Cure Affliction
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Alter
- 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..
Source Player Codex