Game Effects

Altera Awakens employs a variety of effects to simulate the fantastic powers and abilities your character may employ or encounter during a game event.  A basic understanding of these will help your event go smoothly. It is acceptable to occasionally ask for clarification but your immersive experience will be much richer if you spend a little time becoming familiar with the concepts below.

Not every single effect is found in the charts below, so please see the Public Effects List for the most up to date information. That list supersedes any rules found below.

Duration of Effects

Altera uses a set of duration which are listed in the effect specific list. There are occasions where a modifier is applied to a tagline and this is to indicate that it is *different* from the standard duration of the effect.

DurationLength
InstantThe effect happens and resolves instantly.
CombatThe effect lasts until the target exits active combat/rests to recover abilities.
ResetThe effect lasts until the next reset period (sunrise or sunset, whichever comes first).
DayThe effect lasts until the next sunrise. (Deprecated)
PhaseThe effect lasts the duration of the event.
PermanentThe effect cannot be removed or cancelled.

Effect Types

Damage EffectsEffect Description
ShardPacket delivered damage with a source. This is called as “[source] Shard [damage number]”. This can be taken on shells, armor, shields and Vigor.
MissilePacket delivered automatic Wound to location hit. This bypasses armor, shields, Shells and Vigor, but may be defended with Dodge, Spell Flux, Counter Spell, Wyrding, Resist and Absorb.
BarragePacket delivered automatic Wound to every location. Note that this effect directly causes Wounds, it does not deal damage, and so bypasses armor, Shells, Vigor, and Spell Protection. It may be defended with Dodge, Spell Flux, Counter Spell, Wyrding, Resist and Absorb.
Crit +XWeapon attack called as *Source* “Crit X” where total damage dealt. Can be Parried, Dodged, or absorbed by armor, Shells, and Vigor.
Maiming StrikeWeapon attack that causes an automatic Limb Wound if a limb is hit. Bypasses armor, Shells, and Vigor. Can be Parried or Dodged.
Mortal StrikeWeapon attack that causes an automatic Torso Wound regardless of where the attack hit. Note that this effect directly causes a Wound, it does not deal damage, and so bypasses armor, Shells , and Vigor. Strikes are presumed to be Natural attacks. They can be defended by mundanely blocking with a weapon or shield, and are also subject to Parry, Dodge, Reduce and Withstand.
Killing StrikeWeapon attack that causes automatic Death. This bypasses armor, Shells, and Vigor. Strikes are presumed to be Natural attacks. They can be defended by mundanely blocking with a weapon or shield, and are also subject to Parry, Dodge, Reduce and Withstand.
DeathIf struck by packet or weapon the target instantly dies with no Bleed Out count.
ObliterationIf struck by packet or weapon the target is complete Destroyed along with all tagged items on their person. They should go out-of-play and find a Marshal. Advanced forms of Resurrection will be necessary.
Lesser DefensesPlayers may only use up to three Lesser Defenses per combat in any combination that they have purchased. Players may Parry for others or Side Step into an attack of someone within 5 feet. Spell Flux can only be used for yourself.
ParryAbility that allows the character to ignore the effect of a single melee attack (including Disarm). You can not Parry a spell packet. Moreover, the Parry maneuver is considered to be performed with your weapon, not your shield. Parry may also be used to negate the effect of a single melee attack used against another person within 5 feet by calling “Parry Block”.
Side StepThis ability allows the character to ignore the effect of a single ranged attack; packet/spell or missile delivered. Side Step can also be used to take an incoming ranged attack for another character. As long as the intended target is within five (5) feet of the character with the Side Step skill, the character may call “Side Step – Block” and take the attack instead. An attack blocked in this manner is assumed to strike the character’s torso.
Spell FluxThis ability allows the character to reduce the effect from any magical source (including non-damaging effects) to a Shard 1 of the same type to the same location.
Greater DefensesPlayers may only use up to three Greater Defenses per combat in any combination that they have purchased, Players may Counter Spell for others or Dodge into an attack to save someone within arms reach.
DodgeAbility that allows the character to ignore the effect of a single effect from weapons or packets. Dodge can also be used to take an incoming attack for another character. As long as the intended target is within five (5) feet of the character with the Dodge skill, the character may call “Dodge – Block” and take the attack instead. An attack blocked in this manner is assumed to strike the character’s torso.
Counter SpellAbility that allows the character to ignore the effect of a single magic based attack. Counter Spell can also be used to negate an incoming single magic based attack for another character. As long as the intended target is within five (5) feet of the character with the Counter Spell skill.
Master DefensesThese defenses come through mastery of certain traits or powers and do not count against lesser or greater defenses.
ReduceAbility that allows the character to reduce an effect to a lesser effect. If it is not otherwise stated in the granting power, the effect is reduced to a single point of damage. The types of effects that may be reduced is defined in the granting power.
WithstandFor the duration of this ability (as described in the granting power), the character reduces Maiming, Mortal, and Killing Strikes, Missile, Barrage, Death and Obliterate effects to 5 points of damage that interacts normally with other defenses.
Absorb XAbility that allows the character to absorb an effect and channel it to their own use. A character may only have one Absorb effect active per Absorb type, but may have as many different Absorb effects active as they wish. This is a smart protective and the character may choose whether or not it triggers on a specific effect. Protective – Spells granting the effect require 1 minute of concentration to cast.
Healing EffectsEffect Description
StabilizeThe Bleed Out count of the target stops. If the stabilizing effect is stopped before it is completed then the Bleed Out count resumes from where it previously was. After being successfully stabilized for one minute the target becomes Walking Wounded and is able to move at a slow walk. If no additional healing is given the target will be fully healed in 30 minutes.
Rapid RecoveryAny form of Rapid Recovery immediately stabilizes the recipient. The target will, if no other treatment is administered, become Walking Wounded 60 seconds after treatment has ended and will be fully recovered in 15 minutes.
Heal Wound *X*Automatically stabilizes target and heals the character for as many wounds as possible. If any wounds remain they are considered stable. Healing Takes 1 minute to take full effect.
Heal Vigor *X*Heals X Vigor on the target, but does not affect any other Wounds or Stabilize the target. Heal Vigor takes 1 minute to take full effect.
Empathic HealingCharacter may transfer a wound from another person to themselves. The target character is instantly stabilized and healed of that wound. The healer may elect where that wound is received as long as it is not already a wounded location.
ResuscitateAllows a character who has not been dead for more than 2 minutes to be brought back to life. This requires 2 minutes of concentration and effort by the healing character. After being Resuscitated target character is considered Walking Wounded for 15 minutes even though all wounds are considered to be healed.
Heal SelfCharacter may heal themselves of a number of wounds equal to the tagline called. This healing takes 60 seconds to take effect. Example: “Heal Self – 2”.
CleanseTarget is healed of all Diseases & Poisons.
RenewalTarget is instantly healed of all Disease, Poison, any Drain effects and all Wounds.
AwakenTouch only. Removes all mental effects from target character.
InvigorateRemoves Drain effects.

Target of the appropriate creature category is moved one step more friendly in how NPC relations are handled. Combative characters become neutral, neutral characters, become friendly. Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what this spell can affect. This has a 10 minute duration.Attempts to use this in combat will reduce it to a Stupefy effect. Once someone has decided to attack you they are beyond the realm of what a Charm effect can change. Mental Effect.”

Target of the appropriate creature category is moved one step more friendly in how NPC relations are handled. Combative characters become neutral, neutral characters, become friendly. Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what this spell can affect. This has a 10 minute duration.

Mental EffectsEffect Description
OrderTarget is given a single word command that must be obeyed to the best of their ability. Target must be able to clearly understand the command in-play and out-of-play (animals cannot be ordered). Orders cannot result in direct harm to the target or duplicate another effect. 10 second duration. Orders that cannot be clearly heard or understood take a Stupefy effect instead.
StupefyTarget’s mind is impaired. They are able to defend but cannot attack. 10 second duration.
TormentTarget experience debilitating pain for 3 seconds during which time no action can be taken, line of sight is broken, and Concentration cannot be maintained. They must make some sort of sound or cry revealing their location. Multiple applications of Torment are cumulative. Torment will not Awaken a subject under the effects of mental effects.
SleepTarget falls to the ground and is unconscious. They are unaware of what is happening around them and can take no action other than snoring. Duration of Sleep is 5 minutes or 30 seconds of roleplayed shaking to awaken by another character.
TranceTarget is dazed by illusory lights or sounds that only they can see. They hypnotic effect renders them incapable of taking any direct action including movement for the duration of the effect. 1 minute duration or until the first attack is made. The start of a Killing Blow (“Killing Blow 1″) end the effect.
Charm

Target of the appropriate creature category is moved one step more friendly in how NPC relations are handled. Combative characters become neutral, neutral characters, become friendly. Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what this spell can affect. This has a 10 minute duration.

Attempts to use this in combat will reduce it to a Stupefy effect. Once someone has decided to attack you they are beyond the realm of what a Charm effect can change. Mental Effect.

BetrayalTarget is compelled to turn sides in the middle of combat due to intense paranoia. The target will attack their own allies (allies do not have to be friends, only fighting on the same side), WITHOUT using offenses abilities, for 10 seconds or until unconscious whichever comes first. Mental Effect.
ParanoiaFunctions identically to Betrayal, with a duration of 1 minute.
DominateAllows target to be given a 10 word or less instruction which must be followed. This action cannot be to do the impossible or to take an action that would obviously lead to the targets own self harm. While under the duration the target must roleplay the justification for the action to the best of their ability. This effect ends when the order has been completed or have 10 minute, whichever is first.
Protection EffectsEffect Description
ArmorArmor is physical protection that provides limited damage mitigation. See armor rules for more details. If cast as a spell it provides full body protection and functions in all ways like worn armor, and can be refit until breached. The protective ends when the armor is breached. It does not stack with existing armor. An Armor spell does not count as a helmet for the purposes of defending against Sap. Protective – Spells granting the effect require 1 minute of concentration to cast.
ResistProvides a protection for the target from an effect of the named source. A Resist vs Fire for example would provide protection from the a single Fire effect the target would otherwise receive, at the target’s choice. Characters may stack Resists as many resists as they choose. This is a smart protective and the character may choose whether or not it triggers on a specific effect. They must however be conscious to use this ability.
ShellProvides for damage absorption up to a certain value. The point value of the Shell is the amount of damage that can be absorbed. The Shell is reduced in value by one point for every point of damage taken. This lasts until sunrise or until all points from the shell are exhausted. Players may not have more than one Shell active at a time. Shell does not work against Missile or Barrage.
Spell Protection (SP)Spell Protection, most often seen on hand-held shields, can also be gained or improved through high quality production skills or magic. It will reduce the damage of an incoming attack by the stated value. Any damage left over is applied to the person, object or location normally. Ex: A Spell Value 2 item would reduce the incoming damage of a Fire Shard 4, to a Fire Shard 2. This protection is generally not reduced while the item remains intact and wielded.
VigorDamage mitigation that can absorb a number of points of damage equal to the amount of Vigor. Vigor can be healed but does not automatically reset on its own. All Vigor stacks with all other forms of Vigor, Some Vigor like the Alchemy “Ox Hide” does not stack with itself but does stack with other forms of Vigor. Any vigor that does not stack will say so.
WyrdingProvides a protection for the target from the first effect of the named magic source. A Wyrding vs Magic for example would provide protection from the first magic effect the target would otherwise receive. A Wyrding vs Natural would instead protect against the first Natural effect received. This is a dumb protective and will trigger without the character being conscious the first time that the correct type of effect is used. You may have as many Wyrdings up as you want as long as they are all different Taglines. If two Wyrdings apply the player may choose which one to use.
Source ModifiersEffect Description
Blessed Element XWeapon deals +X Element damage on all swings till the end of combat or 30 minutes
Secondary SourceSome effects may have an additional source modifier such as Fire, Acid, Natural, Ice, etc. When a secondary source modifier is added to a tag line it can still be protected against anything that would stop the primary effect (magic, poison, natural, etc). This means it may be stopped by additional protective but these modifiers may also change how the damage is taken by any given target.
TrueAttack or ability cannot be prevented by Defense Effects such as Dodge, Side Step, Parry, Spell Flux, or Counter Spell. This can be prevented by Absorb, Resist, Withstand, protected against, or otherwise taken on protective as available.
WildAn eldritch effect draws from the fabric of all magic directly. Ignores all protectives unless they specifically state “vs Wild”.
Status, BeneficialEffect Description
Strength

Strength allows for acts of incredible physical ability.

Strength +1: 1 extra point of damage to be called on single melee attack, to hold a door closed against any number of opponents for one minute, run at full speed while carrying an unconscious or dead body, or carry a stable body at a fast walk for one minute without causing their wounds to be reopened. Can cause a break effect with 1 minute of roleplay outside of combat.

Strength +3: 3 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for three minutes, run at full speed with up to two unconscious bodies, or carry up to two stable bodies at a fast walk for one minute without causing their wounds to be reopened.

Strength +5: 5 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for five minutes, carry up to two stabilized bodies at a full run without reopening their wounds, or break a single lock or door bar with one minute of concentrated effort.May Cause a destroy effect with 1 minute of roleplay outside of combat.

Only a the use of a higher strength effect may force a door open when in a contested struggle to open or close a door, only person may be taken into consideration.

EchoAfter completing the required recitation for a spell, a Sage may use an Echo effect to immediately activate the spell again, as if completing an additional recitation.
FatedA 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. Protective – Spells granting the effect require 1 minute of concentration to cast.
Fortified BodyAllows the character to remain awake until the point of Bleed Out; they may communicate, yell for help, use any uninjured limb as normal, walk at a normal speed (no running or quick actions) if the legs are uninjured, use a potion if they have an uninjured arm and can reach it, or identify to anyone where they are wounded. Fortified Body does not allow other skills or abilities to be used.
FortitudeDoubles the amount of time a character has for their Bleed Out count. Does not stack with other abilities that increase bleed out time.
Harden ShellCharacter converts an existing shell to function as armor.
Haste

“This effect allows the target to move very quickly for a short period of time. While Hasted, the character may not fight, cast spells,activate items or use any other ability or skill, with the exception of additional Haste effects.

As long as the Haste effect is active, the character can flee from a combat (or any other situation) without fear of pursuit. Players who witness a character under the effect of Haste cannot attempt to pursue or intercept him in any way, though they can take up a defensive posture. A character under this effect can only be attacked physically if he willingly comes within striking distance. A character affected by Haste cannot be struck by packet effects or missile weapons (these always miss their target).

A character under the effects of Haste cannot carry another character, unless the carrying character also has a Strength effect. A player under the effects of Haste must move and continually call out “Haste!” (at least once every two seconds) as long as the effect is active. The effect ends after one(1) minute has elapsed, the player stops calling out “”Haste””, the player stops moving, or the character commits any of the proscribed actions.

This effect lasts for one (1) minute but multiple uses of Haste may be used without interruption. “

BlinkTarget may move so quickly that they seem to blink out of existence. They may move for 5 seconds or 5 steps, whichever comes first. While moving the target should use the out-of-play gesture of a fist or a weapon above the head.
FlyingCharacter is able to move through the air above the the field. While flying they cannot be targeted. Duration is 10 steps or 10 seconds, whichever comes first. Status effect displayed by crossed arms or weapons above head while repeating “Flying”. Can be seen and followed by other players. Players may use multiple flights chained together.
Lesser FormForms are states where the character is infused with Elemental Energy and provided with some additional abilities, which will be specified in the power that grants the Form.
FormForms are states where the character is infused with Elemental Energy and provided with some additional abilities which will be specified in the power that grants the Form. (Typically gains immunity to the elemental source aligned with the Form)
Greater FormForms are states where the character is infused with Elemental Energy and provided with some additional abilities which will be specified in the power that grants the Form. (Typically gains immunity to the elemental source aligned with the Form, and with its opposite.)
ConcealSee Lesser or Greater Conceal
Lesser ConcealLimited by the type of surroundings (woods, shadow, structures) required by the ability, Character cannot move or draw attention to themselves. Concealed characters should be treated as if they are out-of-play unless a specific ability allows otherwise. All Concealed characters must keep their hands steepled over their heads with no weapons in hands (although they may have claws).
Greater ConcealLimited by the type of surroundings (woods, shadow, structures) required by the ability. Concealed Characters should be treated as if they are out of play unless a specific ability allows otherwise. All Concealed characters must keep their hands steepled over their heads with no weapons in hands (although they may have claws). You can take no actions under greater conceal other than the movement. Breaks at the start of using any other ability. Character can move up to 10 steps or 10 seconds as long as they end in a valid conceal location. After moving, they must wait for 30 seconds before moving again. Movement can be no faster than a slow walk.
InvisibilityCharacter can move at will. Invisible characters should be treated as if they are out-of-play unless a specific ability allows otherwise. All invisible characters must keep their hands steepled over their heads with no weapons in hands (although they may have claws).
Status, HarmfulEffect Descriptions
BlindnessTarget should roleplay as if their vision is almost entirely gone. Target cannot run, or attack with weapons or spells. Target may defend mundanely or with defensive abilities normally. Blindness lasts 30 minutes.
Blood PoisonCan only crawl and speak in a whisper. No game abilities. Dead in 10 minutes.
Contagion

“All effects as Disease. If healing is administered before the disease is cured then the healer is considered to be infected.

Infected healers infect anyone they treat until cured. Unique Contagions which may have unique symptoms or require more esoteric treatment options are possible. This applies to magical healing, Empathic Healing, first aid, and stitch work. Examination skills such as life sense or triage do not trigger the transfer of Disease.”

DeafnessTarget should roleply as if their hearing is gone. Note: Deafness does not prevent a character from being affected by Voice Effects.
DisarmThis effect targets a wielded weapon, causing it to be knocked from the character’s grasp. The targeted weapon should be dropped and may not be picked up for 10 seconds. This effect may be declared simply as “Disarm” with the targeted weapon being then struck by a melee weapon delivering the effect. Alternatively, some uses of the effect may declare the effect along with naming the weapon that is targeted. In this case, the effect can be delivered to the character, but must only strike him on a valid location for the Disarm to work. Missile weapons need only strike a legal target area to deliver the effect. Affixing the weapon to the wielder’s hand does not prevent Disarms from taking effect. Disarm may also target claws, with the struck claw being unusable for 10 seconds.
DiseaseMust walk slowly. Cannot reset any combat maneuvers, but the target may still use any that have not been expended. This impacts re settable per battle magic abilities as well. Becomes Blood Poison in 1 hour.
Dispel XThis effect will remove the indicated effect or class of effects from the target.
Drain “X”

Characters under a Drain effect lose all access to skills or abilities associated with called tagline. Drain effects until a full combat reset or until the drain effect is removed by some other effect. Once the Drain effect ends suppressed abilities are restored to their previous state.

Examples:
Drain: Target cannot use any abilities from that particular Combat Trait tree or from Fighting Styles that rely on that Combat Trait.
Fey Drain: Target cannot use any abilities from the Fey tree.
Magic Drain: Target cannot use any form of magic.

Drop XThis effect causes the target to drop the targeted item. Packets used for casting magical effects are not actual items and are not affected by a Drop effect. If the item in question is somehow tied or bound to the subject of the spell the item is not dropped. All items dropped may be picked up immediately once they are dropped.
EngulfCauses the target to erupt with magic of the designated type. This immediately causes 1 point of damage to all wound locations touching the item. Then in 10 seconds this damage happens again. Engulf last for 60 seconds. ex: Fire Engulf *Target* X.
HobbleIf struck by packet or weapon the target instantly loses the use of one of their legs, this leg may be dragged but at a pace of no more than 1 step per second. this expressly does not cause a wound and last for 1 minute.
IntoxicantRoleplay effect only; inebriation.
KnockdownTarget has their legs knocked out from under them. They must drop to their knees. 10-second duration. They are able to still fight while kneeling.
RepelTarget is pushed back 10 steps.
ShatterThe targeted item suffer a Break effect and the subject suffers a wound to any location targeted touching the item.
SilenceTarget cannot speak or use any effects that require an in-game verbal requirement. 10-minute duration.
Snare [Foot, Arm, or Body]
  • Foot: One foot, targets choice, is trapped in place. You may pivot but that is all. 1 -minute duration.
    Arm: Arms are bound to your side. You cannot fight or cast spells while arms are snared. 1-minute duration.
  • Body: All limbs are snared in place. You may fend off a Killing Blow but may not take any other action. 1-minute duration.
Barrier EffectsEffect Descriptions
CircleCircles are natural or magical barriers that prevent others from crossing them. Circles may have additional secondary effects depending on the exact source. All Circles must be phys-repped with a length of rope stretched out over the length of the circle. Casters must remain within 5 foot of their Circle at all times.
HavenHaven is a protected area. Details will be provided in the power that grants the Haven.
WallWalls are natural or magical barriers that prevent others from crossing them. Walls may have additional secondary effects depending on the exact source. All Walls must be phys-repped with a length of rope stretched out over the length of the Wall. As well as the caster must remain within arms reach of the Wall at all times.
Item EffectsEffect Descriptions
BreakItem becomes unusable. It can be repaired by a Repair effect.
DestroyItem is irrevocably destroyed and cannot not be used. It cannot be repaired. 25% of the MUs can be Salvaged. No exotic or unique materials may ever be Salvaged.
RepairRemoves a Broken effect from a single item.
ReforgeRemoves a Broken effect from a single item and restores it to new condition (Example: restoring full rating to armor).
Sensory EffectsEffect Descriptions
Detect XGives the character a general awareness that there is a being hidden by the designated method nearby. It does not grant any sense as to the precise location or identity of the hidden being.
Sense Life

Allows a character to study the life aura of a person. Must be within 5 feet of target to use. After announcing “Sense Life” the character may out of play ask each of the following questions one at a time. They must wait for an answer before asking the next question.

  • Are you alive or dead?
  • Where are you wounded?
  • Are you under the effects of a venom or poison?
  • Are you under a mental effect?
  • Are you under the effect of a disease?

Additional questions may be developed through IBGA research.

Sense Magic

Allows a player to study an object and then begin asking specific questions to a Marshal regarding the person or object. The character may out-of-play ask each of the following questions one at a time. They must wait for an answer before asking the next question.

  • Is the object magical?
  • If so what discipline(s)?
  • What are the general effect categories?
  • Does it require activation or is it passively active?

Additional questions may be developed through IBGA research.

Sense TruthPoint Only. Allows the character to ask out-of-play “Is that True?” immediately after a statement by another character is made. The target must out-of-play answer “Yes” or “No”. This ability only reflects the targets personal belief of whether or not they are telling the truth. It is always possible that the target sincerely believes what they are saying and just happens to be wrong.
Identify Magic ItemCharacter may determine the nature of a magic item, it’s specific effects, power source of those effects, and what if any activation costs there are.
Other EffectsEffect Descriptions
AspectThe character is infused with Elemental Energy and provided with some additional abilities which will be specified in the power that grants the Aspect.
Breathe WaterCan breathe while underwater. 30 minute duration.
Calm XCharacter may extend both hands showing them to be empty towards a target of the listed type. The target will, generally speaking, attack the character last if not become calm and friendly towards the character. This requires concentration by the character. Any attack on the target from any source ends the effect.
Limited AreaCaster’s ability only works in a small area
FlashThe effect lasts until the target exits active combat/rests to recover abilities.
SapSap is an attack that must be delivered from behind the target (within the rear 180 degrees). It must be delivered to the target’s shoulder blade area with the properly padded pommel of a weapon. This attack may be Resisted or Wyrded as a Natural attack. The Keen Hearing ability grants immunity to this ability, as does wearing a helmet that meets the criteria of Medium Armor. The tagline for this ability is “Ingenuity Sleep”. Duration of Sap is 5 minutes or 30 seconds of roleplayed shaking to awaken by another character.
SpellstrikeRepresents a spell effect delivered from the hit of a weapon. It does not inflict any of the weapon’s normal damage, only the spell effect. Ex: “Spellstrike Torment” with a sword would deliver the Torment effect if it struck the target, but none of the sword’s normal damage. Spellstrike effects may be defended against as if they were spells delivered by a packet, but they are not blocked by armor, shield, Parry or the like, just as if the blow were a spell packet.
Sure footAllows a character to not suffer the consequences of “falling” in module situations if they land poorly. All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location.
Reset “x”Allows the listed ability to be Reset as if the player had gone through a complete rest period.
Slip SnareAllows a character to remove a single Snare effect with 10 seconds of struggle/concentration. Multiple Snare effects must be resolved separately.
Shift WoundChange the location of a single wound. Wounds cannot be moved to a location that is already wounded.
FlurryFlurry is an ability that grants multiple uses of a spell effect. All uses must be expended within 10 seconds of the first. The tag line should begin with Flurry, and the number of repetitions. Ex: “Flurry 3, Fire Shard 2, Fire Shard 2, Fire Shard 2”. Each attack in the chain must be defended against individually. When used to flurry a protective, the initial flurry takes 1 minute to cast.
FountainSimilarly to Flurry, this ability grants multiple uses of a spell effect. The user must plant one foot for the duration of the effect. The effect may be called repeatedly until the user moves, is disrupted or calls another ability.
StormAs Fountain, except the user may move and utilize any Defense abilities.
Astral EffectsEffect Descriptions
Astral

“Used for abilities allowing travel to the Astral Plane. While in the Astral Plane, Players should wear a blue headband, blue glow necklace, or cross their arms over their chest to indicate that their character is in the Astral Plane. While in the Astral Plane, characters can only vaguely perceive the Natural Realm. Other people appear as hazy figures and sounds are muffled and mostly incomprehensible. They have a general idea of what is happening in the Natural Realm around them (a group engaged in combat, a large party moving from one place to another, many people wounded or dead, etc.), but cannot determine specific identities or make out full conversation details. The Medium ability does not allow the Natural Realm to be perceived while in the Astral.

Characters can not interact with the Natural Realm, including interacting with objects, but can pass through non-magical barriers, including doors. They may interact normally with other players with an ability to perceive into the Astral, attack into the Astral, or that are also in the Astral.

Characters may concentrate for 60 seconds while out of combat to return from the Astral Plane to the Natural Realm.

Should a character die while in the Astral Plane, their body immediately returns to the Physical Realm and they can not be Resuscitated, as if their resuscitation timer has expired.

While in the Astral Plane, the only magical abilities that may be used are those with the Astral or Spirit sources. Non-magical/Natural abilities may be used without restriction.  Spirit/Astral effects are called as Wild while in the Astral Plane.  (Spirit/Astral protectives and effects with a duration that were called as Wild while in the Astral do not remain Wild after returning to the Natural Realm.  They revert to the Spirit/Astral tagline.)”

Astral DoorCaster opens a door between the Astral Plane and the Natural Realm that remains open until they pass through it, allowing others to pass through from the Astral Plane to the Natural Realm or vice-versa for as long as the Door is open.
Astral GateCaster and one other person shift from the Natural Realm to the Astral Plane or vice-versa.
Astral ShiftCaster shifts themselves from the Natural Realm to the Astral Plane. This ability cannot be initiated while in combat, and is not usable to return to the Natural Realm. (but they may still return to the Natural Realm with 60 seconds of concentration while out-of-combat)
Astral StepCaster briefly enters the Astral Plane. They may move for 5 seconds or 5 steps, whichever comes first. While moving the target should cross their arms over their chest.