Mage

With the remaining strength left in his body, the mage drew upon his magical crystal. A beam shot forth through the mist, bringing his opponent down to their knees.

Mage

  • Starting Spells (Level 1)

    • Basic Energy Ball (-1 HP towards a successfully attacked target)

    • Basic Healing (+1 HP towards a willing target or self)

  • How to Level Up:

    • Leveling up occurs during Zodiac Combat Sports LARP Events. Character survival through a full session will grant a level increase of 1 (For example, when you first play, you start at Level 1. After the event is through, you will become Level 2).

    • Side missions, quests, & training helps develop your character’s abilities. For Mages to learn newer/stronger spells they must attend these in-game opportunities (Ex.: A mage attends a shadowing walking class to gain the Shadow Walking spell).

    • If your character dies and is not revivified during the event, you must create a new character starting at Level 1.

  • Subclasses:

    • Starting at Level 5, a Mage May Choose Between One of the Following Classes:

      • Wizard/Witch/Warlock – Spells

        • Gains Mastery of All Written Spells

        • Spells will take preparation, but are of a greater variety than that of a Sorcerer

      • Sorcerer – Magic

        • Gains Mastery of:

          • Environmental Magic & Elemental Magic (fire, earth, air, or water)

            • Magic is very specialized, but grows with training as opposed to preparation. Can be used immediately once learned

      • Healer

        • Gains Mastery of:

          • Potions (Involves HP Modification)

          • Max Healing Spells

          • Max Protection Spells

          • Max Stabilizing Spells

          • Revival Spells

        • At Level 15, a Healer May Choose One of the Following Benefits:

          • Angelic Inspiration (Gains the Ability “Give Life”)

          • Demonic Inspiration (Gains the Ability “Take Life”)

Future Subclasses Unlock at Levels 10, 15 & 20 (Still being created!)