Game Effects

Citadel LARP employs a variety of effects to simulate the fantastical powers and abilities within the game world. It's important for all players to have a basic understanding of these effects. At minimum, we would recommend being familiar with the General Rules for Effects. However, it is absolutely not required that you memorize every effect, and it is always okay to ask for clarification during an encounter.
Taglines

Taglines are special words spoken to help identify complex game effects. For the most part, taglines are Out-of-Play but their effects may be recognizable from their In-Game effect. The skill or spell will clearly state the tagline required for implementing it in its description.

When used, taglines must be started before physically beginning the attack. A weapon that strikes before the tagline is complete, or a packet that is thrown before the tagline is complete, does not benefit from the tagline’s effect. If a player says the wrong tagline for an effect or falters when speaking, that is called a "flubbed verbal" and also does not count. The player that flubbed the verbal does not expend the effect and the player that was targeted does not receive the effect.

The tagline will let you know how the effect has been created and its Source (if any - see below). For example, all Wizard and Sigilcraft spells will begin with "Activate" when they are cast (e.g. "Activate Fire Dart"). A Channeler spell with either have a "Spellstrike" or "Magic" tagline (e.g. "Magic Fire Dart"). An Alchemic brew, and some Artificed items, will begin with "Chemical" ("Chemical Fire Dart").

A character would be able to tell the difference between a Wizard's fire dart, a Channeler's fire dart, and an Alchemic brew being thrown at them that has a fire dart effect, and could defend themselves appropriately. In these examples, the fire darts from the Wizard and Channeler are purely magical effects, and so could be Dodged or Countermagicked. The Alchemy brew, and some Artificed items, although also thrown as packets, represents a clay pot filled with a volatile substance that shatters upon impact, or another physical item, and therefore could also be Sidestepped.

Delivery Methods

There are six ways an effect can be delivered to a character.

  1. Weapon

  2. Packet

  3. Touch

  4. Spellstrike

  5. Point

  6. Voice

Weapon

Any non-magical, harmful, or damaging effect delivered via a weapon (or claw) attack is a Weapon effect. These are most commonly seen from Weapon Maneuvers, and generally represent the character's skill with the weapon.

When a weapon delivers a specific effect (such as a Befuddle or Knockdown) the effect takes place instead of the weapon dealing any damage. The one exception is Piercing Strike as that specifically causes damage.

When a character is struck with a non-magical Weapon effect, it must strike a valid hit location (which means it may be blocked by a Melee Weapon or Shield), but no other physical defenses (Armor or Toughness) will prevent the effect from affecting the target.

If an effect does not follow this default rule it will be noted in its description. For example, a Break Weapon effect must hit the target's weapon not a valid hit location. Poisons can be blocked by Armor, but not by Toughness. See the individual descriptions of the effects for all of the details.

Packet

Packets attacks are delivered via a small packet of birdseed and cloth. Packet effects are considered to have “hit” if the packet touches any part of the target, including clothing. Many spells, Alchemical brews, and some monster attacks are delivered via packet.

Packet attacks cannot be Parried. All packets may be Dodged, unless paired with the True tagline. Only packet attacks with the "Chemical" tagline (i.e thrown Alchemy brews and some Artificed items) may be Sidestepped. Packet attack spells and magical effects (which can be identified if a Source is used in the tagline) can be stopped by Countermagic. Other defenses will apply based on the specific effect.

For example, a packet that delivers a Fire Dart effect would be stopped by a Shield, or mitigated by Armor or Toughness, but an Earth Snare Foot could not be blocked by any physical defenses and would have to be Countermagicked, Dodged, or Sidestepped (if applicable).

When stating a tagline for a packet delivered attack, the player has two (2) seconds from when they finish speaking the tagline and when the effect must be thrown. If they do not throw it within those two (2) seconds, the effect is still considered expended.

Touch

Touch effects are delivered by touch (while following the Physical Contact rules between players) and are limited to healing, curative, and other positive effects. Due to their beneficial nature, they bypass all standard magical protections. A character receiving a Touch Enchantment spell who has a Ward or Resist against the Source being used for the Enchantment does not loose that magical defensive.

In general, no other defenses will prevent a Touch attack, though a character with an appropriate Resist could Resist the effect, if so desired.

Spellstrike

Spellstrikes are magical effects delivered via weapon strike. Note that the weapon strike does no damage when hitting the target; only the magical effect is delivered to the target. The magical effect is treated as a magical packet attack for all rules resolution. Thus, even if the weapon strikes a Shield, is blocked by a Weapon, or catches a cloak, the magical effect still takes full effect, just like a packet would (see Packet attacks above).

If the Spellstrike hits the Weapon or Shield and the effect would normally be stopped by Armor (such as a Dart effect), a character’s Armor applies to the attack if the limb holding the Weapon or shield has at least 50% armor coverage. (Remember that a Dart effect that strikes a Shield has no effect.)

Point

Point delivery effects are very rare at Citadel, but do occur for specific skills, such as the Animal Empathy skill. Point effects are delivered by the character pointing a finger or raising a hand, palm out toward the target. The character using the ability must be within five (5) feet of the target and use an empty hand. Point effects may be defended against based on the specific effect.

Voice

Voice effects affect everyone who clearly hears the effect being called (e.g. “Voice Effect: Earth Repel”). The individual calling the Voice Effect can declare it at whatever volume they desire, from a full shout to a whisper. If you do not hear the effect clearly enough to understand it, then you are not affected by it.

Voice effects cannot be defended against with a Parry, Sidestep, or Dodge, but they may be defended against with an applicable magical defense, such as a Ward, Resist, or Countermagic.

If the Voice effect is a damaging effect, such as a Lance, the target may choose where on their body they take the effect. A Voice effect cannot be blocked by a Shield, but it may be mitigated by Armor or Toughness.

Duration

There are a number of different Durations for effects. An effect’s Duration is how long it affects a character. For example, a Befuddle effect has a duration of ten (10) seconds. The target of a Befuddle would be unable to perform an offensive action, cast spells, or activate items, although they may defend themselves, for a total of ten (10) seconds. The Duration of an effect is listed in its description.

The categories are:

  • Instant - The effect happens and resolves instantly

  • 3 seconds or a “3 count” - An effect with this duration is resolved after 3 seconds or after the character has completed a “3 count” (for example, Killing Blow 3, Killing Blow 2, Killing Blow 1).

  • 10 seconds - The effect lasts for ten (10) seconds. This is the common duration for many offensive combat effects.

  • 1 minute - The effect lasts for one (1) minute. This is seen in stronger combat effects, such as Snare Foot, and is the common duration required for Concentrating on a skill or casting an Enchantment type spell. One (1) minute is also the time it takes for healing effects to fully affect a target.

  • 5 minutes - The only instance of a five (5) minute duration is for the Resuscitate effect. See the effect for more details.

  • 10 minutes - The effect lasts for ten (10) minutes. Some of the stronger combat effects and other miscellaneous effects have this duration.

  • 1 hour - The effect lasts for one (1) hour. Only a handful of effects have a duration this long. However, it is important to know that a Stabilized target - if not given any other healing - will fully recover from their Wounds after one (1) hour.

  • Until your next Short Rest - The effect lasts until you take a Short Rest. The skill will include more details as to how many times an effect may be used. Many skills are “per Short Rest”, which means you can use it a specified number of times, and then after that number, the character must complete a Short Rest to use them again.

  • Until the next Reset - The effect lasts until the next Reset (sunset). Many skills are “per Reset”, which means you can use it a specified number of times, and then, after a Reset, they regain all expended uses of the skill.

  • Permanent - The effect cannot be removed or canceled.

Source

The Source of an effect represents the In-Game mechanism that causes the effect to exist. The Source also informs the player which defenses or protectives they can use against it. If a Source isn't stated with the effect, it is assumed to be a non-magical weapon attack (see above). The most common Sources are the five magical elements: Fire, Water, Earth, Air, and Light.

Typically, the tagline for an effect will state the Source first. For example: "Air Befuddle" would represent a Befuddle effect with Air as a Source. It could be defended against with a Ward against Air or a Resist against Air. You could also defend against it with a Countermagic (since it is magical in nature), whereas, a weapon delivered "Befuddle" could only be defended against with a Parry, Dodge, or Sidestep (if applicable) since it doesn't have a magical Source in the tagline.

In addition to the five magical elements, there are two more Source taglines that are very important to know: "Kal'tov" and "Kal'inokh".

Kal'tov is pure, undiluted Essence (the proper name for magic in Tokavah). Kal'inokh represents raw magical power that has been corrupted or unbalanced in some way. Unlike the other Sources, these will always occur at the end of the tagline. For example: "Earth Prison Kal'inokh" or "Lance Kal'inokh" or "Heal Mortal Wounds Kal'tov"

You may notice the first example includes an elemental Source ("Earth Prison Kal'inokh). The Source is still Earth, even though it is a corrupted form as indicated by the "Kal'inokh" on the end. Since it has an elemental tagline present, a character may defend against it normally. In that example, a Ward against Earth, a Resist against Earth, or a Countermagic could mitigate that effect.

However, if an elemental Source is not used at the beginning of the tagline ("Lance Kal'inokh"), then the effect may only be defended against with a Dodge (if applicable) or a magical defensive that is specifically against Kal'inokh.

Kal'tov will never have an elemental tagline as it represents Essence in its purest form. As such, it may only be defended against with a Dodge (if applicable) or a magical defensive that is specifically against Kal'tov.

Declarations

A declaration is an Out-of-Play statement, usually one word in length, which is spoken by a player in response to an effect interacting with them. Declarations are not full taglines, and as such will not contain Activations or Sources like a full tagline. Declarations typically indicate the use of some skill or protective to counteract an effect.

Citadel Effect List

This section lists and explains all of the Effects and other game terminology used for Citadel LARP.