HEROFEST LARP
Magic Spells &
Power Invocations
Herofest LARP is primarily about everyone having fun and we want to ensure that this is possible for everyone.
Spell Casting
All spells / invocations requires 10 words of vocals. These may be of your own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled.
There are no spell cards in use at Herofest, so you must keep track of your own spell usage.
Each spell may be cast 3 times a day.
For Caster level 1 – When taking the skill, pick 2 of the 3 spells in the colour or sphere you have chosen at that level.
For Caster level 2 – When taking the skill, pick 1 of the 2 spells in the colour or sphere you have chosen at that level.
The Wizard and High Priest skills allow you to resist 3 spells of the colour or sphere you have chosen per day.
If you select the caster level 1 skill in the same colour or sphere for a second time, you may either choose to gain an additional 3 per day of the 2 spells you have originally chosen (to a total of 6 per day each), or you may pick up the third spell or invocation for 3 uses, and one of your existing spell choices for an additional 3 per day.
Magic
Magic, is split into the 6 types
Also known as Black Magic
Level 1 Spells
Dark Bolt
Range: 20 Feet
Description: You summon a sliver of pure darkness to hurl at your foes
Effect: 1 magic blow to the chest
Weakness
Range: 20 Feet
Description: Using the power of darkness, you strip the strength from your enemy
Effect: Target cannot fight, cast, or drink potions for 1 minute
Blindness
Range: 20 Feet
Description: You conjure darkness to cloud their vision
Effect: Target cannot see and must keep eyes closed or covered for 1 minute
Level 2 Spells
Dark Shield
Range: Self
Description: You shift your body partially into the plane of darkness to protect from the weapons of your foes
Effect: Immune to physical blows for 1 minute. Cannot strike others nor block for others. Can only cast black magic during this time. Power and magic hits work as normal.
Greater Dark Bolt
Range: 20 Feet
Description: You summon forth a roiling ball of darkness to strike down your enemy
Effect: 2 magic blows to the chest of a single target
Elements of the light and cold
Level 1 Spells
FREEZE
Range: 20 Feet
Description: You summon forth the cold to encase your foe in ice
Effect: Target cannot move for 10 seconds or until struck
Weapon of Ice
Range: Touch
Description: You coat the weapon in a shimmering energy to grant it magical properties
Effect: Enchants a blunt weapon to do Magic blows for 15 minutes
FUMBLE
Range: 20 Feet
Description: You coat your enemies weapon in ice as it slips from their grasp
Effect: Target must drop whatever weapon they are holding. Cannot be recovered until it has fully hit the ground and come to a rest
Level 2 Spells
CLEAR SIGHT
Range: Touch
Description: The magic of light shines from your eyes
Effect: Target is immune to any form of blindness for the next 15 minutes
Mass Fumble
Range: 20 Feet, 90 Degree cone as indicated by arms
Description: A wave of cold spreads forth effecting all weapons in its path
Effect: Everyone in the cone is affected by the fumble spell
Also known as Blue and Yellow Magics
Level 1 Spells
MEND
Range: 20 Feet
Description: You call forth tiny elementals of air to repair the item
Effect: Instantly mend a warped Shield, bow or crossbow
REPULSION
Range: 20 Feet
Description: You summon forth a powerful blast of wind to drive your enemy back
Effect: Target is pushed 20ft backwards away from caster and held back for 5 secs
Lightning Bolt
Range: 20 Feet
Description: Crackling electricity arks from your fingertips to strike your target
Effect:1 magic blow to chest
Level 2 Spells
SHIELD OF AIR
Range: Touch
Description: You summon swirling winds to protect you from the missiles of your foes
Effect: Target is protected from the next 5 ranged attacks (including bolts)
Chain Lightning
Range: 20 Feet
Description: You summon powerful lightning and control its path as it jumps from one target to another
Effect: Fires a Lightning bolt at the target then can immediately fire another bolt at a separate target in range (the energy for both bolts is provided by this spell)
Also known as Brown and Grey Magics
Level 1 Spells
WELD
Range: 20 Feet
Description: You command the very earth itself to rise up and hold your enemies feet
Effect: Targets feet are stuck in place for 1 minute. May pull out or be pulled out by someone with strength.
Endurance
Range: Touch
Description: You imbue your target with the durability of earth and steel
Effect: Absorbs the next blow on the target (regardless of location)
Strength
Range: Touch
Description: You imbue your target with the strength of steel
Effect: Target gains strength for 15 mins
Level 2 Spells
Weapon Proficiency
Range: Touch
Description: You bind the knowledge of steel and its use within the recipient
Effect: The target gains proficiency with specified weapon type for 4 hours (does not allow dual wielding)
ENTRAPMENT
Range: 20 Feet
Description: You soften the ground beneath your targets feet then solidify it as they sink
Effect: Target pulled up to knees In ground (kneeling) for 1 min. The Strength skill or spell is not sufficient to pull out.
Also known as Red Magic
Level 1 Spells
FIRE BOLT
Range: 20 Feet
Description: You conjure a mote of flame to hurl at your foes
Effect: 1 magic blow to the chest
FLAME BLADE
Range: Touch
Description: You imbue a weapon with living fire
Effect: Bladed weapon does magic blows for 15 mins
Burning Blade
Range: Touch
Description: Enhancing the flame in a weapon to let it burn brighter and longer
Effect: When cast on a weapon affected by Flame Blade it extends the duration to 4 hours
Level 2 Spells
Greater Firebolt
Range: 20 Feet
Description: You summon a raging inferno in your hand to incinerate your enemy
Effect: 2 magic blows to the chest
Greater Flame Blade
Range: Touch
Description: Binding an elemental of fire into a weapon to burn all it touches
Effect: Enchants a weapon to magic blows. Duration is the whole of the remaining day
Also known as Green Magic
Level 1 Spells
SLOW
Range: 20 Feet
Description: You summon forth water to coat your enemy and slow its speed to a crawl
Effect: Target moves, talks and fights at half speed for 1 min
Warp Wood
Range: 20 Feet
Description: You conjure water inside the wood itself to twist and break it
Effect: Renders any shield, bow, or crossbow unusable for 15 minutes
Identify
Range: Self
Description: You summon forth undines of water to seek their knowledge
Effect: The caster performs a 5 minute casting ceremony (roleplay is strongly encouraged) to determine the magical properties of any item (answers and feedback will be imparted by the crew)
Level 2 Spells
Enchant Weapon
Range: Touch
Description: You imbue a weapon with the essence of water
Effect: Can make any weapon do magic blows for 15 mins
Dispel Magic
Range: 20 Feet
Description: You utilise your knowledge of magic to unravel the spells of others
Effect: Any spells affecting the target (including any weapon the target holds) immediately end.
Power
Power is split into the 4 Spheres of Power
Level 1 Invocations
POWER HAMMER
Range: 20 Feet
Description: You call upon a spiritual weapon of power to hurl at your foe
Effect: 1 power blow to the chest
WARD
Range: Touch
Description: You call upon the sphere of balance to raise a protective wall around you
Effect: Whilst casting this invocation, the caster lays out a circle of rope of no more than 3 feet diameter, which they will be inside of. Whilst they stay inside the ward, nothing (object / spell / creature) may pass through the ward, in either direction. Leaving the Ward ends it.
POWER WEAPON
Range: Touch
Description: You imbue a weapon with spiritual energy
Effect: Target blunt weapon does POWER for 15 mins
Level 2 Invocations
Spiritual Balance
Range: Self
Description: You embody the essence of balance within yourself
Effect: Immune to life and death power for 15 mins
Greater Power Weapon
Range: Touch
Description: Empowering a weapon with even greater spiritual energy
Effect: Weapon touched does POWER damage for the next 4 hours
Level 1 Invocations
CAUSE MORTAL
Range: Touch with Weapon
Description: You imbue your weapon with powerful necrotic energy
Effect: Next blow struck causes the recipient to receive a Mortal Wound as well as the blow to that body part. Once cast, you have 10 seconds to strike
FEAR
Range: 20 Feet
Description: You summon visions of death to strike fear into your foes
Effect: Target runs in fear from the sight or sound of you for 60 seconds
POWER WEAPON
Range: Touch
Description: You imbue a weapon with spiritual energy
Effect: Target blunt weapon does POWER for 15 mins
Level 2 Invocations
CLOAK OF USHAZ
Range: Self
Description: You cover yourself in a cloak of necrotic power
Effect: You are immune to Power Hammers for the next 15 minutes
Mace of Woe
Range: Touch
Description: You empower a weapon with greater spiritual energy
Effect: Target blunt weapon does POWER damage for the remainder of the day
Level 1 Invocations
CURE MORTAL
Range: Touch
Description: You summon forth the power of life to halt the impeding grasp of death
Effect: Cures a Mortal Wound upon the target. Does not cure any injuries the target may have
REMOVE FEAR
Range: 20 Feet
Description: The power of the life sphere imbues them with courage and wipes away fear
Effect: Ends any fear effect (e.g. the death invocation Fear) on the target
POWER WEAPON
Range: Touch
Description: You imbue a weapon with spiritual energy
Effect: Target blunt weapon does POWER for 15 mins
Level 2 Invocations
PROTECTION FROM DISEASE
Range: Touch
Description: You call upon life itself to protect them from virulent and deadly diseases
Effect: Target is protected from any form of disease and cleansed of disease for the next 15 mins
Heal
Range: Touch
Description: The full power of life flows through their body as you renew them entirely
Effect: Cures any Mortal Wound as well as instantly healing any injured limbs including body and head to full
Level 1 Invocations
GOODBERRY
Range: Touch
Description: You conjure forth a small berry filled with the restorative power of nature
Effect: Cures all Non-Mortal Wounds on the target
ENTANGLE
Range: 20 Feet
Description: You call upon nature itself to grasp at your foes
Effect: This invocation causes the Target’s feet to be held down to the floor for 1 minute, by plants. If the target has Strength, they may pull out of the Entangle by role playing pulling their feet free. Jumping in the air does not stop this spell working
Shillelagh
Range: Touch
Description: You imbue a weapon with natures energy
Effect: Target wooden weapon (including bows/crossbows) does POWER damage for the next 15mins
Level 2 Invocations
NEUTRALIZE POISON
Range: Touch
Description: You call upon nature to purify this body
Effect: This invocation cleanses one type of poison from the target. If the target is suffering form 2 different types of poison, only one will be neutralized.
Absorb Elements
Range: Touch
Description: You embody nature itself to protect you from its wildest extremes
Effect: Target automatically resists the first offensive spell from earth, air, fire or water magic (first overall not one of each). The invocations lasts until used or the day ends