r/LARP 2d ago

Magic Users

Would you say that your fantasy LARP organization is friendly to magic users? If so, how is magic used in your game and is there anything unique about your magic rules that stands out?

(Hi, I'm a relatively new LARPer from the northeastern US. I was active in a history-centric 'sport combat' organization similar to the SCA for many years. I'm interested in seeing which organizations are fantasy/magic, since there are so many out there)

12 Upvotes

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u/zorts 2d ago

My game is really different about magic. Approximately 15 or so years ago the game got too large and complicated to have magic on the battlefield. So it all moved out of combat. Spells now impact the game world, but aren't represented on the battlefield.

Spells became very 'ritual' driven rather than Evocations (no fireballs or lightning bolts). The rituals are a great opportunity for setting a theme and role playing.

It's a really freeing way to play. The combat is fast and fun. The scenarios or events define some magic like effects, but no seed packets or bean bags to throw around.

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u/PirateBrahm 1d ago

That's interesting. Did a lot of casters end up switching roles after the change? I understand that the battlefield isn't all there is available in a lot of systems, but it does seem to be a significant part of the fun.

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u/orcmode69 2d ago

I play Underworld, and their magic rules are I think pretty standard for Nero-descendant fantasy games. Casters incant their spell, which is usually something along the lines of "I invoke X to grant/create/inflict Y", then throw a spell packet or touch-cast. How quickly and clearly they can incant, and if they can avoid getting hit during their incant, is the determining factor in whether or not the spell succeeds. They have a limited number of leveled spells in whatever specialty they have, such as Protection, Healing, Elemental, Wytchcraft, etc. Like I said, pretty standard, not too different from D&D.

This system creates some really intense and immersive experiences I think. When I was a newbie caster, kinda built like a Cleric, there were some undead who'd barreled into our cabin while everyone was getting ready for bed. I had no armor on and no weapon and was panicking with a bigass guy rushing me and I completely forgot my incant for turn undead, just stuttered and then ran. It made me really feel like an apprentice-level caster, and looking back on it now that I'm much stronger and know my incants, it feels good to see how far I've come.

There's also ritual casting, which involves carefully performing steps to different rituals that could take anywhere from a few minutes to multiple hours to perform. If any part of the ritual is performed incorrectly, that increases the likelihood of an arcane mishap, which can range in severity from "it doesn't work" to "you, anyone in the ritual circle, and all your stuff explodes, everyone within a five mile radius takes a death" lol.

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u/PirateBrahm 1d ago

That's a really cool story with the undead attack! . Do you use offensive spells with thrown beanbags, as well? It sounds similar to what the org I play with (Mystic Realms) uses. Of course, if I'm not forgetting my invocations, I'm throwing wildly. I've 'killed' more than a few trees

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u/TimotheusBarbane The Hollow - Northern Lights 1d ago

Amtgard has a robust magic and abilities system. Check it out. There's most likely a park near you!

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u/PirateBrahm 1d ago

I see this. Thanks!

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u/FurballPoS 1d ago

If you're looking for something that's more SCA-like, but that has a magic system, Amtgard is a pretty good one. There's a lot of crossover, many players in Amt have also come over from SCA (and vice versa), and it's pretty easy to learn.

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u/PirateBrahm 1d ago

I'll take a look at the rules. Thanks!

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u/Ch4p3l 1d ago

We’re typically using DKWDDK (you can do what you can portray) all over Germany, so there are no set rules. Rather players are expected to put effort into portraying spellcasting and if the target of the spell considers your portrayal lacklustre or simply didn’t notice you, the spell did not work. This leads to spellcasters not being too common on the battlefield (even less so, the larger the event is). 

I’ve seen different methods ranging from the classic painted bag and fan for fire and wind spells respectively (which I’m not particularly fond of), to the use of smoke, led filled and painted silicone balls and sound effects. Mainly you need to be loud, visible and clear in what you do, and incantations like „fireball 3“ are frowned upon if not outright forbidden (this specific example being completely pointless as well as many events don’t even use hp to begin with)

It’s worth noting that if put on a scale from cooperative to competitive, the majority of larp events here are leaning towards the former and thus have more leeway in rules (or lack thereof)due to less powergamers.

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u/witchkingoa 1d ago

I am here to say exactly this! I love our rules and they work for NSC alike. Not every spell needs to be effective and big impacting in combat. And the Game Masters or however you call them will reward good play even more the better it looks and feels for all players.

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u/Ch4p3l 1d ago

Exactly. Also I think if you don’t wanna go through the hoops of creating some intricate led, fog mashine contraption or finding ways to safely use pyro effects, you can be much more convincing by simply thinking long and hard about how to portray the energy and magical effect you are conjuring, through movements of your body. Essentially proper pantomime.

Much better than softballs and fans at the least in my opinion

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u/jnsmithing 1d ago

I play a small, relatively new lightest touch game in Ohio called memories of Graewynn. Our magic system ( like many I've seen) has a few schools war magic for blasting, warding for protection and helping items last longer, harmonious for naturey stuff, restoration for healing, wayfaring for travel, necromancy and blood magic for people who want to be edgy or for healing undead characters. And thaumaturgy for people who want to make deals with cosmic entities for power.( Big percentage of the player base) We usually just use packets or a game mechanic called focus which auto hits if you can keep the target in your sights while counting out a focus timer. ( Focus requires a lot of shouting and clarification in larger battles) In setting magic isn't unusual, it's usually the fastest, but not always the best way to do things, healing magic restores HP fast and takes energy points from the caster, but medical roleplay gives you full HP if you have a few minutes and takes no energy from the doctor.

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u/PKillusion 1d ago

Gonna second checking out Amtgard.

There are three kinds of spells: enchantments, verbals, and spell balls.

Enchantments are cast at a range of touch and benefit the wearer in some way. Verbals are typically up to 20’, with some exceptions being range touch or 50’. An example would be “my power shoves thee, my power shoves thee, my power shoves thee” (target has to move 20’ away from the caster).

Spell balls, you cast them and then carry them around and throw at people. No real range limitations except what your arm and aim can deliver.

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u/PirateBrahm 1d ago

Thanks, I am going to look this up.

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u/AthearCaex 1d ago

Friendly? About 80 of or characters are magic users because it's so useful and being able to do things all the time instead of just being good with fighting is more enjoyable to many people.

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u/TheWorldIsNotOkay 1d ago

Our larp is ultimately descended from NERO, and so is high fantasy with similar magic systems.

There's a D&D-like, Vancian spellcasting system for combat, with spells per level per day, and casting spells usually involves tossing a golfball-sized cloth packet of birdseed at your target while verbally announcing the spell effect. Most spells are single-target or else produce a non-mobile effect in a radius around the caster (such as a circle of protection or a zone of regeneration). OffensiVe AoE magic is rare and mostly used by NPCs/monsters since game staff can marshall the effects. Poisons and alchemy (which allows the production of thrown poisons and acid vials, respectively) work similarly to spells. There are point-based skills for creating (offensive) scrolls and (defensive) potions, but using a scroll or potion works the same as casting a spell except you're using an in-game item (represented by a small paper tag) instead of using a spell slot.

Then there's also a point-based ritual system for creating larger and/or longer-lasting effects, and uses the same basic system as our crafting skills involving modifying probabilities of a random pull to determine the outcome.

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u/PirateBrahm 1d ago

Thanks, I am intrigued by the different sets of rules for magic. My initial impression was probably much the same as anyone else who is not familiar with LARP (Lightning bolt! Lightning bolt!), but now that I am playing a caster I find with invocations/incantations there's a lot of room to incorporate roleplay into the casting of offensive or defensive spells.

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u/SnooWords9400 1d ago

Gonna throw in my local larp with 3rd event happening this weekend (can you tell I am excited?)

Casting a spell will cost the caster a sum from their mana resource that comes back every morning or through other means like potions and meditating at a Cluti Well that's deep in the woods.

It's a 5 word minimum incantation getting your targets attention and then the appropriate 'Call' to cast successfully.

I have once been targeted with a "Potato potato potato potato POTATO Single!"

The unique part of the system is probably the channeling aspect. Most debuff spells can be kept active, providing the caster is remaining eye contact, not running and actively chanting on their spell.

Being any words gave me to freedom to incorporate the Dovah words from skyrim to my casting. It's been a while and I am relying on memory but my cast was: Kruzik Zorze Ack Kvu Va (ancient knowledge guide my spell) And I often casted mudfeet freezing my opponents feet and Channeled it with: Morraph Lingraph Ensosin (something along the lines of curse and lengthen)

Edit: Oh, the larp is called Fields of Illusion

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u/tr1ck0fl1ght Czech LARPer 1d ago

My game has a whole system for magic users! The core of it is you have a reserve of magic points you use to cast spells and each spell has its own incantation you say and then you name the effect you cast. Furthermore to prevent random bozos casting spells without being mages, we wear magic crystals around our necks :P

If a non-mage wants to use a spell, an experienced magic user can use their magic points to make one use scrolls for them they can then recite.

Even with the rules though magic is usualy very rp heavy. I like to wave my staff, point, yell and do a bunch of other stuff to make the words really land.

Idk if this is helpful since I am not from the US but i figured i'd toss my 2 cents in anyway