We will do our best to announce these at every event where we have content, regardless of whether an individual call will be used or not. They may be used as weapon calls, directed at a particular character, have areas of effect like as "All in the sound of my voice," or be triggered in response to an occurrence of some sort. We will try to make it clear to you as a player how and when these effects come into play.
Unless otherwise stated, these calls may or may not be magical, depending on the source. We will try to announce ahead of time, but you can always ask a marshal if you are unsure.
Knockback
Before doing anything else, you must either take 5 large steps backward or touch your back to the ground.
Faeblade
This call indicates that in addition to the weapon's normal damage, it bypasses advanced Fae resistances.
Soul Channel
This may only be swung with a silver weapon in physical contact with a piece of real hematite that does not already contain a soul. If it strikes a being containing more souls than its own, one of those extra souls will be channeled into the hematite. Only one soul may be held in a single piece of hematite at a time, and Call the Soul or other means of manipulating souls may be used to free hematite up for additional uses.
Copper
This is a regular weapon blow unless you have reason to believe otherwise, in which case you know what it does.
Entropy
This is a regular weapon blow unless you have reason to believe otherwise, in which case you know what it does.
Shatter
Breaks what it hits. If it hits a magic item, it disenchants the item. Protect item stops it. This is a standard sword blow if it strikes a hit location on a character.
Final Strike
Will be delivered from a location with a distance. Everyone within the distance is killed. This is a magical effect that ignores (does not damage) armor.
Pain
10 seconds of extreme agony, during which you can't cast spells or attack, and should roleplay being in pain. This is non-magical.
Void/Void Armor/Reduce/Absorb
NPCs may call this in response to being hit. This means they are taking your shots...but something weird may be happening.
Imbue
This does nothing unless you are told otherwise.
Fatal
If an NPC calls this, it means you have dealt mortal damage but they are still up and going. Continue to take any shots they may deliver, until they call dead (if they call dead).
Bloodbath
Anyone with 5 feet of this call is covered in blood from the wildlife of Gi. Heal Limb, Raise Dead, Combat Raise Dead and their potion analogs will have no effect. You may end this effect by spending 15 seconds wiping off the blood (roleplay this action). While wiping, you may not wield weapons/shields or cast spells. The effect also ends if you sit still/are dead for 30 seconds, as the blood dries naturally.
Timestop
When you hear this, time has completely frozen. You freeze in place, cannot talk and cannot cast spells. You can still hear and see what is going on. This is magical, and Resist Magic will prevent it from affecting you.
Wayland
This call indicates a blow is bane to Faeries. If you are struck by this and think this affects you (because you are any type of Fae), go see a marshal.
Slag
This weapon blow is trying to erase you from reality. Whatever it hits is destroyed, and almost nothing remains in its place. In order to fix something destroyed by Slag, the appropriate spell must be Unlearned when it is cast. A character who wishes to Unlearn a spell in this manner may do so at any point during one of our events, as long as they have not learned a spell yet (and if they do Unlearn, then they may not learn any spells for the remainder of the event).
While Slag is magical, it is too powerful for Resist Magic to block.
Spells that dilute their effects and separate them from the time of casting cannot be used in response to Slag. As a result, Mystic Forge, Circle of Healing, Cry of Life, and Potions will not work.
In particular:
If Slag strikes an item, including a weapon or shield, Unlearning Repair Item is necessary to fix it.
Bows and Implements cannot be repaired in the normal 200 seconds, and behave as other items.
If Slag strikes a Magic Item, Reforge must be unlearned to repair it.
If Slag strikes an armor location, Repair Armor or Repair Item must be unlearned.
If an item has Protect Item on it, then the Protect Item is spent and the item is broken, but only normally. It may be repaired with a single casting of Repair Item (or Reforge if it is a Magic Item).
If a character calls Armored Cloak to Slag, they must Unlearn Armored Cloak, but doing so will block the blow entirely.
If a character calls Merge to Slag, they must unlearn Merge, but doing so will block the blow entirely.
If a character calls Resist Death to Slag, Slag is negated but the blow itself is not (and so is normally taken as a standard weapon blow).
If Slag draws blood from a character, they are dead and soulless. Call the Soul must be Unlearned to repair the soullessness, and a resurrection spell (such as Raise Dead or Seed of Life) must be Unlearned to restore them to life. At later events, the character's soul may be called and they may be raised normally.
If one or more Slagged characters are raised with Group Healing, it also must be Unlearned.
If Slag draws blood from a character under the effects of Embrace Death, they are dead and soulless, and any normal method to raise them will function but will require the spell being cast to be Unlearned.
The call of "Knight" fully protects against Slag, as per usual.
Finally, if you are hit by 4 blows of Slag while already dead due to Slag, your body and everything on it vanishes. See a marshal.
Please trust our staff.