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Contents

 Spells

MANNA - cost is 1cp per point of manna
Manna is used to cast spells.

(Each spell costs (X)cp Character points to get and (x)mp manna to use)

Target
When casting a spell you must 'call' the mechanics used as well as the casting cost. This is given with each spell below.
Many spells require a location as a target. Choose between Body, Left arm, Right arm, Left leg, Right leg

Combat: (Range: 10’)

RESIST (5)cp/(*)mp
* = Manna cost of spell targeting you
Resist target spell cast at you (you stand still for 2 seconds and call “resist *”)

KNOCK BACK (1)cp/(1)mp
Target is knocked back (call “ten feet Knock back, one”)

FEAR (1)cp/(1)mp
Target avoids you and cannot attack you for 10 seconds (call “Repel, one”)

FUMBLE (2)cp/(2)mp
Target drops their weapon(s) (call “Disarm, two”)

TRIP (3)cp/(3)mp
Target is knocked down (call “Strike down, three”)

MUDFEET (3)cp/(3)mp
Target cannot move their legs for 10 seconds (call “mudfeet”)

DISPELL MAGIC (3)cp/(3)mp
You can remove magic on one rune/woad/spell, negating any properties it has. You must know the name of the rune/woad/spell you are removing (call “Dispel <rune/woad/spell>)

WINDBLAST (5)cp/(5)mp
Target flies back and falls to the ground (call Knock back, Strike down, five)

FLAY <LOCATION> (3)cp/(3)mp
Target takes 1 damage on specified location (call “single <location>, three”)

MAIM <LOCATION> (6)cp/(6)mp
Target takes 2 damage on specified location (call “double <location>, six”)

SPIRIT STRIKE (11)cp/(11)mp
Target takes 1 damage on all locations (call “single, all, eleven”)

 

Healing: (Range: Touch)

Diagnosis (1)cp/(1)mp
You can detect any poison and/or disease on one viewable person/object, and are able to discern what properties it has. (You must ask the player/ref to divulge this information.)

Close Wound (1)cp/(1)mp
Heal 1 point of damage to specified location (call “Heal single <location>)

Heal <Location> (4)cp/(4)mp
Heal all damage on <location> (call “Heal <location>”)

All Heal (8)cp/(8)mp
Heal all damage on all locations (call “Heal all locations”)

Remove Poison (5)cp/(5)mp
Remove poison from target (call “Remove poison”).

Remove Disease (5)cp/(5)mp
Remove disease from target (call “Remove disease”).

Regenerate limb (10)cp/(10)mp
Regenerates and heals all damage on one severed limb (call “Regenerate <limb>)


SELF

When casting some self spells you must describe the effects the spell has – examples are given below.

Enhancement

Read Manna (1)cp/(1)mp
You can detect how much manna remains on one viewable person/object, and are able to discern what manna capacity it has. (You must ask the player/ref to divulge this information.)

Primal Senses (2)cp/(2)mp
You are able to discern if someone is invisible within 10 feet. You do not know an exact location. (Lasts 5 minutes)

Identify (2)cp/(2)mp
You can detect any magic on one viewable object/rune/woad, and are able to discern what properties it has. (You must ask the player/ref to divulge this information.)

Tongues (3)cp/(3)mp
You are able to speak and understand all languages. (Lasts 5 minutes)

Ghost Talk (3)cp/(3)mp
By placing your hand upon a deceased body, you may converse with its ghost if still present. You have no control over the ghost. (A ref must be present when you cast this spell.)

Bark skin (4)cp/(4)mp
Ignore all damage from the next attack that strikes you. (Lasts 5 minutes)

Discern Truth (4)cp/(4)mp
You can detect any lie from one audible person. (You must ask the player to inform you if their answer is honest. Lasts 5 minutes)

Protection of X (3)cp/(3)mp per point of protection
For every 3 points of manna, ignore the next 1 point of damage you take. (Lasts 5 minutes)

Tree meld (5)cp/(5)mp
You can meld into a tree becoming hidden from sight for a short time. (Make contact with a tree, raise your hand palm closed, you must leave if tree is attacked. Lasts 5 minutes)

True Seeing (6)cp/(6)mp
You can detect any invisible people/objects, and are able to view them normally. (Lasts 5 minutes)

Treewalk (6)cp/(6)mp
You may teleport from one tree to another tree within sight. (Make contact with a tree, raise your hand palm open, move directly to make contact with target tree and lower your hand)

Teleport (8)cp/(8)mp
You can teleport a short distance.(Raise your hand, palm open, take up to 10 paces directly towards target location and lower your hand)

Shape Change (8)cp/(8)mp
You may shift your form to that of any natural creature. Upon transformation the druid gets enhanced abilities and attack depending on the creature they become. This must be discussed with a character ref. (The transformation takes 10 seconds and during that time the character must put on a physical representation of the creature become (ie a mask!). The caster still retains his mind in animal form. The caster must reform within 5 minutes.)


Notes on spells:
The above spells provide a framework of spell effects. Many existing characters have used spells from the previous versions of the rules that have different names. Let us take a few examples rather than a long explanation of how to conver the spells already held.
Air Dart – In the previous system this did one damage to a targeted location. In this system it is the Flay location spell. It can still be called Air Dart and just the casting cost changed.
Repel Living – In the previous system this caused all living entities within 10 feet of the caster to be repelled for approximately 30 feet (10 paces). Knock back in the present system costs 1 manna to use for a distance of ten feet for one person. Mass effect is 8, Knock back is 1 but to get 30 feet we are using it three times so it is 3 plus 3 for the mechanic being used 3 times. Casting cost is 14 manna.
Turn into Frog – (basically a polymorph other spell) caused another player to be turned into a frog for a short while and was a spell used by witches. The player had to have a puppet that the player of the changed character used for this time. For the caster to do this to him or her self would cost 8 manna. Double the cost to make it a range spell. Casting cost then is 16 manna.

Full rules and a list of mechanics can be found on the Spell Mechanics page.

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