
Calls and Effects
BASE DAMAGE TYPES
The below can be combined with Elemental (ice, fire etc) or Effect (strikedown, knockback etc) calls.
BLAST - Blast is a ranged/non-contact magical effect that causes 1HP of damage
FORCE - Force is a ranged/non-contact physical effect that causes 1HP of damage.
Melee strikes - Unless stated otherwise, melee strikes are physical effects that cause 1HP of damage per blow.
Please note that with Melee Strikes, adding the 'MAGIC' effect makes the blow be considered magical, and 'Magic' should be called with each blow. Ice and Fire, however, are not considered Magic, and so the blows remain as physical damage, though the elemental effect may cause the hits to be more effective against certain creatures.
ELEMENTAL DAMAGE TYPES
These must be combined with a base damage type to cause any loss of hitpoints. It is possible more elemental damage types can be discovered in play.
ICE - Icy shards, or the surface of a weapon coated in frost
FIRE - Flaming projectiles, or the surfaces of a weapon coated in flames
MAGIC - Pure, shimmering magic
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COMBAT EFFECT TYPES
When used alone, these effects do not cause any damage. However, the effects listed below can be combined with a BASE DAMAGE TYPE, resulting in them causing 1HP damage and the effect.
BLIND - Target is blind for 10 seconds
DISARM - Target must drop what they are holding in the targetted hand
SHATTER - Them item held in the targetted hand is destroyed
KNOCKBACK - Target is knocked backwards five large paces
ENTANGLE - Target cannot move their legs or lower body for 10 seconds
CONFUSE - Target is confused for 10 seconds and cannot take any offensive action, but can parry or perform defensive spells.
DISTRACT - Target is distracted by something behind them for 10 seconds, or until they are struck with any damage call.
REPEL - Target cannot approach the caster within five paces of them for 10 seconds
PARALYSIS - Target cannot move for one minute
STUN - Target is blinded and deafened for 10 seconds
MUTE - Target cannot speak for 10 seconds
SLEEP - Target calls asleep for at least one minute, or until awakened
FEAR - Target will run away from the caster/striker for 10 seconds.
REFLECT - Reflects a spell back onto it's caster so long as they are within 30ft (cannot be combined with base damage)
FATAL - Target instantly drops to -1HP and begins bleeding out
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NON-COMBAT CALLS
These effects cannot be combined with a Base Damage Type or Elemental Damage Type.
HEAL - Returns 1HP to the target, but cannot heal mortal wounds
LIGHT - Creates a magical light source in your hand or around your foci
COUNTER - Blocks a basic spell
SHIELD - Blocks an advanced-level spell
SEAL MORTAL WOUND - Returned a -1 wound to 0HP and stops bleedout
CALM - Removes the FEAR effect from a target
REPAIR - Restores an item that has been shattered
REMOVE BLINDNESS/CONFUSION - Removes the status effect from the target
ATTUNE <Item> - Magically attunes a special item to a specific person
COMPREHEND <Language> - Helps you understand a language you can identify but are not fluent in
UNLOCK - Unlock mundane or basic magical locks
DISPEL ILLUSION - Removes any illusion effects on a target, object, or within 10ft of yourself
DEFECT EFFECTS - Detects if the target is under any magical effects
ATTRACT - Convinces the target to move towards you so long as you continue to convince them, or until they are harmed.
DETECT <Creature> - Detects the presence of a named creature within 30ft of yourself
CALM <Creature> - Attempts to calm an aggressive named creature
EXTRACT ESSENTIA - Attempts to pull the magical elements from a target
DETECT MAGI - Detects other magic users within 30ft of yourself
IDENTIFY MAGIC (Intermediate and Advanced) - Allows the caster to identify schools of magic within a person or item
PROTECTION - Blocks a Master level spell
ARMOURED AURA - A chant spell that protects you from Physical damage and attached effects (but not from elemental weaknesses)
SHIELDING AURA - A chant spell that protects you from Magical damage and attached effects (but not from elemental weaknesses)
TOTAL HEAL - Returns the target to full HP, regardless of mortal wounds
MASS HEAL - Returns 1HP to all targets within a 10ft radius
BREAK LOCK - Can destroy complex magical locks
DECOMPOSE BODY - Causes a corpse to quickly decompose into mulch
DISPEL INVISIBILITY - Reveals anyone invisible within 30ft of yourself
REVEAL - Dispels concealment charms on a target
PROTECTIVE CIRCLE AGAINST <Creature/Bloodtype> - For as long as you main on that spot, the chosen target/s cannot come within 10ft of you. Magic can still pass through, though the caster cannot cast any other spells without losing the Circle
DETECT MAGICAL ACTIVITY - Detects of magic has been used in an area or on a target within the last 24hrs
CONTROL <Target> - The Target is under the control of the caster, and must do whatever is asked of them. They will not reveal that they are controlled unless the caster tells them to do so, and will otherwise follow their wishes as best they can.
SIPHON LIFE - Caster siphons life from the target. Caster regains 1HP per second, while target loses 1HP per second until at -1HP
REF-ONLY CALLS
These calls exist only for use by Refs and Marshalls. There is no way to gain these calls as a player. These calls cannot be blocked unless you have been specifically briefed otherwise by the Head Referee.
ALL WITHIN THE SOUND OF MY VOICE, <EFFECT> - Anyone who can OOC hear the call takes the effect.
ALL WITHIN THIS ROOM, <EFFECT> - Only those in the same room as the referee takes the effect
DROP - Target/s drop to the floor unconscious and await further instruction from the referee/s
TERROR - Target/s are forced back in terror from the referee by 10ft.
ENTHRAL - You are inexplicably drawn towards the referee, or an item/creature that they identify to you.
FREEZE - Target/s are rendered utterly immobile until released
UNFREEZE - The Freeze effect ends