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.
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