Lyre Ability Calls — A–Z
If you hear a call you don’t recognize, say “Clarify.”
Agony
- Lasts 10 seconds.
- Roleplay extreme pain (stumble, clutch, cry out, etc.).
- No offensive actions (no attacks or abilities).
- Defensive actions allowed (block, parry, dodge).
Avoidance
- Maintain at least 5 feet from the caster.
- No aggressive actions toward the caster.
- Ends immediately if the caster takes aggressive action toward you.
Charm
- Treat caster as a trusted friend.
- Help them, protect if attacked, provide useful info.
- Not required to join hostile actions they initiate.
Confuse
- You do not recognize anyone.
- Roleplay confusion (scared, angry, paranoid, etc.).
- If combat starts, you may cut through anyone to escape.
Curse
- Your spirit count becomes 5 minutes.
- Lasts until removed by an appropriate effect.
Death
- Skip unconscious and bleed-out phases.
- Immediately begin your spirit count.
- Extremely rare; typically story-driven.
Destroy
- Struck weapon or shield becomes unusable.
- Must be repaired before use.
Dislodge
- Requires a two-handed weapon.
- When you strike a shield, the target must drop it immediately.
Dispel
- Cancels Destruction, Evocation, and Control spells on target.
- Removes negative arcane effects (e.g., Root, Charm).
- Disables all magical items on target until Refresh.
Dodge
- You must be facing the attacker.
- Negates a single incoming attack.
- Represents an evasive step or slip.
Dominate
- Your will is completely broken.
- You must obey all commands from the caster.
- No resisting or loopholing the orders.
Fear
- Immediately flee from the caster.
- Ends after 10 seconds out of line of sight or if you take damage.
Greater
- Augment attached to another skill.
- That skill cannot be Dodged, Parried, or Resisted.
Hurl
- You are knocked back 5 large steps.
- If you cannot complete the steps (pinned), you are stunned for X seconds (X = missed steps).
Immune
- The attack has no effect on you.
- Call “Immune.”
Intervene
- You take the damage/effect intended for your chosen ally.
- The aggressor’s attack is applied to you instead.
Knockout
- You are unconscious for 5 minutes.
- Awaken early if you take damage.
- Awaken early if someone does more than a basic search/loot on you.
Lethal
- If struck and dropped, bypass unconscious and bleed-out.
- Immediately begin your spirit count.
Maim
- Must strike a limb (arm or leg).
- That limb becomes unusable until fixed.
- If a leg is maimed, drop to one knee and cannot move without assistance.
Malady
- You cannot be healed or cleansed.
- Represents disease; lasts 1 hour.
Obliterate Mind
- You permanently forget the last 15 minutes.
- These memories cannot be restored by any means.
Paralyze
- You cannot move or speak.
- You are considered helpless.
Parry
- Negates a melee strike to your limbs.
- You must be facing the attacker and holding a weapon.
Peace
- You may take no aggressive actions.
- Taking damage immediately ends the effect.
Pierce
- Augment attached to another skill.
- That attack bypasses all magical armors.
Recoil
- The aggressor suffers the effect instead of the target.
Reduce
- Reduces damage of the incoming attack to 1.
Reflect
- Both the aggressor and the defender suffer the effect.
Resist
- The attack has no immediate effect.
- Effect may still apply later (e.g., delayed poison).
Resurrect / Revive
- Returns a recently deceased spirit to life.
- Restores with 1 Vitality and 0 Energy.
- Requires the spirit to be present and at least one belonging of the spirit.
Reveal
- Called while searching a person or container.
- Cancels Conceal, revealing hidden items/effects.
Root
- One leg is pinned to the ground.
- You cannot move that leg for the duration.
Sever Soul
- You cannot be healed, resurrected, or cleansed of status effects.
- Permanent until your soul is restored by specific means.
Silence
- Must strike the torso to apply.
- You cannot speak or cast spells until removed.
Slow
- Must strike the legs to apply.
- You may only move at a slow walking pace.
- You cannot carry another person while slowed.
Stun
- You are motionless for 10 seconds.
- Any damage taken ends the effect immediately.
Terror
- You cower in fear for 1 minute.
- You cannot move, speak, or attack.
- If the caster damages you, the effect ends immediately.
Trauma
- Must strike the torso to apply.
- You are Silenced and Slowed.
- If reduced to 0 Vitality while under Trauma, immediately begin spirit count.
Weakness
- You cannot run or use abilities until Refresh.
- Any maintained buffs you have are considered dispelled.