How To Make Spell Packets

a spell packet

A spell packet is an OOG (out of game) representation of battle magic spells. It may look like a simple packet of white cloth, but it also ensures player safety when using spells in combat. Since UW is not only concerned with safety, but also preserving the land we play on, our spell packets are biodegradable (however, we encourage players to pick up any packets they may find lying around- and they can also be reused!)

IG (in game), a spell packet appears as a glowing ball of light that is cast (thrown at) other player characters. Depending on the spell sphere you have (Healing, Nature, Protections, Psionics or Elemental – to name a few), and the incant you use, each spell has a different effect that can be role-played accordingly!

Players are responsible for providing their own spell packets! We also accept packets as donations for our NPC camp!

Luckily – one of our players (thanks Ryan M!) made this neat tutorial… Here are some best practices and the process that will make packets which are safe, durable, and cost effective.

The goal is to create packets which are:

  • Full enough to fly well
  • Firm in hand
  • Large enough not to poke any eyes out!
  • Have long enough tails, in order to be “bloomed / cauliflowered” in a hand (i.e.: fit between fingers such that 9 packets can be held in one hand.

Like so:

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  • Bird Seed (with no large materials like corn or peanuts, I find NoFrills brand is good)
  • Cotton Fabric (white for battle magic or orange for alchemy, bed sheets are perfect!)
  • Elastics (a large bag is available from Staples which are perfect and cheap)
  • Scissors
  • Ruler
  • Measuring cup or small container
  • Hand cream (Trust me, you’ll want it just because the fabric, seed, and elastics may dry your skin out!)

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  • Overfill packets; a shorter tail is better than not enough seed to be firm
  • Use ELASTICS to seal the packets; a ribbon, string, etc. will cause them to fall apart quickly
  • Choose birdseed with a low/zero count of large particles (e.g. Peanuts, corn, etc.)
  • Make sure the squares are big enough that the tails are at least 1.5 inches or more
  • Keep in mind that some people have quite large hands, make sure tails are suitable for them
  • Use cotton fabric as it biodegrades much better than fancy fabrics


  • Make the fabric squares too small
  • Leave loose or free space in the actual packet area; loose fabric should all be in the tail
  • Leave loose ties or slack in the elastic sealing the packet

Step 1:
– Cut squares of fabric of the appropriate color (white = magic, orange = alchemy)
– Squares should be 6 inch x 6inch to 7inch x 7inch in size
– A little extra fabric is much better than having too little.

Notes: I have found that cutting a small starting cut and tearing the fabric is an easy way to get squares. I cut 6 inch x full length strips, then cut those into squares. Bed sheets make great fabric – one king size bed sheet will give a little over 150 squares depending on size.

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Step 2:
– Place a scoop of bird seed into the center of a square. Many guides will say “film container volume” – I find a little less than 1/4 cup of seed works best (about 1/5 cup)
– It is better to have a little more seed than too little.
– Remove any large particles that make it into the packet.

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Step 3:
– From the center of each edge, pull the fabric together above the seed. The corners of the square will then stick out.

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Step 4:
– Pull the corners together and give a slight twist to pull the tail tight around the seed bulb of the packet.

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Step 5:
– Wrap an elastic firmly around the seed bulb of the packet. Keep it snug to where the seed is, and keep it tight/slightly stretched while wrapping it around. Ensure no loose elastic on the final packet.

[Image: IMG_0192_zps600a20fe.jpg]

The finished packets will be able to be “bloomed / cauliflowered” in a hand (i.e: fit between fingers such that 9 packets can be held in one hand.) and gripped well with both firm packet and enough tail length to hold and throw.

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There you have it! Go forth and cast magic!

For player comments / responses, see our forum thread!


Race Profile: Mountain Dwarves

photo by Pat Nav


Mountain Dwarves come from the mountainous lands of Gerdain. They are famed miners and smiths, though they may specialize in any number of trades.  Dwarves are a short, stocky, barrel-chested humanoid race. They have very thick, rough greyish to light brownish skin and rock hard bones. In addition, dwarves have very dense muscles and are remarkably strong for their size. Some believe that dwarves and gnomes are related, but dwarves are a bit taller and much tougher. Male dwarves sport long, thick, well-kept beards, which they groom and decorate endlessly.  Female dwarves also have beards, but they are often more short-haired or kept trim – such is the fashion. A female’s beard will grow just like any dwarf if keep unkempt.

Some gifted dwarves have low-level light vision and can see in near total darkness. This infra-vision allows them to navigate caves in near absolute darkness by seeing minor heat sources or even starlight if it is available.

Racial Advantages:
RESIST TOXIN (Purchased Skill): Allows the user to “Resist” any Alchemical, poison, or non-Magical disease attack once per day, per purchase. As a racial benefit, it may be used to “Resist” Ritual Magic.

LEARNING APTITUDE (Automatic Skill): Blacksmith – 10 CP: Mountain Dwarves have developed an aptitude to learning the Blacksmith skill. These skills cost 10 CP less than normal for your profession.

BODY POINT BONUS (Purchased Skill): This skill represents extra constitutional training the Mountain Dwarf has gone though, beyond what is standard for their race. This skill can only be purchased twice throughout the
character’s entire existence.
Racial Disadvantages:
LEARNING DISABILITY (Automatic Skill): Scholar skills: All Scholar skills are double the cost for dwarves.

Physical Characteristics: All Mountain Dwarves have a full beard, regardless of whether they are male or female.
If cut, this beard will grow back fully.

Dwarven Race

Language: German

Life Span: 250-300 years

Dwarves are fierce warriors, fighting with a grim determination few would care to face. They are quiet when in the presence of other races and tend to only speak when they have something of importance to say. Dwarves rarely make idle conversation. Dwarves tend to be quiet, stoic, businesslike and gruff with other races. Dwarves are one of the oldest races on the continent, they deeply believe in forging serious personal relations. For them, it is important to always follow certain rules of conduct. Etiquette and honour above all else, respect to elders and courtesy to women. Dwarves try to practice restraint and discipline, especially in social situations dealing with other races. Dwarf society is well-ordered, heavy with rules and slightly oppressive.

Among their own kind, dwarves are a high-spirited cheerful people. When not working, they enjoy drinking, dancing and storytelling.

The dwarves worship many gods, most dealing with the land and the gifts of the land (stone, metal, gems, etc.). Dwarfs who worship gods understand gods were never meant to have absolute power, for absolute power corrupts even though the gods have a marked place in society. Dwarf legends and myths are many and most likely embellished over the years. Most deal with honour, glory, and war. Most gods are viewed as a spiritual entity then a physical body one could see or touch.

Dwarves find the force of magic too hard and complex to grasp, hence they tend to think of magic as unpredictable and dangerous. Their organized and rigid lifestyles reflect their organized and rigid minds. Those few dwarves who do wield magic tend toward the creation, enchantment, and elemental earth magics. All these magics deal in one shape or form with the land they work in. The majority of casters tend to be clerics, which place them in the noble order. They lean towards the light and healing side, but a number of them are known dark weavers. The reason for this is with the way dwarves view life and survival: “Use and understand what can and will be used against you.” These dark weavers are closely monitored and are kept secretive till their knowledge is needed.

For more information on dwarven society and beliefs, visit our wiki page here!

Photo by Pat N, Retouch by Kitty

Fan Expo 2013 Interview

Mark Berg spends his weekend in a world of fantasy.

From Friday to Sunday, Mr. Berg ceases to exist. Instead, Nevin, a wandering swordsman, travels the woods surrounding northern Oshawa, with his hand held tightly on his sword, on the lookout for monsters…

We have a small feature article at – who came out to Fan Expo 2013 and saw our booth! It’s truly awesome seeing people write about LARP, especially when covering events as huge as Fan Expo. It shows that roleplayers have a significant place in the land of nerd-dom, and we’re totally proud of it!

Read the full article here!

Event: The 9th Life


In the aftermath of Jericho’s recent victories, darkness still has a presence. A battle against the Brood Queen has been won and the Blood Wytch Volanna has been scorned, but the war is far from over. The coven is in disarray. Fresh alliances have been forged. Yet, even with the aid of Bathory and Solomon the Red a new evil looms in wait – a creature of endless eyes. As quick as the coven’s power grew with allies, Jericho stripped them of it. Now is the time to keep this momentum. The bond of the third wytch “Sabet” must be broken. Jericho must strike quickly to sever both her magical and physical link with the coven. Let us not forget the new enemy which looms. We all witnessed the blackened sky when the stars turned into a thousand eyes. What did it mean that it accepts the sacrifice? And while we stargaze, let our eyes drift north east to the mountains. Is the Red truly here to help Jericho? Seek the answers. Win the war.

You are invited to Underworld LARP’s final 4-day event of the 2013 season. We continue the epic storyline of the Coven and this event may include a significant twist to where the story leads, depending on player decisions. As with all our long-weekend events, production will be at x1.5 and all PCs will earn double experience.

See you at logistics!

(Note: Monday is a holiday, so game will start normally on Friday and continue through Sunday night to Monday, when we will call game about the same time as normal, 1-2pm. PCs will still be limited to a single NPC shift when prelogging.)

Date: Friday August 30 – Monday Sept 2, 2013

Start Time: Gates open at 2pm, Log opens at 6pm, Game starts at 10pm

Cost: $55 ($50 with prelog)

Blankets Offered: 2

Location: Majik Morn Farm, 761 Fleetwood Rd, Janetville Ontario

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