ALTERING EFFECTS

### **Backstab Effect**

A character using the Backstab effect must be unnoticed by their target when making the strike. They must stab the target character with a dagger in the upper back and call, “backstab.” If the character using the Backstab effect is successfully unnoticed by the target character, then the target character has their hit points reduced to 0. If the target character does notice the attack before the strike lands, then the backstab is considered a miss and the target character only suffers a single point of damage.

### **Banish Effect**

Any summoned undead creature, regardless of how it was created, is reduced to 0 hit points and 0 respawns by a corresponding Banish effect. If a zombie is targeted by a character calling, “banish zombie,” the zombie is reduced to 0 hit points and 0 respawns. However if a zombie is targeted by a character calling, “banish wraith,” the zombie is not affected.

### **Bard Song Effect**

If a bard calls their own name, followed by the name of a song or tale, and then proceeds to play an instrument or sing a song, all characters allied with the bard who hear the song or instrument have their hit points and mana points restored at a rate of 2 points per minute. This does not affect characters at or below 0 hit points. This effect does not stack with other restorative effects and a character can only benefit from a single bard song at a time. Characters with this ability cannot benefit from their own Bard Song effect, though they can benefit from the Bard Songs of other characters.

### **Bless Effect**

Any character affected by the Bless effect gains Immunity to all Summon effects for 12 hours or until dispelled. This effect persists through death unless one or more summon attempts are attempted on them, after which the effect disappears upon being restored to life. Any object affected by the Bless effect is to be considered blessed for role-play purposes for 12 hours, unless dispelled.

### **Blind Effect**

The affected character is blinded for five minutes. While blinded the player must fight, act, and role-play as if blind. After the **five minutes** have elapsed the character can see as normal. Please use extreme caution when fighting when under the effects of blind and remember that out of character **you can keep your eyes open for safety.**

### **Control Effect**

Any undead creature, regardless of how it is created, can be controlled by a corresponding Control effect. While affected by the Control effect the target undead character will obey the master as long as the master stays within 15 meters of the controlled undead character. If the undead character becomes uncontrolled (one common example being their master is killed) they regain free will and the player can act as they feel their undead character would. The control effect persists between respawns (if any). Any new Control effect placed upon a creature replaces the previous Control effect, effectively giving the creature a new master. If an NPC is affected by the Control effect, the effect may end after the encounter in which the creature was affected, in order to preserve mission balance.

### **Cure Effect**

Any detriments from Poisons, Disease (both contagiousness and symptoms), and/or the Cursed effect are temporarily alleviated for 2 hours (see Poison, Disease, and Cursed effects for full removal).

### **Cursed Effect**

Any character affected by the Cursed effect has the duration of the most recent negative effect they are suffering, or the following negative effect they suffer within the next 12 hours, made indefinite; it cannot be prevented/removed until the Cursed Effect has been lifted. Curses are either lifted willingly by those that bestowed them, a relative ability, potion, a Storyline-approved ritual, or having the curse diminish after 12 OOC weeks. The Cure Effect temporarily alleviates any effect(s) made indefinite by Curse(s), but only for 2 hours. Only the following effects are subject to the Cursed effect:  Blind, Dismember, Drain, Fear,  Persuasion , Pain, Silence.

***Example: Layla the Bishop places the Bless effect upon Boggins before he becomes the recipient of a Curse Effect; since Boggins has no active negative ongoing effects at the time (since the Bless effect is positive) the next negative ongoing effect Boggins receives within the next twelve hours becomes indefinite. Pete the Pirate then blinds Boggins with some powder, and then proceeds wrenching his arm causing Boggins pain; the Cursed effect would make the Blind effect indefinite in its duration until the Curse effect is removed, as it occurred before the Pain effect.***
### **Death Strike Effect**

A character using the Death Strike effect must be unnoticed by their target. They must strike the target character with a melee weapon and call, “death strike.” If the character using the Death Strike effect is successfully unnoticed and successfully strikes the target character, their hit points are reduced to 0. If the target notices the attack before the strike lands, then death strike is considered a miss and the target character only suffers a single point of damage.

### **Dismember Effect**

A character using the Dismember effect will touch or strike a target limb on a target character and call, “dismember.” Once affected the target character's entire limb is damaged beyond use; it cannot be utilized for any purpose and must hang lifelessly. As a result of this the character also suffers a single hit point of damage. This effect persists through death. The affected limb is restored when the character is affected by the Heal effect or the Resurrect effect.

### **Dispel Effect**

The target effect is removed by the corresponding Dispel effect. For example, if a player calls, “dispel hold,” the dispel effect removes the Hold effect. However, if a player calls, “dispel summon zombie,” while targeting a demon, nothing happens. The following effects cannot be dispelled; all Passive effects, Backstab, Banish, Bard Song, Curse, Death Strike, Dismember, Formation, Flintlock, Heal, Repair Armour, Resurrect, Revive, Run Through, Soul Rip, and Teleport. When a Dispel effect is used on a Summon effect is used it reduces the summoned creature to 0 HP and 0 respawns, and ends the particular Summon effect on the character.

### **Drain Effect**

Any character that is affected by the Drain effect has both their hit points and mana points reduced to one point and cannot exceed one point each for five minutes. If this effect is a Poison effect it lasts until removed, though it can be temporarily alleviated by a Cure effect (see Cure and Poison effects).

### **Fear Effect**

Any character that is affected by the Fear effect must act as if completely terrified. While affected the character cannot concentrate enough to engage in combat, aside from defending themselves. When affected the character cannot use any spells or any abilities that must be activated. The effect lasts for  five minutes.

### **Flintlock Effect**

This effect allows characters at Medieval Chaos to wield and shoot flintlock pistols. Flintlocks only have a range of 5 meters; characters outside the flintlock's range cannot be targeted. A character using the Flintlock effect must make eye contact with their target, point a replica flintlock musket at them, and pull the trigger causing a cap to explode with a loud bang. When the cap fires the target character has their hit points reduced to 0.

### **Formation Effect**

The Formation effect simulates the character's ability to concentrate in battle and to focus on tactics. When three or more characters are within close ranks of each other, and at least half or more of them are wielding shields, one of them may call “formation”; they gain the Formation effect so long as they stay in close formation. While the effect is active the character(s) gain Immunity (see Resistance effect) to the Sleep effect and the Push effect; they are still required to call 'resist' when either of the effects are negated.

### **Heal Effect**

Any character above 0 hit points, (not suffering the incapacitated effect) that is affected by the Heal effect is restored to their maximum hit points. Additionally, this removes the Dismember effect.

### **Hold Effect**

A character affected by the Hold effect cannot move their legs or feet for five minutes; the character must act as if the lower part of their body has become rigid or immobile. Affected characters can still be carried, teleported, or attempt to crawl; keeping in mind that when they arrive at their destination they are still held until the effect duration is elapsed.

### **Invisibility Effect**

For a player to signify that their character is invisible, they must hold out both of their empty hands, palms forward, in the air at the same level as their head. In order for a character to remain affected by the Invisibility effect the player must maintain this posture. Invisible characters remain invisible so long as they are not touched by and do not touch anyone else, engage in combat, cast any combat spells, or fail to keep their hands in the proper position.

### **Pain Effect**

The Pain effect causes a character's pain tolerance to become diminished, meaning any hit point or armour point damage inflicted to the character is doubled for five minutes.

### **Persuasion Effect**

At Medieval Chaos, persuasion is signified by eye contact and a hand gesture. The player must make eye contact with the target character(s) then slowly wave their hand horizontally, palm downward, while speaking the specified words. The persuading words can be catchy phrases such as, “you will not harm or hinder me” or “you will answer the following question truthfully”.

The target character will do whatever the persuasive character commands for five minutes. After five minutes the Persuasion effect wears off and the target character may recall having been manipulated. If the persuasive character causes a point of damage to them or applies a negative effect to them (except for another persuasion), the Persuasion effect ends.

### **Petrify Effect**

The Petrify effect causes a character’s whole body to become rigid and immobile. While petrified, the character is unable to see and hear what is happening around them and is effectively immune to all other effects. While affected, the character cannot move any part of their body, and cannot cast spells or use abilities, for a duration of five minutes. The Petrify effect can be ended early if the target is dealt a point of damage or if they are the recipient of a specified Dispel effect.

### **Push Effect**

The Push effect simulates a force energy rippling outward from a character in all directions. If a character calls “push,” all characters within a 2 meter radius of the caller fall backwards, away from the character, and onto the ground. **If the player of a character suffering the Push effect is unable to fall for safety reasons, they must lower themselves in place and kneel for at least ten seconds.**

### **Repair Armour Effect**

Any character that is affected by the Repair Armour effect has their armour points restored to their current armour point maximum; the verbal call for this effect is ”repair armour”.

### **Replenish Effect**

Any character above 0 hit points that is affected by the Replenish effect has their mana points fully restored to their mana point maximum; the verbal call for this effect is ”replenish”.

### **Resurrect Effect**

Any character at, or below, 0 hit points that is affected by the Resurrect effect is restored to full hit points and retains any mana they had when they were killed. Additionally, this removes the Dismember effect.

### **Revive Effect**

Any character at, or below, 0 hit points that is affected by the Revive effect is restored to one hit point and retains any mana they had when they were killed.

### **Run Through Effect**

A character using the Run Through effect must stab a target character in the torso with a sword or a spear-like polearm while the target player is lying/crawling on the ground, and call, “run through”. The target character has their hit points reduced to 0.

### **Sanctuary Effect**

The Sanctuary effect acts like an invisible force field created to keep the character safe from harm. While affected, the character cannot be the target of outside spells, abilities, or effects (apart from the Dispel effect), struck by a weapon, or touched; in fact nothing can come within 30cm of the character. To simulate having a force field around them, the character must make a fist and hold their fist at the same height as their head for the full duration of the effect. This visual cue is considered in-character, meaning characters can see a faint shimmer in the force field around the character and not just a player holding up their fist.

While using the Sanctuary effect a character cannot attack or use any effect, spell, or ability that targets another character outside the effect (unless they end the effect). The Sanctuary effect lasts five minutes, but can be removed anytime by the character lowering their hand. A character under the Sanctuary effect cannot move their feet, and must remain stationary (unless specified otherwise), nor can they deliberately force other characters to move (in the case of Shield of Air).

If a 10 meter rope (which is immovable to all but the caster/owner) is laid in a circle on the ground and all the permitted characters inside the circle are under the Sanctuary effect with an indefinite duration; each Sanctuary effect is independent, meaning they must be individually dispelled, not collectively. Characters are able to move within a globe of sanctuary, but cannot leave it without ending the effect upon themselves, and if the effect is ended while inside the circle, they must first leave it before regaining the Sanctuary effect. Non-permitted characters can cross over the rope into the circle, but do not gain the Sanctuary effect.

### **Set on Fire Effect**

A character affected by the Set on Fire effect is essentially on fire and must act accordingly. They have their hit points reduced to 0 after 10 seconds of being set on fire, unless the character is put out. A character who is on fire can be put out by lying on the ground and having another character pat them out for 3 seconds or by being submerged in water up to their neck. If a character is put out before the 10 seconds elapse they only take a single point of damage.

### **Silence Effect**

The Silence effect prohibits a character from speaking or casting spells with verbal components. This effect only prohibits IC speaking and spell casting, the player is still able to make effect calls. This effect lasts for five minutes. If this effect is a poison effect it lasts until removed, though it can be temporarily alleviated by a Cure effect (see Cure and Poison effects).

### **Sleep Effect**

When affected by the Sleep effect the character will drop any weapons in their hands, fall to the ground, close their eyes, and act as if they are sleeping. The only way to wake a character from a Sleep effect is to shout their name, shake them vigorously for 3 seconds or cause them a point of damage. If left undisturbed the sleeping character will naturally awaken after five minutes. If this effect is granted by a Poison effect it lasts until removed, though it can be temporarily alleviated by a Cure effect (see Cure and Poison effects).

### **Soul Rip Effect**

Any character affected by Soul Rip is instantly reduced to 0 hit points, instantly succumbs to character death, and has their soul sent to limbo (see Saving the Character in Chapter 2). Soul Rip bypasses any/all Resistances or forms of negation.

### **Summon Effect**

Any dead or incapacitated character that has been affected by a Summon effect will be given a summoning card along with any necessary visual indicators; the card is to be returned to the distributor after it has been read. The summoning card will contain specific creature information such as creature type, special abilities, resistances, hit points, weapons, armour, number respawns, and/or spells. Once a dead/incapacitated character is given a summoning card they have up to 60 seconds to read and study it.

After the 60 seconds have elapsed the character becomes, for all intents and purposes, the creature described on the summoning card and remembers little if nothing of their former life. Any summoned creature initially starts under the Control Effect of the summoner (see Control effect). When a summoned character reaches zero hit points and zero respawns, the Summon effect ends and the character reverts back to their previous dead or incapacitated state. In the case of respawns, the character cannot be affected by the Revive effect or Resurrect effect until all respawns have been expended. Summoned creatures can be immediately reduced to 0 hit points and 0 respawns with the specified Dispel Summon effect or corresponding Banish effect.

If an NPC is affected by the Summon effect, the effect may end after the encounter in which the creature was affected, in order to preserve mission balance.

### **Teleport Effect**

For a character to simulate teleporting, the player must hold out both of their hands, palms downward, with their arms fully extended at the same level as their shoulders; essentially, the player must make a T-shape with their body. This visual cue is done to convey to all other players that their character is currently invisible and undetectable.

The Teleport effect allows a character to move from their current location, point A, to the desired location, point B, without being detected or interrupted. There are three ways to be affected by the teleport effect:

First, when a character uses the teleportation effect on themselves they must choose their desired location and state its name as part of the call before enacting the effect's visual cue.

Second, if the effect is placed upon a character by another character, the character who distributed the effect will call the desired location as part of the effect call, and the target character(s) will proceed to the announced location whilst enacting the effect's visual cue. **(Currently this form is limited to NPCs)**

Third, if a 10 meter rope is laid in a circle on the ground and the rope's owner calls, “teleport,” followed by their desired location, all characters within the circle are affected by the Teleport effect and proceed accordingly. **(This form is granted by the Globe of Teleportation spell)**

Regardless of how they are affected, once a player holds out their hands they must move directly to the called location. While travelling under the effects of teleport the character is unable to see or hear their surroundings, and all information gained while in teleport is considered out of character. While under the Teleport effect all other effects are suspended; once the Teleport effect is ended all previous effects resume for the remainder of their allotted time. If the teleport effect is employed as a spell, exhaustion does not begin until the Teleport effect has ended.

Characters cannot be teleported beyond the physical boundaries of the game area without player consent; attempts to do so deposit the unwilling at the nearest accessible edge.

### **Throat Slit Effect**

A character using the Throat Slit effect must be out of combat, and draw a dagger across the exposed throat of the target character; the target character has their hit points reduced to 0. Armour covering the neck area (such as a aventail, bevor, coif, or gorget) may prevent a Throat Slit effect.