Foresight
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · RevealReveal SchoolReveal is a School of Spells that give you information. · Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Reveal
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Foresight is a RevealReveal SchoolReveal is a School of Spells that give you information. 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. anticipate danger.
- 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.
- DurationDuration StatDurations are the lengths of time Effects last.
- 8 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.
- The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. adds 1d4 to AttacksAttack ActionAttack is the Action you use to strike at a foe., SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat., and DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them., and can't gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware..
- 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. adds 1d4 to SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. and can't gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware..
- 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 5th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 hour to the DurationDuration StatDurations are the lengths of time Effects last..
Source Player Codex