Skip to content

Ghostly Weapon

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.

Ghostly Weapon 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 WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. strike incorporeal foes.

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 non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.
DurationDuration StatDurations are the lengths of time Effects last.
1 minute

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.
The WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. ignores incorporeal resistances and immunities to DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.).
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 WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. ignores incorporeal resistances to DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.).
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