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operations:public:interactive_rulebook:core:magic

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:
    1. Find an in-game teacher
    2. 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.



Volaire LARPEvery word of power is a promise, and a price.



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operations/public/interactive_rulebook/core/magic.txt · Last modified: 2025/06/16 02:15 by eric

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