Rock Slide
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. · Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Destroy
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Rock Slide is a DestroyDestroy SchoolDestroy is a School of Spells that deal Damage to a Target or end Magical effects. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that buries CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in a line under falling rock.
- 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. (Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.)
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you 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..
- 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. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and MovingMove ActionMove is the Action you use to change your position. is treated as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
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 3rd, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..
Source Player Codex