The world of Eventyr is intrinsically magical. Many of the character classes can cast spells, tapping into one of three power sources; arcane, divine or psionic. The sources of power to each caster class are shown below: 




Spells require Mage Points (MP)  Spells require Priest Points (PP)  Spells require Spell Points (SP) 
Mage  Priest  Psion 
Spellsword  Paladin 
Ranger  Charlatan 
Druid  Shaman 

 Spell Books and Focuses 

A caster will have a spell book (an in-character item) that will need to be at least A5 in size. The spells that are known by the caster will be written into this book. A spell book is specific to each caster and a constant source of reference; it is therefore not possible to copy or cast from another’s spell book. 

All casters will also require a focus; this normally takes to form of an amulet, holy symbol or other small item. 

When casting a spell, the focus must be in physical contact with the caster and the spell book must be held as the focal point for the spell and to physically indicate you are casting a spell. Some creatures in Eventyr will be able to cast spells without a spell book or focus, these powers will come from natural abilities rather than learned ones. 


A scroll is a single piece of parchment (A5 sized) that is a minor magical item. The scroll contains the magical instructions for the caster to harness; the spell within the scroll may either be cast from the scroll directly (which then uses the power within the scroll and destroys it), or the spell may be transcribed into the spell book of the caster (if their class corresponds with the source of the scroll’s power). Transcribing a scroll also destroys it, but the spell can then be cast many times (power permitting). The scroll will not tell of the effects of the spell it contains, this must be researched and known by the caster prior to casting. 

Scrolls are the method by which spells can be transferred from the spell book of one character to another; the owner of the spell book must write a scroll of the chosen spell, which can then be transcribed to the new spell book. 

Verbal Components 

In order to cast a spell, the caster must speak a series of verbal commands, which not only signify the casting of the spell, but also select targets and specify effects. The verbals must be clearly spoken (or shouted) and every spell will end with the words “spellcasting” and the name of the spell. For clarity and to avoid confusion on the battlefield, it is recommended that a caster summarises any spell effects immediately after casting a spell; whilst all of the monsters are briefed on the commonest spell effects to expect, a reminder to all in earshot is never a bad thing. 

The basic structure of the verbals required for the casting of spells is essentially the same for each casting class. The only variation relates to the power source each caster uses. The minimum verbals for a first circle spell are as follows: 

By the power of [source], spellcasting [spell name]”

The [source] portion varies between the casting classes. Arcane classes replace the [source] with the specific element by which the spell is cast and relates to the elemental proficiency of the caster, using multiple elements if necessary. Divine classes replace the [source] with the divine domain which grants the particular spell. Psionic classes replace the [source] with “my mind”; they are their own source of power! 

Upon speaking the word “spellcasting”, the magical power of the spell is released. If a caster needs to halt their casting mid-verbal for any reason, it must be done before “spellcasting” is spoken. If not, the spell does not occur as intended, but the power points are deducted from the caster’s total and inflicted as hits to the head of the caster. 

Any damage to your physical hit points while casting will count as an interruption, hits to armour hit points will not. As such, it is important to avoid taking damage whilst casting spells! 

Physical Components 

As well as the essential verbal component, some spells will require a physical representation to allow others to appreciate the effect is in place. For example, the spell “Wall of Element” requires a coloured ribbon or rope to be placed on the ground to mark the location of the wall. The markings must be clear to all other players, crew and referees to avoid any confusion, particularly when ribbons or other markings are to be placed on items to mark blessings (white ribbons) or wards (yellow ribbons). 

Spell Damage 

The damage inflicted by spells ignores armour. When a target is chosen by a caster, the damage from their spells is usually delivered directly to the chest of their target. Psionic spells tend to cause their damage to the head of the target as they affect the mind. If a spell targets anything other than the body (such as a weapon or piece of armour), the caster must clearly indicate their target immediately after the casting of the spell. 

Spell Costs 

A caster may only cast so many spells a day (defined as from twilight to twilight), restricted by the number of Mage Points (MPs), Priest Points (PPs) or Spell Points (SPs) that caster has. 

A spell costs a number of MPs, PPs or SPs equal to the circle of the spell. First circle spells cost 1 MP to cast, second circle spells cost 2 MP and so on. 

Regaining Lost Power 

Power points (MP, PP and SP) are regained each day at twilight. There are also other methods by which power points can be recovered; these are unique to each casting class and are detailed in the respective class manuals. 

Adventuring, combat and spell casting are dangerous pastimes; sooner or later, your character will get hurt.