Usage Note: The invocation of most afflictions is followed by a number (e.g. “Fear 10!”). That number is how long the affliction effect lasts, in seconds. The exception is with Knockback wherein the number denotes the number of steps that one must take away from the source of the effect.
- will treat the one that used the befriend affect upon them as though they were a trusted friend/companion.
- will not mistreat or attack their allies unless they are attacked first.
- will not perform requests like an automaton, but will consider the request vs. the costs/risks as though doing their “friend” a favor.
- will usually listen to what their “new friend” as to say, fascinated by the discourse that is presented.
- When a Befriend effect wears off, a character has only a slight inkling of what has happened to him. Although he remembers everything about the period where he was befriended, he may not fully understand what he saw in his “friend” that would fascinate him so.
This is a Charm effect and thus, can be removed/negated by feats/spells such as Resist Charm.
A blinded character:
- can keep his eyes open (for safety reasons) and flail wildly (once again, safety first) but he must move and act as though blinded.
- can move from his position but has to stumble to do so. Likewise, he can only move in a random direction or toward a distinct sound.
- is unable to use certain defense feats such as block, dodge and parry.
- can invoke latent spells that protect him, since the magic itself is not blinded. However, latent spells that allow a spellcasting character to use the prohibited defense feats cannot be used.
- The Blind Fighting skill does not protect a character from being blinded but it does allow a character to use defense feats while afflicted so.
The Blind effect is an Incapacitate effect and thus, subject to abilities that defend against such effects.
When afflicted by a Confuse effect, a character is in a state of mental befuddlement.A confused character is incapable of processing the situation before his eyes. All he can do is stand there, perhaps babble incoherently and try to recover from the shock.
A confused character
- must role-play his confusion, standing there bewildered or shaking his head in befuddlement and doing nothing else.
- is rendered almost completely helpless, unable to use feats/spells, speak coherently, attack, defend or even move from his location.
- Any amount of damage snaps a character from his state of confusion back into reality.
- Shaking a character will do nothing, only the use of certain skills, certain feats, certain spells or pain will return them to the situation at hand.
Confusion is an Incapacitate effect and thus, subject to abilities that defend against such effects.
In the chaos of battle, a character’s limbs can be struck in a manner that disables them with pain and weakness. The limb regains its capabilities after a while, but the precarious moments of its crippling can easily spell defeat for the afflicted. This is a dangerous affliction to have.
This effect can manifest in one of two ways. The crippling effect must target either an arm or a leg and should be called appropriately (i.e. Cripple Arm or Cripple Leg). If the Crippling effect is delivered by a weapon strike, then it must strike the specified limb. A Crippling effect delivered by spell or arrow packet has no such restriction, affecting its target so long as it strikes his person.
A character whose limb has been cripple suffers the following:
- The limb afflicted is disabled for a short amount of time. Role-playing-wise, the afflicted character is in a great amount of pain and cannot use the limb for the specified duration.
- If an arm is afflicted, then it cannot be used to attack or defense. Instead, it hangs limp at a character’s side.
- If the target is a leg, then the target must fall down (carefully), sit or kneel.
- A character with a crippled leg can stand up and walk but he does so at a greatly reduced speed and with great difficulty.
Cripple Limb is a Pain effect and thus is countered by the Endure Pain feat or anything else that counters the effects that particular variety of affliction.
When affected by a Daze effect, a character suffers from an intense amount of pain, unable to focus his thoughts or actions beyond basic attacks and defenses. Characters in a daze are usually in a state of shock. They act bewildered and confused.
A Dazed character:
- cannot use any feats or spells while afflicted by this effect.
- may use latent spell defenses.
- The exceptions to this inability are those feats that that can counter this effect (e.g. such as Endure Pain) and the invocations of latent effects that protect against such conditions.
Daze is a Pain effect and can be countered by feats and spells that protect and liberate against such effects.
- must drop the item they are holding
- Shields cannot be disarmed but weapons can be disarmed.
- If the item is a two handed weapon, the target must only hold it in one hand.
- Tossing a weapon behind one’s self to retreat and pick it up is acceptable as long as it completely leaves one’s grasp.
When Disarm effects are delivered by weapon strike, the one using the feat/spell must strike at one of his target’s arms (the one which holds the item he wishes dropped). Disarm effects delivered by spell packets or arrow packets are not limited by this restriction although they must declare which arm they are affecting.
Disarm is not a typed effect and with no specific defenses against it although feats like dodge or parry and skills like Iron Fist may negate its usage.
The Dominated creature:
- views the person who placed the effect upon him as lord and master.
- will follow almost all of its master’s commands to the best of its abilities with a few exceptions: a Dominated creature would not commit suicide or place one’s self in grave danger for one’s master, he can and will defend their master and attack their master’s enemies unless the cause is hopeless and the battle is all but decided – in this case, a Dominated creature will run away, unless its sacrifice is needed to ensure the safety of its master.
- When a creature breaks free of the Dominate effect, it does not remember its actions while Dominated.
This is a Mortal effect and thus, can be removed by feats/spells such as Spurn Death.
Some sights are just so horrible that they make person’s instinct for survival overwhelm all other thoughts: both rational and emotional. When confronted by this fear, there is only a driving need to run away and hide. A person’s higher mental functions are soon returned to control; the effect is fleeting but powerful nonetheless. On occasion, it might even sow the seed for many a night of sleeplessness and drinking.
Characters affected by Fear:
- must role-play being taken affright by the source of the effect.
- must run away from the source of the effect as fast as they can. Screaming and/or frantic responses are encouraged.
- can still defend themselves and they can pick out a safe path to choose.If there are no safe paths to choose, the targets of a Fear effect can choose to cower.
- can defend themselves if attacked by the source of their fear, … but they cannot bring themselves to attack it or hamper it in anyway.
Fear is a Mortal effect and thus, can be countered with Spurn Death feat or anything else that can counter the effects of that particular variety of affliction.
Grappled characters have been grabbed and restrained by a powerful creature or force.
- cannot attack or defend themselves from attack.
- may use defense feats but not attack feats or any kind of spell.
- can use latent spell effects.
- cannot move away from the creature grappling them unless they use certain feats (Break Force), spells or skills (Great Strength)
- can be dragged by the grappling creature to another location
- can be freed if helped by at least two people but they will suffer 10 damage from being broken free.
The Grapple effect is a Force effect and therefore can be negated by feats and spells that defend against such effects.
Creatures that have been knocked back:
- must take several steps backward from the source of the effect and role-play being flung that distance. The number of steps taken is equal to the number that follows the invocation of Knockback (Knockback 10 means 10 full steps backward)
- may opt to fall prone, kneel down or keep their feet at the end of their “flight” (player’s choice).
- must take care not to bump or injure nearby players. As usual, Safety is priority 1.
Knockback is a Force effect and thus can be countered by feats/spells such as Break Force.
- become unable to attack other creatures, physically or magically.
- can defend itself with weapons, feats or spells when attacked, but will not draw weapons or spell/arrow packets for any other reason.
- will break free of Pacification when attacked.
This is a Charm effect and thus, can be removed by feats/spells such as Resist Charm.
When a character is shackled, he is restrained by powerful forces of magic that bind him and still his movements.
A Shackled character:
- must stay where he is immediately as though physically paralyzed. Like the Confuse effect, the Shackle effect prevents a character from doing anything while affected.
- cannot use any feats (except for those that can counter this affliction). However, certain feats that only use verbal abilities or one’s presence can also be utilized while under the effect of a Shackle.
- cannot perform mundane actions such as attacking and defending one’s self.
- Spellcasting can be done, however, since it is an act of the will rather than the body, although spell packets cannot be thrown – thus spells can only be cast one’s self unless they are whirlwind spells.
- cannot be damaged by any spells, feats, skills or effects while afflicted by the shackle although some creatures have abilities that can break through a Shackle effect.
Shackle is a Force effect and thus can be countered by feats/spells such as Break Force.
A silenced character
- is unable to verbally communicate at all in-game, not even with a whisper.
- cannot cast spells at all.
- can use abilities/mechanics that have to be invoked by the player out-of-game, such as calling weapon damage.
- can use feats that do not require vocal ability such as Parry or Critical Strike but not feats like Fearsome Howl or Mocking Words.
- may invoke latent spells.
An ensnared character:
- must stop safely and immediately.
- must stay in place for the full duration of the snare.
Snare is a Force effect and thus can be countered by feats/spells such as Break Force.
A Stunned character:
- must role-play being stunned with intense pain.
- cannot move or attack.
- cannot physically defend himself.
- cannot use spells, skills, abilities or feats unless these remove the Stun effect from them.
- can invoke latent effects that protect against such conditions (Enduring Earth).
Unlike Daze, however, a Stunned character cannot even make attacks or effectively move from where he stands. All he can do is stand there, unable to defend himself.
Stun is a Pain effect and can be negated by feats and spells that protect and liberate against such effects.
Characters who have been affected by a Suggestion:
- will believe the statement that follows the invocation of “Suggestion” so long as it is not too outrageous or too dangerous to follow – Suggestion is not mind control.
- The Suggestion must a reasonable one, such as: “You forgot to give me the gold you owed me from last week” or “Loan me some gold, I promise I’ll pay you back this time”. “Give me your money” will not work.
- need not believe the one that placed the effect upon him for the rest of the month when confronted with convincing proof of deceit, (and they might attempt to get some training in detecting falsehoods or bringing a friend with them that can).
Suggestion is a Charm effect and therefore can be defended against by Resist Charm and similar feats/spells.
A Taunted character
- must role-play rage, irritation or similar emotions against the one taunting him.
- must attack the source of the effect with melee for the taunt’s duration if a character is afflicted by a taunt from an adjacent enemy (such as by weapon strike).
- can still defend himself normally.
- must endeavor to engage the source of the effect in melee unless there is no safe approach (jumping from a tower is not safe, jumping into the middle of a group of enemies is not safe) Only if there is no safe approach can the afflicted engage the enemy in ranged combat instead.
Taunt is a Charm effect and thus is countered by abilities like Resist Charm, that protect against such effects.
Note: This affliction has a great potential for abuse from those who are affected by it, especially if they just hang back and engage in ranged combat instead of engaging in melee. Characters using the Taunt ability against a ranged attacker would do well to have a clear area for engagement.
When a creature is afflicted by the Weakness effect, it succumbs to a temporary withering of its flesh, mind and soul. The result is its inability to inflict large amounts of damage through any attack, be it steel or spell.
A weakened character inflicts one damage with an attack regardless of strength, weapon expertise or anything like that. The type of damage is otherwise unchanged.
This is a Mortal effect and thus can be countered/negated by spells/feats like Spurn Death.