Decay Stop
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Conjure
- 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..
Source Player Codex