Flight
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 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines. · UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.
Part of Alter
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Flight 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 lets a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. and HoverHover MovementHover is a Movement you use to Fly in place..
- 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. 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.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. and HoverHover MovementHover is a Movement you use to Fly in place..
- 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.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift., but not HoverHover MovementHover is a Movement you use to Fly in place..
- 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 10 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Source Player Codex