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.