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Enlarge Creature

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 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 Alter

  • 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..

Source Player Codex