Arcane Magic

COMMON MECHANICS

Regardless of if you roleplay that your magic is Arcane, or granted by a patron, it will have to follow the same general rules:

  • Performers must be able to focus calmly to perform any spell. They cannot be performed while doing other activities like walking.

  • Hands must be unhindered & free (no carrying items besides spellbook and components, hands may not be bound)

  • Any interrupted spell fails, but the energy is not spent. The performer can repeat the attempt.

  • When performing magic, the performer must describe any effects and limitations in character, either as part of the casting, or afterward if the result will not be obvious. (ex: shielding a warrior before battle requires description of the effects while creating light should be obvious.)

  • Components need to suit the style of spell or being performed based on your RP.  Some examples; a shamanistic performer may use bones or rattles - while a more traditional performer or magic may use a wand or staff along wth their components. All performers should use appropriate spell components (totems, baubles, beads, crystals, small scrolls, etc) as suits their character.

 

Characters that wish to learn the Arcane arts will need to visit a Master to learn their Tier 0 skills.

 

To access any higher Tier skills or spells, you must receive training in game. This training will ensure you understand magic’s rules and RP, and that you have an spell/skill journal for the spell recipes and arcane knowledge you will learn. Performers of magic can quest in game to piece together additional abilities. Scrolls and recipes, once fully assembled and translated, will include how the spells can be invoked, what components are required, and how often it can be used. Recipes, once assembled, teach you Spells you can add to your journal, and follow standard spell rules. Scrolls can only be used once per event, but do not count toward other per day/event performance limits.

 

Note: Your role play of your use of magic is what will delineate your “class”. So as you compile your spell book and learn to create new effects, consider how your character flavor may impact your play, and those around you.

 

For example - you are casting a shielding spell.  Are you a druidic character invoking nature to harden their skin like bark? An elementalist invoking the strength of the earth/stone? An arcanist wrapping them in protective energy? Or a necromancer imparting life energy from yourself (or another)? Part of your spells and rituals will always be customizing the recipe to your character.

 

  • To invoke magic, a character must read the final invocation from the scroll (or their spell book). The final step of compiled spells is the caster writing out their own, custom invocation. Even if memorized, the character must have their scroll or book on them.

  • If interrupted before a spell is completed, the spell fails, but is not lost, as the energy was not invoked. The performer may restart from the beginning.

  • A performer can cancel any effect they have invoked via simple roleplay that communicates this.

  • Magical effects continue to be active after the death of their performer as the magic is bound to the target.

  • A person or object can have at most one ongoing beneficial effect active at one time. To obtain a new effect, the prior effect must expire, or be removed.

CRAFTING / USING POTIONS

Potions are one way characters can chose to express their spell/skill formulas. Player potions can only be made in game by those on the Healer’s or Wizard’s Path who have learned the required formulas and created ways to roleplay the potion crafting as opposed to performing at the time it is invoked. Additionally, once mixed, a potion must be used by a player within 10 minutes, before the combined ingredients and their magical reaction becomes inert, and potion creation follows the same frequency limitations as listed in the recipes as if the player was casting them.

 

This is one example of how a more “mundane” follower of the Wizard path may work around some of the more esoteric spell effects. For example: the Shield spell. Perhaps as a potion maker, your expression of the spell results in crafting a potion that reduces perceived pain, so whoever drinks it can take one more AP of impact before feeling the effects. Find creative ways to achieve the result if you find it fits your character. But don’t feel you have to account for a way to make/have every spell. RP should always come first.

AREA / ENVIRONMENTAL EFFECTS

Some Spells create areas that are under one or more magical effect. These areas need to be bordered, or covered in a way Player can easily see, and marked with magical symbols, and an effects card. The symbols can be of any design, but the effects card must denote the effect, tier cast, and duration (if appropriate). The effects card description should not be readily visible to Players. (folded over, in an envelope, etc). Only characters that can sense arcana, light, or chaos can tell the area is enchanted (unless an obvious type).
If a Player has arcane or religious divination, they may check the effects card, and then RP appropriately.

 

SCROLLS

Spell/skill knowledge may be obtained in whole as part of a players starter Spellbook / Skill Journal, in whole as a Scroll, or quested for in pieces. A player must have the complete recipe for a Spell/Skill (preconditions, components, RP/Mechanics). If the player meets the preconditions, has the components onhand, and creates their roleplay as indicated, they may invoke the spell, or perform the skill. Skill scrolls will list how often they can be used. Spell Scrolls can only be used once per event, but do not count toward other casting limits, though their casting times may very.

Spells Available By Tier

Spells will be added as they are made available for play.

Tier 0 - Tricks

  • To perform, must RP for a minimum of 5 seconds

  • Components optional

  • Unlimited Use per

Tier 1

  • RP for a minimum of 10 seconds

  • Min: 1 component

  • Unlimited use as long as components available

Tier 2

  • RP for a minimum of 30 seconds

  • Min: 2 components

  • Max use: 1x per day per wizard tier

Tier 3

  • RP for a minimum of 60 seconds (1 min)

  • Min: 3 components

  • Max use: 2x per day

Tier 4

  • RP for a minimum of 120 seconds (2 min)

  • Min: 4 consumable components

  • Max use: 1x per day

Tier 5

  • RP for a minimum of 5 min

  • Min: 5 components

  • Max use: 1x per weekend event

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