Arcanist Archetype

Lore and Rules

Arcanists are powerful manipulators of the Magical Weave, capable of shaping reality through their connection to the five primal Domains of magic.

Their power may come from study, inheritance, instinct or exposure to forces beyond their control.

They wield significant magical influence, but lack physical resilience.
An Arcanist depends on their spells, strategy and allies to survive in a dangerous world.

Yet the greatest threat to an Arcanist is not always external.

Magic is not benign. It flows through them with force, intent, and risk. An Arcanist is a living conduit of raw elemental forces. If used carelessly, these forces can corrupt or destroy both the caster and everything around them.

Mana and Domain Attunement

At the start of your adventure, every Arcanist is attuned to a maximum of two colors (domains). This can change during your adventures.

These determine which types of spells they can cast and grant them:

  • 5 mana per color
  • +10 mana to divide as they choose

Domains:

  • White: Order, Protection, Healing
  • Blue: Logic, Control, Mental Clarity
  • Red: Chaos, Emotion, Destruction
  • Green: Nature, Growth, Instinct
  • Black: Death, Decay, Forbidden Power (Not for starting Arcanists)

Later in play, an Arcanist may gain access to more domains through significant in-game progression. A third and fourth domain is reserved for only the most experienced Arcanists.
Mastery of all five domains is considered a myth.

Spells cost mana from their respective domain.
Mana does not regenerate naturally and must be restored through potions, rituals, or rest.

  • A full night of rest restores 10 mana

Weave Fatigue and Chaos Risk

As an Arcanist’s mana pool drains, the body begins to react.

At 2 mana or less in a domain, the Arcanist must roleplay:

  • Nausea
  • Dizziness
  • Vomiting or dry heaving
  • Weakness and sluggish movement
  • Difficulty speaking or focusing

Chaos and Red Mana Depletion

If an Arcanist’s Red mana reaches 0, they risk falling into Domainal Chaos.

This may result in:

  • emotional outbursts
  • destructive impulses
  • or, in extreme cases, transformation into an Abomination, a feral magical entity consumed by destructive force

What is Chaos?

Chaos is not a separate force.

It is the raw, untamed state of magic when drawn without control, focus, or harmony. It exists within every domain. Where an Arcanist channels structure, Chaos is what leaks through when that structure breaks. Some believe Chaos is the original form of magic, others see it as a corruption born from misuse, trauma, or desperation.

Domain Chaos

Each domain manifests its own form of Chaos, but they all share black veins appearing on visible skin. This corruption builds gradually and should be roleplayed in subtle, visible ways.

White Chaos

  • Rigid thinking and speech
  • Pale skin

Blue Chaos

  • Repetitive patterns or symbols
  • Mutters or fragmented speech
  • Withdrawal from others
  • Hallucinations

Red Chaos

  • Twitching, restlessness
  • Shouting, emotional swings
  • Violent impulses
  • Rare: transformation into an Abomination

Green Chaos

  • Growth of moss, bark, or vines on skin.
  • Animal traits (fur, posture, instincts)
  • Territorial behavior
  • Strong reaction to nature threats

Black Chaos

  • Whispering voices
  • Attraction of dark entities
  • Sudden necromantic outbursts

When Chaos Takes Hold

An Arcanist begins slipping into Chaos when they:

  • Drop to 2 mana or less in a domain
  • Overuse of magic in a short time

All low-mana Arcanists experience:

  • Nausea
  • Dizziness
  • Weakness
  • Mental instability

Red Domain Warning: Abomination

Only Arcanists attuned to the Red Domain risk full transformation.

At 0 Red mana:

  • The player loses control of their character
  • The character becomes a feral Abomination
    • This is effectively the end of the character as they were
    • Rare, feared and mostly irreversible.

Mana Points (In-Game Use)

Do not refer to numbers in-game.

Instead say:

  • “My mana is Low”
  • “I am Stable”
  • “I’m Nearly drained”

Effects by Mana Level:

  • 20+ → Overwhelming magical pressure (contact crew)
  • 20–10 → Stable
  • 9–6 → Tired
  • 5-3 → slightly Sick / light headach
  • 2 → Onset of Chaos symptoms
  • 0 → Collapse (unconscious)
    • Red = Abomination

The Five Domains

Magic flows through the Weave via five Domains.

  • Each spell belongs to a Domain
  • Each Domain uses its own mana pool
  • Mana pools grow through roleplay and progression

Attunement Rules

Starting Arcanists:

  • Max 2 Domains
  • 20 total mana (min 5 in one domain)

Further expansion:

  • Only through rare knowledge, training or powerful experiences during the game.

Tools of an Arcanist

Focus Staff

A personal conduit for magic.

  • Stabilizes casting
  • Reduces chaos strain

Without it:

  • +3 mana cost to all spells

Requirements:

  • Minimum 1.5m
  • Wood base
  • May be decorated (no iron!)

Focus Amulet

A bound magical item tied to the Arcanist.

Without it:

  • +2 mana cost to all spells

Without both staff + amulet:

  • +5 mana cost total

Headwear (Optional)

Some Arcanists wear hats, hoods, or symbolic attire:

  • for focus
  • tradition
  • identity

Iron

Iron interferes with magic.

  • Causes sickness.
  • May drain mana.

Heavy iron use is discouraged.

Appearance & Attire

Arcanists often wear:

  • layered robes or practical garments
  • domain-colored elements (optional)
  • belts, pouches, tools

There is no single tradition, appearance reflects character origin and culture.

How Spellcasting Works during Erindor LARP

There are two main ways to use magic during the game:
• Action Spells
• Ritual Spells.

Each works a little differently, and both are important to how magic feels and functions in the world of Erindor.

Action Spells

These are fast, direct spells you cast during combat or high-stress moments.

• You must shout the spell’s name clearly (e.g. “Ignis!”)
• You must also make a clear magical gesture with your hands or staff.
• The spell takes effect immediately, no waiting or build-up.
• You spend mana of the correct color (domain) to cast it.
• Action spells are usually used in battle or when speed matters.
◦ If for any reason the person you are casting at does not roleplay the desired effect, you as an Arcanist, must assume your spell failed.
▪ Your mana is used, no exceptions.
▪ Your casting went wrong and the effect fizzled.
▪ A flux in the Weave perhaps, a trick of chaos?
▪ The person you were casting on maybe had an anti-magic effect in play.
• As an Arcanist you are responsible for your casting and you will avoid at all times to OC (out of character) explain the effects of a certain spell.
• If you notice a certain spell “fizzles” quite often or often at the same person, contact crew.

Ritual Spells

These are slower, more immersive spells that require roleplay and focus.

• You do not shout, but instead speak softly, whisper, or chant.
• You use careful gestures, draw runes, place objects, or focus with tools.
• Rituals take more time and attention, sometimes several minutes to an hour.
• You still spend mana, but the effects are often stronger or longer-lasting.
• Rituals are ideal for preparation, healing, protection, or special effects.

In Short

Action Spells are like magical strikes: loud, fast, and used on the fly.
Ritual Spells are deeper, more dramatic, and involve more roleplay.
Both types are part of what makes being an Arcanist powerful and dangerous.

Known Spells and Incantations by Domain

WHITE DOMAIN: Order, Healing, Protection

• Action Spell: PROTEGO
◦ Incantation: “Protego!”
◦ Effect: Negates 1 physical damage (not magical damage!)
◦ Cost: 2 White Mana

• Ritual Incantation: RUNE OF PROTECTION
◦ Effect: Draw a white rune of protection on a person. Grants protection from the first physical hit. Cast silently with gesture and white “magical” ink.
◦ Cost: 2 White Mana

• Ritual Incantation: HEALING
◦ Effect: The White Arcanist heals wounds in a stable manner, using white magic to guide the healing process and accelerating the process in an orderly way. The healing ritual grants 1 hit point per 5 to 10 minutes of casting. Cast silently with gestures.
◦ Cost: 1 White Mana per hit point healed.

BLUE DOMAIN – Logic, Control, Warding

• Action Spell: AD IMPERIUM
◦ Incantation: “Ad Imperium!”
◦ Effect: Brief mind control (no self-harm or harm to others).
◦ Examples:
▪ “Ad Imperium: drop your weapon!” → Person drops weapon.
▪ “Ad Imperium: Sit Down!” → Person sits down.
▪ “Ad Imperium: Silence!” → Person stops talking.
◦ Cost: 4 Blue Mana

• Action Spell: FLUX CORPORIS
◦ Incantation: “Flux Corporis!”
◦ Effect: The caster phases out and becomes untouchable and invisible for 30 seconds. They raise a fist (“I am Out of Game” signal) to indicate their phased state. During this time, they cannot interact with the world or be targeted.
▪ Mechanics:
• Duration: 30 seconds;
• Cannot be seen, attacked, or interacted with.
• May walk slowly while phased.
• Cannot cast spells or affect the world during this state.
▪ Mana Cost: 5 Blue Mana

• Ritual Incantation: RUNA SILENTIUM
◦ Effect: Anti-magic rune. Negates the next magical effect on the bearer. Lasts until triggered. Cast via rune drawing and whispered phrase.
◦ Cost: 4 Blue Mana

• Ritual Incantation: OCULORUM VERA
◦ Effect: A scrying ritual to sense the location of a specific person or creature. Does not reveal exact position, but provides impressions, direction, or a vague sense of presence.
◦ Cast using a personal item, name, or symbolic token placed within a reflective surface (bowl of water, mirror, polished stone). Ritual circle and whispered focus required. Incantation: “Oculorum Vera… Reveal what is unseen.”
◦ Cast time: +-10 minutes.
◦ Cost: 3 Blue Mana

BLACK DOMAIN: Death, Corruption, Forbidden Power

(Starting Arcanists may NOT choose the black domain)

• Action Spell: NEXORIS
◦ Incantation: “Nexoris!”
▪ Effect:
• Choke target at range, with a dramatic choking motion.
• After 10 seconds, a snap gesture knocks them unconscious (0 HP).
▪ Cost: 8 Black Mana

• Ritual Incantation: MALEDICTUS CURSE
◦ Effect: Curses a target: -1 HP and cannot be healed. The Black Maledictis rune visibly appears on face. Cast via rune drawing and whispered phrase.
▪ Can be “stacked” with additional casting.
◦ Cost: 5 Black Mana

RED DOMAIN – Chaos, Fire, Passion

• Action Spell: IGNIS
• Incantation: “Ignis!”
• Effect: 4 fire damage to torso. Roleplay burning agony in chest area!
• Cost: 3 Red Mana

• Action Spell: PULSAR
• Incantation: “Pulsar!” combined with a forceful push gesture
• Effect: Pushes target back, may cause a fall.
• Cost: 1 Red Mana

GREEN DOMAIN – Nature, Growth, Instinct

– WIP –

MULTI-DOMAIN (Confluence Magic – Rare)

• Action Spell: AD SANANDUM
• Domains: White + Blue + Red or Black
• Effect: Heals 3 HP instantly.
◦ This healing is unnaturally forced and may cause crooked bones, scar growth, accelerated infection.
• Cost: 1 mana of White, 1 mana of Blue, 1 mana of Red or Black
• Ad Sanandum is a tricky spell to master, excessive or extra attempts will drain the Arcanist without extra healing effect.

• Ritual Incantation: PURGA UMBRAE
◦ Incantation: “Purga Umbrae… by clarity, by flame, by breath, be unbound.”
◦ Effect: Removes a curse from a person or item.
◦ Cost: 2 Mana of each of the following: White (cleansing), Blue (control), Red (force), Green (life essence)
▪ Total Cost: 10 Mana, the costs can be shared by a group of Arcanists, but the Arcanist who performs the Purga Umbrae ritual must use at least 6 mana of their own mana.

• Requirements:
◦ Draw a ritual circle around the cursed person or object.
◦ Each participating Arcanist puts a hand on the Arcanist conducting the ritual, letting their mana flow through them.
◦ The chant must be spoken in unison.
◦ Black mana may not be used.
◦ The caster of the curse may not assist.

• Magical Consequences: (Random effect – contact crew before starting this ritual!)
◦ “Mana weaving”, the art of sharing mana between Arcanists, is an unknown, experimental and dangerous thing. Certain magic allows it to happen in a rather natural way, but it still comes with a chaotic price. These are the known effects of mana weaving:
▪ Inflicted person gains a visible scar.
▪ Main caster (the one who invests the most mana) cannot use their mana for 1 hour.
▪ All Arcanists performing the ritual lose 1 HP.
▪ All Arcanists performing the ritual lose 1 additional mana of a color of their choosing.