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Spells

THIS IS STILL VERY MUCH A WORK IN PROGRESS!!! 

Within the game, there are a number of spells of various types and levels. The full list of known spells is below.
Spell vocals have been made intentionally clear as to their effect so that players should not need to memorise the entire list to know how to react to a spell that is thrown at them.

Types of Spell
(S) Self: Only affects yourself
(O) Other: Targets another person or creature
(T) Touch: Requires you to touch the target, or hold your hand within a few inches of them.
(R) Ranged: Can be cast up to 10/30ft away, as specified

(M) Mass: Affects those within a 10ft radius of you
(C) Chant: Requires you to continue to slowly chant the spell to maintain it, and cast no other magic while doing so. The chant stops if you are muted or take damage.

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BASIC SPELLS
These spells can be cast once per ten seconds per spell. All magic users can use these spells.

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- Heal (S, O, T)

     Returns one hit point to the character. It cannot heal a Mortal Wound.

- Blast (O, R)

     Strikes a target at range for a point of damage.

- Light (S, T)

     Creates a magical light source in your hand  

- Counter (S)

     Blocks a Basic Spell effect

 


ADVANCED OFFENSIVE SPELLS

These spells can be cast once per minute per spell. The subject required is written in brackets.

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- Ice Blast (Duelling) (O, R)

     Strikes a target within a 30ft range for a point of Ice damage

- Fire Blast (Duelling) (O, R)

     Strikes a target within a 30ft range for a point of Fire damage

- Magic Blast (All Classes) (O, R)
     Strikes a target within a 30ft range for a point of Magic damage

- Blind (Duelling) (O, R)

     Causes a target within a 30ft range to go blind for ten seconds

- Disarm (Duelling) (O, R)

     Causes a target within a 30ft range to drop an item they are holding

- Shatter (Duelling) (O, R)

     Causes an item a target within a 30ft range is holding to shatter

- Knockback (Duelling) (O, R)

     Causes a target within a 30ft range to be knocked back five paces

- Entangle (Duelling) (O, R)

     The target within a 30ft range is entangled by vines around their legs and cannot move their lower body for ten seconds

- Confusion (All Classes) (O, R)
     Causes a target within a 30ft range to become confused for ten seconds or until struck

- Distract (All Classes) (O, R)

     Causes a target within a 30ft range to become distracted by what is behind them for ten seconds or until struck.

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ADVANCED DEFENSIVE SPELLS
These spells can be cast once per minute per spell. The subject required is written in brackets.

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- Shield (Banishment) (S)

     Blocks an advanced-level spell effect 

- Seal Mortal Wound (Healing) (O, T)

     Removes a mortal wound from a target

- Repel (Banishment) (O, R)

     Causes a target to be unable to approach within five paces of you for ten seconds

- Calm (Healing) (O, T)

     Removes the Fear effect from a target

- Repair (Healing) (O, T)

     Restores an item that has been shattered
- Remove Blindness (Banishment, Healing) (O, T)
     Allows you to remove the Blinded spell effect from a target

- Remove Confusion (Banishment, Healing) (O, T)

     Allows you to remove the Confusion spell effect from a target

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ADVANCED PERCEPTION/MANIPULATION/KNOWLEDGE SPELLS

These spells can be cast once per minute per spell. The subject required is written in brackets.

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- Attune Item (All Classes) (S, O, T) 

     Attunes a magical item to an individual. All items can only be attuned once per day.

- Comprehend <Language> (All Classes) (S, T)

     Can help you understand an unknown language, if you can at least identify what language it is

- Unlock (All Classes) (O, T)

     Can unlock a mundane lock, or basic magical locks

- Dispel Illusion (Banishment) (R)

     Will disrupt an illusion on a target, object or area within 10ft radius of you

- Detect Effects (Healing) (O, T) 

     Can detect if there is a magical effect on an individual, but will not tell you what the effect is.

- Attract (Duelling) (O, R)

     Encourages a sentient being within 30ft to come towards you

- Detect <Creature> (Beastology) (O, R)

     Can detect a creature of that type within 30ft of you

- Calm <creature name> (Beastology) (O, T)

     Causes a known creature to calm if aggressive, so long as no sudden movements are made around it and the caster maintains concentration. Does not work on magic users

- Extract Essentia (Potion Making)

     You can extract the magical elements from within a creature, object or other.

- Detect Magi (Divination) (O, R)

     Detects magic users within thirty feet radius of the caster

- Identify Magic (Divination) (T)

     Allows you to discern details about a magical item


MASTER OFFENSIVE SPELLS

These spells can be cast once per ten minutes per spell. The subject required is written in brackets.

 

- Paralysis (All Classes) (O, R)

     The target within a 30ft range is frozen in place and cannot move for one minute

- Stun (Duelling) (O, R)

     The target within a 30ft range is blind and deaf for ten seconds

- Mute (Duelling) (O, R)

     The target within a 30ft range is unable to speak for ten seconds

- Mass Knockback (Duelling) (O, M)

     All targets within ten feet of you are knocked back five paces

- Mass Strikedown (Duelling) (O, M)

     All targets within ten feet of you are knocked to the floor

- Enchanted Weapon (Duelling) (S)

     A mundane weapon in your hands now strikes for Magic damage for one minute

- Fire Weapon (Duelling) (S)

     A mundane weapon in your hands now strikes for Fire damage for one minute

- Ice Weapon (Duelling) (S)

     A mundane weapon in your hands now strikes for Ice damage for one minute

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MASTER DEFENSIVE SPELLS

These spells can be cast once per ten minutes per spell. The subject required is written in brackets.

 

- Reflect <Spell Name> <Target> (Banishment) (O, R)

    Reflects a spell back onto it's caster if they are within 30ft. You cannot Reflect a Reflected spell or a Mass spell.

- Protection (Banishment) (S)

     Blocks a Master level spell

- Armoured Aura (Banishment) (S,C)

     Protects you from mundane physical harm so long as the spell is maintained.

- Shielding Aura (Banishment) (S,C)

     Protects you from all ranged and mass effects so long as the spell is maintained.

- Sleep (Healing) (O, T)

     Causes the target to fall a sleep for at least one minute

- Total Heal (Healing) (O, T)

     Removes mortal wounds and fully restores hit points

- Mass Heal (Healing) (O, M)
     Returns 1HP to all targets within a 10ft radius

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MASTER PERCEPTION/MANIPULATION/KNOWLEDGE SPELLS

These spells can be cast once per ten minutes per spell. The subject required is written in brackets.

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- Break Lock (All Classes) (T)

     Can break through complex magical locks

- Invisibility (All Classes) (S)

     Can turn invisible to the naked eye for one minute. You cannot cast spells or use magic items.

- Conceal (All Classes) (T)

     You are able to magically conceal small items, making it almost impossible for them to be found.

- Decompose Body (All Classes) (O, T)

     Causes a dead body to quickly decompose

- Dispel Invisibility (Banishment) (O, R)
     You can reveal anyone who is invisible within thirty feet of you     

- Reveal (Banishment) (O, T)

     You can remove concealment charms from a person, making any magically concealed objects visible.

- Protective Circle (Banishment) (S)

     Creates a bubble around you that a chosen creature or blood type may not cross so long as the spell is active. The caster is unable to move from that location or cast other spells.

- Learn Creature (Beastology) (O, T)

     Allows you to learn new information about an creature by touching it. Does not work on magic-users.

- Detect Magical Activity (Divination) (R)

     Detects if any magic has been cast on/with an object, area or by a person in the last 24 hours

- Advanced Identify Magic (Divination) (T)

    A more advanced form of Identify Magic which gleans more precise results on complex items

- Final Words (Divination) (O, T)

     Before a person's essence moves on, you hold back their 'soul' to enable them to speak their final words.

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© 2019 by Kelly Poole of LEGENDARY LARP, created with Wix

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