The /effect command: infinite duration, amplifiers, and hidden particles
6 min read
The /effect command applies status effects like Strength, Regeneration, or Night Vision to any entity, and clears them again. The two things people get wrong are the amplifier, which is one below the level shown in game, and duration, which is in seconds and also accepts the keyword infinite in modern versions.
Resultado
A reliable pattern for granting and clearing status effects, including infinite duration and hidden particles.
Caminho recomendado
- Open the Effects module and choose give or clear.
- Pick the effect id, such as strength, regeneration, or night_vision.
- Set the duration in seconds, or use infinite for a permanent effect.
- Set the amplifier, remembering that 0 is level I and 1 is level II.
- Optionally hide the particles, then copy the command.
Give syntax and infinite duration
The full form is /effect give <targets> <effect> [seconds] [amplifier] [hideParticles]. For example /effect give @p minecraft:strength 60 1 gives Strength II for one minute. In Java 1.19.4+ and current Bedrock you can replace the seconds with the keyword infinite: /effect give @p minecraft:night_vision infinite 0 true grants permanent Night Vision with no particles.
Duration for the numeric form is in seconds, not ticks, which is the opposite of potion item data. The maximum practical duration is very large, so infinite is only needed when you truly want it to never expire.
- Format: /effect give <target> <effect> [seconds] [amplifier] [hideParticles].
- Use infinite instead of seconds for a permanent effect (1.19.4+).
- Effect duration here is in seconds, unlike potion item duration in ticks.
Amplifier and hidden particles
The amplifier is one less than the level the game shows. amplifier 0 is level I, amplifier 4 is level V, and the maximum is 255 (level 256). Very high amplifiers can behave oddly — for example extreme mining fatigue or slowness effectively freeze the target.
The final hideParticles argument is true or false. Set it to true for a clean look on effects you use as game mechanics, such as an invisible Strength buff in an arena, so players do not see swirling particles.
- amplifier 0 = level I; add one for each higher level.
- Maximum amplifier is 255.
- hideParticles true removes the visible swirl.
Clearing effects
To remove effects, use /effect clear <targets> [effect]. With no effect id it removes everything; with an id it removes only that one, for example /effect clear @p minecraft:poison.
Clearing is useful at the start of a minigame round or when a player leaves a buff zone. Pair it with a repeating command block or a datapack tick function to keep effects tied to a location or state.
Ship the copied artifact
Use this guide to produce the artifact a player or map maker will actually run: a copied command, ordered Project pack, or datapack resource. The final review should happen on that copied output, not only on the editable builder state.
When the workflow is version-sensitive, label the target version beside the command. When it uses selectors, scoreboards, bossbars, tags, loot tables, or project order, test those dependencies in a clean world before publishing the setup.
- Copy from Output for one command and from Project for ordered packs.
- Keep Java, Bedrock, and snapshot variants separate.
- Test destructive selectors with harmless output first.
- Update related presets when the guide becomes the canonical workflow.
Guias e presets relacionados
FAQ
How do I give an infinite effect?
Replace the duration with the keyword infinite, for example /effect give @p minecraft:strength infinite 1. This works in Java 1.19.4+ and current Bedrock and shows as an infinity symbol in the HUD.
Why is my effect one level too low?
The amplifier is one below the displayed level. Use amplifier 1 for level II and amplifier 4 for level V. Set amplifier to your target level minus one.
Is effect duration in ticks or seconds?
The numeric duration in /effect is in seconds. This differs from potion item effect data, which is measured in ticks (20 ticks per second).
How do I remove an effect?
Use /effect clear <target> to remove all effects, or /effect clear <target> <effect> to remove a single one such as /effect clear @p minecraft:levitation.
How do I hide the effect particles?
Add true as the final hideParticles argument, for example /effect give @p minecraft:speed infinite 2 true. That keeps the buff active without the visible swirl.
When should this guide become a Project pack?
Use Project when the workflow needs more than one command, has setup and cleanup order, or must be edited again after testing. One-off commands can stay in Output.