Effects
Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.
| Name | Level | Effect Type | Description |
|---|---|---|---|
| Alarm | 4 | Passive, Sanctum | You may place a noise making device such as a bell or whistle next to your sanctum sheet. When a monster starts damaging the sanctum, they must spend the first 10 seconds making noise with the device as loudly as they can. |
| Altar | 7 | Passive, Sanctum | Characters who share the same patron immortal as the sanctum may take the sanctum's Party abilities as if they were residents. The number of characters doing this at once cannot be greater than the level of the sanctum's shrine. The immortal gains the ability to revoke the sanctum's Party abilities in the same way as the sanctum's owner. |
| Always Bleeding | 10 | Passive, Flaw | You are constantly affected by Bleed. This cannot be prevented or ended in any way. |
| Always Dazzled | 8 | Passive, Flaw | You are constantly affected by Dazzle. This cannot be prevented or ended in any way. |
| Always Decaying | 6 | Passive, Flaw | You are constantly affected by Decay. This cannot be prevented or ended in any way. |
| Always Fatigued | 7 | Passive, Flaw | You are constantly affected by Fatigue. This cannot be prevented or ended in any way. |
| Always Frenzied | 8 | Passive, Flaw | You are constantly affected by Frenzy. This cannot be prevented or ended in any way. |
| Always Muted | 7 | Passive, Flaw | You are constantly affected by Mute. This cannot be prevented or ended in any way. |
| Always Slowed | 5 | Passive, Flaw | You are constantly affected by Slow. This cannot be prevented or ended in any way. |
| Always Snared | 6 | Passive, Flaw | You are constantly affected by Snare. This cannot be prevented or ended in any way. |
| Always Weakened | 9 | Passive, Flaw | You are constantly affected by Weakness. This cannot be prevented or ended in any way. |
| Armor 1 | 3 | Passive | You add one point of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two. |
| Armor 2 | 6 | Passive | You add two points of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two. |
| Armor 3 | 9 | Passive | You add three points of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two. |
| Body -1 | 3 | Passive, Flaw | Your Body is permanently reduced by one, which reduces your total Hits by one. |
| Body -2 | 6 | Passive, Flaw | Your Body is permanently reduced by two, which reduces your total Hits by two. |
| Call Fire | 3 | Passive, Damage Type | You may call Fire whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
| Call Ice | 3 | Passive, Damage Type | You may call Ice whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
| Call Prime | 3 | Passive, Damage Type | You may call Prime whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
| Call Shock | 3 | Passive, Damage Type | You may call Shock whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |