A character who is invisible places their hands on the sides of the head, thumbs touching the head and pinkies pointed outward in an "antlers" gesture. So long as the hands remain on the head, the character is invisible and must be role-played as such. Once the hands are removed (such as to cast a spell or swing a weapon), the invisibility ends.
Invisible characters may not do anything with their hands, including holding weapons, opening doors, eating food, etc. (although they may attempt to perform these activities with other parts of the body). The only ability they may actively use is Awareness; other abilities may only be used passively (for example, defensive Will). The hand gesture represents intense concentration, which makes many activities extremely difficult or even impossible. Thus, unconscious people, inanimate objects, and mundane animals are incapable of maintaining invisibility.
Invisible characters are not perfectly silent and may still be heard, smelled, etc.
Characters who are under the protection of a Safe spell cannot be harmed by physical or magical means. The caster of a Safe spell holds a yellow or gold piece of rope or cloth overhead, or stands in a circle of yellow rope on the ground. Targets of a Safe spell must be touching the caster or inside the circle, and if they stop touching the caster or leave the circle, they are no longer safe and may not return to the safety.
Safe Circle and Safe Journey spells can be dispelled; Safe Retreat spells cannot.
Characters protected by a Safe spell cannot attack or cast spells on anyone outside the safety. This also applies to physically aggressive behavior: characters protected by the spells may not push, shove, force their way past, tie up, grapple with, or brawl others. Similarly, no one may do those things to someone protected by the spells. Think of the spells as a passive defense, not as a way to play rugby without being hurt.
However those in a Safe Journey spell may block the path of (and have their path blocked by) others. As a guideline, those in the spell should avoid approaching within arms' length of any enemy, and vice versa. (This is for a purely physical blockade-those protected by Safe Retreat should never be this close to an enemy if they can help it.)
It is permissible to block the retreat of those in a Safe Retreat spell. Persons under the spell should stay safely outside melee weapon range of an enemy, even if they have no other means of escape. If an enemy comes within range of them, they must either remain still or redirect their path of flight away from the new enemy. If they can't flee without moving into the range of another enemy, then they cannot move at all (other than to equalize the distance between enemies). However, if there are large undefended gaps between their enemies, they can slip through and continue their retreat.
When fatigued, a character cannot fight, cast spells, stand, perform any strenuous activity, or even walk unassisted. The character may crawl, but their stomach must be touching the ground.
This fatigue applies to any type of fatigue that occurs in Quest, such as "spell fatigue" from up-casting, Knit Torso spells, etc. The Revive spell does not affect fatigue; however, Restore Health will cure its target of fatigue.
A character who is dazed is knocked down to the ground for a time. During that time, you may not get up or attack (which includes dealing blows and casting Combat spells), but may defend yourself (which includes blocking blows and casting Noncombat spells).
Certain spells may cause you to become dazed; they will state so in their descriptions. Poison (below) will also cause you to become dazed.
A character who has been rendered unconscious (such as by losing a Brawling contest) cannot be awakened by any means other than a Revive spell. Shaking, pain, water splashed in the face, etc., will not work.
If your character is unconscious, you should role-play it—lie still, and (unless you're in mid-combat and in danger of being stepped on) don't look around at the situation.
A character may become poisoned by being hit by a poisoned weapon, by ingesting poison, or by being the target of a Poison or Poisoned Grasp spell. After being poisoned, you will collapse and be dazed for two minutes due to pain. During this time, you may not get up or attack (including dealing blows and casting Combat spells), but may still defend yourself (including blocking blows and casting Noncombat spells). After two minutes have elapsed, you will pass out, and you will die two minutes after that unless the poison is cured.
Poison is painful and should be role-played as such.
When characters die, they become "spirits." Players place a white sheet of cheesecloth (called a "spirit veil") over the head to represent this. Spirits are immaterial; they cannot carry anything, cannot cast spells, cannot swing weapons (even if they could carry them), and cannot speak or touch anything. However, they also cannot be wounded and are immune to all spells, save the ones that specifically affect spirits (e.g., Speak with Spirit). Spirits resist TOW spells with the base Will they had when alive. Spells in place at the time of the character's death, magic items in the character's possession, and any physical effects (such as drunkenness) do not apply. Basically, all spirits can do is gesture and walk.
As a spirit, you are free to wander about for up to 30 minutes. If this time is up and you have not been raised, or you simply choose to depart, you should go out-of-game and locate a GM (unless otherwise instructed). At the GM's preference, you may be allowed to play another player character, join the event staff, or have something game-specific happen to you.
If you are resurrected after these 30 minutes have expired (or after a Spirit Speed), the return to the mortal realm will inflict severe psychological trauma on the character. For the remainder of the game (and beyond, if applicable), you will suffer the effects of Resurrection Trauma, as described in the Continuing Game rules.
Resurrection and Restore Life
When characters are resurrected, raised, or magically called from beyond, they will not remember the last ten minutes of their lives. Effectively, you will not remember who or what killed you. You can, of course, be told by someone else—but they could be lying. The shock of returning to life also removes any memories of life as a spirit.