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!)