Skip to content

Major Tricks

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

Spell · ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. · Tier 4Tier 4 TierTier 4 is a Tier that represents master 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 Conjure

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

Major Tricks is a ConjureConjure SchoolConjure is a School of Spells that bring something into existence that wasn’t there before. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that creates convincing large-scale illusions.

Core Rule—Major Tricks

  • Perform a major trick, such as creating a full-sensory illusory scene or altering a Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. appearance.
  • The trick doesn’t deal DamageDamage HealthDamage is harm that reduces your Hit Points..
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.
Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of 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.
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or LocationLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy.
DurationDuration StatDurations are the lengths of time Effects last.
1 hour

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 trick is believed by anyone exposed to it.
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 trick is believed by anyone exposed to it with a MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. less than or equal to yours.
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