Strength
Any blow knocks the target off their feet, causing them to fall to the ground, unless the target is also capable of calling Strength. The knockdown effect – but not any damage – applies even if the attack is blocked or parried, or strikes their weapon or shield.
This call does not have any damaging effect; if it is not paired with any damage indicators, Strength inflicts damage per a standard attack with a mundane weapon.
Damage Calls
Damage Types
Call |
Description
|
Silver |
The weapon is made from a silver alloy. These weapons are said to be effective against creatures whose nature is divided or changing, such as shapeshifters.
|
Cold Iron |
Weapons fashioned from this rare, costly metal are believed to be effective against very strongly magical creatures, such as fae and magical beasts.
|
Corporeal |
Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.
|
Elemental |
Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.
|
Spirit |
Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, devils and wraiths.
|
Artefact |
The weapon is one of a handful of potent weapons of myth, charged with corporeal, elemental and spiritual magic all at once. It is said that even the gods themselves can be hurt by artefact weapons.
|
Damage Indicators
Call |
Description
|
Through |
The attack bypasses any armour and inflicts one physical hit to the location struck, leaving the armour undamaged.
|
Crush |
One blow to any armoured location with this attack instantly reduces it to zero armour hits. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero physical hits, incapacitating it.
|
Wound |
One blow with this attack bypasses any armour and reduces the location struck to zero physical hits, incapacitating it and leaving the armour undamaged.
|
Smite |
One blow with this attack reduces the location to zero armour hits and zero physical hits, incapacitating it.
|
Fatal |
One blow with this attack to any location bypasses any armour and reduces all locations to zero physical hits, incapacitating all locations and triggering the target’s death count, and leaving the armour undamaged. This call may be accompanied by Smite (i.e. Fatal Smite) – most often for siege weapons or similarly overwhelming attacks – in which case the attack reduces all locations to zero armour hits and zero physical hits. The attending referee will explain any other effects.
|
Subdual |
The target of this attack is dazed or stunned rather than injured; their armour is disarrayed rather than damaged. Effects are as per a normal attack, but all physical hits are recovered automatically after two minutes, and all armour hits may be restored by a few seconds’ roleplaying adjusting and retightening straps. A character whose head or torso location has been incapacitated by Subdual damage is unconscious rather than mortally wounded. Subdual damage can be healed with the Recovery spell.
|
Ranged Damage Indicators
Call |
Description
|
Bolt |
The attack bypasses any armour, inflicts two physical hits to every location, and knocks the target over per Strike Down. It has a range of 30ft/10m and is resisted or countered as a greater spell.
|
Blast |
The attack bypasses any armour, inflicts five physical hits to every location, and knocks the target over per Strike Down. It has a range of 60ft/20m and is resisted or countered as an exalted spell.
|
Effects Calls
Fundamental Effects
Call |
Level |
Effect
|
Disenchantment |
Exalted |
The target magical item is temporarily disenchanted for one minute (unless accompanied by the call Extension). This effect does not function on artefacts.
|
Corporeal Effects
Call |
Level |
Effect
|
Blinding |
Greater |
The target creature is blinded for 30 seconds. Please exercise caution when taking this effect: if it is not safe to close your eyes, just roleplay being unable to see.
|
Fumble |
Lesser |
The target creature must immediately drop whatever they are holding.
|
Mute |
Lesser |
The target creature may not make any vocal sounds for 30 seconds.
|
Paralysis |
Greater |
The target creature cannot move, act or make a noise for 30 seconds, even if attacked.
|
Retribution |
Lesser |
The target of this spell receives one point of Corporeal Through damage on the equivalent location for every blow they strike upon another creature (even those stopped by armour) for 30 seconds.
|
Elemental Effects
Call |
Level |
Effect
|
Disintegrate |
Exalted |
The target item is destroyed utterly beyond repair. This spell functions on magical items, but not on artefacts.
|
Entangle |
Lesser |
The target creature is rooted to the spot for 30 seconds. They may take any action that does not require moving their legs. Characters able to continuously call Strength are unaffected.
|
Flare |
Greater |
Three adjacent target creatures are temporarily blinded for five seconds.
|
Heat Object |
Greater |
The target item becomes white hot for 1 minute. Any location in contact with the object suffers 2 physical hits, bypassing armour, as though struck twice by the call Elemental Through, after every ten seconds they remain in contact. This spell does not function on magical items.
|
Magnetise |
Greater |
The target item is drawn immediately to the ground and cannot be moved for 30 seconds. This spell does not function on magical items.
|
Repel |
Lesser |
The target creature or object is forced away from the caster in a straight line for 10ft/3m, stopping only if they come into contact with a solid obstacle.
|
Shatter |
Lesser |
The target item is shattered into several pieces, leaving it damaged. The prop must be immediately dropped, or its mechanical effects ignored if not easily dropped. The item may not be used again until magically repaired with the mage spell Mend, or repaired with a relevant crafting skill. This spell does not function on magical items.
|
Strike Down |
Lesser |
The target creature is knocked off their feet, per the call Strength.
|
Spiritual Effects
Call |
Level |
Effect
|
Command |
Lesser |
The target creature must obey the specified one-word command (which must be a verb, e.g. “run,” “dance,” “kneel”) to the best of their ability for 30 seconds. The target is free to take any other action that doesn’t prevent them obeying the command. Any physical blow or magical attack breaks the spell immediately.
|
Confusion |
Lesser |
The target creature is disorientated and confused for 30 seconds. They may parry or block attacks, but not attack, cast spells or use any abilities themselves.
|
Enthral |
Lesser |
The target creature remains enthralled by the caster for as long the caster speaks to the target in meaningful sentences. The target will follow the caster at a normal walk unless they are visibly leading them into danger. Any damage to the caster or target breaks the spell.
|
Fear |
Lesser |
The target creature must flee from the caster as fast as they can for 30 seconds; if cornered or grappled, the target must cower on the spot.
|
Sleep |
Greater |
The target creature instantly falls into a deep sleep and remains in this state for 30 seconds. If the target is deliberately awakened or takes any damage, the spell is broken.
|
Suggestion |
Greater |
As per Command, but the caster can give a command up to eight words in length.
|
Spirit Wrack |
Exalted |
The target creature’s spirit is attacked, causing them intense suffering for 1 minute. The target may decide how to roleplay this effect – e.g. writhing in screaming agony on the floor, curling up in a silent ball, moaning in dread and horror – but they are unable to speak, act or defend themselves for the duration.
|
Special Calls
Call |
Description
|
Irresistible |
The named effect may not be resisted or countered by any means. Immunity works as normal against irresistible attacks.
|
Extended |
The named spell or effect’s duration is increased to ten minutes, or longer as indicated (e.g. Extended Confusion, One Hour).
|
Mass |
The named effect is applied to every character within a radius around the designated target (generally, a referee will relay the call from the centre of the area). By default, a mass lesser spell applies in a 30ft/10m radius, while a mass greater spell applies in a 10ft/3m radius.
|
Mundane |
The named effect may not be countered by a spellcaster, nor resisted with the skills Resist Magic or Resist Exalted Magic. It can still be resisted with the skills Fearlessness, Iron Body or Iron Will. Relevant immunities work as normal against mundane attacks.
|
Poisons and Diseases
Poison Name |
Description
|
Acid Kiss poison |
This poison inflicts one hit to the location struck every ten seconds for one minute (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to armour hits (if any) first, until reduced to zero armour hits, and then to physical hits. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and repaired as normal. Acid Kiss can be cleaned or cured as per any poison; in addition, if the location is washed with a cupful of water, the venom stops working after thirty seconds (i.e. three hits).
|
Bitter Kiss poison |
Reduces the location struck to zero hits instantly. The wound can be healed as normal.
|
Corrupted Wound disease |
The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is cleaned or the disease is cured.
|
Disease [Effect] disease |
The attack inflicts a disease that causes the named effect. Diseases can only be resisted by the skill Resist Disease. By default, diseases require curing by the spell Cure Disease or equivalent ability to end the effects.
|
Poison [Effect] poison |
The attack inflicts a poison that causes the named effect. Poisons can only be resisted by the skill Resist Poison. By default, poisons with effect calls do not require purging, but elapse in the usual timescale for the effect call (although they may be purged to end the effects early). More complex poisons, including those that must be purged, do not use effect calls and will instead be conveyed by the poisoner or attending referee.
|
Defence Calls
Name of Defence |
Description
|
Countermagic |
The indicated lesser or greater spell (or equivalent magical effect) is prevented from occurring. If called against a mass spell or effect, only the character calling this defence is protected.
|
Nullify |
The indicated lesser, greater or exalted spell (or equivalent magical effect) is prevented from occurring. If called against a mass spell or effect, the spell or effect is countered entirely, protecting all targets.
|
Resist |
The character calling this defence shrugs off the indicated spell or effect; the defence does not prevent the effect from occurring, but the character calling this defence is unaffected.
|
Reflect |
The indicated lesser or greater spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a mass spell or effect (p. 00), only the effect on the character calling this defence is reflected.
|
No Effect |
The character calling this defence is wholly unaffected by the indicated spell or effect; the defence does not prevent the effect from occurring, but the character calling this defence is unaffected.
|