Disease

Metabolic Effects This effect inflicts the target with a base disease. Upon contact the target calls only half their normal damage. After one minute of being effected the target cannot exert any extra energy outside of defending oneself or walking slowly. This effect lasts indefinitely or until cured. This effect needs to penetrate or breech …

Nausea

Metabolic Effects This causes the target to feel very ill or sick. The target deals (calls) only half damage on all attacks, and must roleplay being physically ill.  Targets of the effect can move and drag normally, however. Packet or spell delivered forms of this attack bypass armor; however melee variants of this effect must …

Poison

Metabolic Effects This causes the target to feel very sickly. They cannot run, lose all strength bonuses, and deal (call) only half their normal melee damage. Packet or spell delivered forms of this attack bypass armor; however melee variants of this effect must bypass armor before taking effect. Standard duration is 10 minutes. Rulings and …

Sleep

Metabolic Effects Like trance, but not affecting the mind but instead the body, this renders the target unconscious. Nothing short of 30 seconds of uninterrupted shaking will awaken the target from this deep slumber or a specific remedy.  Standard duration is 10 minutes. Rulings and Updates None

Toxins, Elixirs, Injections, & Gasses

Metabolic Effects Alchemically made metabolic attacks which normally come in gaseous form, consumable form, or delivered via syringe. Effects vary by type. A few blade poisons have been known to exist (this only take effect if it bypasses armor). Rulings and Updates None

Venom

Metabolic Effects This packet delivered attack normally mimics some other type of spell or effect, such as “Death Venom”. It is denoted as coming from the user’s mouth, but can also be secreted from someplace different. Counter-effects that would normally stop said mimicked attacks would do the same when delivered in this manner. Rulings and …