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 required tagline in its description. Speaking a tagline is a form of Concentration.

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. Once a tagline is completed, the player has two (2) seconds to strike with their weapon or throw the packet. If they do not land a hit or throw the packet within those two (2) seconds, the effect is considered expended.

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 will 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 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.

A weapon that strikes before the tagline is complete does not benefit from the tagline’s effect. When stating a tagline for a weapon attack, the player has two (2) seconds from when they finish speaking the tagline and when the effect must be used. If they do not land a hit within those two (2) seconds, the effect is still considered expended.

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 and other positive effects. All Enchantment type spells are Touch delivered. 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.)

Spellstrikes cannot be Parried or Sidestepped. They can be canceled by a Dodge or Countermagic

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 can ONLY be defended against with an applicable magical defense, such as a Ward, Resist, or Countermagic. In the case of a Countermagic, it only counters the spell for one individual, not for anyone else affected by the Voice Effect.

If the Voice effect is a damaging effect, such as a Lance, the effect strikes the Torso. A Voice effect cannot be blocked by a Shield, but it may be mitigated by Armor or Toughness, if applicable.

Effect Durations

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

  • 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.

  • 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.

  • 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. These elements are known as the five Aspects of Essence (the proper name for "magic" in the Citadel setting).

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 Aspects, there are two more Source taglines that are very important to know: "Kal'tov" and "Kal'inokh".

Kal'tov is pure, undiluted Essence. 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: "Lance Kal'inokh" or "Heal Mortal Wounds Kal'tov".

Kal’inokh may only be defended against with a Dodge (if applicable) or a magical defensive that is specific to either Kal'inokh or Kal’tov.

Kal’tov may only be defended against with a Dodge (if applicable) or a magical defensive that is specific to Kal’tov.

Activations

An Activation is an Out-of-Play word spoken at the beginning of a tagline to allow others to identify the method by which the tagline's effect occurs.

Activate

This signifies that the effect was "stored" in some way before being released. This Activation word is used primarily by Wizards, Artificing/Arcanatech, and Sigilcraft. Wizards cast spells that are then placed in their foci until they are ready to use them. In Artificing and Arcanatech, the magic or the mechanism for the effect is due to an item that the player is triggering. Although Sigilcrafters do not store the Essence for more than a couple seconds, they gather Essence into a pattern and then release it.

Chemical

This signifies that the effect is from a physical object rather than purely a magical effect. This Activation is most often seen in Physicker and Alchemical salves or potions and in some Artificed items. Since it is a physical object In-Play, a thrown packet that includes this Activation word could be Sidestepped.

Fated

A Fated effect is an effect that becomes active when the player (not the character) wishes to activate it. A character may have as many Fated effects active as desired so long as they are all different Fated effects.

Magic

This signifies that the effect is not only magical in nature but innately flows from the creature that is stating the tagline. Channelers use this Activation word.

Spellstrike

This represents a magical effect delivered from the hit of a weapon or claw. It does not inflict any of the weapon's normal damage, only the spell effect. Spellstrikes may be defended against as if they were a spell delivered by a packet, so they cannot be prevented by a Parry, but they can be Dodged, Resisted, or Warded.

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 Sources or Activations like a full tagline. Declarations typically indicate the use of some skill or protective to counteract an effect.

Absorb

This declaration means the target has absorbed the magical Essence that struck them and can use that Essence to power another effect of their own. A character must expend the Essence of an Absorbed effect before they can Absorb another.

Absorb is a type of Ward, and therefore you cannot have more than three total Absorbs and/or Wards at a time.

Countermagic

This declaration cancels a magical effect that just occurred for a single target. A character may use Countermagic for themselves or to aid another target within five (5) feet (or "fist bump distance") of them. Countermagic may be used to cancel any magical effect delivered via packet, Voice, or Spellstrike.

Countermagic is a Defensive Maneuver. A character is not required to actively wield a weapon or Shield in order to use it.

Dodge

This declaration indicates that the character has completely avoided the effect that struck the player. It represents the character's ability to move extremely rapidly to avoid an effect that otherwise would have landed. A Dodge cannot be used to avoid a trap (i.e an Artificer Rapid Trap or other Triggered effect).

Dodge is a Defensive Maneuver. A character is not required to actively wield a weapon or Shield in order to use it. Dodge can also be used to take an incoming attack for another character. As long as the intended target is within five (5) feet (or "fist bump distance") of the character with the Dodge skill, the character may call “Dodge – Block” and make themselves the target of the attack instead. An attack blocked in this manner is assumed to strike the character’s torso.

Parry

This declaration indicates that the character has blocked the weapon attack that struck the player. It represents the character's ability to move extremely rapidly to block weapon attacks that otherwise would have landed.

Parry is a Defensive Maneuver. A Parry may only be used if the character is actively wielding a weapon or Shield with which they are Proficient.

Parry may also be used to negate the effect of a single melee attack used against another person within five (5) feet (or "fist bump distance") by calling “Parry Block”.

Reduce

This declaration indicates that the character has taken an effect as a weaker effect. Most often, a Reduce will change an effect to a single point of damage.

Resist against [Source/Effect]

This effect provides protection against a single effect of the type indicated in the tagline. Resists are used by the conscious choice of the character; they do not provide their protection unless the character wills it so. As a consequence, using a Resist is an act of deliberate will, and cannot be performed while Unconscious. The player must declare “Resist” to indicate that they were protected from whatever effect caused them to activate their Resist.

Resists can protect against a wide variety of effects. The particular kind of protection provided will be made clear when the effect is declared. There is no limit to the number of Resists a character may have protecting them. Typically, a Resist lasts until used or until Dusk.

Some abilities grant you a Resist for a specific effect or effects. These are called "Innate Resists". They do not require you to prepare them and protect you until they are expended. Their use refreshes according to the ability's specifications (such as after a Short Rest) or may not refresh at all after they are used.

Sidestep

This declaration indicates that the character has completely avoided the ranged weapon attack that struck the player. It represents the character's ability to move extremely rapidly to avoid an effect that otherwise would have landed. This is not applicable against spells, but is applicable against any effect with the “Chemical” tagline.

Sidestep is a Defensive Maneuver. A character is not required to actively wield a weapon or Shield in order to use it.

Sidestep can also be used to take an incoming ranged attack for another character. As long as the intended target is within five (5) feet (or "fist bump distance") of the character with the Sidestep skill, the character may call "Sidestep - Block" and take the attack instead. An attack blocked in this manner is assumed to strike the character's torso.

Surefoot

This ability allows the character to negate one (1) misstep in a dexterity or jumping challenge if they accidentally step in a dangerous area, such as in a pool of acid or on a known trap. This ability may only be used in the presence of a Marshal. The Marshal will sometimes allow this ability to work in other ways, as well.

Toughness

Toughness represents a character's intrinsic ability to withstand minor wounds. One (1) point of Toughness can mitigate one (1) point of damage. Toughness is only used if damage is not avoided or reduced by other means such as Defensive Combat Maneuvers, Wards, Armor, etc. Toughness protects the character in every hit location, and is not resolved per hit location.

Example: A character has 2 Toughness. They are hit on the arm with a weapon. The character declares "Toughness" instead of taking a Wound from that 1 point of damage and reduces their Toughness by 1 point. They are then hit on the leg with a Dart. The character declares "Toughness" again instead of taking a Wound, and they have expended their total Toughness. The next valid hit against them will cause a Wound.

All Toughness refreshes after a Short Rest. It is not affected by any healing abilities or magic unless the ability or magic specifically targets Toughness.

Triggered [Effect]

A Triggered effect is an effect that does not become active until certain conditions have been met. A character may only have one (1) Triggered effect active per triggering condition, but may have as many different Triggered effects (that have different triggering conditions) active as they wish. A Triggered effect goes off when the triggering condition is met. Unless noted otherwise, a Triggered effect does not prevent the consequences of any effect that triggers it. Example: Triggering Condition: Character has been bleeding to death for one (1) minute. Effect: Triggered Light Accelerate Healing.

Ward against [Source/Effect]

This effect provides protection against the first magical effect of a specific Source. For example, A "Ward against Fire" provides the character protection from the first effect Sourced with Fire, such as a Fire Lance or Fire Pain effect. A "Ward against Weapons" would provide protection from the first weapon attack that strikes them or from a Blindside.

The player must call out “Ward” to indicate that they have protected against the effect. Unlike a Resist, a Ward is automatically used when an effect would trigger it.

A character may only have one Ward against a specific source active at a single time, and can have no more than three (3) Wards active on them at once.

Absorb is a type of Ward, and therefore you cannot have more than three total Absorbs or Wards active at a time.

Citadel Effect List

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

You can also access the lists of effects in the Citadel Rulebook or, if you want to view them alphabetically, the Citadel Skills spreadsheet.
Most Common Combat Effects

Below is a list of the most common combat related effects players will encounter. Since combat occurs rapidly, having a solid understanding of this list will help prevent Out-of-Play confusion and pauses to immersion.

Effects by Category
a skull laying on the ground in the dark

Arrow

This effect deals one (1) point of damage to the location struck and is NOT blocked by shields.

An Arrow may be mitigated by Armor or Toughness or canceled with an applicable defense (such as a Ward).

Blast

This effect causes a Wound to every location. A Blast effect bypasses Shields, Armor, and Toughness without affecting them. It is a magical effect and may be defended against as such.

Consume

This ability is always coupled with a count (Consuming 3...Consuming 2...etc), counting down. On the count of "Consuming 1", the targeted location receives one (1) Wound. This Wound may not be stopped or prevented in any fashion.

A target may only be the target of Consume once per combat. Should the target be targeted again, they should state “Already Consumed” at the end of the count, even if the Consume effect targets a different location. Already Consumed does not prevent the Wound from occurring.

Crushing

An attack with this tagline cannot be blocked by a weapon, a shield, or with armor. It cannot be Parried, but may be Dodged or Sidestepped (if appropriate).

Often, the attack will deliver a specific effect, such as "Crushing Repel". However, in some instances the attack will not have another effect tagline, and you should treat it as a successful damaging attack against you, which could be mitigated by Toughness or a Ward against Weapons (if applicable).

Dart

This effect deals one (1) point of damage to the location struck. A Dart may be blocked by Shields, mitigated by Armor or Toughness, or canceled with an appropriate defense (such as a Ward).).

Death

This effect causes the target to immediately fall to the ground lifeless. The Death effect bypasses all Armor, Shields, and Toughness, but may be defended against in other ways.

Disintegrate

This effect causes the target to immediately die with their body reduced to dust. Additionally, all tagged items on the target's body suffer a Destroy effect.

This effect is not stopped by a Shield, Armor, or Toughness but may be defended against in other ways, if applicable. A character killed by a Disintegrate effect may not be Resuscitated.

Exsanguinate

This effect causes the target to immediately fall to the ground Dead, their body a withered husk and their blood completely removed.

The Exsanguinate effect bypasses all Armor, Shields, and Toughness, but may be defended against in other ways. No items on the target are affected by Exsanguinate. A character killed by an Exsanguinate effect may not be Resuscitated.

Immolate

This effect causes the target and everything they are wearing or carrying to be engulfed in damaging magic, as specified by the Source of the effect. The target immediately suffers three, back-to-back Pain effects. After the last Pain effect, the target suffers a Wound to every location. If they are not healed or the Immolate is not Dispelled, then the affected target dies in one (1) minute. All tagged items they were wearing or carrying suffer a Break effect.

Immolate is not a Concentration effect, and once it has affected a target it cannot be removed by the caster. This effect is not stopped by Shields, Armor, or Toughness, but may be defended against in other ways, if applicable.

This effect lasts until the target is Dead or the effect is Dispelled. A character killed by an Immolate effect may not be Resuscitated.

Lance

This effect causes the location struck to become Wounded. This effect bypasses Armor, Shields, and Toughness, but may be defended against with a Dodge, Countermagic, or other defensive that would negate the stated Source of the Lance.

Liquify

The effect causes the target to immediately die and their body to be reduced to a puddle of liquid. This effect is not stopped by a Shield, Armor, or Toughness but may be defended against in other ways, if applicable.

Liquify does not affect any tagged items or equipment the character has on their person. A character killed by a Liquify effect may not be Resuscitated.

Piercing Strike

This effect indicates that the attack it accompanies will bypass the Armor or Shield that it strikes, delivering its damage to the location struck as if the Armor or Shield were not present. If the attack pierces through a Shield, and the target has Armor on their arm, it does not also pierce through the Armor. The Armor or Shield is not affected in any way by a Piercing Strike.

Suffocate

This effect causes the target to fall to the ground unable to breathe. The affected character is unable to perform any actions or use any skills or abilities; they may only lie upon the ground gasping for air. After one (1) minute, the affected character will die.

Suffocate is not a Concentration effect, and once it has affected a target it cannot be removed by the caster. This effect is not stopped by Shields, Armor, or Toughness, but may be defended against in other ways, if applicable.

This effect lasts until the target is Dead or the effect is Dispelled. A character killed by a Suffocate effect may not be Resuscitated.

Wounding Strike

A melee weapon attack with this tagline causes a Wound to the location struck. This attack bypasses Armor and Toughness, but may be blocked by a Shield, Parried or Dodged.

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Armor Breach

When an attack with this effect successfully hits anywhere on the target's armor, the score of that armor immediately drops to zero (0), and must be Refit before it can provide any protection.

Blindside

Duration: 10 minutes

This effect renders the target unconscious. It bypasses all Armor (except for a helm or chain mail coif) and Toughness. The effect cannot be Parried, but may be Dodged or can be canceled with a Ward against Weapon. It must be delivered from directly behind the target to the target's upper back or shoulder.

Break [X]

This effect targets tagged items, causing them to break and become useless.

A melee attack using the Break tagline must hit the weapon or shield it is targeting for the effect to be considered valid. A ranged weapon attack or spell using Break Shield must hit the shield. A ranged weapon attack or spell using Break Armor may hit any piece of Armor on the target to be considered valid. However, a ranged weapon attack or spell using Break Weapon may hit any valid hit location to be considered effective.

Broken items are able to be repaired with the proper resources (such as a Mend effect).

A Break effect cannot be Parried but it may be Dodged or otherwise protected against. This is a Destruction effect and is prevented by any protectives against Destruction.

Disarm [X]

Duration: 10 seconds

This effect targets one (1) wielded item, either a weapon or Shield. A melee attack using the Disarm tagline must hit the weapon or Shield it is attempting to Disarm or the effect is considered invalid.

A ranged weapon attack or spell using Disarm Shield must hit the Shield. However, a ranged weapon attack or spell using Disarm Weapon may hit any valid hit location to be considered effective. A Disarm cannot be Parried but it may be Dodged or otherwise protected against.

In the case of a weapon, the weapon is knocked from the wielder's grasp. The targeted weapon should be dropped and may not be picked up for ten (10) seconds.

In the case of a Shield, it causes the Shield to either be knocked from the wielder's grasp, or, if it is fastened to the wielder, causes the fastenings to loosen, making the Shield unusable for a short time. The targeted Shield must be dropped or hang limply to the wielder's side for ten (10) seconds. Any hit to the Shield during those ten seconds is considered to have hit the arm instead.

A Disarm has no effect on claws or other natural weapons.

Disease

A Disease is a malady of the body and/or mind, and may be mundane or magical in nature. A character afflicted by a Disease may suffer from one or more different effects, such as Weaken, Slow, Drain, etc. The effect(s) of a specific Disease will be part of the tagline ("Weaken Disease") and further explained by a marshal at the time of infection. These effects may be purged with a Cleanse or other appropriate effect, but will return after one (1) hour. Additionally, the underlying Disease will continue to progress, causing additional or worsening effects. While infected, the character should roleplay feeling ill even if they have been Cleansed of the Disease's current symptoms. Some Diseases are fatal if not cured.

Physickers specialize in identifying and treating Diseases.

Disrupt [X]

Duration: 1 hour

This effect interferes with the target's ability to use and manipulate magic and magical items. The affected target cannot use any expression of the declared Aspect of Essence. While Disrupted you cannot say a tagline that includes the Aspect to which you are Disrupted. For example: a target affected by "Disrupt Earth" could not use any magic with the "Earth" tagline.

If a Disrupt effect is called as "Disrupt Essence", rather than "Disrupt [Aspect]", then the target is considered Disrupted against all Aspects.

Drain

This effect so greatly depletes the target's life Essence that the target loses any ability to naturally heal and causes all types of healing to become more difficult.

If the target is Stabilized, they will not continue to heal if left unattended, but will remain Unconscious and Stable indefinitely unless other forms of healing are administered to them.

Additionally, every other healing effect greater than a Stabilize is Reduced, and forms of healing that remove status conditions have no effect. The healer can tell that the injured person's spirit seemed to absorb the healing effect like a dry sponge, and the healing effect was not able to effectively assist the Wound or condition being treated.

Stabilize: Stabilizes the Drained target's Wounds, but the target remains Unconscious.

Reduced Effects:

--Accelerate Healing is Reduced to a Stabilize. An Accelerate Healing that has been Reduced in this way allows the target to regain Consciousness after one (1) minute.

--Heal Limb Wound is Reduced to an Accelerate Healing

--Heal Grievous Wound is Reduced to a Heal Limb Wound

--Heal Mortal Wound is Reduced to a Heal Grievous Wound

No effect:

--Awaken

--Cleanse

--Purify

Drain lasts until cured.

Entangle

Duration: 1 minute or until the caster is Unconscious or Dead

This effect causes the target's body to become completely entangled. All their limbs are immobilized. They cannot walk or take any other action besides speaking until they are freed.

Feign Death

Duration: 1 hour

This effect causes the target to fall into a death-like torpor. Sense Health will perceive the target as dead. Bleeding, disease, and poison counts do NOT cease under the effects of Feign Death. When a character under this effect receives a healing effect, they should respond “No Effect” as part of the illusion, but the healing would still have its full normal effect.

This effect lasts one (1) hour.

Inflict [X]

Inflict causes the target to immediately gain the effect specified in the tagline. This cannot be blocked or prevented by Shields, Armor, Toughness, or Defensive Maneuvers. However, it may be Warded or Resisted, if applicable.

This effect is most often seen paired with Miasma. For example, "Inflict 2 Miasma" would cause the target to gain two (2) Miasma points.

Knockdown

Duration: 10 seconds

This effect causes the target to be knocked onto their back for ten (10) seconds. Alternatively, the player may drop to one (or both) knee(s). While Knocked Down, a character may perform no actions other than to ward off a Killing Blow.

Nerve Strike

Duration: 10 seconds

This effect does no damage, but renders a struck limb useless for the duration of the effect. This effect is blocked by Armor, Shields, or other appropriate defenses, but is not blocked by Toughness.

A person with a struck leg cannot stand or walk. A person with a struck arm cannot raise that arm, but can still hold any items they were carrying.

Paralyze

Duration: 10 minutes

This effect immobilizes the target completely, freezing them in the place and position they were in when affected. The target is fully aware of their surroundings, but cannot move, speak or take any type of action. Paralyze effects delivered via weapon (or claw) do not take effect if the weapon is stopped by a Shield or Armor. Toughness does not prevent this effect.

Petrify

Duration: Until Dispelled

This effect causes the target and all of their possessions to be transformed into solid crystal. Any counts in-progress (Bleeding, Poison, etc.) are halted, but will resume when the character is un-Petrified. While Petrified, the character is immune to most forms of harm and can only be moved by two (2) or more characters. While Petrified, the character is aware of everything that transpires around them. The character can will himself to die, if desired.

Poison

The Poison tagline is a carrier tagline for other effects, such as Weaken Poison or Paralyze Poison. The Poison and its included effect may be mitigated by a Resist against Poison or Ward against Poison, or the target may mitigate it with a defense specific to the included effect (such as a Ward against Weaken).

Poison effects delivered via weapon (or claw) do not take effect if the weapon is stopped by a Shield or Armor. Toughness, however, will not prevent this effect.

Poison, Corruption

Duration: 1 hour

This Poison effect so severely poisons the target that they are pushed to the brink of death. The affected target collapses, and can only speak softly, crawl very slowly, perform very simple actions (such as drink a brew, write a goodbye note, etc), and ward off a killing blow. They are considered to be under a Disrupt Essence, Weaken, and a Slow effect.

Corruption Poison effects delivered via weapon (or claw) do not take effect if the weapon is stopped by a Shield or Armor. Toughness, however, will not prevent this effect.

This effect lasts for one (1) hour, at which time the affected target dies.

Prison

Duration: 10 minute or until the caster is Unconscious or Dead

This effect completely envelopes the target in the Aspect of Essence used to Source the effect. (For example, an Earth Prison would completely encase the target in stone.)

The target cannot move any part of their body, speak, or see. The character that created the Prison may cause the Prison to crush the affected target, which is represented by delivering a barehanded Killing Blow. Other characters may not affect the target in any way, though the Prison effect itself may be targeted with Dispel effects. The caster of the Prison may choose to end it at any time, and does not have to move or speak to do so.

Repel

This effect causes the character to be knocked ten (10) steps away from the origin of the source. The character may defend themselves while this effect is active, but may not take any offensive action.

Shatter [X]

This effect targets tagged items, causing them to disintegrate into dust. A melee weapon attack must hit the stated target of the Shatter effect or it is considered invalid. A ranged weapon attack or spell using Shatter Shield must hit the Shield. A ranged weapon attack or spell using Shatter Armor may hit any piece of Armor on the target to be considered valid. However, a ranged weapon attack or spell using Shatter Weapon may hit any valid hit location to be considered effective.

Shattered items cannot be repaired. If a container does not Resist or Ward a Shatter effect, all items inside the container receive the same Shatter effect.

A Shatter cannot be Parried but it may be Dodged or otherwise protected against. This is a Destruction effect and is prevented by any protectives against Destruction.

Shatter Spirit

This effect decreases the chance of a successful Resurrection. The target must be dead for it to take effect. This effect is only active for the next resurrection attempt. A character may not be affected by more than one Shatter Spirit at a time.

Silence

Duration: 10 minutes

This effect causes the target to be unable to speak or make any noise that originates from the mouth (including whistling, playing a flute, etc.). Any form of magic that has an In-Play component cannot be successfully used.

Snare Arms

Duration: 1 minute or until the caster is Unconscious or Dead

This effect causes the target's arms to become bound to their side. They cannot fight, cast spells, or do any other actions that require their hands until they are freed.

Snare Foot

Duration: 1 minute or until the caster is Unconscious or Dead

This effect causes one of the target's feet (target's choice) to become trapped in place. They may pivot, but cannot walk.

Slow

Duration: 10 minutes

This effect prevents a character from moving any faster than a slow walk (no faster than one step per second). A character so affected may fight at normal speed, as well as use any Maneuvers they possess, but cannot activate a Haste effect.

Weaken

Duration: 10 minutes

This effect saps the target's energy, leaving them unable to fight with any strength or finesse. The target may not use any Combat Maneuvers, or any skill or ability that grants the use of a Combat Maneuver.

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Befuddle

Duration: 10 seconds

The effect temporarily confuses the target, rendering them unable to take any offensive action, cast spells, or activate any items, but they may defend themselves.

This is a Mental effect and may be defended against as such.

Charm

Duration: 10 minutes

Causes the target to consider the character as a "close, trusted friend". The target will in no way attempt to harm the character, and will attempt to protect the character from harm. If the character takes any aggressive action against the target, the Charm is instantly broken.

Using this while actively engaged in combat with the target, causes the target to instead take a Trance effect for the duration of the Charm or until the character that caused the Charm is Unconscious.

This is a Mental effect and may be defended against as such.

Command

Duration: 10 minutes or until the target completes the instructions (whichever is first)

This effect forces the target to follow a single instruction of up to ten (10) words to the best of their ability. While under the duration, the target rationalizes the justification for the action taken.

This effect cannot force a character to kill themselves, to attack or harm allies, or to behave in truly ridiculous ways (i.e., "Eat your crossbow"). Additionally, the command cannot force the target to accept a blatant disregard for reality ("The ground you're standing on is lava").

It is not blocked by Armor, Shields, or Toughness. When the effect ends, the target is aware that they were magically influenced. This is a Mental effect and may be defended against as such.

Decree

Duration: 10 seconds

This effect forces the target to obey a one-word decree. The target of this effect is compelled to obey, but does not need to rationalize the behavior; the target is aware they were compelled. The target must be able to clearly hear and understand the decree for it to function. Decrees made to a creature or characters that do not understand the language will instead be Befuddled for the duration of the effect.

All spell and ability versions of Decree specify what word may be used with that spell or ability. Some common words include: "Drop, "Flee", and "Kneel".

This is a Mental effect and may be defended against as such.

Erase Memories

Duration: Until cured

This effect causes the character's memories of the last ten (10) minutes to be completely removed. The affected character will have a blank spot in their memory for that time period, but will never notice the lack unless specifically inquired about it. Even with inquiry, the character will rationalize the lack as a simple failure of memory and nothing more.

This effect can be used multiple times on the same target, allowing additional ten (10) minute sections of memory to be removed, working backward from the time the effect began.

This is a Mental effect and may be defended against as such.

Fear

Duration: 10 minutes or until the caster is Unconscious or Dead

This effect causes the target to be overcome with an unreasoning fear centered on the person causing the effect. A character affected by Fear must immediately move ten (10) steps or more away from the person they fear, and can take no actions against them nor approach closer than ten (10) steps. The character will actively attempt to stay away from the person and should roleplay the emotions associated with this effect.

Feeblemind

Duration: 10 minutes

This effect reduces the target’s mind to a blank slate. The character cannot perform any actions at all, cannot speak, and will simply stand staring off into space. Characters under this effect can be led (at a slow walking pace) and placed in a sitting or lying position, but they cannot perform any action, not even to save their own lives. Once the duration of the effect has passed, the character bears no lasting effects from a Feeblemind.

This is a Mental effect and may be defended against as such.

Pain

Duration: 3 seconds

The target experiences debilitating pain for three (3) seconds during which time no action can be taken and Concentration is broken. They must make some sort of sound or cry revealing their location. A Pain effect will not Awaken a character suffering from other mental effects.

This is a Mental effect and may be defended against as such.

Sleep

Duration: 10 minutes

The target falls to the ground and is Unconscious. They are unaware of what is happening around them and can take no action.

This is a Mental effect and may be defended against as such.

Trance

Duration: 1 minute or until the caster is Unconscious or Dead

This effect causes the target to become dazed and fall into a trance. They are unable to perform any actions, including fight or speak. The target can only stare blankly and move slightly in place. If the target is hit with any offensive attack or negative effect the Trance is immediately broken. Someone under a Trance is still moving enough to prevent the delivery of a Killing Blow.

This is a Mental effect and may be defended against as such.

selective focus photography of woman holding yellow petaled flowers
Healing & Beneficial

An effect that Heals Wounds or Toughness always requires one (1) minute to fully take effect, regardless of how that effect is administered.

This includes: Stabilize, Accelerate Healing, Heal Limb Wound, Heal Grievous Wounds, Heal Mortal Wounds, and Heal Toughness. See the Wounds, Healing, & Death page for more information.

Accelerate Healing

This effect immediately Stabilizes the target. The target becomes Walking Wounded in one (1) minute after the treatment has ended, and they will be Walking Wounded for only thirty (30) minutes (rather than the normal one (1) hour) before they are fully healed from their Wounds. A target may not receive the benefits of Accelerate Healing more than once for the same Wounds.

The time a target has spent Stabilized is included in their total Walking Wounded time. For example, a target was Stabilized but not given any other treatment for twenty (20) minutes, and then they received an Accelerate Healing effect. Their remaining time as Walking Wounded would be just ten (10) minutes.

Awaken

This effect removes all active Mental effects on the character. Additionally, this effect will cause a character who is Unconscious from a Sleep effect or Blindside effect to regain Consciousness.

Cleanse

This effect cures any one (1) of the following effects: Poison, Slow, or Weaken. Only one of these may be cured with each application of this effect. If a character has more than one of these effects active on them, it is the recipient's choice as to which effect is cured.

Dispel [Effect]

This removes the indicated effect from the target.

Heal Grievous Wounds

This effect causes a Bleeding character to instantly be Stabilized, and, after one (1) minute, fully heal from three Wounds, one of which may be a Torso Wound.

Heal Limb Wound

This effect causes a Bleeding character to instantly be Stabilized, and, after one (1) minute, fully heal any single limb Wound as chosen by the target of the effect.

Heal Mortal Wounds

This effect causes a Bleeding character to instantly be Stabilized, and, after one (1) minute, fully heal from all Wounds.

Alternatively, this effect may be used to regrow a severed limb, but an appropriate limb (either the original or a replacement) must be present in order for it to work. Used in this way, the effect does not heal any Wounds other than the severed limb.

Heal Toughness

This effect causes a character's Toughness to Heal. It requires one (1) minute to complete the healing.

The amount of Toughness healed is determined by the specific spell or ability used, and will be stated in the tagline. For example: "Heal All Toughness" or "Heal 2 Toughness". A character cannot gain additional Toughness above their normal maximum with this effect.

Mend

Repairs a single item that was Broken. It takes one (1) minute of Concentration to utilize this skill. If used to repair Broken Armor, the Armor is Refit to its maximum protection point value.

Mend cannot repair items that have suffered a Destroy effect.

Ninshul Kal'tov

This effect cures all Wounds and Purifies all negative effects from the target. The target also benefits from a Short Rest, Refreshing all Toughness, Combat Maneuvers, and any other per Short Rest abilities. If the target is dead, they are instantly Resurrected with no side effects.

Purify

This effect removes ALL of the following effects from a single target: Poison, Weaken, Slow and Disrupt, as well as all Mental Effects that are currently active on them, such as Charm, Fear, Feeblemind, etc.

Refit

The character must spend one (1) minute of Concentration and roleplay to regain all protection points on their Armor. This cannot be done for Armor that is Destroyed.

Armor may be Refit while moving at a slow pace.

Refresh [X]

This allows the target to refresh whatever was specified in the tagline as if they had just taken a Short Rest. For example, a "Refresh Combat Maneuvers" would allow the target to regain all expended weapon maneuvers.

Resurrection

This effect attempts to bring a dead character back to life. Success is not guaranteed and all resurrections must have a Citadel staff member present to be completed.

The more difficult the death (i.e., the worse condition the remains are in), the harsher the Resurrection can be on the Spirit of the character being Resurrected. A Resurrection cannot be performed without some piece of the corpse's remains.

A successful Resurrection restores the target's body with all Wounds healed and Purified of any effects. However, the trauma of the event almost always causes side effects.

Resuscitate

This effect can bring a recently dead character back to life. The corpse must be fully intact in order for a Resuscitate to work, and the target can only be Resuscitated if they have been dead for less than five (5) minutes. After five minutes, a Resurrection effect is required to bring the target back to life.

Resuscitate requires five (5) minutes of Concentration and effort by the healer. After being Resuscitated, the target character is considered to be healed from all Wounds and Purified from all effects, but suffers an unavoidable Disrupt Essence (which lasts for 1 hour).

Spiritweave

This effect increases the target's chance of a successful resurrection. The target must be dead for this effect to work. This effect is only active for the next resurrection attempt. A character may not be affected by more than one Spiritweave at a time.

Spiritweave requires one (1) minute of Concentration and effort by the healer.

Stabilize

When this effect is initiated, the target's Bleed Out count pauses. If the Stabilize is stopped before it is completed then the Bleed Out count resumes from where it previously was. When the effect is complete, the target is considered Stable. Within one (1) minute after the application of the effect, the target will regain Consciousness (if they were Unconscious due to Wounds), and are considered Walking Wounded.

A character who is only Stabilized will fully recover from their Wounds after one (1) hour.

Stoic Body

This effect allows the subject to remain Conscious no matter how Wounded they become. Even with all locations Wounded, the character will never fall Unconscious. The character does not retain the use of injured limbs, nor does it prevent the character from bleeding to death. However, the character will remain Conscious until the moment of death.

A Wounded character with Stoic Body may communicate and use any uninjured limb normally. They may walk at a slow speed (if legs are uninjured), use a potion (if at least one arm is uninjured and can reach it), or defend against a Killing Blow (if they have at least one uninjured arm wielding a shield or weapon).

Strength

Duration: 1 minute

Strength allows for acts of incredible physical ability. A character may only ever have one active Strength effect at a time.

While empowered by Strength, the character may run at full speed (including with a Haste effect) while carrying an Unconscious or dead body, or may carry up to two (2) Stabilized bodies at a brisk walk without causing Wounds to reopen.

To carry another character, the player must roleplay carrying the individual and the players must stay either in physical contact or within one (1) foot of each other at all times.You cannot have anything else in your hands while carrying another character.

Additionally, while empowered by Strength, a character may use one (1) Rip Snare effect.

This effect lasts for one (1) minute.

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Fly

Duration: 1 minute

When empowered by this effect, the character is able to move through the air for a short distance. While Flying, they are fully visible to other characters, but can only be targeted by a True effect or a Voice effect. A Flying creature may Fly for one (1) minute. They must indicate their flight by crossing their arms or weapons above head while repeating “Flying”. When the minute ends, they must state "Landing".

A Flying character can move through and around things - other characters should allow them to pass and not attempt to bar their movement. A Flying character may not attack anyone or activate abilities while under the effects of Fly.

Haste

Duration: 1 minute

This effect allows the target to move very quickly for a short period of time. While Hasted, the character may not fight, cast spells, activate items or use any other ability or skill.

As long as the Haste effect is active, the character can flee from combat (or any other situation) without fear of pursuit. Players who witness a character under the effect of Haste cannot attempt to pursue or intercept them in any way, though they can take up a defensive posture. A Hasted character can only be targeted using the True or Voice effect tagline. A character under the effects of Haste cannot carry another character, unless they also have a Strength effect.

A player under the effects of Haste must move and continually call out “Haste!” (at least once every two seconds) as long as the effect is active. The effect ends after one (1) minute has elapsed, the player stops calling out “”Haste””, the player stops moving, or the character performs an action that is not allowable with Haste.

Leap

Duration: 10 seconds or 10 steps (whichever comes first)

When empowered with this effect, the character is able to move with incredible agility, jumping up and over objects, off walls, or simply high up into the air. While Leaping, they are fully visible to other characters, but can only be targeted by a True effect or a Voice effect. A Leaping character may take ten (10) steps or Leap for ten (10) seconds, whichever comes first. They must indicate their Leap by crossing their arms or weapons above head while repeating “Leap”. On their last step or at the end of ten seconds, they must state "Landing".

A Leaping character can move through and around things - other characters should allow them to pass and not attempt to bar their movement. A Leaping character may not attack anyone or activate abilities while under the effects of a Leap.

A Marshal may allow a character to use a Leap effect in situations outside of combat, such as leaping over a wall or chasm, but that is solely at the discretion of the Marshal.

Slip or Rip Snare

This effect allows the user to escape from Snare effects. When activating the Slip or Rip Snare, the character verbalizes a three (3) count (usually "I....Slip/Rip...Free!"). After the slow count is complete, the character is freed from all Snares affecting them. Escaping in this fashion does not harm the character in any way.

Alternatively, a character may expend a use of this ability to instead free someone else.

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Invisibility

Duration: Concentration

This effect causes the target to become invisible. The character remains invisible until they make a violent or fast-moving action of any type, makes a loud noise, or casts any magic. This includes: running, swinging a weapon, casting a spell of any type, or coming into physical contact with another being.

A character under the effect of Invisibility must hold both hands over her head with the hands steepled, palms together. The character cannot have anything in their hands while under the effects of this spell (although they may have claws, which should be held above their head pointing straight up). The character can only move at a slow walk. All players must ignore a character who is Invisible and should continue roleplaying as if the character were not there.

Keen Hearing

A character with this effect has much better hearing than the average person. The character may not be Blindsided, as they always notice the attack and turn their head at the last moment. They suffer no damage from a Blindside attack, nor are protective spells affected. The attack misses as if they had Dodged the attack. If they are Unconscious or immobilized, they cannot use this effect to avoid a Blindside.

In some circumstances, a Marshal may allow you to also use this ability for other things, such as hearing behind a closed door.

Keen Sight

The player can ask Out-of-Play for a full description of anyone they encounter, unless their vision is obscured by a magical effect.

This is done by asking “Keen Sight – What do I see?” Players must be able to clearly see at least the outline of an individual or a group. The question should be stated loudly, and if possible a description of the location you are trying to see should be included. For example, “Keen Sight – Group at the far tree line, what do I see?” Characters obscured by physical objects, such as trees or brush, or under the effects of a spell such as Meld or Invisibility, cannot be asked for descriptions.

A character with Keen Sight can use spell scrolls normally even in full darkness. In some circumstances, a Marshal may allow you to also use this ability for other things, such as a more detailed description of an area.

Keen Smell

A character with this effect has a much better sense of smell than the average human. They can detect poison in food or drink by spending ten (10) seconds sniffing the food or drink in question. When you enter a new area, you may ask a Marshal if any creatures have been there in the last hour, and, if so, if they were Humans, animals, Undead, or something else.

In some circumstances, a Marshal may allow you to also use this ability for other things, such as additional clues while tracking.

Mask [X]

Duration: Until Dispelled

This effect hides the presence of a specified type of Essence on a person or object. The caster of the effect can choose to either Mask a single type of Essence entirely, causing the target to appear to be lacking that Aspect of Essence, or can choose to make it appear that a specific Aspect of Essence is a different type.

Only the ability to Sense Illusion or Sense Stealth reveals the true nature of the Masked object or character. All other abilities, including Sense Bonds, are unable to see through the illusion, and the character with the Mask may respond Out-of-Play as if the illusion were true.

Alternatively, stronger spells may be able to "Mask Aura." This functions the same as other Mask effects, but is able to Mask all the Essence of a creature or object or modify the illusion into whatever disguise the caster chooses. This could also cause the target person or object to appear completely mundane unless a Sense Illusion ability is used. A Mask Aura can also fool protectives against a specific Source.

Meld

Duration: Concentration

This effect causes the target to become invisible while standing completely still.

To initiate this effect, the character must verbalize a slow three (3) count (usually "I....Blend...In") as they raise both hands over their head with palms pressed together. They are not considered Melded until the count is complete and their hands are making the appropriate gesture. The character cannot have anything in their hands while Melded (although they may have claws, which should be held above their head pointing straight up).

Melds will have specific rules for where and when they can be used, which will be clarified in the ability, spell, or item description.

The character remains invisible until they move, speak, or take any other action. If the character comes into contact with another character, the effect ends.

Sense [X] Bond

This effect allows a character to detect if the target has a tie to a specific type of Essence. The type of magic being detected will be stated during the declaration. (For Example, "Sense Water Bond"). Targets of this effect should quietly answer Out-of-Play "yes" or "no" to the specific Aspect of Essence named. If "Sense Essence Bonds" is used, the target should supply all Aspects of Essence to which they are Bonded.

Sense Illusion

Duration: 1 hour

This effect allows a character to see through an Illusion affecting an inanimate object. When this ability is activated, and the player notices an indicator for an illusion or suspects an illusion is present, they may spend one (1) minute in Concentration and roleplay to understand and perceive through the illusion. After the minute is complete, they may ask a Marshal the following questions Out-of-Play:

- Is there an illusion in my field of vision (or on this specific object)?

- What is the Source of the illusion?

- What (if anything) is the illusion hiding?

Additional questions may be answered at the discretion of the Marshal.

This effect lasts for one (1) hour. When a creature activates Sense Illusion, they gain three (3) Dispel Illusion effects, which can be used at any time while the Sense Illusion is active. The character must specify the object or location (such as a section of the wall to reveal a secret door) when they use Dispel Illusion. It cannot be used to Dispel an illusion on a living creature nor can it be used to dispel an illusion in a larger area (such as an entire room within the Citadel).

Sense Stealth

Duration: 1 hour

This effect allows a character see through an Illusion affecting a living creature. When investigating a creature to determine if they have any active Illusions on them (such as Mask Essence), the target must either be a willing, Unconscious, or fully restrained. The character may spend one (1) minute in Concentration to understand the Illusion and perceive through it. They may then ask the target (or a Marshal) the following questions Out-of-Play:

- Are you under the affect of an Illusion?

- What is the Source of the Illusion?

- Are you under the affect of more than one Illusion? If so, is it more than three?

Additional questions may be answered at the discretion of the target or Marshal.

When this ability is activated, and the player notices someone making an Out-of-Play gesture for an Illusion (such as for Meld or Invisibility), they can sense that a Stealthed creature is in that general area and respond accordingly, but they cannot attack that creature without first Dispelling the Stealth Illusion.

This effect lasts for one (1) hour. When a creature activates the Sense Stealth effect, they gain three (3) Dispel Stealth effects, which can be used at any time while the Sense Stealth ability is active. To use Dispel Stealth the character must be within ten (10) feet of the Stealthed creature; make eye contact with the Stealthed creature and use the "I see you" gesture of two fingers pointing to your own eyes and then pointing toward the Stealthed creature; then point to the Stealthed creature and declare loudly "Dispel Stealth".

Sense Truth

This effect allows a character to ask the target Out-of-Play if the last statement they spoke was believed to be true or false by the target. The target must respond truthfully Out-of-Play. Note that this ability reflects the personal belief and knowledge of the target, and cannot provide definitive answers beyond that. It is possible for the target to have been truthful but incorrect in their statement.

red tulip flower in yellow tulip field

Circle

Duration: as long as the caster remains in the Circle

This effect creates a circle of magical energy that prevents any being from crossing it. The circle must be physically represented with a length of white cloth, white rope, or rope light, and cannot be larger than 20ft in diameter. The specific diameter of the circle will be specified on the spell or ability that grants it.

No characters, weapons, or any other effects can pass through the boundary of the circle. If any character or creature is standing upon the boundary of the circle when it is initiated, the effect will fail. All circles are completely transparent and can be seen through easily. The creator of the Circle must be inside of its boundaries at the time of creation, and must remain so for the entire duration of the effect.

Characters may pass through the boundary of the circle if they obtain the caster's permission.

Devour

This effect causes the target to instantly disappear, leaving no trace behind. Characters struck with this effect should immediately assume an Out-of-Play gesture and find a Marshal. No physical protectives (Armor, Shield, Toughness) prevent this effect. Please see Plot immediately if you are affected by this effect.

Flurry

Flurry is an ability that grants three (3) uses of a spell effect or ability. All uses must be expended within ten (10) seconds of the first. The tagline should begin with "Flurry" followed by the effect. For example: “Activate Flurry Fire Dart, Fire Dart, Fire Dart” or "Flurry Spellstrike Water Snare Foot, Spellstrike Water Snare Foot, Spellstrike Water Snare Foot." Each of the effects in the Flurry must be defended against individually.

Glow

This effect creates a small green, blue, red, orange, or yellow light. This light is not flammable in any way, even if a specific glow effect is described as looking like a flame. Once created, the light source exists independently of the creator and can be carried by anyone or even left by itself. A glow stick (or other light source of similar strength) must be used as a phys-rep for this effect. This effect lasts until the next Dusk or Dawn.

Surefoot

This ability allows the character to negate one misstep in a dexterity or jumping challenge if they accidentally step in a dangerous area, such as in a pool of acid or on a known trap. This ability may only be used in the presence of a Marshal. The Marshal will sometimes allow this ability to work in other ways, as well.

Trick Shot

This ability allows the character to perform a called shot, such as shooting a hard to reach target, using a shot to cut a rope, or shooting a lever. This skill may only be used outside of combat and in the presence of a Marshal. The Marshal will determine if the called shot is reasonable for the character to perform using this ability.

True

An effect with this tagline cannot be prevented by any Defensive Maneuver skill (Parry, Dodge, Sidestep, Countermagic). The attack still resolves normally against any other protectives that are present and would apply to that attack.

Wall

Duration: Concentration

This effect creates a magical Wall. The Wall is represented by a length of white rope or cloth.

The creator of the Wall must be within five (5) feet of the Wall's center point at the time of creation and must remain within that distance for its entire duration. Additionally, the creator must hold out one arm with palm facing the Wall for the duration of their Concentration. If the creator's Concentration is broken, the Wall immediately drops. The player should do their best to quickly remove the phys-rep of the Wall to indicate it is no longer present.

A Wall effect lasts as long as the creator maintains Concentration or until Dispelled.

Most Walls are ten (10) feet in length and ten (10) feet high; a Wall of a different size will be noted on the spell or effect creating the Wall. All Walls are transparent and visibly magical in nature. It is impossible to pass through a Wall. A creature who attempts to swing a weapon through the Wall should be told "No Effect - Wall".

No weapons or spells can penetrate the Wall, but a Break Wall effect will cause the caster to take a Dart to a Limb (the caster may choose which Limb is affected). The Source of the Dart is the same as the Source of the Wall. As per the normal rules of Concentration, the Dart itself will not break the caster's Concentration if it is mitigated in some way by a Ward, Armor, or Toughness. However, using a Defensive Maneuver or a Resist, or if the caster takes a Wound, would break their Concentration.