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Repel

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 4Tier 4 TierTier 4 is a Tier that represents master 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.

Repel 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 keeps CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. out of an area.

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. (Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.)
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 (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. 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.
CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can’t voluntarily enter SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. except to MoveMove ActionMove is the Action you use to change your position. out of 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.
CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that enter SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. in the Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. treat it as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
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