Table of Contents
Magic & Spellcasting
Spellcasting in Volaire is immersive, powerful, and theatrical. Whether you’re wielding elemental force or subtle enchantments, this guide will walk you through how magic works in-game—from preparation to packet delivery.
📖 Daily Preparation
All spellcasters must prepare their spells each day.
- Spell preparation requires one hour of roleplay at each event reset.
- You must have a spellbook—a physical representation of your character’s magical knowledge.
- Spells are not just words—the verbal is only the trigger for much longer incantations studied earlier.
- Failure to complete your preparation means you cannot cast spells until you do.
📚 Spellbooks & Specialization
- New casters begin with Generalist spells, levels 1–6.
- To cast 7th level or higher, you must:
- Find an in-game teacher
- Pay 5 silver × spell level to copy each spell
Specialization unlocks powerful advanced spells, but is tied to roleplay, discovery, and character progression.
✋ How to Cast a Spell
Casting requires three components:
1. **Verbal Incantation** – Must be loud and clear 2. **Spellpacket** – Soft, beanbag projectile 3. **Throw within 3 seconds** of finishing the incantation
If you hesitate, mumble, or miss the packet:
- The spell is flubbed and expended with no effect
If the spell hits:
- The target must respond appropriately—unless they resist it
🧱 Spell Types
Elemental & Standard Damage Spells
- Act like weapon strikes: damage follows Armor → HP
Direct Body Spells
- Bypass armor entirely and hit HP directly (e.g., Cause Wounds, Slumber)
Activated Spells
- Require player to say “Activate” to trigger
- Others (like spell shields) auto-trigger when conditions are met
🧪 Magical Components
Some higher-level spells (especially levels 11–12) require:
- Specific material components
- Components must be tagged and shown when casting
- These are consumed upon use
- Players often discover needed components through exploration or roleplay
⏳ Spell Durations
Type | Description |
---|---|
Instant | Takes effect immediately and ends (e.g., damage, disarm) |
Timed | Duration varies by spell (ask a marshal or refer to the spell card) |
One Event | Lasts until event ends or until expended/dispelled |
Sight-Based | Active as long as you can see the target and maintain focus |
If unsure, always ask the caster or staff.
🧠 Spell Interactions
If your spell seems to fail, it could be due to:
- “Resist” – The target has magical resistance to your effect
- “Flash: [Spell Name]” – The spell hit a Spell Shield and was absorbed
- “No Effect” – The creature is immune or unaffected by that type of spell
If you’re unsure, you may ask:
- “OOP—Did that spell land?”
🎭 Spellcasting Etiquette
- Always throw gently and accurately—never aim to bruise
- Practice throwing to avoid wild or unsafe casts
- Dramatic casting enhances immersion—make magic look magical
- Use a bandolier or pouch for easy packet access
🧙 Higher Magic & Rituals
Beyond standard spellcasting lies:
- Ritual Magic – Complex, powerful, and requiring time, components, and prepared space
- Levels 11–12 – Require special components and deep roleplay effort
Higher-level magic is meant to feel rare, hard-earned, and game-altering.
Related Sections
Volaire LARP – Every word of power is a promise, and a price.
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