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larp:magic:spell-list

Spell List

How Spells are Cast

Spells are cast by:

  1. Saying the spell descriptor, which is the name of the spell and a description of its effects and duration.
  2. Doing one of the following:
    • Throwing a spell packet at the target or target location.
    • Touching the (willing) target with a spell packet.
    • Touching the (willing or unwilling) target with a wand or staff.
    • Saying “By my voice…” for an area of effect (AoE) spell surrounding the caster.
    • Saying “Mass…” for a mass spell that affects everyone in the scene.

Spell Effects

Unless otherwise specified,

  • Spells that negate or cancel other spell effects cause the original spell to cease, at which point both spells end.
  • Spells that affect the behavior of another creature last for 1 minute unless otherwise specified, or until negated.
  • The effects of damage or healing spells are immediate, at which point the spell ends but the damage or healing remains.

Ideas:

  • mirage (illusion) (how would this work?)
  • delayed action
  • thorns (like D&D ranger spell)
  • summon angel (i.e., not undead)
  • mana limit
  • teleport (self)
  • teleport item
  • portal
  • increase gravity (on an item)
  • repel/forced movement

Level 1 Spells

Level 1 spells cost 1 mana point each and are cast by saying the descriptor and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Endow damage type
Adds a type of damage (lightning, fire, acid, ice) to the next attack.
Range: touch
Fumble Object
Target almost drops object and is unable to use it for 5 seconds. If object is ambiguous (e.g., “fumble weapon” for someone wielding multiple weapons, the target chooses which weapon to fumble.)
Missile 1
A magic missile strikes the target and does one point of damage to the area of the body that the spell packet hits. Can also be used to reactivate one point of magical damage for a weapon that has been damaged and physically repaired. Blocked by: shield
Shield
Negates one magic missile (up to 2 points) or the next two points of damage. (Can be 2 points off a single multi-point attack, or two separate one-point attacks.) Can also be used to reactivate one point of magical protection for a shield or piece of armor that has been damaged and physically repaired.
Range: touch
Wound 1
Causes one point of damage to the region struck by the spell packet.
Heal 1
[touch] Cures one point of damage. If the recipient is unconscious, the cure is applied to the torso and the person regains consciousness. If the recipient is conscious, the recipient decides which parts of the body receive the healing.
Stabilize
Stabilizes an unconscious, dying person. Can be done at range using a spell packet.
Encode person
Encodes a conversation between the spellcaster and person so that no one else can understand it. Note that other characters will hear that a conversation is taking place but will not be able to understand it.
Duration: 1 minute
Range: touch; may be refused
Negated by: confuse languages cast on either party.

Level 2 Spells

Level 2 spells cost 2 mana points each and are cast by saying “2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Detect Magic
Makes the caster aware of the existence of any spells currently in effect or magic items within line of sight. If the target is within one fall radius, the caster learns the type of spell (protection, damage, charm/control, etc.), but not the specific spell.
Duration: 1 minute
Detect Invisible
Recipient can see any character wearing a headband that signifies invisibility.
Duration: 1 minute
Lightning / Acid / Fire / Ice 1
Does one point of damage of the type indicated.
Pin
Target must keep one foot in place until the spell ends.
Duration: 30 seconds
Repel
Wound 2
Heal 2
Missile 2
Turn or Control Undead
Command
Give a one-word command, which the target must spend up to 1 minute attempting to obey. If the command is unclear (such as “kill” (kill whom?) or “suicide” (what about it?), the target instead spends 1 minute being confused. The spell ends if the target is attacked.
Suggestion
Give a one-sentence (5 second maximum) suggestion, which the target must spend up to 1 minute attempting to carry out. The suggestion may not be completely contrary to the character's alignment, personality or goals. (If so, the target must attempt to do something as close to the suggestion as they can that fits within their alignment/personality/goals.) The spell ends if the target is attacked.
Comprehend Languages
The recipient is able to comprehend any language that the player is able to hear (except for the encode spell) for the duration of the spell. Also negates the effects of the confuse languages spell.
Duration: 1 minute
Range: touch; may be refused
Blocked/negated by: confuse languages or dispel magic
Confuse Languages
The recipient is unable to understand any spoken language for the duration of the spell. Also negates the effects of a comprehend languages spell.
Duration: 1 minute
Range: touch
Blocked/Negated by: comprehend languages

Level 3 Spells

Level 3 spells cost 3 mana points each and are cast by saying “3…2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Lightning / Acid / Fire / Ice 2
Shatter
Cure / Cause Disease
Weaken / Remove Weakness
Charm Animal
Slow
Target performs all physical actions (including talking) in slow motion (approximately half speed; roleplay accordingly) for the duration of the spell.
Duration: 1 minute
Negated by: dispel magic
Telepathy
Like encode except that the communication is silent, which means other characters are unaware that a conversation is taking place.
Duration: 1 minute
Deafen
Target is unable to hear any sound for the duration of the spell.
Duration: 30 seconds
Negated by: dispel magic

Level 4 Spells

Level 4 spells cost 4 mana points each and are cast by saying “4…3…2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Awaken
Awakens recipient from a waylay, sleep (magical or otherwise) or charm. It will not restore consciousness to someone who is wounded.
Bind
Binds victims arms to their sides. Victim may still talk freely or run away, but may not perform any actions involving the arms, including use of weapons, shield, spellcasting, first aid or stabilizing.
Blocked/negated by: release or dispel magic.
Duration: 1 minute
Calm
Makes target non-aggressive.
Negates: fear spell, the fighter taunt ability or the barbarian rage ability
Blocked/negated by: awaken, resist charm or dispel magic
Duration: 1 minute
Lightning / Acid / Fire / Ice 3
Wound 3
Heal 3
Fear
Target is having a panic attack, triggered by the caster. Target must jog or run directly away from the caster and their allies until the spell ends.
Duration: 30 seconds; negated by calm.
Repair Object
Physically restores object to its original, functional state. Can be used on any object that is small enough that the caster could hold it up if it were detached. This spell does not reactivate magic properties that were lost through damage.
Invisibility
Recipient is invisible (as signified by a headband) of the appropriate color) and cannot be seen by other characters.
Duration: 1 minute
Range: touch
No effect on: anyone who has detect invisible cast on them.
Negated by: dispel magic
Move Silently
Recipient makes no sound due to movement (as signified by a headband) of the appropriate color). Note that talking or other sounds intentionally made by the recipient are still audible.
Duration: 1 minute
Range: touch
Negated by: dispel magic

Level 5 Spells

Level 5 spells cost 5 mana points each and are cast by saying “5…4…3…2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Unless otherwise specified, the Area of Effect (AOE) for any AOE spell is assumed to be one fall radius (approximately the height of the player; literally the distance on the ground where the player might land if they were prone with their feet where they are standing).

Web (AOE)
Characters within the area of effect are pinned for 15 seconds, then must move at half speed (as if under a slow spell) until they are out of the area of effect.
Duration: 1 minute
Negated by: release
Thorns (AOE)
Characters within the area of effect must either remain in place (both legs pinned) or move at half speed (as if under a slow spell) and take 1 point of damage to either leg (player's choice) for any 5-second period during which the player takes one or more slow steps until they are out of the area of effect.
Duration: 1 minute
Negated by: release
Fireball (AOE)
Release
Releases someone from the effects of a pin, bind, web, confine or paralyze spell or from a stun effect.
Silence (AOE)
Characters in the area of effect do not hear any sound for the duration of the spell.
Duration: 30 seconds
Sleep (AOE)
Characters in the area of effect are asleep (lie on the ground or sit/stand with a hand in front of their face) until the spell ends or they are magically awakened.
Duration: 5 minutes
Negated by: awaken or dispel magic
Healing Circle (AOE)
All creatures (friend or foe) who spend at least 5 seconds in the circle are healed up to 3 points.
Duration: concentration, up to 1 minute AOE: 2 × fall radius

Level 6 Spells

Level 6 spells cost 6 mana points each and are cast by saying “6…5…4…3…2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

See Invisibile
Charm
Makes victim believe that the caster is their best friend in the whole world. Victim will not do anything against their nature (such as attack their own party, who are also their friends), but will otherwise help and defend the caster and be swayed by the caster's suggestions. Blocked by resist charm. Negated by awaken or dispel magic.
Duration: 5 minutes
Curse / Remove Curse
Dispel Magic
Paralyze
Reflect Spell

Level 7 Spells

Level 7 spells cost 7 mana points each and are cast by saying “7…6…5…4…3…2…1…descriptor” (taking approximately 1 second per count) and either throwing a spell packet or touching the intended victim/recipient as appropriate.

Kill / Resurrect
Ward
Enchant Weapon
Enchant Armor
larp/magic/spell-list.txt · Last modified: 2022/03/19 22:21 by biglerj