Acid

Weapon and Physical Deals x10 damage to armor and shields. Spill-over damage (extra damage over the armor) is not normally dealt to the opponent. The acid effect deals normal damage to the body. There are some known acids that can cause body damage as long as the affected armor is still worn, these acids are …

Amnesia

Metal Effect A devastating effect, when the target is struck it causes them to forget up to a full day in their life. When not specified, the past 24 hours is erased from the targets mind, but when used more sinisterly any area of time up to 24 hours in span can be erased from …

Area of Effect

Area of effects are large encompassing attacks that cover spherical patches of area. These attacks cannot be avoided via the Avoidance skill and deal damage to all caught within the area. This includes people also on the cusp of the area of effect. Rulings and Updates

Assassinate

Armor Avoiding and Physical Drops the target straight to “Maimed Dead” status. On some larger creatures this attack deals large amounts of damage based on the core damage dealt. Rulings and Updates None

Berserk

Mental Effects This effect causes the target to lose all grasp on the difference between friend and foe and attack everyone they can find, starting with closest known, with the best of their ability. Standard duration is 10 minutes. Rulings and Updates When berserked, the character must attack everyone they can find, using their most …

Bind

Force/Confining Effects This effect causes the target’s arms to be tightly bound to their sides. While the target’s arms are bound they must hold their arms at their sides and are not able to attack or defend through these means.  It should be noted the target’s legs are not  bound. The Bind effect can be …

Bite

A bite attack should be treated as a piercing attack, but is delivered by a creature’s mouth.

Block

Protections, States, and Barriers The attack was blocked. Any attack that would be expended due to a hit is done so by this tagline. Rulings and Updates

Blunt

Weapon and Physical This crushing common weapon attack is known for causing damage but not spilling blood. Rulings and Updates

Body (Tagline)

Body damage surpasses the target’s armor and deducts directly from the body pool. Attacks like this could include a poison or environmental effect.

Burst

Weapon and Physical These attacks have a small burst like effect. Though they cause no extra damage, they are capable of covering a decent area making them effective even against the Avoidance skill. Use of the Avoidance skill does not stop this type of attack from making contact. Rulings and Updates

Caught

Protections, States, and Barriers This extraordinary retort shows that a thrown or projected weapon/projectile was caught by the target. In so they avoided the effects and damage from the attack. Rulings and Updates

Cause (Tagline)

Generalized Effect This normally does straight body damage to player characters. These effects only require contact with the target to take effect. Rulings and Updates

Charm

Mental Effect This effect overtakes the target’s will and forces them to do the attacker’s bidding without question or discretion. The target should perform flawlessly in all tasks they are asked to do and are capable of doing and not falter or dillydally. Unlike dominate, where subconsciously they know they are being controlled, a charmed …

Claw

Weapon and Physical The claw attack should be treated as a slashing attack, but is delivered by the arms or claws of a creature. Rulings and Updates

Confuse

Mental Effect This role-play intensive status infects the victim with a disillusion of who is how. Targets affected with the effect should confuse friend from foe, distinct person from one another, and even what direction (both physically and mentally) that they were heading. Lastly targets under this affect are fully intent that what they think …

Cure

Generalized Effect This is normally something that gives body back to player characters. These effects only require contact with the target to take effect. Rulings and Updates

Darkness

Sometimes, it’s dark. In Darkness, characters cannot call damage when they attack, because, well, they can’t see. Rulings and Updates

Death

Death Effects As the name implies, this effect drops the target to Dead Status. Rulings and Updates None

Diminish Body/Skill

Time Effects Similar to the “Drain” effects in delivery; Diminish Body’s (or Diminish Skill’s) effect causes the target to lose body (or skill) to the appropriate amount as given in the tagline or count. Some Diminish effects will have bulk amount such as “Diminish Half Body”. In such cases the target would lose half their …

Disarm/Fumble

General Effect By this effect, the target is forced to drop their weapon, or specifically noted weapon or item, to the ground. Disarmed or fumbled targets cannot pick up the weapon/item that was dropped for 5 seconds. This effect only requires contact with the target to take effect, though melee combat variants of the effect …

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 …

Disintegrate

Death Effects Rips apart the target’s corporeal form and instantly destroys all non-protected items. Contact is all that needs to be made. One’s soul is sent directly to the Twilight. Rulings and Updates None

Dominate

General Effect This effect takes over the character and requires them to perform as directed by the attacker without question or discretion. Dominate is observed by the target as an overwhelming force causing them to do things; they know they are being controlled but can do nothing to stop it. The target should perform flawlessly …

Drain Body

Negative Energy Effects This effect is normally accompanied by a count or number. When a base number is given: “10, Drain Body”, that amount of body is directly lost from the target. No normal armor can block this effect. If delivered via weapon, it can be blocked by a shield or weapon, but if packet …

Drain Experience

Negative Energy Effects This mythically rare effect works just like drain body or life would but instead leaches experience points directly from the target. For example: “10, Drain Experience”, that amount of XP is directly lost from the target. No normal armor can block this effect. Changes in level, body, and skill happen immediately. All …

Endowed Bind

Force/Confining This effect is a more powerful version of Bind; likewise, it causes the target’s arms to be tightly bound to their sides. While the target’s arms are bound they must hold their arms at their sides and are not able to attack or defend through these means. It should be noted the target’s legs …

Endowed Web

Force/Confining Effect Like Web but stronger, this effect consumes the target and effectively covers them in a web making them unable to move; alternatively, other people can move them. A person can break from this effect with the help of +6 strength or greater on a 6 count. Unlike normal webs, greater webs cannot be …

Explosive

Armor Avoiding and Physical Outright destroys all non-protected or magical items on target and deals appropriate damage. This includes your weapons, armor, and vials of whatever. Rulings and Updates Any damage accompanying this tagline still effects the character.

Fatal Blow

Armor Avoiding and Physical This devastating combat ability rends a target’s soul from their body forcing them straight into the Twilight and dusting their body. On some larger creatures this attack deals massive amounts of damage based on the core damage dealt. Rulings and Updates The Fatal Blow, Maim, and Slay attack abilities require contact …

Fear

Mental Effect Fear is an effect shared between the attacker and the target. Targets of this spell are ripped in fear of the attacker. They are unable to attack, defend, or do much of anything verses the attacker other than cry and pee their pants. It should be noted that targets are allowed to leave, …

Feeblemind

Mental Effect This effect renders the target completely dumbfounded. They are unable to speak logically or make coherent conversation, be it written, mimed, or spoken. They are still fully combat in-effect, but cannot cast any type of Arcane, Divine, or Mental spells for the duration of the effect. The target is fully aware of what …

Forced Miss

Protections, States, and Barriers This tagline also designates that an attack missed, but unlike the Miss tagline, the actual attack was forced out of the way and in a different direction. Any special attack that would be exhausted due to a hit is done so by this tagline (i.e.: it counts as a hit but …

Forced Truth

Mental Effects This cruel effect renders the target to behave as if they are under the complete scrutiny of an interrogation. While under this effect the target must answer all questions asked in the most truthful, straightforward, and non-misleading manner. Standard duration is 1 minute. Rulings and Updates None

Forget

Mental Effects This much less tragic form of Amnesia causes the target to forget the past hour of their life. Everything last occurred in the past hour is a blank to the target. This effect is permanent and can only be remedied via special means. Rulings and Updates None

Fracture Mind

Mental Effects This effect temporarily causes the target to lose focus of all mental faculties. This effect is normally accompanied with an added effect such as “Screaming Sorrow” or “Crying Fit” or something of the like. The added tagline should be something that people can interpret and easily role-play. While affected by this status, the …

Freeze

Force/Confining Effects This effect inflicts the “Frozen” status and  causes the target to freeze over in an ice sheet. You are still aware and can see and hear what is happening around you. Like being petrified, you have a tolerance of 14 (7 verses blunt) which if surpassed causes your form to shatter instantly sending …

Friendship

Mental Effects This effect makes the target think they are friends with the attacker. They would act toward the attacker just as they would if they were an old, well-known friend on more than good terms. Standard duration is 10 minutes. Rulings and Updates None

Full Effect

Weapon and Physical This tagline designates that regardless of your defenses (half damage from attacks, none damage, toughness of 3, what have you) you take the full damage amount of the attack. So if something attacks with “5, Slashing, Full Effect”, and it makes contact (without being blocked or parried) you take that 5 Slashing …

Gaze

Generalized Effect This packet-delivered attack normally mimics some other type of spell or effect, such as “Charm Gaze”. It is denoted as coming from the user’s ocular cavities. Eye contact is not required for the effect to be dealt. Spell Shields that would normally stop said type of attack would do the same for them …

Greater Web

Force/Confining Effects Like web but stronger, this effect consumes the target and effectively covers them in a web making them unable to move; alternatively, other people can move them. A person can break from this effect with the help of +6 strength or greater on a 6 count. Unlike normal webs, greater webs cannot be …

Haste

Time Effects This status allows the target to move at accelerated speeds. They deal twice as much damage, and gain an Avoidance per 10 levels of experience. The effect normally lasts for 10 minutes, but has been rumored to have detrimental after- effects. Rulings and Updates None

Heal

Generalized Effect Like the cure tagline, heal is normally a tagline used to denote regaining body points. These effects only require contact with the target to take effect. Rulings and Updates

Hellfire

Weapon and Physical A Twilight piercing attack that is capable of effecting targets in the Twilight as well as effecting targets from in the mortal realm from the Twilight. Rulings and Updates This does not inflict Fire/Flaming damage. Damage is inflicted to both the target in the mortal realm and the target in the Twilight.

Holy

Weapon and Physical Divine damage; like elemental damage these attacks are brute damage for the most part. They do deal considerably more damage to undead and similar creatures. Rulings and Updates None

Horror

Mental Effects Much like fear, but this encompassing effect does require the target to flee the situation of combat and hide in fear of life for the length of the effect. This does not take away the target’s ability to operate in combat in any way other than fearing for one’s life. Standard duration is …

Immobilize

Force/Confining Effects This effect completely binds the target, essentially paralyzing their body and pinning them to the ground, making them unable to move. This effect does effectively paralyze a fairy and forces them to the ground, pinning them to it as well. People held by this effect are still very aware of their surroundings and …

Immune

Protections, States, and Barriers Some creatures or objects are just plain immune to an attack form. The normal response to attacks or effects that one is immune to should be “Immune”. It should be noted that people that are immune to an effect show no physical effect to the tagline or effect. Rulings and Updates

Implant

Mental Effects A rare but devious effect, when hit the target player is required to listen to the opponent’s brief description. The said thought is than deeply implanted into the targets head, being near impossible to distinguish from truth. This implanted thought is permanent and can only be removed via special means. Players are encouraged …

In Extremis

Protections, States, and Barriers A rare state of the “Bleeding to Death” status. While in extremis the PC is still bleeding to death, and still only has one minute before hitting dead status, but unlike the normal bleeding to death status, they can still talk, but only faintly. The character can only just barely talk; …

Inferno

Generalized Effects This tagline causes the target to be engulfed in pain and continue to take the damage and any additional effects in the tagline in the tagline each second for the next 5 seconds unless countered. This effect only requires contact with the target to take effect. This is an elemental effect. Rulings and …

Insanity

Mental Effects This is the more permanent and specific form of Fracture Mind. When the target is inflicted with this effect, the effects are permanent until remedied via specific means. Additionally, the insanity induced is almost always specified. Unlike Fracture Mind, this effect can sometimes allow the target to engage in combat, but still be …

Instant Killing Blow

Death Effects This effect delivers normal damage, but if the attack drops the target to zero or less body it instantly killing blows the target, dropping them straight to Dead Status. Rulings and Updates None

Invisible

Protections, States, and Barriers Invisible creatures or objects are not seen by the normal eye. Characters should act like the person or object is not even there. Also, a character with blind-fighting is able to attack, for the most part, creatures or objects that are invisible. People that are invisible will either have a light/neon …

Knockdown

Armor Avoiding and Physical Forces you to the ground (or knee) for 5 seconds. You can still defend and attack. Rulings and Updates None

Laughter

Mental Effects Just as the tagline boasts, this effect causes the target to fall into an uncontrollable laughter. While under this effect the target can defend to some degree (can not use combat abilities) and move slowly (not run, due to over consuming laughter). Standard duration is 10 minutes. Rulings and Updates None

Life Drain

Negative Energy Effects This ravaging effect works similar to Drain Body, but instead drains life-force from the target. Normally this only drains one life from the victim at a time: “1 Drain Life” or “Drain 1 Life”, but in very rare occasions with powerful creatures has been known to take away more. When delivered via …

Magic

Weapon and Physical Is damaging to most creatures and represents pure arcane magical energy. Rulings and Updates None

Magical Barrier

Protections, States, and Barriers These act in many ways the same as circles but encompass much larger areas and normally last much longer as well. Another difference is that the caster can typically freely leave the area of effect without worry of the spell dissipating, but instead the act of raising and lowering the barrier …

Magical Circle

Protections, States, and Barriers There are some that can create magical globes or circles to protect themselves and close allies. These circles normally fully encompass the caster and their friends from all angles and sides at a set distance from a center point. No normal magical spells or physical attacks can pass through the circles. …

Magical Pierce

Generalized Effect Attacks of this nature are when spells have the pierce tagline added to them. These spells are powerful enough to pierce through any and all magical barriers and make contact with the opponent, causing the full effect. Rulings and Updates

Maim

Armor Avoiding and Physical This attack causes the target to drop directly to Maimed Dead status. Additionally, the target’s death count is only one minute instead of the normal five minutes. Rulings and Updates None

Massive

Armor Avoiding and Physical Massive attacks are so tremendous there is almost no defense against such attacks. If this attack touches the target in any way they take the full damage. Even if the attack is parried or block, even via the combat abilities, the target would still take the effects. The only true sure-fire …

Mind/Mental

Mental Effects This damage affects the target regardless of the armor or protection they have. Unless something specifically states it blocks mental attacks the victim takes full effect. Mind damage is dealt directly to the body of the character. Some mental effects can mimic existing spells, in which the spell name will be used in …

Minor Curse

Generalized Effect The target of this effect suffers a horrible fate. Their max body, skill, and damage (all forms of dealing damage) are cut in half (fractions rounded down) until this effect is removed. One target can only suffer from one Minor Curse effect at a time (meaning they do not compound). This effect lasts …

Miss

Protections, States, and Barriers This tagline designates when an attack misses, like when Avoidance is used. Any special attack that would be exhausted due to a hit is not if this tagline is used Rulings and Updates

Mute

Generalized Effect This is a generalized effect that causes the target to not be able to speak in any way, thus making verbal communication and spell casting impossible. Rulings and Updates

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 …

No Effect

Protections, States, and Barriers This is the response to an attack that takes no effect and it is readily apparent that it did nothing. Rulings and Updates

Pain

Weapon and Physical This effect causes the target to be wracked in pain. During this time all the target can do is defend and crawl. Even speech is difficult to get out while in this state. Standard duration is 1 minute. Rulings and Updates Craft Skill: Torture Resistance does not allow a character to Resist: …

Parry/Deflect

Protections, States, and Barriers Very similar to a block in effect, but with more style. Any attack that would be expended due to a hit is done so by this tagline. Though very very rare, this retort can be used against firearms if done by the properly skilled opponent. Rulings and Updates

Petrify

Force/Confining Effects This lovely effect turns you to stone. You are unaware of anything happening around you. Additionally you have a tolerance of 14 (7 verses blunt) which if surpassed causes your form to shatter instantly sending your soul to the Twilight. Standard duration is 10 minutes. Rulings and Updates None

Phased

Protections, States, and Barriers These creatures or objects are in a quasi-realm between the Twilight and the physical world. Characters can in no way know the whereabouts of a phased creature or object. Creatures or objects that are phasing in or out are not physically tangible until they are in the physical world completely; i.e. …

Pierce

Armor Avoiding and Physical This attack goes through natural and physical armors and hits the body. Rulings and Updates None

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 …

Punish Living

Death Effects This effect kills the target instantly and forces the target’s spirit into the Twilight, but is stronger than an Instant Death and causes the target to lose an additional life from the experience. Rulings and Updates None

Reflect/Return

Protections, States, and Barriers This is when said spell or effect is turned back on the caster or initial creature at full effect. The returned or reflected effect or spell automatically hits the initial creature; requiring them to take the effect unless they block, parry, shield the said effect, or the like. Rulings and Updates

Rend

Armor Avoiding and Physical Rend is a packet delivered attack special to most priests. This attack only affects undead and certain other creatures; for the most part PCs are unaffected by this. Rulings and Updates None

Repel

Generalized Effect This effect forces the target ten feet from the caster. This cannot force the target off a cliff or push them back if the effecter advances against the effected, but it does require the effected to withdraw at a covenant and safe pace back to the ten-foot range. “Covenant and safe place” is …

Repulse

Mental Effects This effect forces the target ten feet from the caster. This cannot force the target off a cliff or push them back if the effecter advances against the effected, but it does require the effected to withdraw at a covenant and safe pace back to the ten foot range. “Covenant and safe pace” …

Resist

Protections, States, and Barriers Having a resistance to a type of attack or effect is often common. The appropriate response to an attack or effect that one is resistant to is “Resist”. It should be said that creatures or objects can normally use their resistance as they choose. Resists are not a passive effect, meaning …

Sap

Weapon and Physical Takes the character to unconscious status.  Standard duration is 5 minutes. Rulings and Updates None.

Savage Blow

This effect takes the target directly to “Bleeding to Death” Status.  This effect must hit the target and can be blocked with a weapon. Rulings and Updates Does not count as a Death or Death-like effect.

Sever Limb

Armor Avoiding and Physical Through this attack the target suffers loss of a limb. Successful use of this ability renders whatever limb is hit useless in combat, effectively severing the limb from the body. Torso hits do 30 points of body damage standardly. Rulings and Updates None

Silence

Mental Effects A mental effecting status that renders the target unable to speak, thus not allowing verbal communication or spell casting. Standard duration is 10 minutes. Rulings and Updates None

Slashing

Weapon and Physical This is your most common weapon effect tagline. Rulings and Updates None

Slay

Armor Avoiding and Physical Drops target straight to Slain Dead status. Only special forms of natural healing can remedy this effect, though most magical means of restoring life will work.  On some larger creatures this attack deals large amounts of damage based on the core damage dealt. Rulings and Updates None

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

Slow

Time Effects This effect slows down the target in which the target must pause 1 second between each swing in combat, cannot run, move or react quickly, use the Avoidance skill, or the like. The effects of this spell last for 10 minutes. This does not require the target to talk slowly, nor does it …

Slumber

Generalized Effect Like Trance & Sleep, but does not affect the mind nor body, this renders the target asleep for ten minutes. This has a Lesser duration of one minute and a Greater duration of ten minutes. Rulings and Updates

Snare

Force/Confining Effects With this effect, the target is pinned to the ground by their left foot. While under the effect, they cannot move from the spot but can still attack & defend. The target can break from this effect with the help of +3 strength or greater on a 3 count. Standard duration is 10 …

Snuff/Obliterate Spirit

Death Effects A much stronger variant of Wrack Spirit. These effects cause the complete loss of 9 life counts in the target, effectively making it impossible for a spirit to reform again. Rulings and Updates Hope you have a secondary in mind.

Spell Shield

Protections, States, and Barriers Some characters will or can have spell shields up. They will know what spells these shields will block or protect the character from. The player has 3 seconds from the time of spell impact to announce they have a spell shield to the spell. This is represented by the player retorting …

Spellstrike

Generalized Effect This add-on effect duplicates the effect of a spell in the form of pure magical energy. Unlike spells, it does not require an incantation or components. The effect is exactly as the spell it is duplicating and should be treated the same in the terms of combat rules. Rulings and Updates

Stop Person

Time Effects This effect stops the target, making them unable to do anything. For all intents and purposes, all functions of the person have stopped making them unaware of their surroundings. This can be used to stop other effects, time wise, along with halting the death count. The effects of this tagline last for 10 …

Stop Time

Time Effects This very rare effect calls for a hold. During that time the people not affected by the effect can still move about freely while everyone else is in a state where time stands still. Anything that happens during the hold will happen without the knowledge of those affected by the effect. Rulings and …

Stun

Armor Avoiding and Physical This effect temporarily dazes the opponent for 2 seconds. The target can do nothing for those two seconds. Note that 2 seconds is not long enough to killing blow something. Rulings and Updates None

Sunder Armor

Weapon and Physical Double damage to armor (fractions rounded down). Rulings and Updates None

Taglines

Weapon and Physical Taglines Acid Blunt Burst Claw Fire/Flaming Ice/Water Lightning/Gale Stone/Earth Full Effect Hellfire Holy Magic Massive Normal Pain Sap Slashing Sunder Armor Waylay Armor Avoiding and Physical Taglines Assassinate Bite Body (Tagline) Explosive Fatal Blow Knockdown Maim Pierce Rend Savage Blow Sever Limb Slay Stun Mental Effects Amnesia Berserk Charm Confuse Fear Feeblemind …

Terror

This tagline is normally used by ‘epic’ or elder creatures. This add-on effect changes the effect of a regular tagline (such as adding “Terror” to “Paralysis” to get “Terror Paralysis”) to an effect that cannot be resisted and will affect the target regardless of any protections. It can also affect creatures that are normally immune …

Tether

Force/Confining Effects With this effect, the target is effectively tethered to the plane of existence they are currently on when struck with this effect. This would include the mortal realm or physical realm for those creatures that are phasing. This effect can also prevent a spirit on the Twilight from reentering the mortal realm for …

Tolerance

Protections, States, and Barriers This is a set amount of damage that an item can soak and not be damaged. Once this level is surpassed in a single attack, the item breaks, thus making it useless. Rulings and Updates

Toughness

Protections, States, and Barriers This is an amount of damage that an item or person can take no effect from. For example, a creature with a toughness of 2 deducts 2 points of damage from all attacks and only suffers the remaining amount of damage. Rulings and Updates

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

Trammel

Force/Confining Effects This powerful confining effect completely immobilizes the target, pins them to the ground, and covers them in a barrier that virtually is impenetrable to effects that are not magically piercing in nature; other than that, only the creature that caused the effect can in turn affect the target. The target still can see …

Trance

Mental Effects A common effect in magic that renders the target unconscious for ten minutes. Nothing short of 30 seconds of uninterrupted shaking or a specific remedy will awaken the target from this deep slumber Rulings and Updates None

Truth

Mental Effects A sometimes useful and baneful effect, truth requires the target to speak only the truth for the next 10 minutes. However, while under the effects of this, the target is not required to speak. 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 …

Wave

Generalized Effect The use of this effect is denoted by the attacker announcing, “Wave!” All players within 10 feet of the creature or object are required to back up 10 feet and are forced to the ground as if hit by a knockdown effect. Though some creatures may be immune or be able to resist …

Waylay

Weapon and Physical Takes the character to unconscious status and deals 1 point of body damage. Avoidance cannot normally be used to counter this tagline, as it must be delivered from behind.  Characters above 25% of their maximum Body Points can resist this tagline for 3 Skill Points. Standard duration is 10 minutes. Rulings and …

Web

Force/Confining Effects This basic effect consumes the target and effectively covers them in a web, be it physical or magical in nature, making them unable to move; alternatively other people can move them. A person can break from this effect with the help of +2 strength or greater on a 3 count. Physical Webs can …

Wrack/Eliminate Spirit

Death Effects This upgraded attack kills the target instantly, forces the spirit into the Twilight, and causes the immediate loss of a life count. Additionally, the strain of the attack causes the target to lose 5 more lives, resulting in a grand total of 6 lost lives from the attack. Rulings and Updates None