Seth thinks about the best way to protect Ajay. He doesn't have the best line of fire from where he is, as the monster is always obscured by tree foliage. Moving to a tree in that same area would help him get a good line of fire on the monster, but expose him to the monster. It is up to him to decide what to do.
OOC:
no real clear answer there other than join the fight. You get 1 additional hold for getting a full success. You can ask a 2nd question or hold it for later as long as it is before the fight is over
As for Margaret, you can deal 2 harm to the monster, but with a partial success you have to add a glitch. See my spoiler below. It must be one that can be relevant (so you can't reduce the duration of damage, that doesn't make sense for example). A reduced effect might be 1 harm instead of 2, or you can deal the desired 2 harm by taking 1 harm, or you can deal the 2 harm and people in the park nearby will hear your magic and investigate
[ +- ] Use Magic
When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird.
• If you get a 10+, the magic works without issues: choose your effect.
• On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.
• On a miss, you lose control of the magic. This never ends well.
By default the magic has one of the effects listed below, lasts for around thirty minutes, and does not expose you to danger, unwanted
attention, or side-effects. If there’s a glitch that might change.
Effects:
• Inflict harm (1-harm ignore-armour magic obvious).
• Enchant a weapon. It gets +1 harm and +magic.
• Do one thing that is beyond human limitations.
• Bar a place or portal to a specific person or a type of creature.
• Trap a specific person, minion, or monster.
• Banish a spirit or curse from the person, object, or place it inhabits.
• Summon a monster into the world.
• Communicate with something that you do not share a language with.
• Observe another place or time.
• Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
Glitches:
• The effect is weakened.
• The effect is of short duration.
• You take 1-harm ignore-armour.
• The magic draws immediate, unwelcome attention.
• It has a problematic side effect.
The Keeper may require one or more of the following:
• The spell requires weird materials.
• The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
• The spell requires ritual chanting and gestures.
• The spell requires you to draw arcane symbols.
• You need one or two people to help cast the spell.
• You need to refer to a tome of magic for the details.
If you want to do magic that goes beyond these effects, it counts as big magic. Big magic uses different rules.