Skip to content

Ice Knife

2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · 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 Destroy

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.

Ice Knife is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that stabs a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with a shard of ice and slows it.

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.
InstantInstant StatInstant is a Duration for Effects that resolve the moment they happen and don’t last.

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. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and gains SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
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. takes 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).).
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 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points..

Source Player Codex

History

  • 0.7.0 Beta Changed · Oct 10, 2026 Rebuilt on d8 Potency dice for its Tier; higher-Tier Casting adds d8s.