In our LARP world, magic is performed by using magical energy (mana) to do the kinds of things that physical energy can do in the material world. In order to cast a spell, the spellcaster must either learn or invent it, either through being taught by someone who knows the spell or by doing spell research. (Both of these are done during out-of-game time.) Casting a spell costs an amount of mana that is proportional to how powerful the spell is.
The maximum amount of mana that a character can have is represented by a maximum number of spell packets that they can have in their possession at one time.
Use of mana is represented by spell packets (bean bags). To cast a spell, say the spell descriptor word or phrase (a single word or phrase that identifies the spell) and either throw the spell packet at the target or touch them with it.
The ultimate source of mana is the Earth itself. Absorbing mana from the Earth is represented in game by picking up spell packets. Absorbing mana from the Earth takes concentration, which means it cannot be done during a battle. (I.e., spell packets that get used during a battle cannot be retrieved until after the battle.)
Every spellcaster has a spell book, containing the spells that they know. Your field (traveling) spell book is represented by a pack of index cards. Each page (card) has the name of one spell and information about it (descriptor, effects, duration, etc.) When you learn a new spell, you write its information on an index card and add it to your book.
Spell books can be damaged by fire or acid. If this happens, you are unable to allocate mana to any of the affected spells until you have a chance (in game) to make fresh copies. (It is assumed that you have a copy of your spell book safely at home.)
New spells can be acquired in the following ways:
Our LARP does not use a hit point/total health system. Instead, damage to a limb renders that limb useless until it is healed. Therefore, damage from spells also affects one or more limbs. Spell damage may or may not be stopped by armor, depending on the spell.
In general, offensive spells are either from thrown spell packets or by touch from a wand or staff. The descriptor for the spell is the type of damage and the number of hits. For example, “LIGHTNING 2” would represent a lightning spell that does the equivalent of two hits to the appendage that the spell packet strikes. Lightning might go through metal armor but be stopped by leather, whereas acid might dissolve leather armor but be stopped by metal.
Most spells are a specific spell effect, such as “FREEZE,” “SLEEP,” “FEAR,” etc. These spells require the victim to roleplay the effects in a certain prescribed way.
See the spell list for detailed descriptions of each spell.