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Call & Effect Glossary

CallDescription
BaneExpends a spell slot without effect. Always targets Lesser first, then Greater.
BanishRemove a Lesser Evil monster from the field.
BleedDeals 1 damage every 10 seconds until put on Bleed Out unless treated.
BlessWeapons: Call “Bless” to ignore an Evil target’s resistances for 5 hits.

Targets: Call “Resist” when any magical call, including spells, is used against you for 5 hits. Take damage as normal where required.
BurnDeals 1 burn damage every 10 seconds until put on Bleed Out or roleplaying the source being neutralised.
CharmThe target immediately trusts you and is friendly toward you for the duration. The target is not aware of being Charmed at the time, but will become aware when the effect wears off.
CleaveDestroys armour on contact but deals no damage to HP.

Unless no armour is worn or it is already broken, then take 2 damage.
Cold IronEffective against Fae. This usually means double damage, but more powerful foes may respond differently.
CommandCompel a target to do your bidding in three words for 10 seconds.

E.g. “Command: Don’t hurt me.”

Targets cannot be commanded to harm themselves.
CopperEffective against Demons. This usually means double damage, but more powerful foes may respond differently.
DebilitateRenders a sense or limb of a target unusable for 10 seconds which must be roleplayed appropriately. If the target limb is holding an item, it must be dropped.
DetectUsually called with a suffix to denote what the user is trying to detect. The detected creature must make themselves known through call out. This is an OC call so others will not hear it in game.
DetonateAfter being applied with appropriate roleplay, a specific type of explosive can be detonated from afar to deal 5 damage in a 5ft radius of the application with the “Detonate” call.
DisarmForces a target to drop a held weapon or item.
EnthralFollow the caster for as long as they speak to you, as if they were your closest friend. You are vulnerable in this state as you can only take the actions the speaker requests, but you cannot be told to harm yourself.

The target is not aware that they have been Enthralled and have no memory of the event.
FatalDrop to 0HP and begin Bleed Out.
FearRoleplay a fear response for 10 seconds. When under the effect of fear you cannot take actions against the source of your fear and will try to avoid it.
Final BlowWhen a target is on their Bleed Out, roleplaying a mighty blow and making the call will instantly end their Bleed Out and kill the target. Certain powerful creatures may have additional conditions before this is effective.
GoldEffective against Undead. This usually means double damage, but more powerful foes may respond differently.
GrenadeWith an appropriate phys rep thrown to the ground, deals 5 damage to all within a 10ft radius immediately on contact.
HoldThe target is rendered immobile and held in place by magical means. They can still use their senses and can speak but cannot move.
IdentifyFollowed by a monster type, the target gives what type and rank of monster they are as an OC call.
ImpalePierces a target through, regardless of armour, with an arrow/bolt. The target roleplays being pinned in position for 10 seconds.
InterrogateThree times a day, attempt to interrogate a detained, non-allied target to extract information from them. If successful the target will provide information on a card. This can be resisted by more powerful creatures. Not all creatures will have information to share.
MaterialiseForces an Incorporeal target to become Corporeal.
MolotovIgnites all in a 10ft radius of a molotov phys rep being thrown. All targets in range are Burned.
Magic/MagicalDeal Magic damage, effective against certain Evil foes. This usually means double damage, but more powerful foes may respond differently.


Whilst a weapon or armour is Magical, it cannot be Shattered.
MaimMove at half speed, and roleplay suffering in pain.
MassUsually the prefix to another call. Denotes all in a 30ft range, from arms outstretched.
MuteStops an individual from speaking for 30 seconds.
ParalysisThe target is paralysed by mundane means and cannot move or use their senses.
ReliableUsually suffixed with “Through”. This is a firearm call that takes the place of a misfired shot. Target takes 1 Through damage.
RepelForces a creature to avoid you at all cost.
ResistNegates an effect.
ShatterMagically destroys an item that can only be repaired with magic or by a Conduit.
SilverEffective against Lycanthropes. This usually means double damage, but more powerful foes may respond differently.
SnipeAfter steady aim for 1 minute with a Rifle, drop a specified target to 0HP. May require ref assistance.
StunThe target is stunned for 10 seconds. Roleplay shock, surprise, being winded or stumble back for the duration.
Strike DownDoes no damage, but makes a target fall over, drop to one knee or roleplay appropriately if the former cannot be physically undertaken.
SubdueDeal Non-Lethal damage. Where hits would deal damage and go to Bleed Out, instead the target is rendered unconscious for 3 minutes and then wakes up.
TerrorYou are gripped with terror for 10 seconds. When under the effect of terror you cannot take actions against the source of your terror and will scream, cry, cower and/or flee at the sight of it.
ThroughDeals 1HP damage, ignoring any and all armour.
UnbindEffective against Constructs. This usually means double damage, but more powerful foes may respond differently.