Resurrection
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 5Tier 5 TierTier 5 is a Tier that represents legend 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.
Resurrection 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 returns a DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to 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.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly 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 DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. 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