
Mage (1.2) Adventurer Class
Mages (sometimes called Wizards or Sorcerers) can be found in every culture. Exalted in some cultures such as the Emerald Folk and Elvish and feared in other cultures such as the Remans.
Playing the Mage
The Mage has some of the most powerful offensive magical abilities in the Dawn Lands LARP game. The Mage cannot wear armor but makes up for it in offensive power. If you play a Mage it is best to remain in the rear of the battlefield and seek protection from others as you unleash your offensive magic. You are able to use Arcane scrolls which also increase your power.
Abilities
Armor Allowed: none
Weapons Allowed: dagger, knife, staff, stick, club
Abilities
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Lightning Bolt : Deals 2 points of damage, but can NOT be blocked by shields and ignores armor. The damage and spell must be called out. Can be cast 6 times per day (6/day). This spell uses a blue spell pack.
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Fireball - deals 4 points of damage, but CAN BE blocked by shields and armor- 6 spells per day. Can be renewed by the Entertainer.
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Detect magic: Once per day, the Mage may ask the local Guard or Loremaster if there are any magic items in the area.
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Can use Arcane Scrolls
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Familiar: May carry a stuffed animal familiar. If you do, you are granted 1 extra HP. Familiars cannot be healed or targeted.
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Level 2: Arcane Armor - Cast only upon yourself and gain a +1 bonus to APR as if you have light (level 1) armor. This is cast with a call and must be called out. Marked as normal. Three times a day (3/day) and last until the end of the encounter, battle, or duel.
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Level 3: Cultural Ability, Arcane Wisdom - You can now make your own scrolls. In game this works by copying by hand one of the Arcane or Basic scrolls that are pre-established in the game or you can be given the scrolls by the admin at the start of play but in that case that admin chooses. In any case you can only make scrolls equal to your level.
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Level 4: Improved Lighting Bolt - Lighting Bolt now deals 3 points of damage.
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Level 5: Improved Fireball - Fireball now deals 5 points of damage.
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Level 6: Cultural Ability
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Level 7: Mage Noble - gain the title and rank of Mage Noble. Gain one free scroll or potion at the beginning of every event. Gain the ability to create your own scrolls. Gain 5 GP at the beginning of each event (from your magical dealings and trade or some other source).
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Improved Familiar: Due to the increased connection of the bond with your familiar and the sharing of their senses you are no longer subject to the backstab special ability.
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Level 8: Advanced Lightning Bolt - Lightning Bolt damage now increases to 4 points of damage.
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Advanced Fireball: Fireball damage now increases to 6.
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Level 9: Cultural Ability
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Level 10: Arch Mage - Gain the title and rank of Arch Mage. Gain one free scroll or potion at the beginning of every event. Gain the ability to create your own scrolls. Gain 10 GP at the beginning of each event (from your magical dealings and trade or some other source).
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Arcane Wisdom - you can now make your own potions, and can translate all known languages and writings.
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Expert Fireball: Fireball Damage stays at 6 but can no longer be blocked by shields.