Effects

Effect descriptions

NOTES ON EFFECTS
All Effects have four parts to them: Source, Range, Class and Characteristic.
An effect is always the same no matter how it was generated.
An effect is always of the same class, regardless of how it was generated.
A character cannot be Immune to the source of an effect, only a single effect or a class of effects.
No effect may just use the name of the effect, unless it is delivered by a Referee or Marshal, or is delivered as part of a Damage Call.
Effects of an identical name do not stack and casting a new effect on someone replaces the previous effect, unless specifically stated otherwise in the effects description. E.g. Casting an Endurance effect on someone will replace any current Endurance effect on the target.
Innate abilities require the Call ‘Innate’. This call is for OOC information only; there are no IC vocals for Innate effects.

NO EFFECT

If you are immune to an effect or blow then you should call ‘No effect to x’. If there could be no confusion as to which blow or effect you are immune to, then you should just call ‘no effect’. If you wish to pretend IC that you have no immunity, then you must role-play the attacks effects and do not have to call ‘No effect’.

GLOBAL

Any effect that is preceded by the word Global will affect every location of the target, regardless of the effect. Global and Mass cannot be combined in the same call unless a lammie explicitly states otherwise. Global cannot be called without a lammie or loresheet that specifically allows its use.

SOURCE

This is what generates the effect: Mage spells, Incantor spells, Channelling spells, Necromancy spells, Innate or Ritual.

DIRECTED ACTION

Some effects can control or dictate your actions.
If you are generating these effects, you should be aware of the possibility of causing another player to endanger him or herself, and try to avoid creating this situation
If you are targeted by one of these effects, you must follow the directions to the best of your OOC ability unless the directions are inappropriate or jeopardise your OOC safety or that of others.

APPROPRIATE CONTACT

Some effects have a range of Touch. When using these effects, you should take care to avoid inappropriate contact, and be ready to move your hands if the target tells you they are uncomfortable. If the target requests it, you may cast (or continue to cast) Touch effects by holding your hand 2 inches away from the target.

RANGE

Effects can be Ranged, Mass, Touch or Self.

  • Ranged effects have a maximum range of 30ft (9m).
  • Mass effects either a) effect everyone within 10ft (3m) of the creator if their arms are held up, or b) affect everyone within 10ft (3m) of the creator in an arc indicated by their arms, if their arms are held out in front of them. Mass effects cannot be countered.
  • Touch effects require physical contact in order to be delivered. Touch effects may be applied to the caster of the effect.
  • Self effects only ever affect the caster and their equipment.
  • Rite effects have a range defined explicitly in their description.
    You cannot change the Range category of a spell. E.g. you cannot cast a Ranged spell as a Touch spell. The only exception to this is acting as part of a Wedge (not the Focus), where you can cast the wedge effect as a Touch effect.

CLASS

All effects are grouped into four classes: magical, mind, pattern or physical. This allows characters with a lammie or loresheet to be immune to a class of effects (refer to Appendix 3, page 54, effects by class), and does not cover damage types.

CHARACTERISTIC

All effects are grouped into nine characteristic: Command, Counter, Cure, Damage, Detect, Enchant, Force, Immobilise or Special. This allows characters with a lammie or loresheet to be immune to a characteristic of effects (see Appendix 3, Effects by Characteristic, page 55), and does not cover damage types.

Other Effects

These effects do not have levels and are not affected by Countermagic or High Countermagic except as described in the effect descriptions.

Beguile (Updated: Rune 2016)

Mind Command Effect

The target becomes a devoted admirer and supporter of the person who has beguiled them, valuing the beguiler’s life above their own. Unless the beguiler specifically states otherwise the target will not take any action against the beguiler, even if the target character would normally consider this to be in their best interests. Beguile cannot be removed by the Free Mind effect;

it is a Charm and lasts until Dawn.

The strength of the Beguile effect is such that the target will allow the beguiler to kill them without offering any resistance, and will defend and protect the beguiler against any offensive action – even if this will result in the target’s death. This willingness to grant protection, and sacrifice the target’s own life, extends only to the beguiler, not to any allies that the beguiler may have.

The beguiler may set goals that they wish the target to help them achieve – these goals can be added to or amended (and new goals can be set) at any time while the Beguile effect is ongoing, but the beguiler must communicate these to the target. Any goals set must abide by the spirit of the rules and OOC safety considerations – if the target believes that a goal is inappropriate then they should seek advice from a Referee or Marshal.

The target will willingly help the beguiler in any way that they can in order to achieve the goals set. The target is not a mindless slave, simply and unquestioningly following direct commands, but rather a willing accomplice who retains their own personality – except that they will now turn all of their skills, knowledge, and creativity to the task of advancing the beguiler’s stated goals. This may include offering information and advice as appropriate, or seeking clarification as to the beguiler’s wishes if required.

If the beguile effect is not successfully removed before Dawn then the target will have no memory of being beguiled – they may recall the actions that they took while under the effect, but not that they were under such an effect. This restriction does not apply if the effect is successfully removed prior to Dawn.

Petrify

Magical special Effect

The target is rendered immobile and enters their Grace Period. As soon as the effect starts the target is reduced to zero on all locations, this will count in all ways as Artefact damage. After the Grace Period ends, the target is dead and turned to stone. Items carried by the target are not turned to stone, and may be recovered using the normal rules for removing items from immobilised characters. Sanctuary has no effect on Petrify. To cure the effect one Countermagic must be cast for every complete minute or part thereof that the target has been under this effect, including the extra time that the following Heal Fatal will take. The Countermagic effects must be followed by a Heal Fatal Wound to the chest. If there is not enough Countermagic cast for the time elapsed when the Heal Fatal Wound is completed, then the cure will be ineffective and must be restarted.

Terror (Updated: Clarifications)

Magical special Effect

The target of this ritual level effect is targeted as if by a Fear spell, but it is not possible to resist it or to be immune to it unless a lammie or loresheet explicitly grants an immunity to or ability to resist Terror.

 

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