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.

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 the Citadel Skills spreadsheet.