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“Double, double toil and trouble;

Fire burn and cauldron bubble.”

~ The Three Witches, “The Tragedy of Macbeth” (1605)

 

Calls and Effects

 

None of these magical calls are free to use “by default”, but some may be gained as starting skills - see the starting character skills lists. Some calls may be gained through magic in-game, or may be primarily used by NPC crew:

 

  • “Fling” - target must immediately (safely) move away from the source of the Fling (around 3m/10ft).​

 

  • “Bind” - target’s legs are frozen in place (although you may still move your upper body and fight and speak as normal) for 10 seconds.

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  • “Silence” - target cannot speak/chant/sing/make any vocal noises or cast any spells (including magical calls by melee blow) for 30 seconds.

 

  • “Poison” - target cannot be healed - including by resting - until the poison is cured, although Holding Wounds will still pause a bleed count for a character on -1HP. If the target receives an “advanced poison” lammie, this will require unique treatment.

 

  • “Enthrall” - target must walk towards the caster as though in a trance, unable to strike with a weapon, speak or cast spells. They are suggestible to minor instructions from the spellcaster (eg “bring me this item”) but this cannot be used to make them hurt themselves or others. Any instruction in direct contravention of the target’s personal code may cause the spell to break entirely (i.e. if you tell a character who greatly values their modesty to take their clothes off, this will not work and they will probably attack you - don’t take the piss with enchantment instructions!) The effect ends immediately if either the target or the spellcaster take any damage; if neither takes damage within 1 minute, the spell wears off (whichever is soonest).

 

  • “Resist” - target of an effect struck by blow can ignore the roleplay effect (such as “Silence” or “Bind”) for 1MP, although they still take the damage from the strike. Does not require additional spell vocals (but “Resist” cannot be called if under “Silence” effect). You cannot normally resist a ranged spell vocal effect or a "Rend".​

 

  • Chant of Healing - every 10 seconds of appropriate spell vocals heals an unpoisoned target within touch-range 1HP/10 secs. The chant costs 1MP no matter how many HP it heals, but if it is interrupted for any reason, it will take another 1MP to continue/begin healing again.​

 

  • “Detect Poison” - a touch-range spell that will tell you if a target is poisoned and, if it is an Advanced Poison, how to cure it.

 

  • “Cure Poison” - a touch-range spell that cures ordinary poisons after 10 seconds of appropriate roleplay.

 

  • “Rend” - the only vocalised damage call, not normally available to player characters; target loses 5HP. This call cannot normally be resisted.

 

Note: “Touch-Range” does not require actual physical contact - hovering your hands within ~30cm/1ft of the target is sufficient proximity. Do not touch people without consent.

 

Please read the "Starting Skills" pages that detail the skills that your characters can start with; both the 3 starting skills that your character will begin with based on their “archetype”, as well as the full list of potential starting skills.

 

Some starting skills require knowledge of other skills first as prerequisites. Any abilities that are not on the list of “starter skills” may only be gained by players in-game through boons, usually from magic such as Alchemy or Masques, granting either personal or item-based lammies with special powers and abilities. Some archetypes begin with unique skills that cannot be chosen by other archetyped characters as “starting skills”, although they can potentially be emulated with a magical lammie from a boon gained in-game. There are no starter skills that grant player-characters bombs or other such rare items.

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