Magic Information

Magic Types

There are five main types of magic users: Mages, Incantors, Channellers and Ritualists.
The terms for the practitioners of individual magical skills are Spellcaster, Shadow Mage, Enchanter, Healer, Corruptor, Light Incantor, Dark Incantor and Common Incantor. The definitions of these types of magic users are as follows.


Collectively the lists Enchanting, Shadow Magic and Spellcasting are known as Mage Craft. Enchanting and Shadow Magic are specialisations of Spellcasting. Practitioners of these lists are classed as Mages for all lammies, loresheets and abilities.


Collectively the lists Standard Incantation, Dark Incantation and Light Incantation are known as Incantation. Dark incantation and Light Incantation are specialisations of Standard Incantation. Practitioners of these lists are classed as Incantors for all lammies, loresheets and abilities.


Collectively the lists Healing and Corruption are known as Channelling. Practitioners are classed as Channellers for all lammies, loresheets and abilities.


Collectively the lists Daemonology, Elementalism, Necromancy and Theology are known as Summoning. Practitioners are classed as Summoners for all lammies, loresheets and abilities.


Ritualists are capable of controlling ritual circles, transport circle and performing rites to allow them to generate spell effects or create magical effects. Such as creating magical weapons, infusing characters with special abilities or transporting characters from circle to circle. Practitioners are classed as Ritualists for all lammies, loresheets and abilities.

Casting Spells

This section covers the results of various effects that are likely to affect you while playing in the LT system.

All of the powers listed below have a vocal component and an action component. The vocal component (including any chant) must be in English, it must be as similar as possible to that printed below, and it must include any words underlined and be at least as long. It is the responsibility of the caster to make sure that the target hears their vocals and is aware of who or what is being targeted. Players should also be vigilant for an effect being targeted on them (or something about their person) that they may need to react to.

A level 1 effect requires 1 Spell Card, a level 2 effect requires 2 Spell cards and a level 3 effect requires 4 Spell cards. You can only generate these effects if you have the relevant CS or OS. When casting an effect you must tear one or more (as appropriate) of your Spell cards in half. The card must be torn at the end of the vocal. At LT main events, you should collect your Spell cards from the guilds’ area. At LT sanctioned events, they may use an honour system whereby spell cards are not required. Do not litter your spell cards.

Casting magic requires Concentration and that nothing be held in the primary hand. You may only perform one action that requires Concentration at a time. Attempting to perform another action that requires Concentration, being reduced to unconsciousness or any other action that states it will break Concentration will disrupt the effect. The Primary hand is used to hold and tear the Spell cards and, if required, to point at or touch the target. Until all the actions are performed, including the ripping of the Spell Card, there is no effect. The action component is performed during the casting of the spell and is the representation of the gestures required to cast the effect. Therefore, if your casting hand is unusable, you may not cast magic.

Some spells including Mage Armour and Paladins Armour produce Magical Armour effects. These may not be combined with any ability to enhance the AV of armour, unless explicitly stated that they work with Magical Armour effects. The Armour Use skills are not required to use this armour and it will not stack with normal armour (see Appendix 4, Definition of Terms – Stacking Armour, page 60). This effect is not covered by the Rule of Double regarding armour use.

Only the lists Spellcasting, Incantation and Healing, of levels 1 and 2, are available at character creation (see Appendix 1, Magic Skills, page 49). All other lists are obtainable through IC action in game and the purchase of the appropriate OS. Please see the Guilds or Game Control for further information on how your character might obtain these powers.

A character cannot cast Ranged spells in Medium Armour. A character cannot cast Ranged or Mass spells in Heavy Armour. Casting spells as part of a Wedge is the only exception to this.

Chants (Updated: Rules Clarifications 2014)

An effect is a chant if, and only if, the bold text part of its description uses the words “chant”, “chants” or “chanting”. A chant effect that is modified by an OS (e.g. Cast Mass Charms) is still a chant. An ability similar to a chant spell that is granted by an OS (e.g. Rally, Source of Unlife) is not a chant.

The maximum duration of a chant effect by a single caster is 10 minutes – an on-going chant effect automatically ends 10 minutes after it was started. Even if the caster immediately recasts the effect this still counts as stopping and restarting – e.g. this will break an ongoing Sanctuary by a single caster. Multiple sanctuaries may still be maintained on a single target simultaneously, and each one is timed┬áseparately.

The vocal of a chant must be audible to the target or, if the caster and target are the same, it must be audible to anyone within 3 feet (1 meter) of the caster. The chant effect ends if the vocal is interrupted for more than 3 seconds at a time for any reason – interruptions include (but are not limited to) breathing, eating, drinking, and making other game calls (e.g. damage calls, “Innate Repel” when casting Forbidding, “Retribution <location>” when casting Retribution). Responding to a Discern does not count as an interruption, but should only take as long as is necessary to convey the required information. Repeated use of this to avoid the need to chant is an abuse of the rules and will be considered cheating. If a specific vocal is defined for a chant then an uninterrupted vocal must be completed at least once every 10 seconds or the effect will end.

Spell Cards

Spell cards are an OOC representation of a character’s available power and as such cannot be stolen, given, traded or otherwise transferred IC. Players found stealing Spell cards may be asked to leave site.
Spell cards are used to aid you in keeping track of the amount of power that you have cast and still have available to cast and to show targets of your powers that a magic effect has been cast on them.
When casting an effect you must tear one or more (as appropriate) of your cards in half. The card(s) must be torn at the end of the vocal.
Your skill level determines the number of cards you receive. Spell cards are only valid for the day printed on them. Anyone found littering their cards will lose their allocation for the next day.
For events with a 24-hour time-in, a day is considered to be Dawn to Dawn. For the LT main events a day is considered to be the daily time-in period, which is 10am-2am. At LT main events, you should collect your power cards from the designated area.

Item Spell Cards

Item Spell Cards work in exactly the same way as normal Spell cards, but are representative of the available power in an item or other lammie. The lammie determines how many Spell cards the lammie has, and this is not boosted by CS or OS. Item spell cards can be collected from Game Control.

Sigils (Updated: Rules Clarifications)

Sigils are used for temporary enchantments placed on people or items. The name of the person casting the Sigil, the target the Sigil applies to and the casting date must be written on the Sigil card for it to be valid. Sigils are OOC and cannot be stolen or traded. Sigils may be obtained from the Guilds or from Game Control. Certain spells and effects require a Sigil to be cast, for example Endurance, Mage Armour and Paladins Armour. Sigils last until Dawn and cannot be transferred to another character (except when cast). At LT sanctioned events, you may be able to collect Sigils from Game Control.

While Inactive (not yet cast) they have a power rating of 0, however when active they have a power rating of 1 (note this information will be indicated on the sigil card as well). If the total amount of power you are carrying goes above your current maximum limit to the point where Items stop working the effect will also stop, if the total reduces they will start working again. If you go over your limit to the point where Items would start being destroyed, All active Sigils (and associated effects) will expire (no damage caused), before any thing else.


Only effects that are listed as being able to be cast as part of a wedge can be cast using a wedge. To be part of a wedge, all casters within the wedge must be able to cast the required effect. E.g., only characters able to cast Dismiss may be in a Dismiss wedge. A wedge is a formation of casters with the Focus as the person at the front of it. If you are part of a wedge then you can channel the power to the focus as a Touch effect. All participants in the wedge must pass their Spell cards forward to the focus so that the total power level may be calculated.

Once Spell cards have been passed forward, they cannot be recovered. The Focus of a wedge should point at the target and tear all of the Spell cards contributed by members of the wedge, or hand the Spell cards to a Referee or Marshal, and cast the spell. As a member of a wedge (other than the Focus), maintain contact with the member in front of you by holding onto their shoulder. Once the Focus has started receiving Spell cards from the members of the wedge, then the wedge is considered to be in progress. While the wedge is in progress, the Focus of the wedge is Immune to mind effects.

Note that if a wedge is in progress for more than ten minutes without the Focus casting the power that they are controlling, or the wedge breaks up prior to the effect being generated, then unpredictable events may occur. Once the Focus of the wedge has received all of the Spell cards being contributed then they may break away from the wedge to cast the spell. However, they cannot move more than 10 feet (~3m) away from the 2nd rank of the wedge and must complete the casting within 10 seconds of breaking away.


Some spells are categorised as Rites. These also require Ritual Magic to perform. (See Rites)

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