All effects have specific durations. Some are instant, some last 5 minutes, some require a caster to concentrate, and so on. These durations are the same no matter what caused the effect. For instance, the duration of a Weakness is not dependent on whether it was caused by a spell or a gas.
The use of the word caster in the examples that follow includes anyone who caused the effect to come into use; for instance, a monster swinging “3 Web” would be the caster for purposes of the effect.
Concentration: A Concentration effect lasts as long as the caster maintains focus. The recipient of a Concentration spell that requires physical requirements (such as arms crossed or in the air) may choose to decline the effect simply by not applying the physical requirements. All normal spell defenses must be used first.
In no cases can these spells be used to force an unwilling target to break any other spells’ physical requirements.
Instant: An Instant effect has an instantaneous duration, but the effect, such as damage or Purify, may be permanent. Thus, any damage is permanent until cured.
Line of Sight: A Line of Sight effect persists as long as the caster and the target could potentially see each other. If you can draw a straight line between the caster and the target without the line being obscured by any obstacles, then the Line of Sight is still in effect.
The caster or target cannot close their eyes or hide behind another creature to break Line of Sight; they must impose some physical barrier, such as a building or large tree, between them to break it. If the caster or target breaks Line of Sight for longer than five seconds, the effect is broken; if Line of Sight per the rules above is reestablished before the five seconds is up, then the effect continues.
Line of Sight effects end immediately if the caster loses access to Game Abilities.
Storm: A Storm effect allows the caster to throw a specified number and type of Packets, as described in the effect. Unless otherwise specified, the caster may not move their feet during this time without breaking the effect. In all other ways, Storm effects can be treated as Concentration effects.
A Storm effect can be cast only on oneself, and individual Packets granted by the effect count as separate attacks for the purposes of defensive abilities.
A Storm spell may never be absorbed into a Spell Store, but an individual attack may be absorbed into a Spell Store if it exactly mimics an existing spell. For example, a Magic Storm Packet for “10 Spell Flame” can be absorbed into a Spell Store as a 2nd level spell, since it is the same as a second level Evocation Bolt spell; a Mend Armor Storm Packet for “10 Spell Mend Armor” cannot be absorbed, since there is no spell that grants “10 Spell Mend Armor.”
Timed: A Timed effect has a set duration in real time, from five seconds to five days, after which it expires. If hit by two different timed effects, both will run simultaneously ending at the appropriate time for each.
If you’re hit by two identical timed effects, the timer will be reset.