Spell Effects dictate what additional effects occur outside of damage when a spell hits its Target. These effects can be divided between two groups: Attached and Independant.
If you attach a Spell Effect to an already existing Spell, such as a Lightning Torrent with a Hearing Impairment, then if the target takes any damage from the Lightning Torrent, the Hearing Impairment penalty applies at the same level as the damage taken.
I.e. Caster rolls damage for a Lightning Torrent with an attached Vision Impairment, with a damage roll of 111. Because the Target was afflicted with Lightning, the Vision Impairment would be applied
based on the number of Critical Dice rolled.
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If you cast the Spell Effect Independently,
Daze
The Target affected must use Dodge or Unaware for Defenses.
The Target has a penalty to Defense dice equal to number of Critical Dice rolled.
The Tier of the Disicipline cast equals the number of seconds the Daze lasts.
**Stun **
The affected Target must use Flank Defense against ALL Attacks and cannot act in anyway.
Duration = Tier + # of Dice Critical (No limitation) reduced by Target’s Physique and Fortitude bonus dice. (Minimum of 1 second, resetting time of current action.)
Burn = Target takes additional Fire damage dice equal to Tier, at the following second, to the same Wound.
Smolder = Burns effects both primary area hit and +1 additional area for every Tier within the Discipline. (Director’s Discretion)
Choking = Target takes Fatigue damage equaling Tier + (1 dice that Critical) (This Event step is rolled)
Suffocation = Target takes Choking damage, in seconds, equal to Tier. Suffocation Critical dice extends duration until no critical are rolled.
Shock = Target takes D6 for TI, D8 for T2, D10 for T3, D12 for T4, D14 for T5, adding additional die equal to the number of critical dice on the damage roll. Applies only until the end of the next second. This damage also reduces any Action’s total roll by the part affected for number of seconds equaling Tier of Discipline.
Paralysis = YOU DO NOT TAKE SHOCK DAMAGE AGAIN! Target cannot use affected body part for a duration, in seconds, equal to Tier + total rolled critical dice. Paralysis overrides the Shock effect of reduced rolls. (If any Abdomen, Chest, Groin or Head is affected, its effects are global to appendages)
Stagger= Target takes D6 for TI, D8 for T2, D10 for T3, D12 for T4, D14 for T5, + Strength dice, in forced movement. Movement is done immediately.
Prone = Your current action is reset, and you are Prone for a number of seconds equal to the Tier and the number of Knockback dice that rolled a critical.
Magic Resistance - Save to Negate
Hearing Impaired = Concussive damage only. Every 30 Target(s) is affected by is a -1 Dice Penalty to Listen and Reaction Skill checks.
Deafened – If you negate Dice equal to their “Listen Skill” then they are Deafened for a duration of your Casting Tier x Intellect. All essential Listen checks are considered Critical Fails. Also, all Attacks from non-visible sources are at a Flank Defense.
Magic Resistance - Save to Negate
Vision Impaired = Every 30 Target(s) is affected by is a -1 Dice Penalty to Attacks, Defenses and any Skill using Sight. Target recovers 1 Dice for every number seconds equal to your Discipline Casting Tier.
I.e. You cast a Tier 3 Blind Spell and you subtract 4 Dice from your enemy. Every 3 seconds, because your Spell was Tier 3, they recover 1 Die.
Blind = If you Negate Dice equal to their “Sight Skill”, then they are Blinded for a duration of your Casting Tier x Intellect.
All essential Perception checks are considered Critical Fails. Also, all Attacks are at a Flank Defense. (Can evade if an Attack has a sound cue)
Infect = Target takes ALL critical Dice again, to a new spot generated by D30, continues until no more critical dice are generated. Duration between new hits and damage is 5 seconds TI, 4 seconds T2, 3 seconds T3, 2 seconds T4, 1 second T5. (Reversed Progression)
Contagion acts as Infect, except all spots that were previously damage, continue to take damage until all critical dice have run out.
Slow = Target takes D6 for TI, D8 for T2, D10 for T3, D12 for T4, D14 for T5, + Willpower dice, in movement reduction. Duration equals Tier x number of Critical Dice in seconds.
Hinder = Same as slow with an additional effect of a physical entity attached or grabbing you. Depending on appendage affected, reduction in appropriate Dice Pool equal to Tier X Number of Critical Dice.
Trickle = The closest wound to the current one healed, receives healing equal to Tier + Willpower BD and Intellect BD Critical Dice, rerolled.
Cascade = All wounds are healed, after the initial wound, for all Total Critical Dice, regardless of Tier and Attributes, rerolled.
Weakness = Target takes 10% Damage per Critical Dice you rolled up to Tier + Starred Attribute’s Bonus Dice.
Vulnerable = A number of Dice Auto-Critical, prior to initial damage roll, equal to Tier + Starred Attribute’s Bonus Dice.