Slumber
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 1Tier 1 TierTier 1 is a Tier that represents novice 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.
Slumber 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 puts CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. to sleep.
- 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.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 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 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.
- Up to 8 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
- DurationDuration StatDurations are the lengths of time Effects last.
- 2 minutes
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. 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. lose FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless..
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 1st, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 2 minutes to the DurationDuration StatDurations are the lengths of time Effects last..
Source Player Codex