Skip to content

Soul Ward

2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · 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 Alter

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

Soul Ward is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that shields the SoulsSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. of CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in 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.
Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 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 3 CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in 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.
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. gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. and recover the maximum amount when receiving HealingHealing HealthHealing is restoration that increases your Hit Points. while 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..
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. gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. while 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..
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