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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.
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.
InstantInstant StatInstant is a Duration for Effects that resolve the moment they happen and don’t last.

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