The Raids of Rajad  

High Country LARP Experience

Books, Scrolls, and Magic Tomes...what knowledge do you find here? 

If your character is a Mage, Druid, Templar, or uses any sort of casting as their line of defense, this is where you come to claim your abilities! Each "book" is separated by which style of magic is in each.


Common Magic is your standard magic, and it has the power to become Elemental if you have a certain element!

Druidic Magic is related to healing spells using nature and it's elements.

Arcane Magic is primarily offensive.

Healing Magic is strictly healing and buffs. 

 

When you purchase a level of magic, you unlock every spell within that level and in that Spellbook. Each spell costs a certain amount of mana to cast, and you purchase the amount of mana you can hold with build points.

If you unlock level 2 or higher, you will learn those spells In-Game! It's very imperative that each casting player has a time period appropriate spell book with them.


Special thanks to Genesis LARP in Garner, NC for help with our Magic system!

Common Spellbook

Level One 

These spells cost 1 Mana to cast.

**If your character is tied to an element, (Water, Earth, Fire, Air), then these taglines are changed to reflect your element. Ex: "I call forth Water Missle 5."**


Magic Missile

Does 5 damage

Call: "I call forth Magic Missle 5!"


Detect Magic

Detects item for magic. Owner of item must be present to cast.

Call: "With magic, I detect this item for magic."


Appraise

Able to see how much an item is worth. Owner of item must be present to cast.

Call: With magic, I appraise this item!

Druidic Spellbook

Level One 

These spells cost 1 Mana to cast.


Cure Minor Wounds 5

Heals +5 Health

Call: "By Nature's Force I cure your wounds. Heal 5."


Magic Armor

Used to block 1 melee attack. Must be cast ahead of time.

Call: "With magic I grant you magic armor." 

To use: Call: "Magic armor!"


Nature's Cure

Removes a poison effect.

Call: "By Nature's Force I remove your poison."

Arcane Spellbook

Level One

These spells cost 1 Mana to cast.


Magic Charge 5

Does 5 damage.

Call: "I call forth Magic Charge 5!"


Light

Allows you to use a light object, (flashlight, glowstick, etc) until you put it out.

Call: "With magic I create a light."


Detect Trap

Detects an item for traps. Owner of item must be present to cast.

Call: With magic, I detect this item for traps.


Healing Spellbook

Level One

These spells cost 1 Mana to cast.


Cure Minor Wounds 5

Heals +5 Health

Call: "By Nature's Force I cure your wounds. Heal 5."


Renewing Light

Heals of any Sleep effects.

Call: "I grant you renewing light. Cure ______."


Restore Limbs
Heals any paralyzed/lost limbs.
Call: "I restore your limb."