The Core Effects

Calling Effects - Effects are caused by spells or weapon attacks. They can be delivered in a variety of ways, but they must always be called BEFORE the weapon, spell packet, or whatever strikes the target. You cannot swing a weapon, strike another player, and THEN call “Lethal,” for example. Called effects do only their stated effect, and do no other damage. In most MASI games being hit with a sword (or any padded weapon) does 1 Hit Point of damage, but if someone calls “Maim” before they hit you, you DO NOT take a point. You only suffer the Maim effect (see Offensive Effects below).

Duration of Effects - Unless otherwise noted, all effects last about 5 minutes, or until you receive the appropriate Purge effect (see Other Effects section below).

MASI Effects Used in the Mystwood Game

Psychological Effects
Charm - You become favorably inclined toward the person who called the effect. You will not attack the caster unless attacked first by the caster, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away (important) possessions, attack friends, or betray a trust, etc. The effect is broken if/when the caster or caster’s allies do something unfriendly towards you.

Compel you to <Instruction> - You are compelled to follow the instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the Compulsion ends after you have followed the instruction.

Enslave - You are a mindless automaton. You are bound to serve the caster without question. You will even slay your friends or yourself if so ordered.

Frenzy - You are overcome with rage and attack the nearest person in your field of view (i.e. in front of you), even if it is an ally, until rendered unable to do so, or until the effect ends. If you here a “Frenzy at me” you will only attack the person who called it, similarly if you compelled to “Frenzy at Bob” you will only attack Bob.

Torment - You must scream loudly once, and briefly role-play mental anguish and horror. No physical damage is associated with this effect.

Medical Effects
Animate - Allows the person calling the effect to cause the recipient to move at a shambling walk within arm’s reach, under the caster’s control. For example, Animate Wounded could be used to move a wounded or incapacitated character to a safe place to perform healing. Any damage sustained ends the effect.

Tend – This effect restores you to full HP, but it only works once per adventure. This will not work on a dead character, but will work on a character who has taken the Lethal effect. If you rest for 15 minutes in a place of safety (unless you are told otherwise by an NPC, only the town is safe), you regain the ability to be tended again.

Heal - You are restored to full Hit Points (Life Points plus Armor Points); and any maimed limbs are restored. This will not work on a dead character. Heal followed by a number (e.g. Heal 2) restores only that many Hit Points.

Life - Will only affect someone who is dead. It will restore a character to life, with full Hit Points.

Offensive Effects
Maim - You lose the use of the target arm or leg. If delivered by a weapon, it affects the limb struck (no effect on the torso when struck by a weapon). If no target is specified, you may choose which limb suffers the effect. Maimed legs are a special case. Hopping is discouraged for safety and silliness reasons. With one crippled leg assume you can drag it around behind you slowly. With two Maims to the legs (the same leg or different, it doesn’t matter), you will have to prop yourself up, sit down, or go down on one knee. In any case, you can’t move. With three Maims to the legs you must go prone, since they do not support any weight at all. Maim is PERMANENT until cured by a Heal or Purge Maim effect.

Lethal - In order to be effective a Lethal attack must strike the torso. Lethal causes you to drop to Zero Hit points.

Death - Death causes you to enter a “Near Death” state.  Only the Life effect will return you to a living state.   You should stagger into a few steps to a safe area, collapse and lie still.   You linger about five minutes, your life slipping away before the “book of life” transforms you into a spirit.    See the Death and Dying section below.

Doom - You will fall into a dead state after approximately one minute (a 60 count). If you receive a cure for the trait of the attack (for example a Purge Poison  or a Purge Doom) within one minute, you will suffer no ill effects. You must role-play the effect of the doom during the minute, but can still fight and use skills normally.

Bind - Your arms are bound to your sides, and you must drop your weapons.

Root - Both your feet are stuck to the ground and cannot be moved until the effect ends.

Paralyze - You cannot move any part of your body but you are fully aware of what is going on around you.

Knockout - You are unconscious, but do not lose any Hit Points.

# Crushing - Indicates extra-powerful damage that will still do half damage (round down) even if blocked with a shield or weapon. Thus a strike that causes 4 Crushing will do 4 points of damage if it strikes your body and 2 points of damage if it strikes your shield or weapon. This effect may not be used to damage an opponent by merely tapping their weapon.

# Damage - You take the indicated damage.

Shatter - The target item is damaged. A Shatter (weapon or object) will damage that item so that it loses any special properties it has (rip any and all tags). In Mystwood Shattered weapons can still be used by anyone with the right skills, but cannot be used to call any effects. Your sword may be bent, broken, or blunted, but it can still be used to bludgeon the enemy.    However, Shattered shields are useless and must be dropped.
In Mystwood, it is assumed that after the battle you can repair your weapons or shield or find new ones (there are probably plenty of swords and shields lying around!).   However, if the weapon was magic or had any special properties, they are lost.

Disarm - Your weapon or hand-held item falls from your hand. You must drop it and do a silent 3-count after it hits the ground before you can pick it up.

Defensive Effects
Defensive effects are called when you are struck by a spell or attack, to let your foe know it didn’t work, because you had some sort of defense against it.

Bladeturn - This effect can be called against normal weapon attacks and effects delivered by a weapon. The attacker suffers the designated effect. For example, if a Mirror Beast was struck with a sword, it might call “Bladeturn Damage 1.”  A Bladeturned effect cannot be Bladeturned again or reflected back in any way.    

Resist - The blow or effect is countered.     How exactly is not important - perhaps the person hit twisted out of the way at the last moment, or gritted their teeth to “tough it out”.   Resist is different from “No effect” in that it indicates that an effort was required to ward off the effect.    The same effect might work next time, as it is rare for a character to be able to resist something more than once.

Reflect - the attack or effect bounces back and hits you instead!.   You suffer the effect the reflect was called against.   A reflected attack canot be reflected a second time.

No Effect - The particular blow or spell did nothing and it never will. Once someone has called “No Effect” to something, you may not continue using that attack against them. This is so that the person can accurately keep track of what is happening to them, without being confused by extraneous hits.

Not Taken - The effect was not taken because it did not hit or was not delivered properly. You may role-play this instead of calling “Not Taken.” For example: “Hah! Your blow was mighty- too bad it missed! Is that the best you can do?”

Other Effects
Afflict you with <Affliction> - You have received the indicated Affliction. This has no immediate effect. At your earliest convenience, you must travel to the Library and look in the Book of Woe. This book contains listings of possible Afflictions you may encounter, with descriptions of the effects of each and the required Cures. Read the description of your Affliction. If it is a progressive Affliction, there may be postings for Day 1, Day 2, etc., in which case you should only read the appropriate one.

Bestow  <Effect or Benefit> - You receive the indicated enhancement. For example: “I Bestow 1 Resist Fire” or “I Bestow  1 Lethal”. You may have multiple enhancements bestowed on you, however you may not have multiples of the same benefit (i.e. "1 Resist Fire") Bestowed on you at a time. This means that Bestows do not stack. If someone bestows +1 Hit Point on you, and someone else bestows +2 Hit Points on you, you only get 2 extra Hit Points, not 3.

Bestow lasts for 6 hours. If not used during the time, the benefits are lost. Bestowed Hit Points increase your total for the entire 6 hours. So if you had two Hit Points and received 2 more, you would have 4 for all purposes, and a Heal effect would bring you back to 4 Hit Points, not 2.

Curse you to <Curse> - You suffer from the stated Curse. For example: “I Curse you to howl like a wolf,” or “I Curse you to take double damage from Fire.” Curses last longer than other effects- you must get an appropriate Purge. (A Purge Curse, or, if the effect was By Magic, a Purge Magic would work.)

Detect <Type or Item> - If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of “Here” is sufficient.

Detect Health - A special ability that lets you tell how many Hit Points the target has. When you are targeted by a Detect Health you must say how many hits (Armor Points + Life Points) you have. Detect Health works on only one person at a time.

Disengage - You must immediately fall back from the person calling the Disengage until a distance of about 10 feet separates you, or if you can’t get that far back, as far as you can safely move. The spirit of this effect is that the person calling it drives their enemies back to get some breathing room, to make a hole in the line, or to escape.  Disengage can’t force you into a damaging area, such as an area of Dragon’s Teeth.   Disengage doesn’t work through doorways or narrow gaps either, so you can’t use it to push defenders out of a fortification, though you could use it once you get inside to make room for others to follow. Disengage is basically immediate- once you’ve seperated out 10 feet, you are free to move closer again.

Purge <trait or effect> - This effect removes ONE effect with the stated trait after a few seconds of role-playing. A Purge Poison would remove ONE effect By Poison. A Purge Maim would remove a Maim effect, no matter how it was caused. Note that you do not have any choice about having effects removed- a Purge Magic  will remove one effect caused By Magic on you, including a defensive spell caused By Magic if that was the only By Magic effect on you.

If there are several effects that a Purge could remove, YOU choose which one is Purged.

The Purge effect will NOT counter an effect that happens instantly. So if you get smacked by a Death by Magic effect, you can't Purge Magic it. You can't Purge Damage either.

Renew -  Once Renewed you regain all of your used Renewable abilities from your gifts, skills, and advantages.  Any ability that says is it “per Renew” or “per Refresh” is renewed.    Craft Points (see Skills), and per day abilities are NOT effected by renew.
Examples of Renewable abilities:   Mana from the gift of Wisdom, special attacks from the Gift of Prowess, Healing Hand from the gift of Empathy, etc.

Repel - You must stay at least 10 feet away from the caster for the duration for the effect (5 minutes). This effect cannot be used to drive back targets; if the caster advances upon the target, the target may hold ground.

Subdue - You are stunned and sent reeling.   Prevents you from doing ANYTHING for a 10 count. While subdued you can (perhaps) stand, or reel backwards, and can defend yourself (weakly!) with your weapons, but that’s all. It is important to give your foe an advantage by role-playing the effect on your fighting skills.

Silence - You are unable to speak or make any vocal noise. You may still call appropriate out of game effects, however you may NOT cast spells while silenced.

Slow - You become unable to run, and can only walk SLOWLY, though you can fight normally.