HEROFEST LARP
Magic Spells
Herofest LARP is primarily about everyone having fun and we want to ensure that this is possible for everyone.
Spell Casting
All Magic Spells requires 10 words of vocals and a free hand to cast from. The vocals may be of your own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. They must include the type of magic you are casting, and end with the name of the Spell.
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.
The Wizard skills allow you to resist 3 Magic Spells per day.
You can select a skill in the same type of magic as many times as you like. 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 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 Sp
ells
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: For the next 15 minutes target blunt weapon blows deal a MAGIC hit as well as the blow to that body part
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). Can be stacked (cast on a target multiple times). Does not absorb Magic and Power blows the way armour does.
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 Sp
ells
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 bladed weapon with living fire
Effect: For the next 15 minutes target blade weapon blows deal a MAGIC hit as well as the blow to that body part
Burning Blade
Range: Touch
Description: Enhancing the flame in a bladed 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 bladed weapon to burn all it touches
Effect: For the rest of the day target blade weapon blows deal a MAGIC hit as well as the blow to that body part
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: For the next 15 minutes target weapon blows deal a MAGIC hit as well as the blow to that body part. This can target any weapon.
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.