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Mirage

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 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines. · UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.

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

Mirage 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 duplicates of you to draw AttacksAttack ActionAttack is the Action you use to strike at a foe..

Core Rule—Mirage

  • When you’re hit with an AttackAttack ActionAttack is the Action you use to strike at a foe., roll 1d4 to create a duplicate of you in an adjacent SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
  • Mirages are destroyed when hit.
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.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
DurationDuration StatDurations are the lengths of time Effects last.
1 minute

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.
On a roll of 2-4, the AttackAttack ActionAttack is the Action you use to strike at a foe. hits a duplicate instead of you.
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.
On a roll of 3-4, the AttackAttack ActionAttack is the Action you use to strike at a foe. hits a duplicate instead of you.
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 1 additional duplicate.

Source Player Codex