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All Seeing

2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 4Tier 4 TierTier 4 is a Tier that represents master power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Reveal

  • 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.
DurationDuration StatDurations are the lengths of time Effects last.
10 minutes (FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns.)

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..

Source Player Codex