Rolls are made with a d10 instead of a d20.
A critical success occurs if you roll a value that is 6 or more above the Difficulty Class (DC) needed for success. Conversely, a critical failure happens if you roll a 6 or below when attempting to meet or exceed the DC.
There are no classes; your character learns spells and abilities through skill sets.
Being proficient in a skill or ability means you add your character level to the roll.
All characters have willpower points, which act as a resource for casting spells and using abilities. For instance, activating a rage ability costs willpower.
Actions in combat cost Action Points to execute. By default, players have 6 Action Points each turn. For example, a move action costs 1 Action Point and allows you to move a distance equal to your movement speed.
During combat, whenever a creature takes an action outside of your turn, you can react to it by using Reaction Points. Reaction Points are essentially Action Points that can only be used outside of your turn in response to other creatures' actions. You start with 3 Reaction Points and must use a special action during your turn to acquire more.
Overcast: When casting a spell, you can choose to enhance its effect by paying the overcast cost, which alters the spell's outcome.
Multicast: This option allows you to target additional creatures by paying an extra multicast cost for each additional target.