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Rejuvenate

2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)

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, Ritual

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

Rejuvenate 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 restores an UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to true life.

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 UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. 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. 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 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. loses UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. and returns to life with maximum HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
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.
Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. returns to life with StableStable ConditionStable is a Condition tied to your Hit Points that marks your recovery from Staggered..
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..

ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. water and a drop of fresh blood

Source Player Codex