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Mage (1.3)

Mages (sometimes called Wizards or Sorcerers) can be found in every culture. They are exalted in some cultures such as the Emerald Folk and Elves, but 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


Level 1

  • Lightning Bolt: This is a blue spell packet. You must call out “Lightning Bolt” when throwing the packet. Deals 2 points of damage, and can NOT be blocked by shields and ignores APR. Can be cast six times per day (6x/day). Can be renewed.


  • Fireball: This is a red spell packet. You must call out “Fireball” when throwing the packet. Deals four points of damage, and CAN BE blocked by shields. Damage is also reduced by APR. This spell can be cast six times per day (6x/day)and can be renewed.


  • Detect Magic: You may ask the local Guard or Loremaster if there are any magic items in the area. You will be told the type and number. This ability can be used once per day (1x/day).


  • Arcane Scroll Training: You can use Arcane scrolls.


  • Familiar: You may carry a stuffed animal familiar. If you do, you are granted +1 Maximum HP. The familiar cannot be the target of spells, abilities, scrolls, potions, attacks or anything else. The familiar must be fed at least once a day.


Level 2

  • Arcane Armor: Cast only upon yourself and gain a +1 bonus to APR as if you have Level 1 (Light) Armor. This must be called out. Marked as normal. This stacks with other sources of APR and lasts until the end of the encounter, battle, or duel. This ability can be used three times per day (3x/day) and can be renewed.


  • Arcane Scroll Crafting: You can craft Arcane scrolls that have an availability rating of Ubiquitous or Common. 


Level 3

  • Cultural Ability


Level 4

  • Improved Lightning Bolt: Your Lightning Bolt now deals three points of damage.


  • Improved Arcane Scroll Crafting: You can craft Arcane scrolls that have an availability rating of Uncommon.

 

Level 5

  • Improved Fireball: Your Fireball now deals five points of damage. 


Level 6

  • Cultural Ability


Level 7

  • Master of the Arcane: You gain the title and rank of Master (or Mistress) of the Arcane. You gain one free scroll or potion at the beginning of every event. At the start of each event you also gain 5 GP from your magical dealings and trade or some other source. 


  • Advance Arcane Scroll Crafting: You can craft Arcane scrolls that have an availability rating of Rare.


Level 8

  • Advanced Lightning Bolt: Lightning Bolt damage now increases to 4 points of damage. 


  • Advanced Fireball: Fireball damage now increases to six points of damage. 


Level 9

  • Cultural Ability


  • Know the Ways: You can open up portals to travel to the Never Never and the Faewild. You can now bypass rivers, oceans, and plague areas. You can bring all members of your party with you.


Level 10

  • Arch Mage: You gain the title and rank of Arch Mage. At the start of each event gain 10 GP from your magical dealings and trade or some other source. 


  • Chain Lightning: Your Lightning Bolt now deals 4 points of damage. You may “chain” it by calling out “Chain Lightning.” The first target struck takes full damage and you may choose up to three other targets within arm’s length of the target struck by the original spell packet. The first chosen target takes 3 damage, the second takes 2 damage, and the last takes 1 damage. Just like the original spell, this damage is not reduced by APR and cannot be blocked. 


  • Expert Fireball: Your Fireball now deals 6 points of damage. You may cause it to “burst” by calling out “Burst.” The first target struck takes full damage and you may choose up to two other targets within arm’s length of the target struck by the original spell packet. These targets also take 6 points of damage. Just like the original spell, this damage may be reduced by APR and can be blocked by shields. 

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