Effects are usually caused by spells or magical abilities and must be declared by the user clearly enough for the target to hear.
All effects last for 10 seconds by default, unless their description says otherwise.
If an effect is followed by a number or a time then the effect lasts for that many seconds or that length of time e.g. "Paralyse 20" lasts 20 seconds, "Entangle 1 minute" lasts 1 minute, "Burn until death" lasts until you die.
Casting a magical effect usually requires appropriate spell vocals that include the phrase quoted in the ability which allows use of the call.
Generating a magical effect requires a free hand (which can be used to indicate the target of the effect), except when it is delivered by a weapon blow.
Effects may also be delivered by weapon blows. Some effects take hold even if they are parried or blocked.
If you can deliver an effect via a weapon blow, you may also do so with an arrow fired from a bow.
You cannot be under the same effect more than once.
If you are affected a second time by the same effect then the effect with the longest duration takes precedence (taking into account time elapsed for the first effect).
Example - you are hit for Entangle 30 immediately followed by Entangle 20 you would ignore the second Entangle and be Entangled for a total of 30 seconds.
Example - you are hit for Entangle 10 and 5 seconds later are hit by Entangle 10 again. The longer duration would be the new Entangle (10 seconds vs. 5 seconds) and you would be Entangled for a total of 15 seconds.
Abilities that grant calls will state which of the following ranges they may be used at:
Strike: the call takes effect if the weapon hits the target.
Self: affects only the caster.
Touch: touching or ~1 ft. from the target. May be used on the caster.
Ranged: single target within 30 ft.
Mass: all creatures within 10 ft. or within a 10 ft. arc. May optionally include the caster.
Non-standard: some ranges outside of these exist and are stated on the ability e.g. "Everyone who is alive" would affect all characters who are alive and can hear the call.
Some abilities can grant the ability to resist effects. Call “Resist” when you do this.
When you Resist an effect you also become Immune to that effect for 10 seconds. Please continue to call “Resist” if you are targeted by the relevant effect again.
Some abilities which grant you resistance also require a vocal or roleplay action in order to use them. If you do not (or cannot) complete the required action then you cannot use the resistance.
Some effects include other effects e.g. Impale damages you and also causes a Fling effect. You may use an ability to Resist the Fling even if you don’t Resist the Impale. Resisting the first effect completely resists the entire effect. E.g. Resist Impale will prevent both the damage and the Fling.
Some monsters may respond “no effect” to calls. This means that for some reason they are not affected at all. They do not need to spend a resource such as Spirit to do this.
You are aware that they will never be affected by that ability no matter how many times you try it.
A mighty fireblast or bolt of lightning crashes into you.
You take 3 damage.
You also take a Fling effect.
You are burning.
You take 1 damage after every 10 seconds (so by default 1 damage).
You must roleplay being in pain and burning for the duration.
Burning for less than a full 10 seconds does not cause any damage. E.g. Burn 9 would cause no damage and Burn 29 would cause 2 damage in total (1 damage after every 10 seconds).
If you are affected by a duplicate Burn which extends the duration, you take 1 damage every 10 seconds that you have been continuously Burning.
You are magically healed of the named effect.
When you are cleansed of an effect you also become Immune to that effect for 10 seconds.
You consume the spirit of an Unresisting or recently dead creature. The target must be Unresisting for the entire duration of any ability which generates this effect (such as a chant).
The target is killed if it is not already dead.
The target’s Spirit is used to restore your strength and you regain 2 HP.
This may have additional effects depending on the spirit that is consumed.
A powerful but unknown magic afflicts you, stifling your Spirit.
You may not expend Spirit or use Lesser Magic.
A referee may inform you of a further long lasting effect, but otherwise you are able to resist the magic when this effect expires.
This call is often used to deliver more complex or long lasting effects such as a Spiritual Wound or Lingering Malady Page. Even if you Resist Curse, you may not be fully protected from long lasting effects in all circumstances.
You are dazzled by a flash of light or stunned by a powerful attack.
You cannot attack or use Lesser or Greater Magic.
You cannot advance towards an enemy.
You may still retreat and parry attacks.
Magical vines, earth, ropes etc. entangle your feet.
You may not move your feet but you may otherwise move and fight normally.
You are entangled even if you parry the blow with a weapon or shield.
You are Immune to Fling (except when Sundered).
You must walk swiftly towards the source of the effect as though in a trance.
You must roleplay being in a trance and focus on the source of the effect. You cannot fight, parry or use abilities.
The effect ends immediately if you are struck or injured (lose at least 1 HP).
You may not be physically held back.
A powerful force pushes you back 10 ft.
You are pushed back even if you parry the blow with a weapon or shield.
Your wounds are healed by magical energy.
You regain HP equal to the number stated. E.g. Heal 3 restores 3 HP.
You take 3 damage.
The damage occurs even if you block with a shield, but not if you parry with a weapon.
You also take a Fling effect even if you parry the blow with a weapon or shield.
You are held in place by magical force.
You cannot move or speak.
You are considered to be Unresisting.
You can still be pushed back by Fling.
This call is used to discover if the target has the named quality e.g. Reveal Ghost, Reveal Troll.
You should respond “Yes” or “I am X” if you have that quality or “No” or “I am not X” if you do not.
Wearing Heavy Armour does not make this a Greater Magic.
A magical disease or poison afflicts you, causing mortal wounds to swiftly decay and bringing you closer to death.
This effect lasts until removed.
You die after 1 minute of being on 0 HP. This time is not affected by abilities that increase or decrease the time it takes you to die.
May result in additional effects such as a Lingering Malady Page.
You are intensely affected by the stated sensation or emotion whilst under the effect for the declared time.
You must roleplay the effect as you think is appropriate to your character. E.g. If affected by Sensation Fear, a particularly cowardly character may run for the hills while a stalwart warrior may be stopped in their tracks, afraid to move any further or they might not slow down at all and lash out to drive off the source of their fear.
Awakened are incredibly resistant to having their emotions and mind messed with by such magics and each character can choose how they wish to respond completely even down to pushing down their fear they feel and telling their foe "I conquer my fear".
You cannot speak or make use of any skill that requires IC vocals.
You cannot willingly create loud noise e.g. ringing a bell.
You take 10 damage and are subject to a Fling and Daze effect which cannot be resisted by any means.
If you parry the blow with a weapon or a shield you instead take the Fling and Daze effect which cannot be resisted by any means.
You are pushed back even if you are Entangled.
You are protected against the stated effect.
When you are targeted by the named effect you may expend the Ward to Resist that call.
You can normally only have one instance of Ward at a time. If you are targeted by another Ward you choose which one to keep.
Ward lasts until it is used.
You cannot run and your attacks are slowed.
You cannot strike for magical effects (or call for them with arrows).
You must roleplay being slow and lethargic.