It's a fantasy role-playing game.

DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, With Caleb's dancing lights glowing ahead, The Mighty Nein row down the underground river, coming to smaller gaps every few miles in which the boat containing Yasha, Nott and Caleb pulls ahead in a friendly race. Throughout the journey, Jester fantasizes about Tusk Love, casting you as the hero, Oskar.
DM: You watch as the moisture from the air and some of the water droplets from the river, from the splashing of the boat suddenly stick up and congeal in ice form around the outside of Fjord's body.
Player: Hex is still maintained on that bastard, right?
DM: Correct.
Player: So I can roll 1d6. Or do I, for the-- I cast Hex on the one that was on Nott.
DM: It only takes the 1d6 damage when you damage it.
Player: Oh shit, right.
DM: That ends Fjord's turn. Another one swoops down and is going to attempt to envelope the one that scorched its ally.
