Action Point (AP)

The primary action currency in Combat. Characters start each round with 5 AP and spend them on attacks, spells, movement, and other actions.

Advantage/Disadvantage

Roll twice and take the higher (Advantage) or lower (Disadvantage) result. Used instead of small numerical bonuses to represent favorable or unfavorable circumstances.

Animal Companion

A loyal animal partner available to certain classes like Hunter and Druid. See Animal Companions for detailed rules on stats, commands, and advancement.

Class Tier

A measure of mastery within your character class, progressing from Apprentice (Level 1) to Legendary (Level 17+). Determines damage dice scaling and ability power. See Tier Systems.

Counterspell

The ability to disrupt enemy spellcasting through various means, including the Counterspell Expert perk or Counterspell Theory Perk.

Critical Success/Failure

Rolling ≤05 (Critical Success) or ≥95 (Critical Failure) on skill checks. Critical Success often provides exceptional results, while Critical Failure may have consequences beyond simple failure.

Divine Intervention

Powerful miraculous effects available to followers of the Twelve Primal Deities. Requires the Divine Practitioner perk and spending Favor points. See Divine Intervention.

Extended Check

A skill challenge requiring multiple successful rolls over time, such as crafting complex items. Each roll provides successes or failures that accumulate toward a target total. See Extended Checks

Favor

The divine currency system used for Divine Interventions. Gained through prayer, temple donations, and adhering to your deity’s values. Lost by acting against your deity’s principles.

Flow Points (FP)

Combat resource gained by successful attacks and reactions. Spent on special weapon techniques called Flow Actions. Characters start combat with 2 FP and lose 1 FP per turn unless using Flow State.

Flow Actions

Special combat techniques powered by Flow Points. Include both Global Flow Actions available to everyone and weapon-specific actions based on your equipment category.

Hard/Major Success

Success Levels achieved by rolling ≤½ Target Number (Hard) or ≤¼ Target Number (Major). Provide better results than Normal Success, including damage bonuses.

Heightening

Enhancing spells by spending additional Mana to increase their effective level and power. Each heightened level costs +1 Mana and cannot exceed your maximum castable spell level. See Heightened Spells.

Hit Dice (HD)

Determines health scaling by class. Each class has a different HD (d6, d8, d10, or d12) that affects total health calculation alongside Class Tiers.

Interventions

See Divine Intervention. The specific miraculous effects available to divine practitioners.

Mythic Perks

Special story-based rewards granted to entire parties after completing major quest arcs. Provide both powerful temporary abilities and permanent benefits. See Mythic Perks.

Mana Pool

The magical energy resource used by spellcasters. Calculated from base mana (determined by class level) plus Spellcasting Modifier. Refreshes after Long Rests.

Metamagic

The ability to modify spells as you cast them, adding effects like extended duration or increased area. Requires specific Magic Perks and additional mana costs.

Multiclassing

Taking levels in a secondary character class through the Multiclassing Perks system. Limited to one secondary class with a maximum level based on primary class level.

Opposed Check

A contest between two characters’ skill rolls, comparing Success Levels rather than raw numbers. Used for combat reactions and competitive situations. See Opposed Checks.

Persistent Damage

Ongoing damage effects like bleeding, poison, or burning. Applied at the end of each turn and removable through skill checks or spending 2 AP. See Persistent Damage.

Reaction Points (RP)

Combat resource for defensive actions and interruptions. Characters start each round with 2 RP, spending them on dodge, parry, and other defensive maneuvers.

Recovery Roll

A healing mechanic offering choice between guaranteed restoration (Safe option: 10% max HP) or variable healing (Luck option: roll hit dice). Available through natural healing and medical treatment. See Recovery Roll.

Session Productivity

GM Guideline ensuring meaningful campaign progress. Unproductive sessions focusing on trivial activities grant 0 XP and don’t count toward leveling.

Social Challenge

Formal system for significant social encounters where NPCs have strong resistance to player goals. Uses Resolve mechanics and tactical social actions. See Social Challenges

Spellcasting Check

The skill roll required to successfully cast spells. Failure wastes the spell’s AP and mana costs. Critical failure may trigger additional complications.

Target Number

This is commonly used to refer to a target you must hit, or to refer to the difficulty of a Check. This is merely your numerical level for the given Skill (possibly modified by various effects)

Threat Range

The area around a character where they can make melee attacks, determined by Reach. Moving out of an enemy’s threat range typically provokes Reaction Attacks.

XP (Experience Points)

Character advancement currency gained at session end; used to buy skill improvements at the end of sessions.

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