Skip to content

Invisibility

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. · 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.

Invisibility 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 makes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see..

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.
10 minutes (FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns.)

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. gains InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see..
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. gains InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see.. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends if the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. uses the AttackAttack ActionAttack is the Action you use to strike at a foe. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds..
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 2nd, 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