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Here is everything you need to know about casting in Lluvandor, from spell books to researching new spells of your own.

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So you have decided to become a caster. There are probably a few things you should know before setting off into battles. First of all casters are some of the most difficult characters to play, especially the enchanters. As powerful as some caster eventually become, in the end there isn't a whole lot between you and your enemies blade. You are going to have to learn how to work as a team to protect your casters and utilize thier spells, whatever class they have choosen. You are also going to need a couple things as a caster, the most important of which is your spell book.
     Your spell book is where you will be listing all of the spells your character has memorized and can use during play. For each spell you will have to right down the name of the spell the effects it has in Lluvandor and how to cast it. I would highly suggest keeping your spell book with you at all times during play. You never know when that one spell you never use will come in handy.
    People use many things for spell books. From spiral notebooks to leather covered books of old parchment (hellz yeah!). We also have a few written languages in Lluvandor that spells might be written in. Your spell book is a good place to translate your spells from notes and pages you get. Not all spells are just handed to you or taught by your leader. Some involve going out into Lluvandor and questing for the spell itself. Spell can also be researched, that is you can make up your own spells! All you have to do is write down a couple ideas in your book and show it to the GM, and he will tell you what you need in order to make your spell exist in the game.  Spell books can be stolen and copied from by your enemies. To avoid your spells being taken you can write out your spells in number of different languages (or just not die).
     Now its time for some actual magic talk. There are four classes of casters in the game. Enchanters, Necromancers, Wizards/Mages, and Clerics.
 
     Enchanters are masters in the school of Divination. This means their specialty is casting spells that alter ones stats or state of mind. This is a much different type of caster than the traditional wizard. Enchanters have almost no direct damage spells at all. Most of their spells are buffs. Increasing the attack or defensive properties of their teams memebers. They also weaken their foes in the same manner. Since the have no real way of inflicting damage the enchanter must have a supporting team to play with affectively. However if used properly they can easily turn the tides of any conflict.
 
     Clerics are basically priests who kick ass. Usually clad head to toe in plate mail armor wielding enormous weapons of holy might. Now just because the word priest comes up does not make clerics lawful or good in any sense. They can be priests of any type of god they wish. Whether it be a peaceful god or the prince of darkness himself. The one similar characteristic of all clerics is that they heal. They heal very well. Clerics go forth shouting prayers and chants striking fear into thier enemies and causing some nasty side affects with their spells. Although most cleric spells are of a healing nature (alteration), they also have some extremely powerful nukes. Some of which destroys all life within earshot! Clerics are widely sought after for their nice buffs and amazing heals, any army can use clerics and a lot of them.
 
     Necromancers are probably the most fun casters to play. Whats better than summoning undead armies, spreading disease and just being nothing but trouble for everyone around you? Necromancers are probably the only caster class that can actually survive on his own in the world. The necros spells range in affects, from damage to heals to disease. His wide range of spells allows him to adapt to situations easily. He cannot take on a army himself, but wander about alone and a necro will have you as his servant in no time.
 
    Wizards and Mages are the most basic and traditional of the caster classes. Just about all of their spells are direct damage. Which means they can point a finger and kill you. Although it takes some time for them to get the higher damage spells, they get a lot of them. Wizards are much like archers in an army. They will stand back while the sword junkies duke it out, and then decimate their distracted foes with area affect spells.
 
     Now that you have an idea of which direction your caster character will be going its time to talk about spells.
 
     First thing you need to know is that there are three schools of magic. Alteration (heals), Divination (buffs), and Evocation (direct damage). Some races get special bonuses for different schools of magic, so make sure you pick a class race combo that will be as affective as possible.
     There are also multiple circles of magic. There are 6 circles of magic. They are Earth, Fire, Ice, Lightning, Poison/Disease, and Holy. Every spell fits into one of these circles. The circles of magic affect each other in a way similar to rock-paper-sissors. If your circle of magic beats another circle, it deals twice as much damage. Ice beats Earth, Earth beats Fire, Fire beats Holy, Holy beats Poison/Disease, Poison/Disease beats Lightning, and Lightning in turn beats Ice. Every Caster must choose a circle of magic when he creates his character. This is your base circle. Whenever you cast a spell of the same circle as your base, it deals twice the damage, however the circle that outs your base circle will deal you twice the damage.
     Mana is also another concern for casters. Mana dictates how many spells you can cast in the duration of a battle. This is very simple for good reason. In the intense confusion of battle its very easy to lose track of some of these casting rules. That is why we tried to simplify it as much as possible. Your mana pool is twice your level number. So if you are level 2 you have 4 spells to cast a day, if you are level 7 you get 14.
     Now to actually cast a spell, all you have to do is yell out the name of the spell, count down the casting time, yell out your target and what the affect of your spell is. Make sure everyone on the field can hear you! Especially your target, they need to know what just happened to them.
     One last thing. Every 5 levels a caster gains 1 instant cast. An instant cast allows the caster to cast a spell and ignore the casting time. The first instant cast a caster recieves is lvl 6 (it follows the same pattern as the hp increases). Personally i would save these for such things as your counter spells and heals.
 
   Thats about it, below this tutorial is a beginning list of spells for each caster class. It will grow as your characters do.

Clerics:

Spell Name: Level: School of Magic: Circle of Magic: Effects: Casting Time:
Minor Healing 1 Alteration Holy Restores 1 hp 3
Courage 1 Divination Holy Increases ac by 1 3
Smite 1 Evocation Lightning Inflicts 2 points of damage 3
Center 4 Divination Holy Increases ac by 2 7
Invigor 4 Divination Holy GROUP: increase of 1 ac 10
Word of Pain 4 Evocation Holy Inflicts 3 damage 7
Cure Poison 8 Alteration Holy Negates affects of Poison 7
Light Healing 8 Alteration Holy Restpres 2 hp 7
Counter Spell 8 Evocation none Cancels target's spell 3
Healing 15 Alteration Holy Restores 3 hp 12
Valor 15 Divination Holy GROUP: increase of ac by 2 12
Fortitude 15 Divination Holy Increases ac by 3 15
Pacify 22 Divination Earth Target can no longer move or talk 20
Greater Healing 22 Alteration Holy Restores 4 hp 20
Word of Healing 22 Alteration Holy GROUP: all targets restore 2 hp 25
Halo of Light 22 Divination Holy SELF TARGET ONLY: is protected from all poison/disease spells 20
Holy Might 22 Divination Holy Increases weapons damage by 2 20
Word of Spirit 22 Evocation Holy Inflicts 4 damage 20
Revive 22 Alteration Holy Brings player back to life 45
Bravery 22 Divination Holy GROUP: all targets gain 2 ac 30
Superior Healing 30 Alteration Holy Restores 5 hp 30
Divine Barrier 30 Divination Holy No players can cross barrier of casters choosing(ie line or road) 35
Spirit Armor 30 Divination Holy SELF TARGET ONLY: increases ac by 7
Word of Souls 30 Evocation Holy Inflicts 7 damage 35
Heroism 30 Divination Holy GROUP: all targets gain 3 ac 40
Complete Healing 39 Alteration Holy Restores all hp 50
Armor of Faith 39 Divination Holy SELF TARGET ONLY: increases ac by 10 50
Word Divine 39 Evocation Holy Inflicts 10 damage 50
Symbol of Transal 40 Evocation Holy Inflicts 15 damage 60
Symbol of Pinzarn 41 Evocation Holy Inflicts 20 damage 70
Symbol of Naltron 42 Evocation Holy GROUP: inflicts 15 damage 80
Symbol of Marzin 43 Evocation Holy GROUP: inflicts 20 damage 90
Word of God's Wrath 44 Evocation Holy GROUP: all targets within earshot are destroyed 100
Spirit of the Pheonix 45 Alteration Holy GROUP: all targets are brought back from death and have fully restored hp and ac 150

Necromancers:

Spell Name: Level: School of Magic: Circle of Magic: Effects: Casting Time:
Disease Cloud 1 Evocation Poison Inflicts 2 damage causes 3
Lifetap 1 Evocation Poison Inflicts 1 damage, restores 1 hp 5
Siphon Strength 1 Evocation Poison Opponent's damage is decreased by 1 10
Gather Shadows 1 Divination Poison Increases ac by 1 5
Grim Aura 4 Divination Poison Increases ac by 2 10
Lifespike 4 Evocation Poison Inflicts 2 damage, restores 2 hp 10
Poison Bolt 4 Evocation Poison Inflicts 1 damage, causes poison 10
Mend Bones 4 Alteration Poison Restores 1 hp 10
Vampiric Embrace 4 Divination Poison SELF TARGET ONLY: after casted, touching a player instantly casts Lifetap
Skin Like Shadow 4 Divination Poison Increases ac by 2 15
Counter Spell 8 Evocation none Cancels target's spell 3
Clinging Darkness 11 Divination Poison Target cannot attack for 5 seconds 15
Dark Pact 11 Divination Poison Increases ac by 3 15
Heat Blood 11 Evocation Poison Inflicts 3 damage 15
Leach 11 Evocation Poison Inflicts 3 damage, restores 3 hp 20
Touch of Night 11 Divination Poison Cast on self, touch target to make them a minion, only lasts while in hand contact 30
Lifedraw 18 Evocation Poison Inflicts 4 damage, restores 4 hp 25
Banshee Aura 18 Divination Poison Increases ac by 3 25
Infectious Cloud 18 Evocation Poison Inflicts 3 damage, causes disease 25
Plague 18 Divination Poison GROUP: causes disease(hp restoration is cut in half) 30
Shadowbond 18 Divination Poison Target player, if player dies so do you; if you die, so does player 30
Fear 22 Divination Poison Target runs in opposite direction of caster till out of line of site 35
Allure of Death 22 Divination Poison Increases ac by 4 30
Siphon Life 22 Evocation Poison Inflicts 5 damage 35
Word of Shadow 22 Divination Poison GROUP: targets cannot attack 40
Haunting Vision 27 Divination Poison SELF TARGET ONLY: all players in eye sight of caster must run till out of line of site 45
Boil Blood 27 Evocation Poison GROUP: inflicts 3 damage 35
Spirit Tap 27 Evocation Poison Inflicts 5 damage, restores 5 hp 40
Ignite Bones 27 Evocation Fire Inflicts 5 damage 40
Pact of Shadow 27 Divination Poison Increases ac by 5 40
Engulfing Darkness 36 Divination Poison GROUP: targets may not move 50
Breath of Death 36 Evocation Poison Reduces targets hp to 1 45
Drain Spirit 36 Evocatoin Poison Inflicts 6 points of damage, restores 6 hp 55
Word of Souls 36 Evocation Poison GROUP: all target's hp is halved 55
Drain Soul 42 Evocation Poison Inflicts 10 damage, restores 10 hp 60
Dread of Night 42 Divination Poison Increases ac by 10 55
Dooming Darkness 45 Evocation Poison GROUP: all targets within eye sight are 'feared' and reduced to 1 hp 100
Thirst of Souls 45 Divination Poison Must touch corpse while casting, doubles hp for 1 day 150

Enchanters:

Spell Name: Level: School of Magic: Circle of Magic: Effects: Casting Time:
Minor Shielding 1 Divination Earth Increases ac by 1 5
Strengthen 1 Divination Fire Increases damage by 1 10
Weaken 1 Divination Poison Decreases target's damage by 1 10
Suffocating 1 Evocation Poison Inflicts 1 damage 5
Enfeeblement 8 Divination Poison Decreases target's attack by 2 15
Lesser Shielding 8 Divination Earth Increases ac by 2 15
Counter Spell 8 Evocation none Cancel's target's spell 3
Choke 8 Evocation Poison Inflicts 2 damage 15
Bind Sight 11 Divination Poison Target is blinded for 15 seconds 20
Root 11 Divination Earth Target cannot move for 30 seconds 20
Mist 11 Divination Ice GROUP: ALL targets in melee combat within eyesight of caster deal and recieve no melee damage 25
Second Thought 11 Divination Lightning Target caster's spell is interrupted 5
Shielding 18 Divination Earth Increases ac by 3 20
Berserker Strength 18 Divination Fire Increases damage by 2 30
Color Shift 18 Divination Lightning Target caster's spell's target is changed to that of Color Shift's caster 5
Invigor 18 Divination Holy GROUP: increases ac by 1 25
Sleep 18 Divination Poison Target falls asleep till touched by another player (may keep eyes open for saftey purposes) 20
Heavy Blades 18 Divination Earth Target drops all weapons 15
Fear 22 Divination Poison Target runs in opposite direction of caster till out of line of sight 35
Pacify 22 Divination Earth Target can no longer move or talk 20
Disempower 22 Divination Poison Target's damage is reduced by 3 25
Weak Steel 22 Divination Ice Target Players primary (non magical) weapon is destroyed 30
Clarity 33 Divination Lightning Target caster may cast 1 more spell than mana allows 30
Anarchy 33 Divination Fire GROUP: inflicts 3 damage 30
Greater Shielding 33 Divination Earth Increases ac by 4 25
Cripple 33 Divination Fire Target loses a leg or arm of caster's choosing 30
Mana Sieve 40 Divination Lightning Target caster loses 1 mana (1 spell per day) 40
Insight 40 Divination Lightning Reduces all casting times for caster by 5 for that day 40
Shield of the Magi 43 Divination Lightning Increases ac by 15 50
Mesmerize 43 Divination Lightning Target is put under your control 45
Field of Stone 45 Divination Earth GROUP: all targets in eyesight are turned to stone and killed 100

Wizards/Mages:

Spell Name: Level: School of Magic: Circle of Magic: Effects: Casting Time:
Burst of Flame 1 Evocation Fire Inflicts 1 damage 5
Burst of Frost 1 Evocation Ice Inflicts 1 damage 5
Tremor 1 Evocation Earth Inflicts 1 damage 5
Minor Shielding 1 Divination Earth Increases ac by 1 10
Burn 4 Evocation Fire Inflicts 2 damage 10
Chill 4 Evocation Ice Inflicts 2 damage 10
Earth Spike 4 Evocation Earth Inflicts 2 damage 10
Flame Bolt 8 Evocation Fire Inflicts 3 damage 15
Ice Bolt 8 Evocation Ice Inflicts 3 damage 15
Stone Bolt 8 Evocation Earth Inflicts 3 damage 15
Shield of Fire 8 Divination Fire Increases ac by 2 15
Shield of Ice 8 Divination Ice Increases ac by 2 15
Shield of Stone 8 Divination Earth Increases ac by 2 15
Counter Spell 8 Evocation none Cancels Target's spell 3
Shock of Blades 11 Evocation Lightning Inflicts 4 damage 20
Rain of Blades 11 Evocation Lightning GROUP: inflicts 2 damage 25
Column of Flame 17 Evocation Fire Inflicts 4 damage 25
Column of Ice 17 Evocation Ice Inflicts 4 damage 25
Column of Stone 17 Evocation Earth Inflicts 4 damage 25
Lesser Shielding 17 Divination Earth Increases ac by 2 20
Flame Arc 25 Evocation Fire Inflicts 5 damage 30
Ice Arc 25 Evocation Ice Inflicts 5 damage 30
Stone Arc 25 Evocation Earth Inflicts 5 damage 30
Rain of Lava 25 Evocation Fire GROUP: inflicts 3 damage 30
Rain of Hail 25 Evocation Ice GROUP: inflicts 3 damage 30
Rain of Stone 25 Evocation Earth GROUP: inflicts 3 damage 30
Rain of Swords 25 Evocation Lightning GROUP: inflicts 3 damage 30
Ice Comet 39 Evocation Ice GROUP: inflicts 5 damage 35
Supernova 39 Evocation Fire GROUP: inflicts 5 damage 35
Thunder Clap 39 Evocation Lightning GROUP: inflicts 5 damage 35
Fissure 39 Evocation Earth GROUP: inflicts 5 damage 35
Magic Missle 39 Evocation Lightning Inflicts 8 damage 35
Ultima 45 Evocation Lightning GROUP: inflicts 30 damage 200

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