ActionCast is the Action you use to unleash a Spell. normally.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Spectral Weapon
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spectral Weapon is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that manifests a MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. in your grip.
Core Rule—Spectral Weapon
Manifest any CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. in your grip.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 minute
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The Spectral Weapon deals MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. DamageDamage HealthDamage is harm that reduces your Hit Points..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The Spectral Weapon deals non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. DamageDamage HealthDamage is harm that reduces your Hit Points..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Hushfall
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Hushfall is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that creates a zone of MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. silence.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Create a zone of MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. silence. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within the zone gain SilencedSilenced ConditionSilenced is a Condition that cuts you off from all sound..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Create a zone of MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. silence. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within the zone gain SilencedSilenced ConditionSilenced is a Condition that cuts you off from all sound., but are audible to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. outside the zone.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Reanimate
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Reanimate is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that raises a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. as UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight.
- DurationDuration StatDurations are the lengths of time Effects last.
- 24 hours
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. loses DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. and returns to life as an UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. mummy, skeleton, or zombie (Player’sPlayer TermPlayers (capital ‘P’) are the people at your table who control Scribes. choice).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. has 2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds., 3 SDSpeed StatSpeed (SD) is the number of Spaces you can Move., and no FeatsFeat Feat · Tier 1Feats are abilities you buy with SP. or special abilities.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. embalming fluid and a drop of fresh blood
Umbral Veil
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Umbral Veil is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that creates an area of MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. DarknessDarkness IlluminationDarkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 10 minutes
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You create an Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. of DarknessDarkness IlluminationDarkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness. that can only be penetrated or dispelled by MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. means.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You create an Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. of GloomGloom IlluminationGloom is dim Illumination with reduced visibility and shadows, such as twilight, moonlight, and weak diffused light. that can only be penetrated or dispelled by MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. means.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Major Tricks
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 4 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Major Tricks is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that creates convincing large-scale illusions.
Core Rule—Major Tricks
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The trick is believed by anyone exposed to it.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The trick is believed by anyone exposed to it with a MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. less than or equal to yours.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Rejuvenate
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 4 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Rejuvenate is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that restores an UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to true life.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. loses UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. and returns to life with maximum HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. returns to life with StableStable ConditionStable is a Condition tied to your Hit Points that marks your recovery from Staggered..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. water and a drop of fresh blood
Portal
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 5 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Portal is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that opens a gateway to another plane.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Create a planar portal that CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can travel through in either direction. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the location and what the destination looks like.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the portal appears at a random LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy. on the destination plane.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Resurrection
Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 5 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Resurrection is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that returns a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to life.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. loses DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. and returns to life with maximum HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. returns to life with StableStable ConditionStable is a Condition tied to your Hit Points that marks your recovery from Staggered..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. water and a drop of fresh blood
Destroy
School
Destroy is a SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. to a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. or end MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. effects.
Acid Burn
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Acid Burn is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sears a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a burst of acid.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).) and takes 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Air Blade
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Air Blade is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that slashes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a blade of wind and knocks it down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Counter Cast
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Counter Cast is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that interrupts another SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. as it is CastCast ActionCast is the Action you use to unleash a Spell..
Core Rule—Counter Cast
Your CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. must be at the triggering Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. or higher to interrupt it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. uses CastCast ActionCast is the Action you use to unleash a Spell. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. produces no EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- If possible, the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is CastCast ActionCast is the Action you use to unleash a Spell. 1 TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. lower. Otherwise, it produces no EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use..
Dispel Magic
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Dispel Magic is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that ends a lingering SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
Core Rule—Dispel Magic
Your CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. must be at the TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. of the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. whose lingering EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. you want to dispel.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. ends.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. from a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you know ends.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use..
Entangle
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Entangle is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that snares CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in grasping earth and roughens the ground.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and MovingMove ActionMove is the Action you use to change your position. is treated as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Flare
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Flare is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that scorches a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a flash of fire.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and takes 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Ice Knife
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Ice Knife is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that stabs a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a shard of ice and slows it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and gains SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Secrete
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Secrete is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that coats a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in toxin.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) and takes 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Shatter
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Shatter is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shatters a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. with sound.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- If the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. is a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., it takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and gains DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing.. If it is an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., it is destroyed.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- If the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. is a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., it takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). If it is an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., it is damaged.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. or increase the SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. of TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
Static Surge
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Static Surge is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shocks a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with static and stuns it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and gains StunnedStunned ConditionStunned is a Condition that leaves you reeling..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Water Whip
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Water Whip is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lashes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with water and leaves it ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and gains ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Wither
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Wither is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that withers a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with blight and sickens it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and gains SickenedSickened ConditionSickened is a Condition that turns your stomach..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Acid Splash
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Acid Splash is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that splashes acid across CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).) and take 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Aqua Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Aqua Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that blasts CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area with water and leaves them ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and gain ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Blight Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Blight Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bursts with blight and sickens CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and gain SickenedSickened ConditionSickened is a Condition that turns your stomach..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Break Curse
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Break Curse is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that ends the CursesCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object. on a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- All CursesCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object. affecting the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. end.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- 1 CurseCurse HazardCurses are Afflictions of Magical origin that bind a Creature or Object. affecting the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. ends.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Daybreak
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Daybreak is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sears CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight with a flash of dawn.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.) and gain BlindedBlinded ConditionBlinded is a Condition that takes away your sight. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Frost Heave
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Frost Heave is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that freezes CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area and slows them.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and gain SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Gust Bullet
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Gust Bullet is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that blasts CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area with wind and knocks them down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Plasma Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Plasma Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bursts with plasma and burns CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and take 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sound Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sound Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bursts with sound and deafens CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and gain DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Spore Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spore Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bursts with toxic spores in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) and take 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Voltaic Burst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Voltaic Burst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that bursts with electricity and stuns CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and gain StunnedStunned ConditionStunned is a Condition that leaves you reeling..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Bubble
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Bubble is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that engulfs a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in water and leaves it ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and gains ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Caustic Stream
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Caustic Stream is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sprays CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in a line with a stream of acid.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Fireball
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Fireball is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that hurls a ball of fire at a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Ice Spear
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Ice Spear is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that impales a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a spear of ice and slows it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and gains SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Lightning Bolt
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Lightning Bolt is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that strikes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with lightning.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and gains SickenedSickened ConditionSickened is a Condition that turns your stomach..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Microburst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Microburst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that slams a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a downdraft of wind and knocks it down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Rock Slide
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Rock Slide is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that buries CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in a line under falling rock.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and MovingMove ActionMove is the Action you use to change your position. is treated as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sickening Stare
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sickening Stare is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sickens a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a glare.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and gains SickenedSickened ConditionSickened is a Condition that turns your stomach..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sonic Blast
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sonic Blast is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that blasts a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with sound and deafens it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and gains DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sunbeam
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sunbeam is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sears CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight with a beam of sunlight.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight in Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.) and gain BlindedBlinded ConditionBlinded is a Condition that takes away your sight. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Venom Strike
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Venom Strike is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that strikes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with venom.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) and 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes 6d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Acid Rain
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Acid Rain is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that drenches a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. in acid rain.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).) and 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Detonate
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Detonate is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that fills a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with sickening blasts.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and gain SickenedSickened ConditionSickened is a Condition that turns your stomach..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Firestorm
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Firestorm is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that engulfs a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. in fire.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Mold Cloud
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Mold Cloud is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that fills a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with toxic mold.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) and 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sandstorm
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sandstorm is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that scours a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with sand and roughens the ground.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and MovingMove ActionMove is the Action you use to change your position. is treated as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Sonic Boom
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sonic Boom is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that fills a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with deafening booms.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and gain DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Spell Immunity
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Rare2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spell Immunity is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that wards a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. against one SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you name.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 24 hours
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The named SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. has no EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. on the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.. If the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. has an Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range., only the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is protected. Spell Immunity ends after it protects the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. once.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. takes half DamageDamage HealthDamage is harm that reduces your Hit Points. from the named SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., and any DurationDuration StatDurations are the lengths of time Effects last. it imposes on the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is halved. Spell Immunity ends after it protects the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. once.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Spell Turning
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Rare2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spell Turning is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that reflects a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that targets you back at its caster.
Core Rule—Spell Turning
When a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. targets you, make a SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. reflects back at its caster, who becomes its new TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.. It affects them as if they had CastCast ActionCast is the Action you use to unleash a Spell. it on themselves. Spell Turning ends.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. isn’t reflected and affects you normally. Spell Turning ends.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Sunburst
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sunburst is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sears CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight with a blinding burst of sunlight.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. sensitive to sunlight in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AetherAether EnergyAether is an Essence Energy that deals spiritual Damage.) and gain BlindedBlinded ConditionBlinded is a Condition that takes away your sight. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Thunderstorm
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Thunderstorm is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that batters a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with lightning and stuns CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and gain StunnedStunned ConditionStunned is a Condition that leaves you reeling..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Tidal Wave
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Tidal Wave is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that floods a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and leaves CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and gain ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Tornado
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Tornado is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that tears through a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with a whirlwind and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Earthquake
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Earthquake is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shakes a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and turns the ground to Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and MovingMove ActionMove is the Action you use to change your position. is treated as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
Fallout
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Fallout is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that rains sickening fallout on a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).), gain SickenedSickened ConditionSickened is a Condition that turns your stomach., and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Glacial Shift
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Glacial Shift is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that grinds a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. under ice, slowing CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. and knocking them down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).), gain SlowedSlowed ConditionSlowed is a Condition that drags down your pace., and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Hurricane
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Hurricane is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that batters a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with gale winds and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Meteor Shower
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Meteor Shower is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that rains burning meteors on a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Plague
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Plague is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that spreads a toxic plague through a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Resonate
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Resonate is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shakes a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. with deafening sound and knocks CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. down.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).), gain DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing., and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Spell Void
Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 5 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Spell Void is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that ends and suppresses Magic in an area.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. and MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. produce no EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., and existing SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. end. The MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. on CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects., ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate., and LocationsLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy. end.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but Dispel MagicDispel Magic Spell · Tier 1Dispel Magic is a Destroy Spell that ends a lingering Spell Effect. and another Spell Void SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. nullify each other if they overlap.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Reveal
School
Reveal is a SchoolSchool SchoolSchools are the categories of Spells that tell you what type of Effect a Spell makes. of SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that give you information. They uncover hidden things, detect CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate., send messages, or let you sense things you normally couldn't.
Alarm
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Alarm is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sets a ward to alert you when CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. enter it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You create a MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. ward that mentally alerts you when CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. enter it. The alarm wakes you from natural sleep, and you can choose which CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. trip the alarm based on identity, SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy., or FormForm FormForms are Creature categories that define physical structure..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but instead of a mental alert, the alarm is a ringing bell.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a bell and string
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last..
Beast Speak
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Beast Speak is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you talk with BeastsBeast FormBeasts are a Form of non-magical animals found in the natural world..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You can speak with and understand BeastsBeast FormBeasts are a Form of non-magical animals found in the natural world. using simple language. BeastsBeast FormBeasts are a Form of non-magical animals found in the natural world. can respond about things they've experienced in the last week through basic descriptions, yes/no answers, or single words.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but only for experiences in the last day.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Dead Speak
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Dead Speak is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you question a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you. and 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You can speak with and understand a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.. The DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can answer up to 5 questions, and:
- May choose whether to answer truthfully
- Can only share knowledge it possessed while alive
- Can only communicate in LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate. it knew while alive
- Can’t learn new information or predict future events
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can only answer 1 question.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Detect Magic
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Detect Magic is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you sense MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. are sensed by you with your High FidelityHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SensesSense SenseSenses are the five natural ways you perceive your body and surroundings..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. are sensed by you with your Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SensesSense SenseSenses are the five natural ways you perceive your body and surroundings..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Locate Object
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Locate Object is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that points you toward an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Unlimited (same plane)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You learn the direction of a specific ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. you choose, or the nearest ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. of the chosen type, and whether it’s near (within Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.), far (within a day’s travel), or very far. To find a specific ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., you must have observed it with your own senses.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You learn only the direction. If there’s lead or running water between you and the ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., the reading may be wrong.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Translate
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 1 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Translate is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that grants a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. fluency in a LanguageLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can speak, read, write, and understand an additional chosen LanguageLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate. you have access to with native fluency.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can speak and understand an additional chosen LanguageLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate. you have access to at a basic level.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Locate Creature
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Locate Creature is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that points you toward a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Unlimited (same plane)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You learn the direction of a specific CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you choose, or the nearest CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. of the chosen type, and whether it’s near (within Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.), far (within a day’s travel), or very far. To find a specific CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., you must have observed it with your own senses.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You learn only the direction. If there’s lead or running water between you and the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., the reading may be wrong.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Plant Speak
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Plant Speak is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you talk with PlantsPlant FormPlants are a Form of creatures whose physical nature consists of vegetative matter, including both rooted and mobile forms..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You can speak with and understand PlantsPlant FormPlants are a Form of creatures whose physical nature consists of vegetative matter, including both rooted and mobile forms. using simple language. PlantsPlant FormPlants are a Form of creatures whose physical nature consists of vegetative matter, including both rooted and mobile forms. can respond about things they’ve experienced in the last week through basic descriptions, yes/no answers, or single words.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but only for experiences in the last day.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Scrying
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Scrying is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you watch and listen to a distant TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy. you are familiar with
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The SensorSensor TargetSensors are invisible points an Effect creates for you to perceive through. appears, and you see and hear through it with your High FidelityHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SensesSense SenseSenses are the five natural ways you perceive your body and surroundings.. The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. isn't aware of it.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The SensorSensor TargetSensors are invisible points an Effect creates for you to perceive through. appears, but if the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. is MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., it senses it’s being watched.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 2nd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Share Senses
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 2 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Share Senses is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you sense through another CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Your SensesSense SenseSenses are the five natural ways you perceive your body and surroundings. are dulled and you SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. whatever the other CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. senses.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but you gain BlindedBlinded ConditionBlinded is a Condition that takes away your sight., DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing., and Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Telepathy
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 2 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Telepathy is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that links your mind with a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You and the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can communicate telepathically with each other for the DurationDuration StatDurations are the lengths of time Effects last..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. only senses your general emotional state.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
All Speaking
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
All Speaking is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you speak, read, and write every LanguageLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You can speak with and understand all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with native fluency in their own LanguageLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate.. You can also read and write all LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but not for reading or writing LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Sending
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Sending is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sends a short message to distant CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. hear your message and recognize your voice, and can send a reply of up to 25 words back to you.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. hear your message but can't reply.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Telepathic Bond
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 3 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Telepathic Bond is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that links a group of CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. telepathically.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Up to 3 WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. (including yourself)
- DurationDuration StatDurations are the lengths of time Effects last.
- 1 hour
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can communicate telepathically with each other for the DurationDuration StatDurations are the lengths of time Effects last..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the link ends if any CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. moves beyond Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. of the others.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
All Seeing
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 4 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
All Seeing is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets you sense every CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in an area, even HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. or InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. ones.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You sense all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. with your High FidelitysHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space., including HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. or InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. ones.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You sense all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. with your Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SensesSense SenseSenses are the five natural ways you perceive your body and surroundings., including HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. or InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. ones.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Contact Other Plane
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 4 · Uncommon2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Contact Other Plane is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that asks an extraplanar intelligence one question.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- An extraplanar intelligence truthfully answers 1 question.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- An extraplanar intelligence answers 1 question, but you gain SickenedSickened ConditionSickened is a Condition that turns your stomach. until your next RestRest RestRests are breaks you take to recover between fights and adventures..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. rare incense, burned as an offering
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to ask 1 additional question.
Foresight
Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 5 · Common2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Foresight is a RevealReveal SchoolReveal is a School of Spells that give you information. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that lets a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. anticipate danger.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 8 hours
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. adds 1d4 to AttacksAttack ActionAttack is the Action you use to strike at a foe., SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat., and DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them., and can't gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. adds 1d4 to SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. and can't gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 5th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last..