By and large, your failures in Torghast are measured in deaths, not with a timer. Dying repeatedly alerts the Tarragrue, a lumbering iron-clad creature that will appear at the level’s entrance and slowly move toward its end. If he sees any heroes, he will chase down and kill them. If he reaches the end of the level or kills all the players in the level, your run ends and you are thrown out of Torghast.
Anima Powers grant you the incredible strength needed to take on the Jailer’s more challenging allies. They will often directly improve one of your Covenant class or signature abilities, modifying it with powerful properties for you to wield. Anima Powers can be found hidden in corners, tucked away in phylacteries, or carried on the bodies of the Jailer’s servitors. Keep an eye out for powers that interact with one another in interesting ways!
One thing that has always been remarkable to me in World of Warcraft is how it brings players together from all sides of life to meet with common goals. I've been playing the game for fifteen years, and have played with gamers with all sorts of accessibility needs. I distinctly remember raiding Serpentshrine Cavern back in the day with an amputee friend Paladin who healed an entire raid of 25-players using a mouse equipped with dozens of buttons. He also competed at a high level in World of Warcraft Arena, as well as any able-bodied player I've seen.
The Shadowlands are accessible upon death, where the player-character can roam, and can only be seen by other spirits. The Spirit of Tony Two-Tusk describes the Shadowlands as all grey and dark, swirling clouds. While Uuna was in the Shadowlands, she described it as dark and she was unable to see anything, though she could hear people interacting with her in the physical world. From within the Shadowlands, she could see the light of the naaru A'dal who was in the physical world, but it was so bright that it scared her. The moonlight at Lake Falathim allowed her to see a friend in the physical world.