Rules Chapter-Two_Section2

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Chapter Two:

Universal Rules

Section Two: 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 <name of effect>”. 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 <effect>”. 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” 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) effect 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.


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