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
Natural creatures (and other monsters) require no material component or spell cards to cast spells.
Players must have the relevant Caster skill and the appropriate spell or invocation card – there is no component cost if you have the relevant Caster skill. For the purchasing of scrolls, which allow you to use spells without Caster skills, see here.
Invocation and Spellcasting requires concentration it cannot be done whilst at anything more than walking pace, unless otherwise noted, and requires the caster to have ‘reasonable’ eye contact with the target.
The Invocation or Spell card must be ripped up upon casting unless otherwise noted.
All spells / invocations requires 5 lines of vocals, of about 6 words each line to cast. These may be of your own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled.
Magic
Magic, is split into the 8 Elements of Magic
Also known as Darkness Magic
Level 1 Spells
Dark Bolt
Range: 20 Feet
Description: This spell causes a bolt of darkness that strikes target opponent in the chest, doing a MAGIC wound to that location
Blindness
Range: Touch with Weapon
Description: This spell causes a darkness to cover the eyes of one target opponent, which blinds them for 10 seconds
Level 2 Spells
Weakness
Range: 20 Feet
Description: This spell causes the target opponent to become so weak, they cannot fight, drink potions or cast spells / invocations for 15 minutes. All they can do is talk quietly and walk at a slow pace. A Strength or Double Strength spell is sufficient to remove this Weakness – but if used to do this, the recipient will not gain Strength or Double Strength.
Also known as Air Magic
Level 1 Spells
MEND
Range: 20 Feet
Description: This spell instantly mends a warped shield, bow or crossbow
REPULSION
Range: 20 Feet
Description: This spell instantly moves the target 20 feet away from the caster. They may not be restrained from taking this movement, except by a physical structure – building / tree / river
Level 2 Spells
SHIELD OF AIR
Range: Touch
Description:This spell causes a wall of Air to appear around the recipient, protecting them from 5 Ranged Weapon attacks. If you cast this spell on another person, you must hand them the spell card, and they must rip it up upon using the spell.
Also known as Earth Magic
Level 1 Spells
WARP WOOD
Range: 20 Feet
Description: This spell causes shields, bows and crossbows to be unusable for 5 minutes
WELD
Range: 20 Feet
Description: This spell causes Target’s feet to be stuck to the floor for 1 minute, during which time they may not move their feet. If the target has Strength, they may pull out of the Weld by role playing pulling their feet free. Jumping in the air does not stop this spell working.
Level 2 Spells
ENTRAPMENT
Range: 20 Feet
Description:This spell causes Target to be sunk into the floor up to their knees for 1 minute, during which time they may not move their legs. If the target has Double Strength, they may pull out of the Entrapment by role playing pulling themselves free. Jumping in the air does not stop this spell working. You cannot pull out of an Entrapment with Strength, it will require Double Strength
Also known as Water Magic
Level 1 Spells
SLIP
Range: 20 Feet
Description: This spell causes the target to stumble, they must interrupt their movement.
SLOW
Range: Touch with Weapon
Description: This spell causes the target move at half their normal speed for 1 minute.
Level 2 Spells
ENSNARE
Range: 20 Feet
Description: This spell causes the target opponent to become so weak, they cannot fight, drink potions or cast spells / invocations for 15 minutes. All they can do is talk quietly and walk at a slow pace. A Strength or Double Strength spell is sufficient to remove this Weakness – but if used to do this, the recipient will not gain Strength or Double Strength.
Also known as Steel Magic
Level 1 Spells
WEAPON PROFICIENCY
Range: Touch
Description: This spell allows the recipient to use the named weapon type for one encounter. This does not allow you to wield a one-handed weapon in each hand.
STRENGTH
Range: Touch with Weapon
Description: This spell causes the target to become strong enough to pull out of one Weld or Entangle, or to counteract the effect of Weakness. This may only be cast once the target is weakened, welded or entangled.
Level 2 Spells
DOUBLE STRENGTH
Range: Touch
Description: This spell gives the recipient Double Strength for 1 encounter. This may be cast to before the target receives any offensive spells. This allows them to rip straight out of a Weld or Entangle, and also allows them to be able to pull free from an Ensnare or an Entrapment, by role playing pulling themselves free for 10 seconds. It will also counteract the effects of a Weakness. If you cast this spell on another person, you must hand them the spell card, and they must rip it up upon using the spell.
Also known as Fire Magic
Level 1 Spells
FIRE BOLT
Range: 20 Feet
Description: This spell causes a bolt of fire that strikes target opponent in the chest, doing a MAGIC wound to that location
FLAME BLADE
Range: Touch with Weapon
Description: This spell causes a bladed weapon to become sheathed in flame, allowing the wielder to do “magic” damage for one encounter. When striking with this weapon you must call MAGIC.
Level 2 Spells
FIREBOLT 2
Range: 20 Feet
Description: This spell causes a large bolt of fire that strikes target opponent in the chest, doing two MAGIC wounds to that location. A single Static Field is not sufficient to protect the target from Firebolt 2.
Also known as Ice Magic
Level 1 Spells
FREEZE
Range:Touch with Weapon
Description: This spell causes the target to be frozen in place; they may not move or make sounds, for 1 minute. During this time they will not take any damage from sharp weapons.
FUMBLE
Range: 20 Feet
Description: This spell causes the target to drop its weapon; the weapon must fall to the ground before being recovered.
Level 2 Spells
CLEAR SIGHT
Range: 20 Feet
Description: For one encounter, the target is protected from Blindness and Flash. If you cast this spell on another person, you must hand them the spell card, and they must rip it up upon using the spell.
Also known as Lightning Magic
Level 1 Spells
Lightning Bolt
Range: 20 Feet
Description: This spell causes a bolt of Lightning that strikes target opponent in the chest, doing a MAGIC wound to that location
STATIC FIELD
Range: Touch
Description: This spell causes the target to be protected by a field of electricity that will absorb the next Bolt that the target receives, leaving the recipient unharmed. If you cast this spell on another person, you must hand them the spell card, and they must rip it up upon using the spell. This will not protect you from Firebolt 2.
Level 2 Spells
FORKED LIGHTNING
Range: 20 Feet
Description: This spell causes 2 bolts of lightning to strike up to 2 target opponents in the chest, each doing a MAGIC wound to that location. You may choose to cast both bolts at the same target if you wish.
Power
Power is split into the 4 Spheres of Power
Level 1 Invocations
POWER HAMMER
Range: 20 Feet
Description: This invocation causes a jolt of power that strikes target opponent in the chest, doing a POWER wound to that location.
WARD
Range: Touch
Description: 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.
Level 2 Invocations
POWER WEAPON
Range: Touch
Description: This invocation empowers one weapon with Power for 1 encounter, allowing you to do “Power” damage. When striking with this weapon you must call POWER.
Level 1 Invocations
CAUSE MORTAL
Range: Touch with Weapon
Description: Cast upon your weapon, this causes the target opponent struck to receive a mortal wound. Once cast, you then have 10 seconds to strike a target.
FEAR
Range: Touch with Weapon
Description: Cast upon your weapon, this causes the target opponent struck to flee from you for 60 seconds. Once cast, you then have 10 seconds to strike a target
Level 2 Invocations
CLOAK OF USHAZ
Range: Touch – Self Only
Description: This spell causes the target to be protected by a cloak of evil power, that will absorb all Power Hammers that the target receives for one encounter. Anyone who casts LIFE POWER will not be affected by this Invocation.
Level 1 Invocations
CURE MORTAL
Range: Touch
Description: This cures the target recipient of a mortal wound. Once cast, you have 10 seconds to deliver the invocation.
REMOVE FEAR
Range: Touch
Description: This removes Fear from the target recipient. You have 10 seconds to deliver the spell once cast, and unlike all other invocations, you may run whilst casting.
Level 2 Invocations
PROTECTION FROM DISEASE
Range: Touch
Description: This invocation stops the target becoming diseased for 1 encounter. This cannot cure a disease already affecting the target. If you cast this on another person, you must give them the invocation card, which they must rip up upon completion of the invocation.
Level 1 Invocations
GOODBERRY
Range: Touch
Description:
This removes all non-mortal wounds on one target.
ENTANGLE
Range: 20 Feet
Description: This invocation causes the Target’s feet to be held down to the floor for 1 minute, by plants. If the target is stood in the Western Sands, the spell will fail. Whilst Entangled, the target may not move their feet. 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.
Level 2 Invocations
NEUTRALIZE POISON
Range: Touch
Description: 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.