When using boons and failing the roll, roll a 1d20, if, between 11 and 20, nothing happens. 1 to 10, you must follow the chart below.
1-3 | You have pushed 4 foundations away from your nearest enemy. |
4-6 | If you win the fight, you can only give skirmish consequences. |
7-9 | Shatter your bond to magic and your inner strength, blocking you from using your spells or abilities for 24 hours. |
10 | Immediately gain the injured status and are weakened. This changes your PVP intent from Join, to flee, and you must flee |