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Tidal Wave

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 4Tier 4 TierTier 4 is a Tier that represents master 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.

Tidal Wave 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 floods a Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. and leaves CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..

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.
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.
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. 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 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).).
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and gain ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..

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 4th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points..

Source Player Codex

History

  • 0.7.0 Beta Changed · Oct 10, 2026 Rebuilt on d8 Potency dice for its Tier, one step lower for several Targets; higher-Tier Casting adds d8s.