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Jinx

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

Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · 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 Compel

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

Jinx is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that curses a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..

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.
Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
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.
1 minute (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. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.

SuccessSuccess TestSuccess is a Test Result that means you 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..
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 MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on its next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something., but the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends at the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., even if it hasn't made one yet.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gains MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on the next CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. it makes before the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends. Once it makes a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. with this penalty, the SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends.

Source Player Codex