Site Index > Rules > Gameplay > Calls |
Calls | |
![]() ![]() | |
Term Name: | Combat Calls
|
---|---|
Description: | Something said loudly and clearly to announce game information to other players.
|
Abbreviation or Synonyms: | Calls
|
Rule Type: | Gameplay |
Calls are used to communicate information in the heat of combat.
Description
The game uses calls to efficiently share information in the middle of combat. While calls are generally completely Out-of-Game you can gather some information in-character from them. For example if you hear a lot of numbers being called you can refer to that as "the sounds of battle".
Call Types
Calls can be sub-divided into different types for reference to what they do. You don't need to know these at all. Calls are only categorized like this to make it easier to know which you need to learn right away and which you can take time to learn.
- Safety calls convey information about the game and are the most important calls to pay attention to.
- Defense calls tell you information about if your attack affected the person you hit.
- Damage Type calls mostly tell you information about what variety of damage you are taking. For most of them you only need to understand the call type if you have a defense that cares what kind of damage you are taking.
- Modifier calls impact how the damage works when you take it.
- Offensive Effect calls almost always inflict a condition when they hit you.
- Announcement calls tell players who hear them information about something going on, they are never attached to attacks.
Creature Types (and Subtypes)
Calls can sometimes be paired with a specific type (or subtype) of creature. When this happens the call only works if the target of the call is that creature type. Any other individual hit with that call may respond with 'No Effect!'. Any call that includes a creature type (or subtype) in it has no school associated with it.
Creature Types are: Beast, Construct, Elemental, Fae, Goblinoid, Humanoid, Illuminated, Insectoid, Piscene, Plant, Reptilian, Sky Beast and Undead.
Creature Subtypes are: Amphibious, Aquatic, Cold-Blooded, Damaged Spark, Ghost, Incorporeal, Lycanthrope, Monstrous, Non-Living, Otherworldly, Sparkless, Spirit, and Wild
References
Safety Calls
Call | Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
Hold! | Safety | Used when Out-of-Game safety is a concern. The most important call. | Players in danger | None
|
Time Stop!
| Safety | The game is put on pause so that secret things can happen in-game | Gamemasters, some creatures | None |
Damage Type Calls
Call
| Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
Acid
| Damage Type | A corrosive attack that erodes defenses. | Vial of Acid, the Ruin Spell | Acid Residue, Broken
|
Blight
| Damage Types | A poison so severe standard defenses do not work. | Ancient artifacts, the deadliest creatures | Poisoned
|
Disease
| Damage Types | A foul attack that makes a victim ill. | Sickly creatures, scarce alchemicals | Diseased
|
Elven Steel
| Damage Types | An exceptionally sharp and pure metal | Elven Steel weapons, the Enchant Weapon spell, the Wraithbane spell | None
|
Magic
| Damage Types | This call is used to represent attacks harnessing raw magical energy | The Battle School | Jinxed
|
Nature
| Damage Types | An attack harnessing the elements | Themium Weapons, the Elemental Weapon spell | Natural Hazard
|
Poison
| Damage Types | A chemical based or toxic attack that is difficult to heal. | Goblin Iron weapons, Alchemicals | Poisoned
|
Primal
| Damage Types | Exceptionally potent of elemental forces are represented by the Primal call | The Primal Form spell, very rare weapons | None
|
Silver
| Damage Types | Some creatures are vulnerable to the properties of silver. | Silver weapons, the Silvershine spell | None
|
Untyped
| Damage Type | An attack that only causes damage. | A weapon, the Conjure Stones Spell | None |
Defensive Calls
Call
| Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
No Effect
| Defensive | Used to indicate another call has no impact | Immunities, Prevent effects, Damage Requirements | None
|
Hand
| Defensive | Indicates the hit landed on someone's hand | Combat etiquette | None
|
Light
| Defensive | Indicates a hit landed too light | Combat etiquette | None
|
Hard
| Defensive | Indicates a hit landed too hard. | Combat etiquette | None
|
Fast
| Defensive | Indicates a player is attacking too rapidly | Combat etiquette | None |
Modifier Calls
Call
| Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
Blunt
| Modifier | An attack where the damage won't be lasting | Choosing to strike lighter. The Resilience spell | Blunted
|
Pierce
| Modifier | An attack that will bypass armor | Master's Strikes, bows | None
|
Slay
| Modifiers | A blow so powerful even the most monstrous creatures need to fear it. | Master's Strikes, Great Weapons, the Strength Spell | None |
Offensive Effect Calls
Call
| Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
Banish
| Offensive Effect | Forcefully transforms a foe into the elements removing them from play for 10 minutes | The Banish spell | Banished
|
Charm
| Offensive Effect | Turns someone into an instant friend. | The Charm spell, dryads | Charmed
|
Curse
| Offensive Effect | Set an enemy's maximum body to 1. | The Curse spell | Cursed
|
Disengage
| Offensive Effects | A character who is affected by disengage loses interest in the source of the call. | The Disengage spell | Disengaged
|
'Dispel Magic!' or 'Dispel Alchemy!'
| Offensive Effect | 'Dispel!' will always come with a type afterwards. It removes all effects of that type from a subject | The Dispel Magic spell, Dilution Solution. | Suppressed
|
Dominate
| Offensive Effects | Dominate allows someone to take temporary control of a victim's actions, but not their mind. | The Dominate spell | Dominated
|
Enfeeble
| Offensive Effects | 'Enfeeble!' prevents someone from using spells or rituals. | The Enfeeble spell | Enfeebled
|
Grounding
| Offensive Effects | 'Grounding!' someone prevents them from dissipating, having their spark taken or benefiting from illusions. | Terran Roots?, Spirit Tar? | Grounded
|
Memory Loss
| Offensive Effects | Remove someone's memories of the last 10 minutes, or remove the Lost Memories condition. | The Memory Loss spell | Lost Memories
|
Pin
| Offensive Effects | The target's feet can't leave the ground. | The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags | Pinned
|
Silence
| Offensive Effects | 'Silence!' prevents someone from speaking | The Silence spell, the Status Roleplaying Skill | Silenced
|
Smite
| Offensive Effects | An agent of the gods lashes out at a foe stripping them through 'Smite!' stripping them of protection. | Chosen of the Soldier and Grak | Smote
|
Terror
| Offensive Effects | Freeze a foe in place and cause other problems as well. | The Terror spell, Grip of Darkness | Terrorized
|
Weaken
| Offensive Effects | ''Weaken' reduces the Might and Accuracy of an enemy's attacks | The Weaken spell, the Scorpion's Kiss alchemical | Weakened
|
<Location> Wound
| Offensive Effects | Applies a Wound condition without any damage | Boulders, Various Trap Tags | <Location> Wound |
Offensive Effect Related Conditions
Condition Name | Effect | Duration | Common Sources | Common Cures
|
---|---|---|---|---|
Banished | You have been forced to dissipate into the elements and can't voluntarily end it. | 10 Minutes | The Banish spell | Waiting
|
Charmed
| You are compelled to treat the source of the Charmed condition as a friend. | 10 Minutes | The Charm spell, dryads | Waiting, Smelling Salts
|
Cursed
| Set an enemy's body to a maximum of 1. | 10 minutes | The Curse spell, Spyderbyte, some creatures | Waiting, the Heroism spell
|
Disengaged
| The character no longer has any interest in the source of the condition | 1 Minute | The Disengage spell, Bug Repellent, Holy Water | Waiting, Smelling Salts, being attacked by the source
|
Dominated
| Someone else can now control your actions. | 10 Minutes | The Dominate spell, The Primal Form spell, the Dreadlord spell | Waiting, Smelling Salts
|
Enfeebled
| You can't use any spells or rituals. | 10 Minutes | The Enfeeble spell | Waiting, the Dispel Magic spell
|
Grounded
| You can't dissipate, have your spark taken, or benefit from illusions. | 10 Minutes | Terran Roots?, Spirit Tar? | Waiting, Dispel Magic
|
Lost Memories
| This character's memories have been altered so they have forgotten 10 minutes of time. | Permanent after the next event. | The Memory Loss spell | The Memory Loss or Dispel Magic spells
|
Pinned
| A Pinned character cannot move their feet. | 10 Minutes | The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags | Waiting, Smelling Salts
|
Silenced
| A Silenced character may not speak (other than to use calls). | 1 minute | The Silence spell, the Status Roleplaying skill | Waiting, Smelling Salts
|
Smote
| Characters who have been Smote have been Grounded and lost any Damage Requirement or Basic Kill Condition by an agent of the gods. | Game Day | Chosen of the Soldier and Grak | Waiting, the Remedy ritual
|
Terrorized
| A Terrorized character is frozen in place unable to move. | 10 Minutes | The Terror spell, Grip of Darkness | Waiting, Getting Hit, Smelling Salts
|
Weakened
| A Weakened character reduces their Might and Accuracy to 1. | 10 Minutes | The Weaken spell, the Scorpion's Kiss alchemical | Waiting, Smelling Salts |
Announcement Calls
Call
| Call Type | Description | Common Sources | Associated Condition(s)
|
---|---|---|---|---|
Brains
| Announcements | The 'Brains!' call lets others know a minor illusion makes you appear like a zombie. | The Ghastly Visage spell | Ghastly Visage
|
Detect Life
| Announcements | Reveals the location of others with a certain creature type | The Grim Sight spell | None
|
Dissipate
| Announcements | The character transforms into the elements, protecting them from harm. | The Dissipate spell | Dissipated
|
Sanctify
| Announcements | This call lets others know an area is Sanctified. | The Consecrate ritual. | Sanctified field
|
Sanctuary
| Announcements | A Sanctuary field is a 10' diameter (5' radius) cylinder that keeps others out. | The Sanctuary spell, some shrines. | Sanctuary field
|
Unhallow
| Announcements | An Unhallowed area has been made uninhabitable by the living. | The Desecrate ritual | Unhallowed field |
Announcement Related Conditions
Condition Name
| Effect | Duration | Common Sources | Common Cures
|
---|---|---|---|---|
Ghastly Visage
| An illusion disguises you as undead, allowing a character to convince predatory undead that they are one of them. | 10 Minutes | The Ghastly Visage spell | Voluntarily ending it
|
Dissipated
| This character has temporarily transformed their body into the elements for safety. | 10 Minutes | The Dissipate Spell | Voluntarily ending the condition. |
Fields That Cause Announcements
Field Name | Effect | Duration | Common Sources | Removing the Field
|
---|---|---|---|---|
Sanctified | A field that prevents undead from entering the area | Source Will Specify | The Consecrate ritual | The Desecrate ritual, The Cleansing ritual
|
Sanctuary
| A protective cylinder that keeps people and physical objects out | Source Will Specify | The Sanctuary spell, some shrines | The Dispel Magic spell
|
Unhallowed
| Living creatures may not enter an Unhallowed area. | Source Will Specify | The Desecrate ritual, some shrines | The Consecrate ritual, The Cleansing Ritual |
References
Effect Types
Categories: Gameplay Rules | Calls
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
![]() |