Callwords are the words one uses to inform those around how to react to the use of an ability, spell, power, or miracle. The following is a complete list of callwords used in Isles of the Forgotten King. Some callwords are meant to be used with others but have been separated for ease of understanding of what each part of the callword means.
[#] [Element]: A number followed by an element type or metal means the person being struck should take the number of wounds to the location in which they were hit.
[#] [Element] Inflict: A number followed by an element type means the person being struck should take the number of aggravated wounds to the location in which they were hit. This also means the wounds are more painful and the damage should match the element that was thrown.
[#] Feet: When a number followed by feet is added before another call one within that radius from the caster should take the effect.
Backlash: Backlash means the spell one just threw at the caster has now rebounded back on the person who initially threw it.
[#] Banish [X]: A number followed by Banish then a type of being means that the kind of being called should take the number in wounds and move back ten feet from the caster. If the caster is in a room, the being should leave that room.
Banish [X]: Banish followed by a type of being means that the kind of being called should move back ten feet from the caster. Of the caster is in a room the being should leave that room.
Blind: Blind means that the target of this spell or ability has been blinded. They can not see.
Calm: Calm means that the target of this spell or ability is calmed. This call with negate many kinds of the Rage ability, but not all.
Charm: The target of this call will trust the caster as if they are an old and trusted friend. This does not implant memories of friendship, it just makes the caster seem like someone the target can really trust.
Command: The caster of command can give one simple order to the target. This ability only works within reason. A character can’t get the target to directly harm themselves or anyone they care about.
Deflect: The caster of this call has somehow magically avoided wounds inflicted on them.
Disarm: Disarm means one must drop whatever is in the hand or arm that was targeted with this call. If one is not hit in a hand or arm, they can decide which hand has been disarmed.
Dispel: Caster of Dispel ends target moderate spell or has magically avoided target moderate spell.
Dispel All: Caster of Dispel All ends all spells on target or magically avoids one target complex spell.
Dodge: Dodge negates any attack that must physically strike the player. This includes spell packets.
Drain [#]: Drain followed by a number means the train is drained of that much wind. The average non-mage has 3 wind and when they should pass out when drained completely. A mage usually has more than 3 wind, but do not have to pass out when they are drained completely.
Dull: Any edged weapon target of this call has in their hand(s) becomes useless until the weapon is sharpened.
Siege: Breaks all armor and does 1 wound and cuts bleed time in half when stuck in the body. Breaks weapons and shields when the item is stuck.
Entangle: Target cannot move feet until freed. They may take 5 minutes to free themselves.
Fester: Target takes a wound that needs specialized healing.
Force: Breaks all armor and does 1 wound when the character is wearing armor. Unarmored characters struck for a body wound cuts bleed time in half. Breaks weapons and shields when the item is hit.
Free: Frees target from any one source binding. This includes spells, as well as physical chains.
Freeze: Target is completely frozen in place, they cannot move any part of their body.
Full Pierce: This strike goes through all magical protections, but does nothing against physical protections.
Game Start: Players may return to the game as usual.
Game Stop: Everyone within earshot should stop everything they are doing, and listen to further instructions.
Incite [Emotion]: Incite followed by an emotion inspires that emotion in the target.
Line of Sight: Line of Sight followed by other callwords means that whoever the caster is pointing at is struck with the call. If one cannot tell who the caster is pointing at the spell is negated.
Line of Sound: Line of Sound followed by other callwords means that whoever can hear the caster’s voice is affected by the call. If one cannot fully understand the call, it is negated.
Parry: Defender uses blade or shield to move strike away. This does not work against spells.
Pierce: This call takes away two magical protections in one strike. If there is only one magical protection in place, it will damage the body as well, but not physical armor.
Pin: Target must fall to their knees until they can spend 5 minutes unpinning themselves or is helped.
Pull [#] Steps: Pull followed by a number and then steps means the target is pulled that many steps towards the caster.
Push [#] Steps: Push followed by a number and then steps means the target is pushed that many steps away from the caster.
Rage: Target is sent into a bloodthirsty rage and must attack the first person they see. Unlike the ability by the same name, they do not get any exclusive benefits from this state.
Resist: Target negates one effect of a magical origin.
Rust: Metal objects hit by this call becomes utterly useless until repaired.
Sanctuary: No wounds or harmful effects can take place within 5 ft of the caster.
Silence: Target is silenced and cannot speak or make any kinds of sounds.
Slay: Instantly kills the target. Physical protection such as armor or shields may protect against this call.
Sleep: Puts target to sleep instantly.
Slow: Target must move at 1/2 speed.
Spell Parry: Defender uses blade or shield to move spell away. This does not work against physical attacks.
Suggest: Target believes one statement made by the caster. This only works within reason, things that are easily proven wrong do not have to be accepted.
Trip: Target must fall to the ground before getting back on their feet.
Waylay: The waylay effect only takes place if the caster is outside of the targets line of vision and they strike the target with a weapon in the back. This is to simulate being knocked in the head. If the target has no protection they are knocked out for five minutes or until someone wakes them. If the target is wearing a helmet they are only knocked to the ground and may immediately get back on their feet.