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10-Mar-18
Maintained by the Staff of
Mythic Adventures LARP
New Player Quick Reference Guide
Forward -
While this work is a group effort, as is its continued maintenance, I would be particularly remiss
were I not to mention the unflagging efforts of Amanda Bumgardner whose keen eye caught many
instances of repeated words, questionable sentence structure, and confused passages. Sarah Andoe
also deserves recognition in her efforts to ensure this guide does not simply repeat information already
available in the Mythic Adventures Player’s Guide. Thanks also to Brooke Wallace whose contributions
helped finalize this work.
Finally, a heartfelt “Thank You” is offered to all the players old and new, veteran LARPers and
first timers both, who had a question and the courage to ask. May all your Adventures become the stuff
of Myth. This is for you.
Very Best,
The Staff of Mythic Adventures LARP
Table of Contents Garb and Gear............................................................................................................................................. 1
Costuming ............................................................................................................................................... 1
Boots ................................................................................................................................................... 1
Ears and Horns .................................................................................................................................... 1
General Goods .................................................................................................................................... 2
Make-Up ................................................................................................................................................. 2
Large Prosthetics – Masks and Wigs ....................................................................................................... 2
Weapons and Armor ................................................................................................................................... 3
Armor and Shields (SAFETY) .................................................................................................................... 3
Melee Weapons (SAFETY) ....................................................................................................................... 3
Missile Weapons (SAFETY) ...................................................................................................................... 4
Bows and Crossbows........................................................................................................................... 4
Firearms .............................................................................................................................................. 5
Slings ................................................................................................................................................... 6
Thrown Weapons ................................................................................................................................ 6
Spells and Magic ......................................................................................................................................... 7
Cosmology and Magical Systems ............................................................................................................ 7
Sorcery ................................................................................................................................................ 7
Ritual Magic ........................................................................................................................................ 8
Stored Magic ....................................................................................................................................... 9
Learning Magic in Mythic Adventures................................................................................................... 10
Spell Columns and Pyramids ............................................................................................................. 10
Spell Slots .......................................................................................................................................... 11
Starting Out (Spellcasting at Player Creation) ................................................................................... 11
Learning new Spell Slots ................................................................................................................... 11
Spell Columns, Format and Maximums ............................................................................................. 12
Learning new Spells .......................................................................................................................... 12
Special Rules – Healing Arts and Necromantic Arts .......................................................................... 13
Physical Representations of Spell Casting ............................................................................................. 13
Permanent Spell Books ..................................................................................................................... 13
Spell Packets ..................................................................................................................................... 15
Player (and Monster) Spellcasting ........................................................................................................ 16
Casting Sorcery ................................................................................................................................. 16
“Faking” Sorcery ............................................................................................................................... 16
Ritual Magic Casting .......................................................................................................................... 16
Sorcerous Battles – Aftermath .......................................................................................................... 17
Runic “Magic” ........................................................................................................................................... 17
Physical Representations of Rune Casting ............................................................................................ 18
Non-Magical Aids ...................................................................................................................................... 18
Alchemies.............................................................................................................................................. 18
Poisons .................................................................................................................................................. 18
Potions .................................................................................................................................................. 18
First Aid and Surgery ............................................................................................................................. 19
Armorsmithing and Weaponsmithing ................................................................................................... 19
Brewing, Distilling, and Vinting ............................................................................................................. 19
Engineering ........................................................................................................................................... 20
Scribing and Jewel Crafting ................................................................................................................... 20
Production, Gathering, and Trade Skills .................................................................................................... 20
Production Skills.................................................................................................................................... 20
Production Books and Recipes .............................................................................................................. 21
Starting Out (Crafting at Character Creation).................................................................................... 22
Learning new Recipes ....................................................................................................................... 22
Gathering Skills ..................................................................................................................................... 22
Trade Skills ............................................................................................................................................ 23
Role-Playing Skills.................................................................................................................................. 23
Player Choice ........................................................................................................................................ 23
Playing Mythic Adventures ....................................................................................................................... 24
How to Register for an Event ................................................................................................................ 24
Liability Release, Medic Forms, and Combat Safety .............................................................................. 24
Before Check-In..................................................................................................................................... 24
How to Check-In at an Event ................................................................................................................. 25
Late Check-In .................................................................................................................................... 25
How to Check-Out at an Event .............................................................................................................. 25
Early Check-Out ................................................................................................................................ 26
“Working” for the Game ....................................................................................................................... 26
“Monster” Shifts ............................................................................................................................... 26
“Logistics” and “Tavern” Shifts.......................................................................................................... 27
Growing your Character ............................................................................................................................ 27
Learning New Abilities and Skills ........................................................................................................... 27
Skills requiring a Teacher ...................................................................................................................... 27
Page | 1
Garb and Gear Immersion is a key factor in improving every player’s enjoyment of the Mythic Adventures LARP. We
strive to maintain some of the highest levels in the industry in the appearance of our monsters and our
players. To that end, we have identified vendors of reputable quality goods whose products may assist
you in bringing your Mythic Adventures character to life. Vendors are listed in Alphabetical order.
Costuming is up to each player, and many opt to make their own, but if you have neither skill nor time,
the sections below may be helpful. Mythic Adventures LARP assumes no responsibility for injuries or
gear damage during participation at an event.
Costuming Many players choose to make their own costuming, and are encouraged to do so, keeping in mind the
need for both durability and the individual practical needs of their character concepts. Not everyone
has the time, inclination, or skills to manufacture a complete costume, however. Players of Mythic
Adventures LARP have identified the following vendors as consistently providing good quality costuming
and accessories, suitable for the game.
Boots Owing to the expense of a good pair of period boots, many players choose to wear modern hiking or
“combat” boots with a cover or wrap of some sort to make them look more period. Key concerns are
ankle support and an adequate tread to assist with traction. For period boot makers, players have
expressed positive reviews of the vendors below.
Arm Street https://armstreet.com/ Son of Sandlar http://sonofsandlar.com/
“Minnetonka” moccasins and boots, while cheap, have essentially no traction, and efforts to attach
suitable tread have proven unreliable. They are very strongly discouraged.
Ears and Horns Most of the make-up races require prosthetic ears, horns, and the like. Elven players should select ears
less than 2” in length, with 1 ¼” to 1 ½” being the preference (High Elves tend towards longer ears). As a
tip, many players have expressed a preference for ear designs which point back, rather than up.
Eldaran, Eldarine, Troll Brood, Orc-blood and other races have their own prosthetic requirements, refer
to the current rules book and the Race Guides for specific details.
Aradani Costumes https://aradanicostumes.com/ Geekling Creations (Latex-free) https://www.etsy.com/shop/GeeklingCreations/ Mostly Dead https://www.mostlydead.com/
General Goods Included here are sundry vendors of leather armors and bracers, bags, pouches, shirts, pants, cloaks,
belts and sundry from which numerous players have assembled costuming with good result. In addition,
from time to time approved vendors will be on-site for special Mythic Adventures events.
AC5 (custom work is slow to ship) (Faires and Festivals Only) Arm Street https://armstreet.com/ Ateliers-Nemesis https://ateliers-nemesis.com/ Calamacil http://www.calimacil.com/ Coeur de Mithril https://coeurdemithril.com/shop/en Crimson Chaim Leatherworks (Faires and Festivals Only) Dunkel Art (working foam lanterns) http://www.dunkelart.de/ Epic Armory https://www.epicarmouryunlimited.com/en/ The Ring Lord (Chain Mail supplies) http://theringlord.com/
Make-Up While a good foundation from your local drug store or grocer can help when blending ears and other
prosthetics to your natural skin tone, some characters and races need a bit more. Professional or
theatrical makeup has the advantage of long wear and good color fastness. We have had good
experience reported with the following manufacturers, whose products are available through numerous
vendors.
Ben Nye http://www.bennyemakeup.com/ Mehron https://www.mehron.com/
Large Prosthetics – Masks and Wigs While masks are a convenience in getting into character, particularly for some of the less “human”
races, careful consideration should to be given to your specific needs. Masks and other large prosthetics
have the potential to interfere with vision, hearing, breathing, speaking, or eating. You should also
consider any personal sensitivities you might have to latex, spirit gum or remover, or heat as masks and
other large facial prosthetics can impede the ability to sweat effectively. These vendors have been
recommended to us.
CFX Masks https://www.compositeeffects.com/shop/
Immortal Masks (Silicone) http://immortalmasks.com/index.php
Magpie Bones http://www.magpiebones.com/
High quality wigs and clip-in hair extensions (for those whose day jobs require hair above the collar) can
be secured at any number of local beauty suppliers, such as Sally Beauty or Ulta Beauty.
Weapons and Armor Immersion is a key factor in improving every player’s enjoyment of the Mythic Adventures LARP. We
strive to maintain some of the highest levels in the industry in the appearance of our monsters and our
players. To that end, we have identified vendors of reputable quality goods whose products may assist
you in bringing your Mythic Adventures character to life. Vendors are listed in Alphabetical order.
While costuming is up to each player, and many opt to make their own, because of the dangers involved
in live action combat, some sections are marked (SAFETY).
Use of products from vendors other than those identified in a (SAFETY) section may not be approved, on
a case by case basis. Additionally, weapons and armor are inspected at the start of events as part of an
effort to determine if they are damaged in a way that would render even an approved vendor’s
weapons or other goods unsafe for use. Due to the potential for damage to occur after inspection,
Mythic Adventures LARP assumes no responsibility for injuries or gear damage during participation at an
event.
Armor and Shields (SAFETY) The following list of vendors have been approved for Mythic Adventures LARP use. Note that some
vendors are only approved for a small portion of their product line. When selecting armor, be aware of
horns, sharp edges, and other bits that may be dangerous to persons and equipment during LARP
participation.
As ever, the equipment must still pass a safety check at the start of each event. Shields and Armor from
other vendors may, or may not, be approved on a case by case basis at the sole discretion of
Management. Many vendors have been determined to offer cheap and/or attractive goods that simply
don’t hold up, or are unsafe to use, in our system of combat. Vendors marked with a * are available
through Frederick’s Forge, who are often present at events.
Frederick’s Forge https://www.facebook.com/FredericksForge/ *Calimacil http://www.calimacil.com/
*Epic Armoury https://www.epicarmouryunlimited.com/en/
Crimson Chaim Leatherworks (Faires and Festivals Only) Dragon Armoury http://www.dragonarmoury.co.uk/
Hammerkunst (from Mytholon) http://www.mytholon.com/en/
Museum Replicas (Armor only) https://www.museumreplicas.com/armor
Prop Corn Shop http://propcorn.es/shop/
Melee Weapons (SAFETY) The following list of vendors have been approved for Mythic Adventures LARP use. Flail and other
chain-type or hinged weapons are NEVER approved for use at Mythic Adventures LARP, regardless of
manufacturer. Note that some vendors are only approved for a small portion of their product line.
As ever, the weapon must still pass a safety check at the start of each event. Weapons from other
vendors may, or may not, be approved on a case by case basis at the sole discretion of Management.
Many vendors have been determined to offer cheap and/or attractive goods that simply don’t hold up,
or are unsafe to use, in our system of combat. Vendors marked with a * are available through
Frederick’s Forge, who are often present at events.
Frederick’s Forge https://www.facebook.com/FredericksForge/ *Ateliers-Nemesis https://ateliers-nemesis.com/
*Calimacil http://www.calimacil.com/
*Coeur de Mithril (for Arrows and Coreless Wine Bottles only)
*Epic Armoury https://www.epicarmouryunlimited.com/en/
*Mitryl https://www.etsy.com/shop/Mitryl
*Studio Foamageddon (made in USA) https://www.facebook.com/StudioFoamageddon/
ArtyFakes http://www.artyfakes.co.uk/
Dragon Armoury http://www.dragonarmoury.co.uk/
Dunkel Art http://www.dunkelart.de/
Eldritch Armoury http://www.eldritch.com/
Forgotten Dreams http://www.forgottendreams.de/eng/products.php
Hammerkunst (from Mytholon) http://www.mytholon.com/en/
Prop Corn Shop http://propcorn.es/shop/
School of Bip Props and Weapons https://www.facebook.com/DDProps/
Weapons from Vendors that *MAY* be approved on a case by case Basis:
Forgotten Dreams (*some* weapons) http://www.forgottendreams.de/eng/products.php
Items from Troll Martell will likely NOT be approved.
Items from Heroes Edge (all subcategories) and Museum Replicas’ “Warlords brand” (commonly sold by
resellers at Faires) will NOT be approved.
Missile Weapons (SAFETY) Missile weapons in Mythic Adventures LARP include four general types. Like any other weapon, they
will be safety checked at the start of every event. Weapons from other vendors may, or may not, be
approved on a case by case basis at the sole discretion of Management. Many vendors have been
determined to offer cheap and/or attractive goods that simply don’t hold up, or are unsafe to use, in our
system of combat.
Bows and Crossbows Human (or elf!) powered bows and crossbows in Mythic Adventures LARP are part of an integrated
system, which also includes the arrows or bolts. Compound bows are not permitted, recurves are. No
bow or crossbow should exceed a 25# draw weight. “Nerf” Crossbows are also acceptable, but like
fiberglass short or longbows, should be painted or taped in a way to maintain the game’s immersive
quality.
Bows and Crossbows may NOT be used to parry or block blows unless they are safely padded in a way
which would be adequate for an approved melee weapon. They may NOT be used as a striking weapon.
Arrows or Bolts should be either nerf foam (not “suction cup heads”) or suitably large enough to
minimize risk of eye injuries when used with an appropriate bow. The arrow heads from Coeur de
Mitryl and IDV have been found to meet this standard when used with a Mythic Adventures LARP
appropriate bow.
Calimacil http://www.calimacil.com/ Coeur de Mithril https://coeurdemithril.com/shop/en Epic Armoury https://www.epicarmouryunlimited.com/en/
IDV (only Arrows are approved) https://idv-engineering.de/safety-arrows/?lang=en
Nerf “ZombieStrike” Crossbow, etc Various Retailers
While Barnett, Crossman, and others all make suitable products, often at an inexpensive price point
compared to the wooden designs available from various LARP vendors, you may need to choose one of
their “Youth” or “Junior” series bows to ensure an appropriate draw weight.
Firearms Firearms are relatively new to the Mythic Adventures LARP universe, requiring special character skills to
use. Unlike swords, bows, and other traditional weapons, a character’s ability to use firearms is limited
by their Engineering skills. A Grandmaster Engineer is simply able to use a much more complicated
firearm than that carried by an apprentice. Firearms in our game are commonly represented by Nerf
brand weapons firing either the standard Nerf foam (not “suction cup heads”) or Nerf “Mega Strike”
projectiles. They are readily available through numerous resellers.
Like bows and crossbows, Nerf firearms may not be used to parry melee attacks, or as striking weapons
themselves. They should be painted or taped in a way to maintain the game’s immersive quality. While
a complete and constantly updated listing of every available Nerf firearm for each level of Engineering
ability (Apprentice, Journeyman, Master, Grandmaster) is beyond the scope of this document, it is
hoped the examples below will serve as a useful reference.
Basic Engineering
Characters with a firearm skill and only basic Blacksmithing may use single shot front-loading designs
only, such as the Nerf Microshot Zombie, Modulus Blaster or Poe Dameron Blaster.
Apprentice
Apprentice Engineers may craft only front loading, single shot firearms. Assuming they have the
appropriate Firearms skill, they may use any Journeyman crafted firearm. They may repair the firearms
up to Apprentice level that they have a recipe for.
Journeyman
Journeyman Engineers can craft any firearm useable by Apprentice Engineers that they have a recipe
for, and (assuming they have the appropriate Firearms skill) may use any firearm up to Master
Engineering crafted. They may also repair any firearm up to Journeyman level that they have a recipe
for.
Journeyman firearms include any front-loading design with not more than a four-shot capacity, such as
the Nerf Doublestrike Zombie and the Nerf Mega Doublebreach Blaster.
Master
Master Engineers can craft any firearm useable by Apprentice or Journeyman Engineers that they have a
recipe for, and (assuming they have the appropriate Firearms skill) may use any firearm. They may also
repair any firearm up to Master level that they have a recipe for.
Master firearms include any cartridge-loading or cylinder loading design of not more than a six-shot
capacity such as the Nerf N-Strike Elite Blaster, the Nerf N-Strike Elite DualStrike Blaster, or the Nerf
Doomlands Vagabond Blaster
Grand Master
Grand Master Engineers can craft any firearm they have a recipe for, and (assuming they have the
appropriate Firearms skill) may use any firearm. They may also repair any firearm (though Grand Master
firearms may require a recipe and/or components to repair).
Grand Master level firearms may include multiple cylinder or extended drum beyond a six-shot capacity
such as the Nerf Zombiestrike Doominator or the Nerf N-Strike Mega Mastodon Blaster.
If it seems completely over the top – its probably Grand Master level. Please work with Mythic Staff
regarding these weapons. Nerf N-Strike Elite Rhino Fire?
Slings Sling weapons and “pocket rocket” style slingshots are not approved for use at Mythic Adventures LARP.
Thrown Weapons These are simply melee weapons with no solid core, such as Studio Foamageddon’s Alchemy “bombs”,
throwing knives from the various approved melee vendors, or Coeur de Mitryl’s coreless “wine bottles”.
These can be found in the melee weapons section. Reputable vendors will identify coreless designs in
the item description, as they are not suitable for blocking in LARP combat. Some players safely make
their own. See the separate guide on Weapon Crafting for further details.
Spells and Magic Magic, often called Art, is a key component of the Mythic Adventures LARP world, whether the most
minor of human battle magics, the pageantry of Ritual Magics, or the dangerous allure of recently
uncovered ruins and Fey places of power. Virtually any character can make use of at least some Art, and
every character will at some point experience it, for good or ill, during their Mythic Adventures.
Questions about magic use (often resulting of player experiences in either table top or LARP gaming
systems) have arisen over the years. We’ve tried to address the most common here.
Cosmology and Magical Systems Mythic Adventures LARP does not use a single magical system, such as might be found in most table top
RPGs, computer games, or many LARPs. Instead, Mythic makes use of several differing magical systems
based solely on the method of use or casting. The cosmology of the world in which Mythic Adventures
LARP is set is the subject of much debate by both fools and sages. The answer to those weighty
questions will not be found within these pages.
Sorcery The most common type of Art in Mythic Adventures LARP, Sorcery is the skill represented by Primary (as
well as Secondary and Tertiary) Spell Slots. Characters refer to this magic by many terms, “Low Magic”,
“Battle Magic”, “Sorcery”, or most typically by the Magical Art skill needed for casting. During an event,
one will often hear “Druidic Magic”, “Celestial Magics”, or the like. As a generic term for the casting of
these spells, we will use “Sorcery”.
The skill to use Sorcery (both great and small) is shared by many in our world, whether Knight or Rogue,
Scholar or Vagabond. To cast a Sorcery, a character must have several skills and meet other
requirements besides. They must know the Read/Write Skill, some magical Art (Druidic Arts, Celestial
Arts, etc), and have at least one “Spell Slot” skill in that Art. They must also have checked in a
permanent Spell Book before the start of game with at least one Spell of the appropriate level in that
Art, though they need not have the spell book on their person at the time of spell casting.
To cast or activate the magic, the Player should clearly and loudly intone the Spell’s verbal component
from memory (you may also read it from a book or other item) and throw a spell packet of the
appropriate color at their target. Packets which miss take effect on whatever they do hit, and a spell
verbal may be “flubbed” if it is misspoken. A “flubbed” spell has no effect but does expend that spell
slot for the day. Appropriate packet colors are determined by the magical Art being cast, shown on the
chart below.
Healing spells are White
Hearth spells are Yellow
Druid spells are Green
Wrath spells are Red
Necromancy spells are Black
Celestial spells are Blue
Arcane spells are Purple
Elemental spells are Orange
Unlike many table top games and LARPs, we do not use the Vancian magic system for battle magics
many remember from early editions of Dungeons and Dragons™ or the “Dying Earth” series of books
where an individual spell is selected first thing in the morning as the player’s only option for that day.
Neither do we use a mana-based system like that seen in many on-line games, where each spell casting
expends some number of “points” from a pool of magical energy.
Instead, each Spell Slot skill represents the ability to cast ANY spell of that Art and Level the character
knows (has recorded in their permanent Spell Book), chosen at the time of casting. A character with
three 1st level Arcanist Spell Slots and two level 1 Spells in their Arcanist book may cast the first spell
three times in one day, or the second spell three times in one day, or one spell twice and the other once,
depending entirely on their desires at the time of casting. It is possible, as your character gains
experience, to have a Spell Slot skill for a level of spells that one does not yet have any of in their
permanent book. This simply means that you do not know, and cannot cast, any spells of that level each
day – the skill is unusable. It is possible (if you have that skill) to cast higher level spells if they are in
your permanent book, but the Spell Slot skills for spell levels not yet in your permanent book may not be
“substituted” for less powerful spells (i.e., you can’t normally use a 5th level Spell Slot to cast a 2nd level
spell, though there are rare exceptions).
Ritual Magic Once a sufficient level of skill in the use of Battle Magics is attained, some characters can learn Ritual
Magics as well. Ritual Magics represent the most powerful uses of Art most will ever attain and may be
performed singly or as part of a cooperative casting. Each Terrestrial or Celestial Ritual magic has a level
assigned to it, any Ritual Caster of at least that level of Ritual Casting skill who meets its other
requirements may perform it. Before beginning to study Ritual Magics, one must have attained at least
a single 9th level sorcery slot.
Unlike Sorcery, Ritual Spells are not limited in the number of times they may be used each day by the
number of Spell Slots one has. Instead, each ritual will require significant time in roleplaying the
performance of the Ritual Magic chanting, scribing geometric shapes, and the like, as well as some
material components (both common and rare) which are usually consumed during the casting of the
Ritual. The Ritual Caster must have the Ritual Scroll (itself a magical item) in their possession for
reference during casting, and for certain rituals, they may also require the caster possess additional
skills, characteristics, or insights.
While slow to cast, and frequently expensive to perform, Ritual Magics can create powerful and long-
lasting protections, enchant magical items both temporary and permanent, summon or bind creatures
both fair and foul, and many other purposes besides. Further knowledge of Ritual Magic use must be
gained during your Mythic Adventure.
Stored Magic Stored magic is most typically found in single use scrolls with which almost everyone is familiar, but may
also be found in magical rings, wands, and the like. These items can cast a specific magic or magics a set
number of times (or perhaps a set number of times per day), and may never be changed or used to
perform any other act of Art. Potions, while similar, are non-magical concoctions discussed in the Non-
Magical Aids section, below.
Ring of Stored Spell(s)
These crafted magical items allow the wielder to cast one or more pre-determined spells from the ring
before its power is exhausted. A player with the appropriate Arts skill may make use of any spell stored
in the ring, regardless of spell level. A character with Necromantic Arts but not even a 1st level
Necromancy Spell Slot may use even a 9th level Necromancy Spell from a ring. The Player should clearly
intone the Spell’s Verbal component and throw a spell packet of the appropriate color at their target,
just as if they were casting the spell from memory. Packets which miss take effect on whatever they do
hit, and spell verbals may be “flubbed” just as any other casting of battle magic. Appropriate packet
colors are listed under Sorcery, above.
Once created, the spells in a ring of stored spells are set for all eternity. In many cases, once the spell is
used, it is gone forever. For some rarer rings, they may be recharged by casting the expended spell, with
the ring as a target. Even for those rings, the individual spells and quantity are forever set – a ring which
once held a single “Life” spell and a single “Death” spell may not be recharged with two “Death” spells.
Scrolls
Scrolls are single use magical items with the power to allow their user to cast a single pre-determined
spell or may be used as components by a scribe during the process of making a permanent spell book.
They are represented by either a physical tag or a paper scroll measuring about 4 1/4” by 5 ½”. To use a
scroll, a player must be able to clearly see it (you may not use a scroll while under the effects of a
Darkness spell, Blindness or on a moonless night without some light source).
The character casting the scroll must have the Read/Write skill, a Magical Arts skill appropriate to the
magic being cast (i.e., Elemental Arts may not be used to cast a “Cure Light Wounds” spell, but Druidic
Arts could be used to cast a “Bless Spell”, even if the scroll was made by a Healer or Hearth caster). A
player with the appropriate Arts skill may make use of any Scroll, regardless of spell level, thus a
character with Elemental Arts but not even a 1st level Elemental Spell Slot may use even a 9th level
Elemental Spell from Scroll. The Player should clearly intone the Spell’s Verbal component from the
scroll and throw a spell packet of the appropriate color at their target, just as if they were casting the
spell from memory. Packets which miss take effect on whatever they do hit, and spell verbals may be
“flubbed” just as any other casting of battle magic. Appropriate packet colors are listed under “Battle
Magic”, above.
Characters with any of the Terrestrial Arts skills (Healer, Hearth, Druidic, or Wrath) may identify any
spell scroll they can use, can determine the school of other Terrestrial scrolls they cannot use (a
character with Necromantic Arts can identify a Healer scroll, though not determine the spell on it, or its
level), but can only determine that a spell has some Ethereal spell upon it if they lack an appropriate Art.
Similarly, those with an Ethereal Art (Arcanist, Celestial, or Elemental) may identify spells they can use,
determine the school of Ethereal scrolls they can’t use, but only discern that a scroll contains some
Terrestrial magic otherwise.
Wands
Wands are like rings, above, and used in the same way. Unlike rings, however, a wand will only hold a
single spell. When originally created, the wand will contain five castings of that spell (such as five
“Elemental Maelstrom of Fire”, but not three Elemental Maelstrom of Ice, and two of Fire, or any similar
combination). Wands cannot be made permanent and can never be recharged. When its last spell is
expended it becomes inert, useless.
Learning Magic in Mythic Adventures Broadly speaking, there are two ways to measure mastery of the Magical Arts in the Mythic Adventures
LARP, breadth of spell knowledge, and depth of capacity for casting. It is entirely possible to “know” a
spell (that is, have it written in one’s permanent spell book) that one is incapable of successfully casting
because it is beyond one’s ability in level of skill. Similarly, it is possible to be able to cast one or more
spells of a given level, yet through ill luck in finding new Art (or insufficient funding), have no spells of
that level in one’s permanent book.
Spell Columns and Pyramids A “spell column” is a shorthand way of describing a caster’s capacity of spells for a Mythic Adventures
event, irrespective of class or magic type. A starting character (or, later in one’s career, after finding a
teacher) must learn the Read & Write skill, followed by a “Magical” Arts skill of the appropriate kind
(Hearth, Wrath, Elemental, etc.) before learning their first 1st level spell slot. Your “Primary” spell
column is determined when you learn your first spell slot in an Art. Most classes in Mythic Adventures
allow you to learn a Primary Spell Column, and often a Secondary Spell column. A few even allow the
study of a third (Tertiary) spell column – though each column becomes more difficult to learn (it has a
higher skill point cost) and allows a lesser (or even incomplete) mastery of that magical Art.
The capacity to cast spells is learned in a “Pyramid format”, such that the base of the pyramid (the lower
level of spell ability) is always wider than the next more powerful spell level above it until the minimum
column width is reached. A character can continue to broaden the base of their spell column until the
maximum width is reached, but once chosen, this decision cannot be undone. Learning spells in
pyramid format is best illustrated by example.
Spell Slots As covered in the Sorcery section of Cosmology and Magical Systems above, a character’s capacity to
use the most common magics in Mythic Adventures is reflected in the number and level of the
character’s Spell Slots. Each Spell Slot represents the ability to cast any one of the spells of the Spell
Slot’s level from that column of magic (Primary, Secondary, or Tertiary), chosen at the time of casting.
Additionally, some professions and certain races gain access to the Magical Affinity skill for one or more
magical Arts (Arcanist, Hearth, Necromantic, Wrath, etc). Players with one or more of these skills should
refer to the Mythic Adventures Main Book for specifics, but in general, these skills serve as a sort of
“floating” Spell Slot, that may be used to cast any spell of that Art the character knows (it is inscribed
and stamped in their permanent spell book) AND that they have at least one Spell Slot of that level for.
Magical Affinity I cannot be used to cast a 9th level spell from one’s permanent book if your character
has only learned a 5th level Spell Slot in that magic.
Starting Out (Spellcasting at Player Creation) A beginning magic wielding character first learns Read & Write, then a magical Art skill (Celestial, Hearth,
Wrath, etc). This becomes their Primary Spell Column. They then purchase a single 1st Level Spell Slot.
Since the base of a spell pyramid must be wider than the next more powerful spell, the character must
learn another 1st level Spell Slot, bringing his total to two, before learning their first 2nd level Spell Slot.
To learn a 3rd level Spell Slot, they must first have two 2nd level Spell Slots, and to do that, they need a
third 1st level Spell Slot… So, they learn another 1st, then a 2nd, and then their first 3rd level Spell Slot.
The same process is required to learn the first 4th level, and so on. This would be described as a
“4,3,2,1” column, and could be depicted graphically like this:
Primary
At any point after learning their initial 2nd level Spell Slot, a character can begin a Secondary Magic
column by purchasing the appropriate magical Arts skill and a 1st level Spell Slot in that Secondary Magic.
A Secondary Magic column cannot equal or exceed the size of a character’s Primary Magic column until
you have a 9th level spell, and then they can equal but not exceed. Tertiary Magical columns are begun
the same way starting with a 2nd level Secondary spell slot and cannot equal or exceed the Secondary
magical column in size.
Learning new Spell Slots If a character has already learned at least one Spell Slot of a given level in that magic column (Primary,
Secondary, or Tertiary), they may learn another Spell Slot of the same level simply by spending skill
points on it between events. If the character has not yet learned a Spell Slot of that level and column,
4th level spell slots X
3rd level spell slots X X
2nd level spell slots X X X
1st level spell slots X X X X
they must locate a teacher in play to learn that skill from. Thus, a character with a “4,3,1” column in
their Primary magic could learn a second 3rd level Spell Slot without need for a teacher, but having done
so, they will need to locate someone to teach them their first 4th level Spell Slot in that magic. The same
is true of Secondary and Tertiary magics. Knowledge of a 6th level Spell Slot in one’s primary magic does
not allow them to teach themselves new levels of Spell Slots in their other columns – they must still find
a teacher for each new level of Spell Slot in those magics.
The same rules apply to characters who first begin learning magics after starting their Mythic
Adventures LARP career – they must learn (if they haven’t already) the Read/Write Skill from a teacher,
the appropriate magical Arts skill for their primary column from a teacher, and then their first Primary
magic 1st level Spell Slot from a teacher. While this may be the same teacher for each of those skills, be
mindful that there are limits in how many skills a character can learn between events. Characters with
many banked skill points may find that starting a magical Art later in their career to be a time-consuming
experience, even if they have the skill points to learn more rapidly.
Spell Columns, Format and Maximums Each magic using profession in Mythic Adventures LARP sets different limits on the minimum and
maximum widths of the pyramid of Spell Slots a character can learn in the Primary (and, if allowed,
Secondary and Tertiary) spell columns. An Artificer, for instance, has a Maximum Primary spell column
of 12 Spell Slots per spell level, a Secondary spell column of 10 Spell Slots per spell level, and a Tertiary
spell column of 7 Spell Slots per spell level, while a Smith is limited to just 5 Spell Slots per spell level in
their Primary magic, and cannot learn a Secondary or Tertiary magic at all.
A character with knowledge of the same number of Spell Slots at every spell level 1st through 9th is said
to have a “column”. Each profession with potential magical ability also lists the format (often called the
minimum) in which they learn each magical column. In the case of our Artificer, they learn their Primary
magic in a “six column” format, meaning they must continue to learn 1st level Spell Slots to form the
base of their pyramid until they have six (6) 1st level Spell Slots. Once the specified format width is
reached through the purchase of 1st level Spell Slots, characters continue to learn their spells in pyramid
format until completing the spell column. Thus, an Artificer who learned the minimum number of each
of their Primary magic Spell Slots would be said to have a “six column”.
Characters who learn a complete their format column of spells, but who have not yet reached their
maximum width, can return to their studies and begin learning additional Spell Slots in that column in
single file. Our Artificer would complete their “seven column”, then their “eight column”, etc up to their
maximum, a “twelve column” (12 Spell Slots of each spell level 1st through 9th).
Learning new Spells While the number of Spell Slots a character has at any given spell level determines how many spells they
can cast, the character’s permanent spell book determines what spells of those levels they know how to
cast. See the section below on Permanent Spell Books for details regarding both starting spell books and
adding spells to one’s permanent book.
Special Rules – Healing Arts and Necromantic Arts While most Arts are indiscriminate – a skilled caster may learn both Wrath and Healing spells with
abandon, or Druid and Elemental (a popular choice), or even Arcanist and Celestial columns, Healing and
Necromantic spells exist in conflict. While a character (with Plot approval of an appropriate background
or great efforts in play) may learn both the Healing Arts and Necromantic Arts skills, a character who
uses even a single Necromantic spell (such as from wand, ring, or scroll) is instantly prevented from
wielding further Healing magics until certain efforts are undertaken. The nature of that effort is not
commonly known, thus such an Act is almost never contemplated, and the two skills are rarely
possessed by the same being.
Physical Representations of Spell Casting A number of physical items are required of any users of Battle Magics in Mythic Adventures, primarily
“spell components” in the form of a small packet of native grass seeds, and the character’s Permanent
Spell Book. Each is addressed here.
Permanent Spell Books Each character maintains a permanent spell book which is inspected each game at check in,
representing all the Sorceries the character is capable of casting. Spell Books need not be carried on
your person while casting spells, currently cannot be stolen in play, and cannot be destroyed. You may
not, however, hide your character’s spell book in your car, send it home with your ride, or the like. Spell
Books must remain in play (though you may hide them) throughout the duration of any Mythic
Adventures LARP event you attend.
A spell book can be any size you want, from very small to a huge tome. Both sides of each page may be
covered with text, drawings, pictures, etc, but only one spell may be contained on each page. The front
and back side of each page are counted separately for this purpose, so a book containing 50 spells will
be at least 25 pages in length.
A spell page MUST contain the level of the spell, the name of the spell, its type (Necromancy, Healing,
Elemental, etc), the complete verbal, and the full description from the Mythic Adventures Rules book. It
can be handwritten or typed but must contain at minimum all of the above information in the English
Language and the Latin (“Roman”) alphabet. It must also contain a 1” blank square where a Mythic
Adventures official will stamp when the spell is transcribed into your book, or it is first created.
Starting Out
Characters who begin their Mythic Adventures LARP career already having the skill to cast one or more
sorceries will begin with a starting Permanent Spell Book they should provide. While you are welcome
to create a book with every available spell for your chosen Art or Arts, starting characters begin their
career knowing only a limited number of individual spells. During character creation, spells in your book
will be stamped based on the number of Spell Slots the character has learned at any given spell level.
Any spell in your book without an official stamp represents a Spell you have not yet learned and may not
cast.
New players begin with half as many spells in their book at each level as they can memorize in their
column, rounded up. The first spell chosen to fill the book at each level MUST be from your specialty
(Marked in BOLD on your spell sheets). As example, Nergal the Nefarious (a beginning Sorcerer) starts
his first event with a “5,4,2,1” Necromancy column. Because he can cast five 1st level spells each day, he
gets three 1st level spells stamped in his starting Necromancy book, one of which must be either
“Blessing of the Grave” or “Inflict Light Wounds”. He also gets two 2nd level spells stamped in his book
(at least one of which must be a Necromancy), and one each stamped at 3rd level (he chooses one of the
two available necromancies) and 4th level. Because there is only one 4th level Necromancy specialty
spell, “Inflict Serious Wounds”, Nergal must take that spell for his 4th level starting spell book selection.
Learning Spells Later
Characters who learn magic after beginning their Mythic Adventurers careers or wish to learn new spells
need four things. First, you need access to a copy of the spell you want added to your Permanent Spell
Book. This will usually be from a scroll. Second, you need someone with sufficient ability as a Scribe to
ink the new spell book page (Apprentice for spells level 1st-3rd, Journeyman for levels 4th to 6th, and
Master Scribe for the rest). Third, the Scribe needs to have enough remaining production points to
complete the work and the appropriate recipe. Finally, you need a Mythic Adventures official to stamp
the page once the scroll and scribe have been gathered. This action is performed before the start of
each event, not while an event is in progress.
The Scribe does NOT need to be able to cast the spell themselves to be able to copy it into your spell
book, they only need the scroll to be copied, sufficient production points for the spells in question, and
the appropriate Scribe Recipe. The scroll is destroyed in the process of adding the spell to your
permanent book.
The in-play cost to have a spell copied into your spell book will vary, based on how you came into
possession of the spell you want to add to your book and how much the Scribe charges for their
services. Scribes are few, and some scrolls are rare, so its encouraged to develop regular sources to fill
your spell book.
Having a new spell added to one’s permanent book will result in the character gaining experience IF they
already learned at least one Spell Slot of that level in that Art. Thus, some choose not to add spells to
their permanent book until after they’ve learned (or while they are learning) that Spell Slot. On the
other hand, nothing prevents a character from having spells scribed into their book which are beyond
their ability to cast at the current time – primarily because unlike scrolls, permanent Spell Books are
much harder to lose or destroy. While one won’t gain experience for spells already scribed into their
book when they learn their first Spell Slot of that level, those previously inscribed spells are immediately
available for the caster’s use, no further effort or action is necessary.
Spell Packets Spell packets are the in-play representations of the components needed to cast a spell from a specific
school of magic. Even if you have stamped copy of the spell in your permanent book, say the spell
verbal correctly, then throw (and hit) your target with a spell packet, if you use the wrong components,
the spell fails.
Healing spells are White
Hearth spells are Yellow
Druid spells are Green
Wrath spells are Red
Necromancy spells are Black
Celestial spells are Blue
Arcane spells are Purple
Elemental spells are Orange
Many spells are common between multiple schools of magic, such as “Cure Light Wounds”, which is
available to Healer, Druidic, and Hearth Arts casters. If your character knows multiple Arts which each
can be used to cast a spell, the Spell Slot expended during casting is determined by the color of the
packet used. In the case of the “Light” spell, the verbal also changes depending on the magical Art being
invoked – make sure your packet and light color match, or you have flubbed the spell.
While specific to the kind of spell being cast, spell components are common. It doesn’t cost you any in-
play money to check in with a bunch of spell packets at the start of an event. Some players may choose
to sell spell packets in-game, for in-game currency, just as they may trade in other in-game goods.
Prices are not set by event staff and are negotiated purely by the players.
Making your own Spell Packets (SAFETY)
A good guide on packet making techniques can be found here:
https://www.youtube.com/watch?v=me7heN3q3lo&feature=youtu.be
***We recommend the use of larger fabric squares, (7”x7”) and additional bird seed over what is seen
in this video, for safety reasons. It is important spell packets not be small enough to easily fit in an eye
socket.
Use Florida native grass seed for the filling (St. Augustine, Bermuda, or Annual Rye tend to be readily
available, and cheapest), not “bird seed” or the like. Some packets will no doubt be left or lost, and the
Florida Park Service does not want non-native grasses introduced to the parks. Dispose of packets
immediately if they become muddy or frozen while wet. If your packets ever become damp – whether
rain, snow, or simply long exposure to humidity, they should be safely disposed of before the next
event. Grass seeds will swell and/or germinate after sufficient exposure to water which risks making
them too hard for safe use.
Spell packets need not be solid colors but do need to be readily distinguishable at a distance. While a
white packet with small gold or silver sparkles is acceptable, or a mottled green is fine, red/white
checkerboard patterns, most plaids and others with high likelihood of confusion are not permitted.
Player (and Monster) Spellcasting Just as those using weapons must successfully strike their opponents and announce any special abilities
or damage while swinging, player (and monster) spell casters must perform certain actions to
successfully use their spells.
Casting Sorcery Casting Sorcery require a verbal component, the words of the spell to be cast, which must be stated
clearly and loudly enough to be heard at some reasonable distance, at minimum, a normal tone of voice.
The Verbal component should then be appended with a statement of the spell’s effect if it is a damaging
spell. For instance, “I Strike Forth with a Magic Missile” to which the caster should append an
announcement of its effect “5 Magic”. Within 2-3 seconds of completion, the physical component of the
spell should be thrown at the intended target.
Sorcery also requires a physical component, an appropriately colored Spell Packet (see above for details)
which must contact the target to take effect. The spell will take effect on whatever target is hit, even if
it was not the one intended. Certain spells, such as “Barrier of Protection” take effect on an area, the
packet should be thrown, tossed, or dropped into the area to be affected. Casting spells on oneself
ALSO requires a packet of the appropriate color, which the caster should touch to themselves upon
completion of the spell’s verbal component.
Spells for which the verbal is said mistakenly are “flubbed” – the caster expends the Spell Slot for that
spell, but it has no other effect. Spells for which a spell packet of the wrong color is used are also
“flubbed”. Finally, throwing a spell packet before completing the spell’s verbal is considered a mistaken
verbal, the spell is “flubbed”.
“Faking” Sorcery Do not do this. If you wish to potentially scare, confuse, or simply cause another player to pause, you
are welcome to jump up and down, scream, shout, yell “boo” or otherwise attempt to appear
intimidating. Because the language of Sorcery is NOT the English tongue, loudly speaking a spell verbal
with or without spell components in hand that one is incapable of casting (or lacks an available Spell Slot
for) is a form of cheating and will be dealt with as such.
To assist in maintaining immersion, do not attempt to “fake” Sorcery with phrases made popular in
fantasy or science fiction literature, either. “Klaatu Varada Nikto” or “Ph’nglui Mglw’nahf…” does, but
that place is NOT Mythic Adventures LARP.
Ritual Magic Casting Ritual Magic in Mythic Adventures is a performance activity often taking considerable time and a
specially prepared area. Failure to perform the Ritual correctly carries potentially severe consequences
for the caster as well as any other participants. To help maintain immersion for the other players, Ritual
Casting should be approached with absolute seriousness. It also requires a Scroll with instructions to be
followed, words to be spoken or chanted (often repeatedly) in a fantasy tongue, and various
components specific to the Ritual being cast. Many rituals require, in addition to some minimum level
of Ritual Magic skill, the participation of additional players, special Masteries or Qualities of the player
caster, or additional skills, such as Information Lores. Refer to the Individual Ritual Scroll for specific
needs.
Sorcerous Battles – Aftermath Spell Packets are the representations of the common components needed to cast Sorcery, color coded
based on the magic used. Components are not consumed during the casting so a character with a good
eye can inspect a battle field and get some sense of the quantity and types of sorcerous magic used
there simply by viewing the colored packets scattered on the ground.
Many players will gather spell packets from the ground after a battle, inspect them for safety, then
return them to their pouches, bags or pockets for re-use. As components are common, this is a
perfectly acceptable practice. Their characters are doing the magical equivalent of “policing their
brass”, removing the traces (physical and magical) of the Sorcerous combat. Damaged packets (wet,
muddy, split, etc.) should be promptly and safely disposed of.
Not only is this a wise and efficient practice for player and character both, it also helps us to be good
stewards of the State Parks where we typically play. At event conclusion, every reasonable attempt is
made to pick up and dispose of spent packets, while those inadvertently missed are usually constructed
primarily of cotton cloth (which rots away) and filled with native grass seeds to minimize our impact on
the environment. As a practical matter, it also reduces bulk – a powerful wielder of sorceries could
easily need 5# of spell packets, or more, to be able to use every spell in their column without re-using a
spell packet.
Runic “Magic”
Runes are a special kind of magic, with unique rules unlike any other. Broadly, the user of Rune “magic”
can draw or inscribe Runes (up to one of each type until they become a Runemaster) on either the body,
the armor, a shield, or their weapon, where it remains until expired or activated by the person who
inscribed it. Rune magic can be combined with more traditional magic in many cases for combined
effect, such as a Rune of Damage Absorption and a Greater Bless spell. Runes are also the only form of
“magic” a Marauder may learn.
A rune user learns their magic in a “one-column” format, learning a single 1st level Rune slot, then a
single 2nd level Rune Slot, a single 3rd, and so on until they have one of each slot, Rune levels 1st through
9th. They then learn the Rune Master skill, much like a craftsman learns their Journeyman rank, then
learns a second column of Rune slots. Rune Masters may also have two runes of each kind scribed and
ready for use on their person, though they may not activate two runes of similar effect at the same time.
This process is repeated as the Rune caster proceeds through Glyphs, and then Sigils, each of which has
their own Mastery skill.
Physical Representations of Rune Casting Runes, when inscribed, must be visible, not hidden on the back of a shield, or under a tabard. They are
represented by a 2” x 2” card or tape square on which the rune is drawn or printed and then affixed to
the item it modifies. The rune must very closely and recognizably resemble its image from the Mythic
Adventures Main Book, so another with Rune knowledge can recognize them at a distance.
Rune Casters must maintain a book of Runes, just like a Spell Book or a Production (Recipe) Book,
following the same rules regarding content of each page, space for an official Mythic Adventures stamp,
and an image of the rune itself. A starting Rune Caster begins with one Rune in their permanent book
for each rune slot they have – typically this means a single rune each of 1st through 3rd or 4th level ability.
Non-Magical Aids A variety of skills and crafted goods are available from player and NPC crafters and vendors to provide
non-magical assistance to a character, either in attack or defense. These include Alchemical substances,
Potions, and Poisons, as well as the skills of First Aid and Surgery. Several other production skills have
less immediate effect, but also serve to create non-magical items of use to themselves and others.
Alchemies Alchemies are single use non-magical items, depicted in game by some physical representation (such as
a filled bottle or colored been bag, though the Studio Foamageddon Alchemy “bombs” are highly
recommended), as well as a tag for each available use of the item. Rarer than potions, they typically
require some skill or skills on the part of the user to wield effectively. While characters with the
Herbalism skill are able identify and use Weak Acid or Weak Naptha, all other Alchemies require some
level of Alchemical skill to identify or use. Alchemies are color-coded for ease of identification, and like
spell packets, the appropriate colored alchemy “bomb”, bean bag, or vial must be used to represent this
item. Refer to the Alchemy Recipe pages in the Mythic Adventures Players Guide for further details.
Poisons Poisons are single use non-magical liquids, gasses, or venoms used to inflict harm on others. Like
Alchemies, they are depicted in game by some physical representation, such as a vial, bean bag, or a line
on a weapon. All items representing a Poison are Purple. Those with the Herbalism skill can identify
and use both Ingested: Sleep poison and the Venom Coating: Pain. All other poisons require some level
of the Poisoner skill to identify or use effectively.
Potions Potions are single use non-magical items, depicted in game by some physical representation (such as a
filled bottle or vial) and a tag for each available use of the item. They are one of the most common
stored magics in game and may be used by any player. Only one with Apprentice Elixirist or greater skill
can identify a potion, but those with Herbalism can tell the difference between a Potion and a poison, as
well as determine its relative strength. Each common potion has its own color you must be aware of if
making your own potion physical representations. Refer to the Elixir Recipe pages in the Mythic
Adventures Players Guide for further details.
First Aid and Surgery Many characters possess the First Aid skill, a reflection of the dangerous world they find themselves in.
It is the primary means by which characters determine how injured another character is, their health
status, or prevent a character’s injuries from becoming fatal. First aid cannot be used to reveal a
character’s maximum hit points, only how many they are missing, and may not be used to restore hit
points. At best, it will restore a player from “Bleeding Out” to “Healthy” status, with a single hit point. A
grey packet should be used to make physical contact with another player while performing surgery skills,
do not lay your hands on another player without their express permission.
Surgeons in the world of Mythic Adventures have the rare ability to use their skills both for immediate
effect and to store for later use by themselves or others. In the immediate case, a Surgeon can use their
skills to perform Triage. Triage is a powerful skill which allows a surgeon to prevent one or more
characters in a small area from bleeding to death, determine a character’s Heath Status (Unconscious,
Bleeding Out, Critically Wounded, etc), restore hit points over a period of time, and even repair great
injuries. As with First Aid, a grey packet should be used to make physical contact with another player
while performing surgery skills, do not lay your hands on another player without their express
permission.
Surgeons may also create various items, such as Trauma Kits, Tourniquet, Skin Weaves, and Vaccinations
which may be used to repair grave injuries or to mitigate the effects of certain attacks. Each has a
specific physical representation and associated tag which must be available when the skill is used. While
the Apprentice Trauma Kit can be used by any character with the First Aid skill, all other productions of
the surgeon’s craft require some level of Surgery skill to identify and use correctly.
Armorsmithing and Weaponsmithing In addition to both creating and (eventually) repairing both weapons and armor, Armorsmiths and
Blacksmiths can create many items which can temporarily increase the effectiveness of weapons and
armor, including patch kits, sharpening stones, balancing weights, and the like. All have a tag and most
are represented in use by affixing a strip of colored tape to the armor or the haft of the weapon
affected. In addition to a set of Smith’s tools, these items all require at least Blacksmithing skill to use.
Brewing, Distilling, and Vinting
While these items, represented by an appropriately sized flask, skin, or bottle are valued primarily for
their alcoholic content, it is rumored that a special few beverages convey additional affects as well. The
Herbalism skill can be used to determine if a beverage is poisoned, but one needs much greater skill to
discern if the beverage has some effect beyond its alcohol content.
Engineering In addition to both creating and (eventually) repairing firearms, Engineers create many devices of
mechanical nature which can temporarily increase the effectiveness of missile weapons, including
scopes and stabilizers. All have tags and some physical representation, though most are represented in
use by affixing a strip of colored tape to the bow, crossbow, or firearm to be affected. In addition to a
set of Engineer’s tools, these items all require at least Blacksmithing skill to apply, though a few very
basic devices – the Gyro Balancer XJ-1 and the Laser Scope FY-1-300 may be used by anyone once the
blacksmith or engineer has installed them. Due to their fragile nature, these devices are only effective
for one hour from the time of installation, whether the weapon is used or not.
Engineers may also create and use both Grenades, which have special physical representations (we
recommend Studio Foamaggedon’s products for this purpose) and Traps. The Physical representation
for a trap varies based on its use – from a small piece of tape on a lock to a 2-foot square trap marker.
While each of these require the Engineering skill to use, they may be neutralized by way of the Disarm
Traps skill. It is possible for an Engineer to accidentally set off their own trap, be careful.
Scribing and Jewel Crafting The skills of the scribe are most often used to transcribe spells, runes, and recipes into the Permanent
Spell Books and Recipe Books of others, but Scribes also do a healthy business in the creation of Scrolls.
Note that a Scribe need not actually be able to cast a spell to make a scroll with that effect, they need
only have access to an existing version of the spell to be copied.
Jewel crafters, on the other hand, are the source of numerous wands and spell rings upon which many
rely for a bit of extra magical power in an emergency. They also prepare certain components needed in
ritual magics, such as gemstones and medallions. Further detail on rings, scrolls, and wands can be
found in the Stored Magic section, above.
Production, Gathering, and Trade Skills In addition to the magical and melee Arts, Mythic Adventures enjoys a vibrant world of skilled persons
whose focus is not primarily militant, as well as many of the Adventuring classes who have side jobs to
see them through between Events or when Adventuring is slow. Broadly, these may be divided into
Production, Gathering, Trade, and Role-Playing Skills.
Production Skills The various production skills are used to create non-magical items that may benefit themselves or
others. The results of these skills are the production of an item with an in game physical representation
and associated tag or tags. These tend to be the most developed of the non-martial skills in the game,
with numerous levels of ability, and a dozen or more potential recipes for their practitioners to produce.
Alchemists, Armorsmiths, Brewers, Distillers, Elixir Crafters, Engineers, Jewel Crafters, Poisoners, Scribes,
Surgeons, Vintners and Weaponsmiths all count themselves among this company.
Generally, these skills measure the skill of the user as some level between 1 and 30, and a rank of
competency; Apprentice (levels 1-10), Journeyman (levels 11-20), Master (levels 21-30), or one of the
five levels of Grand Mastery. Recipe production is accomplished at check-in, with each recipe having a
cost in Production Points, Gold, and/or Required Components. Some recipes have optional components
whose inclusion can reduce the gold cost of the item.
To produce an item, the character must have the Recipe in their Production Book, meet the minimum
level of Competency for that recipe (Apprentice, Journeyman, etc), have the needed gold and
components to cover costs, and sufficient production points to complete the crafting. Apprentices
receive 1 production point per level of skill in the craft. Journeymen receive 2 production points per
level, so Jason Journeyman would receive a total of 22 production points at level 11 crafting. Masters
receive 3 production points for each level of skill they have attained. Grand masters do not gain any
additional production points but are able to craft recipes beyond the skill of even Master craftsmen.
Production Books and Recipes
Every craftsperson with Production skills has a Permanent Production Book containing the Recipes they
have learned, much like a magic-using character maintains a Permanent Spell Book with their stamped
Spells they show at every check-in. In fact, many players choose to combine their Spells and Recipes
into a single book, though you need not do so.
Production books need not be carried on your person, currently cannot be stolen in play, and cannot be
destroyed. You may not, however, hide your character’s production book in your car, send it home with
your ride, or the like. The book must remain in play (though you may hide them) throughout the
duration of any Mythic Adventures LARP event you attend.
A production book can be any size you want, from very small to a huge tome. Both sides of each page
may be covered with text, drawings, pictures, etc, but only one recipe may be contained on each page.
The front and back side of each page are counted separately for this purpose, so a book containing 10
recipes will be at least 5 pages in length.
A recipe page MUST contain the full description from the Mythic Adventures Rules book, including
production costs, required and optional components, skill level to craft and use, as well as any text
describing its use in play. It can be handwritten or typed but must contain at minimum all of the above
information in the English Language and the Latin (“Roman”) alphabet. It must also contain a 1” blank
square where a Mythic Adventures official will stamp when the recipe is transcribed into your book, or it
is first created.
Starting Out (Crafting at Character Creation) Characters who begin their Mythic Adventures LARP career with production skills will begin with a
starting Permanent Production Book they should provide. While you are welcome to create a book with
every available recipe for your chosen craft(s), starting characters begin their career knowing only a
limited number of individual recipes. During character creation, recipes in your book will be stamped
based on the number of rank of skill one has attained in the craft. Any recipe without an official stamp
represents a one you have not yet learned and may not produce.
An Apprentice will begin with but a single Apprentice recipe in their chosen craft. Journeyman crafters
begin with one Journeyman recipe and two Apprentice rank recipes, while a Master’s starting book
would contain a Master Recipe, two Journeyman ranked recipes, and three Apprentice rank recipes.
Learning new Recipes Characters who learn production skills after beginning their Mythic Adventurers careers or wish to learn
new recipes need four things. First, you need access to a copy of the recipe you want added to your
Permanent Production Book. This will usually be from another’s book. Second, you need someone with
sufficient ability as a Scribe to ink the new recipe page. Third, the Scribe needs to have enough
remaining production points to complete the work. Finally, you need a Mythic Adventures official to
stamp the page at check-in once everything has been gathered. This action is performed before the
start of each event, not while an event is in progress.
The Scribe does NOT need any production skill of their own to copy the recipe from another’s book but
does need to have the skill and recipe to transcribe recipes of that craft and rank.
The in-play cost to have a recipe copied into your production book will vary, based on how you came
into possession of it and how much the Scribe charges for their services. Scribes are few, and ability to
transcribe production recipes is rare, so its encouraged to develop regular sources to fill your recipe
book.
Gathering Skills Not as well developed as the Production Skills above, Gathering Skills are critical as the primary (and
most consistent) source by which raw materials for the various Production skills enter the game. Use of
these skills during check in will result in a “pull” from a random chart appropriate to the gathering skill in
use, providing one or more tags to the character representing the item(s) they successfully obtained
between events. Physical representations, while encouraged, are not required. Each of the Gathering
Skills may be purchased up to rank 5, providing an additional grab bag “pull” for each level of skill.
Rarely, for story reasons, grab bag pulls may be unavailable due to some world event which constrains
supplies, such as a lengthy drought affecting farming, or a significant forest fire. These skills may also be
used to receive crowns instead of a pull, with the amount being determined by the skill level.
Beyond the possibility of gaining certain raw materials, Gathering Skills will rarely have an in-game
effect, though a character with Mining skill should mention it to Staff if they are on a module delving a
Dwarf hold, Kobold warren, or the like on the possibility it may provide a useful bit of information or as a
bonus in finding additional resources.
The currently approved Gathering skills are Farming, Fishing, Forestry, Merchant, Mining, and
Scavenging. Scavenging is quite unpredictable, yielding a random array of returns, including things not
available to other gathering skills, while Merchant provides a stable, broader selection of received items
and may even mix and match, though they will not result in finds of the most exotic items available to
dedicated Farmers, Fisherman, or the like.
Trade Skills Trade Skills are the last and least of the non-martial skills available to players to help flesh out their
characters. These skills almost never have an associated physical representation as it would usually be
unsafe or impractical to do so. Like Gathering skills, Trade skills may be purchased up to rank 5, with
each rank being rewarded by some number of crowns representing the profits of one’s labors between
events. Situations in which these will have in-game effects will be quite rare and are primarily used to
flesh out the character’s backstory while providing some minimal level of income, particularly for those
not of the Adventuring classes. If you possess these skills and are on a module where they might be
useful, be certain to mention them to the Staff member, though there are no guarantees you will have
the time or resources needed to make use of the skill – even a Shipwright V can’t repair a leaking
rowboat without boards, pitch, or the like – hard to do while the sharks are circling.
The current list of Trade Skills includes Animal Husbandry, Carpentry, Cartography, Cartwright,
Clockmaking, Cooking, Draft Teams, Siege Engineering, Shipwright, Stone Masonry, Toy Making, and
Craft <Type> (a catch-all for the creation of goods or labors not listed elsewhere). It is not uncommon
for a character to have more than one trade skill, at varying levels of ability, which support a Production
or Gathering skill, such as a skilled Forester with a few ranks of Craft: Wood Carving and Carpentry.
Role-Playing Skills These skills represent the ability to do a certain task for which payment is rarely offered and have only a
single rank. While they may often provide bits of information and should be brought to the attention of
Staff if you think it appropriate during a module, they almost never have any combat related effect.
These include such tasks as Swimming, Land-Based Riding <Creature type>, Heraldry, Sailing, and the
like. As with trade skills above, they are usually selected to round out a character’s background. On
occasion, the possession of an RP Skill may be a minimum requirement for participation in a module,
such as a cavalry event open only to those with land-based riding skills.
Player Choice
A few skills, such as Singing, Bard, Musician/Play Instrument “walk the line” between Trade-Skill and
Role-Playing. Many of us sing (RP Skill), few do it professionally (Trade Skill). The same is true for the
telling of tales about the campfire, or coaxing music from an instrument. If your character regularly
employs themselves between events performing the skill for money, select an appropriate rank of Trade
Skill. If they do so solely for enjoyment – or are independently wealthy/noble and would not stoop to
performance for remuneration – choose the RP Skill.
Playing Mythic Adventures Mythic Adventures is a Live Action game, one in which your actions determine to large degree the
success of your character. Most encounters will be as part of large groups at either a single day “one
shot” event, or part of a multi-day (typically Friday night to Sunday mid-day) Event, rather than via
Facebook, Email, or around a table top. As with any large group effort, processes have been established
to try and ensure events run efficiently.
How to Register for an Event
Events are announced via Facebook and the main Mythic Adventures LARP web page. Registration
generally begins about three weeks prior to the Event, and is accomplished by sending your event fee
via PayPal to [email protected] together with Name, Character Name, and an
indication as to whether you are seeking cabin, tent, or other sleeping arrangements (cabin sleeping
limited by site facilities and is an additional fee) as a Gift/Donation. If you intend to pay at the event,
send an email instead. Cabin space is allotted to those with medical need, then pre-paid players first.
Liability Release, Medic Forms, and Combat Safety These are NOT optional for any person at a Mythic Adventures event, for your safety and ours. A
Liability Waiver must be on file for every participant at a Mythic Adventures event, even if you are “just
there to take pictures”. Medical History forms are available in the Files Section of our Facebook page
and our Website. A completed form must be on file before your first event and updated at least
annually – sooner if there is a change in your medical history or condition. Finally, all new Players must
attend a combat safety course before beginning their Mythic Adventures. Players may be asked
periodically to re-attend the course and should feel comfortable taking the course again if they have
been away from Mythic Adventures LARP for a while.
Before Check-In Confirm your sleeping arrangements – particularly if you are sleeping as part of a group, whether Duchy,
Garrison, Corsairs, or some other recognized unit of players. Update your Medical Form if there have
been any changes and pack any medications you will need for the event. Gather your spell book,
production book, and any weapon, armor, or magical item tags from past Events and pack them where
you can access them quickly, as they will be needed at Check-In. If you are a Crafter of some sort, a
week before the event, download a copy of the Production Request Form(s) available in the Facebook
Files section, and fill it out. Pack it next to your permanent item tags. You can also email it to
[email protected] and potentially reduce your time in line.
How to Check-In at an Event Assuming you arrive on site before Check-In and already know your cabin/sleeping arrangements, you
can safely move your vehicle close to your camping location and unpack/set up. As soon as you are set-
up, move your vehicle to the designated parking area – little breaks immersion like stepping out in
character to see someone’s car with the radio blaring some modern music. Regardless of how ready you
are, when the announcement is made, all vehicles must be moved away from the game area to the
designated parking area(s) for both immersion and the safety of the participants.
When Registration is called, go find Will at Check-In (first line), and pay for your event and sleeping
arrangements if you haven’t done so already. Sign up for one or more Monster Shifts and collect your
envelope. If this is your first event, or you have not attended in a while, see Amanda in the next line to
ensure your Medical Form is on file. A government issued picture ID (such as a Driver’s License) is
required. If you don’t have an envelope, move to Brooke with the Logistics line at the end of the row.
Once you are Checked-In, take your Spell and Production Books (and Production Request Forms) to be
inspected, pay any needed resource costs (gold, required and optional components, etc.) for the tags to
any produced items before you begin the event. Then take your permanent weapon and armor tags,
together with your weapon and armor phys-reps for safety inspection.
Once your inspections are complete, if this is your first event or it has been a while since you last played,
attend the Combat Safety Course. If not, take yourself and your things back to your cabin area and get
in character if there is time to do so before opening, remembering to move your vehicle if you have not
already done so.
Late Check-In If you expect to be late in advance of the event, please let Will know so efforts can be made to
accommodate. If you find you are going to be late for unexpected reasons, get a passenger to make a
post on Facebook while you drive. Upon arrival, assuming its not too late, find Will (typically in the
tavern) and complete your check-in. If its very late, unobtrusively find your sleeping arrangements, pack
your stuff in, get set up, and find Will in the AM to complete your check-in process (or find a Staff
Member and ask them where Will is)
How to Check-Out at an Event A box and envelopes are typically located in the tavern for check out. If you are staying in a cabin,
Mythic-provided tent or camping space, you must ensure your sleeping area passes clean-up inspection
before leaving. A staff member will sign your Check-Out Card (provided with your check-in envelope)
when it meets muster.
When you are ready, complete the face of the envelope with your name, character name, etc. and make
sure you have included all the necessary tags (Life Tag, any Writs, EXP Chit and SIGNED Check-Out Card)
inside the envelope before sealing it and depositing it in the check-out box. Once checked out, you are
done for the Event. You may not hand over gold, items, cast unused healing or protection spells on a
friend still in play, etc.
If the Event has been “called” (has ended), you may move your vehicle to a more convenient location
after check-out, pack up your things, and make your way safely home. If you can spare a few minutes,
please help police the site of discarded spell packets, trash and the like.
Early Check-Out Early check-out is just like regular check-out. Get your sleeping area inspected and your check-out card
signed by a staff member. Fill out your envelope including the needed tags and deposit it in the box.
Remain out of play, and as unobtrusively as possible, pack up your stuff and take it to your ride. Once
checked-out, you may not hand over gold, items, cast unused healing or protection spells on a friend still
in play, etc.
“Working” for the Game To help ensure that there is plenty to do, every participant in a Mythic Adventures LARP Event is
expected to spend some time “working” for the game, typically as a “Monster”. During One-Shot events
(sometimes called “One-Day”s), the story is often specific to a small group of characters who play the
module full time, without performing a monster shift. However, those players are expected to monster
for an entire, different One-Shot or One Day event to get credit for the event they played their character
in. This is an element of “giving back” to the game which helps keep costs down and opportunities up
for all players. It is not optional.
“Monster” Shifts A key component of the Mythic Adventures event are non-player characters whose type, skills, and
motivations are established by the Story Team. Most commonly, these are monsters other players will
interact with in some (typically martial) fashion. Every player is expected to perform at least one
monster shift during their event, with few exceptions. A sign-up sheet is available during the Check-In
process and helps the Story Team to ensure a steady stream of “random” opportunities to interact with
non-player characters of various sorts.
Monstering is an element of good sportsmanship and helps to flesh out the world. Unless told
otherwise, never play a monster at less than your full ability. It is not the Monster’s role to go out and
die upon first contact with a player or group. Neither is it the monster’s role (typically) to target specific
individuals or groups, whether for good or ill. Most monsters have no knowledge of the characters at an
event and should not seek out their (in or out of play) friends or enemies unless directed to do so by the
Story Team.
Players performing a monster shift should arrive on time or a little early well hydrated, with good
footwear, a good attitude, and generic garb of dark brown or black in color. Many monsters will involve
some amount of mask and or make-up to maintain immersion and distinguish your character from the
monster you are portraying. Expect to spend a little time after your monster shift getting back into
character, as well as some thought to where your character was during their absence while you
monstered.
“Logistics” and “Tavern” Shifts There are limited opportunities for players to assist with Logistics and Check-In, as Medics, or as Tavern
Help as an alternative to serving one or more “Monster” shifts. These slots are reserved for those who
are physically unable to Monster (Medically Out of Play), and to highly trained individuals with unique
skill sets. If you expect to be Medically Out of Play for an event, alert us during Registration so we can
attempt to accommodate your needs. Those with active Medical Certifications or a Florida Food
Handler’s License should also alert staff during the registration process in case there is need for their
skills at the event. Unless notified otherwise, always expect to perform a Monster shift.
Growing your Character Your character grows in two ways, skills you develop as a player by improving your aim, gains in speed or
stamina, better recollection of spell verbals and the like, and abilities your character gains by the
expenditure of experience as skill points. It is those character abilities this section is devoted to.
Learning New Abilities and Skills For most skills your character already has, if you have sufficient skill points to learn the skill again, you
need only notify logistics between events to purchase that ability. William Warrior, with three Weapon
Damage +1 skills and a Critical Strike skill could email logistics between events and (if he has enough skill
points) purchase both his fourth Weapon Damage +1 and a second Critical Strike skill with no more
effort than that. However, if he needed to learn an entirely new skill, such as Riposte Strike or to
improve a lesser skill like Weapon Master-One Handed to the greater Weapon Master-All, William
Warrior will need a teacher. Finding a teacher is an in-play activity, as is negotiating the cost of that
training with the other character. Players are generally discouraged from posting on Facebook their
desire to learn a desired skill but encouraged to use in-play options (such as posting a notice in the
newspaper) to “get the word out”. Players are also encouraged to spend time together as teacher and
student learning the skill being offered, whether at or between events (if practical).
Skills requiring a Teacher If your character doesn’t yet know a skill, has both a willing teacher (someone who already has the skill
AND has the appropriate Teaching skill) and sufficient skill points, they can learn up to two taught skills
from each of the six Teaching subclasses; Weapons & Attacks, Spells and Magic, Runic, Production Skills,
Lores & Crafts, Specialty & Professional Skills. While this is rarely an issue, it does mean that Sigmund
Sage can’t learn three new or upgraded Information Lores in the time between two events, and Wallace
the Wizard can’t begin his secondary magical column by learning a new <magical> Arts skill, two 1st level
spell slots in that Art and his first 2nd level spell slot in the new Art.
More commonly, this affects Teachers, who have two “Writ of Scholarship” for each of their Teaching
skills. No matter how skilled Braun the Barbarian might be, he can only teach two people a new
Weapon or Attack skill between events, or he may instead teach one person two new Weapon or Attack
skills. If Braun also had Teaching – Runic, he could teach two additional “Runic” skills between events to
those same characters, or different.
Teaching skills do not allow a character to “teach themselves” skills they don’t already have. Questions
regarding which skills fall under which Teaching subclass should refer to the skill descriptions under
Teaching in the Mythic Adventures Player’s Guide.