| Call | Description |
|---|---|
| Bane | Expends a spell slot without effect. Always targets Lesser first, then Greater. |
| Banish | Remove a Lesser Evil monster from the field. |
| Bleed | Deals 1 damage every 10 seconds until put on Bleed Out unless treated. |
| Bless | Weapons: 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. |
| Burn | Deals 1 burn damage every 10 seconds until put on Bleed Out or roleplaying the source being neutralised. |
| Charm | The 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. |
| Cleave | Destroys armour on contact but deals no damage to HP. Unless no armour is worn or it is already broken, then take 2 damage. |
| Cold Iron | Effective against Fae. This usually means double damage, but more powerful foes may respond differently. |
| Command | Compel 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. |
| Copper | Effective against Demons. This usually means double damage, but more powerful foes may respond differently. |
| Debilitate | Renders 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. |
| Detect | Usually 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. |
| Detonate | After 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. |
| Disarm | Forces a target to drop a held weapon or item. |
| Enthral | Follow 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. |
| Fatal | Drop to 0HP and begin Bleed Out. |
| Fear | Roleplay 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 Blow | When 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. |
| Gold | Effective against Undead. This usually means double damage, but more powerful foes may respond differently. |
| Grenade | With an appropriate phys rep thrown to the ground, deals 5 damage to all within a 10ft radius immediately on contact. |
| Hold | The target is rendered immobile and held in place by magical means. They can still use their senses and can speak but cannot move. |
| Identify | Followed by a monster type, the target gives what type and rank of monster they are as an OC call. |
| Impale | Pierces a target through, regardless of armour, with an arrow/bolt. The target roleplays being pinned in position for 10 seconds. |
| Interrogate | Three 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. |
| Materialise | Forces an Incorporeal target to become Corporeal. |
| Molotov | Ignites all in a 10ft radius of a molotov phys rep being thrown. All targets in range are Burned. |
| Magic/Magical | Deal 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. |
| Maim | Move at half speed, and roleplay suffering in pain. |
| Mass | Usually the prefix to another call. Denotes all in a 30ft range, from arms outstretched. |
| Mute | Stops an individual from speaking for 30 seconds. |
| Paralysis | The target is paralysed by mundane means and cannot move or use their senses. |
| Reliable | Usually suffixed with “Through”. This is a firearm call that takes the place of a misfired shot. Target takes 1 Through damage. |
| Repel | Forces a creature to avoid you at all cost. |
| Resist | Negates an effect. |
| Shatter | Magically destroys an item that can only be repaired with magic or by a Conduit. |
| Silver | Effective against Lycanthropes. This usually means double damage, but more powerful foes may respond differently. |
| Snipe | After steady aim for 1 minute with a Rifle, drop a specified target to 0HP. May require ref assistance. |
| Stun | The target is stunned for 10 seconds. Roleplay shock, surprise, being winded or stumble back for the duration. |
| Strike Down | Does no damage, but makes a target fall over, drop to one knee or roleplay appropriately if the former cannot be physically undertaken. |
| Subdue | Deal 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. |
| Terror | You 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. |
| Through | Deals 1HP damage, ignoring any and all armour. |
| Unbind | Effective against Constructs. This usually means double damage, but more powerful foes may respond differently. |
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