Travelers of Ki'Mara

Click here to edit subtitle

Mage

You are the heir to a long legacy of the fleeting arts. Raw energy flows in your veins but will you use it for good or ill purpose? Others may yawn at the countless hours spent studying dusty tomes but through them you have learned the truth of this and other worlds. For you, the "magic" of helatite is rudimentary at best. Your powers come from inside and out. The elements, shadows, and pure energies of the cosmos are at your command. If you consider the mind as your greatest weapon and find researching new spells a treat then you are a Mage. 

Starting Benefit

Spellcraft

Your ability to understand magic exceeds other travelers. You do not just learn spells but know what it takes to create your own. You may rewrite, copy, separate or combine the components of spells that you have successfully cast at least one time. 

Novice Tier

At 1st level you only have access to Novice Tier Skills. Full descriptions of each skill can be found below the table.

Skill Name
Requirements
Description
 XP Cost
Arcane Writing
 -
You know how to cast arcane spells from scrolls.
3
Arch Magus**
 -
Specialize in wizardry, and create prismatic candles.
1**
Aspect of Power
Elementalist
Spells of your element cost 1 less mana to cast per tier you have access too.
5
Bend the Elements
Elementalist
You gain a magical attack from your element with no helatite cost.
4
Dark Slumber I-II*
Mind of Night
You can put a target into a deep sleep for 1 minute.
5 / 7
Elementalist**
 -
Specialize in elemental magic, and perform element-based tricks.
1**
Enchantment Scrolls
Arch Magus
You can create enchanted objects with a variety of uses.
#
Ethereal Passage I-II*
Mind of Night
You can step into the etherium for up to 30 seconds to avoid combat.
6 / 8
Ezazel's Blathering I-II*
Arch Magus
You can cause your target to only speak in incoherent babbling.
5 / 7
Fellmist Shroud I-II*
Shadowmancer
You gain a defense against a projectile or melee attack for each rank you have in this skill. 
/ 7
Magician's Raiments
Arch Magus
You can create enchanted clothing unique to your needs.
#
Mind of Night
Shadowmancer
Arcane spells with the shadow type cost 2 less mana to cast.
5
Redirect Spell I-II*
Sense Magic
You are able to channel magic through your body and at another target.
6 / 8
Sense Magic
 -
You are able to sense the presence or absense of magic.
5
Shades of Healing
Wrap With Shadows
You can use mana to heal wounds.
7
Shadowmancer**
 -
You specialize in shadow magic and sense someone's closeness to death.
1**
Spellcasting
Arcane Writing
You gain 1 spell slot used to prepare spells before casting them.
4
Spell Memorization
Arcane Writing
You have memorized one spell and may cast it without preparation.
8
Telekinetic Grasp I-II*
Sense Magic
You can defend against disarm, or grab objects within 10 strides.
4 / 6
Wrap With Shadows
Shadowmancer
You can heal a target for 1 HP using the etherium.
5

*   Rank III and IV can be purchased when you attain Journeyman Tier Mage and Rank V can be purchased when you attain Expert Tier Mage.

**  Arch Magus, Shadowmancer, and Elementalist cost 1 XP for the first purchase, and 10 XP for the subsequent purchase of any of those skills.

#   When you purchase this skill it gives you access to abilities that can be purchased or learned individually without additional training. See the skill description for more details.

In the section below, each skill name is followed by its Usage (Common, Heroic, Mastery, Legendary). This defines the number of purchases you may make of that skill, when it refreshes, and how often you can use it. More information about a skills usage can be found on the Using Skills page under Larp Basics.

 

Novice Tier Skill Descriptions

Arcane Writing   ♦   Common

You can read and understand magical writing. You do not understand magic that is written in symbols, glyphs, or patterns, or a language you are not familiar with.

Arch Magus   ♦   Common
You are a White Mage, artificer, enchanter, and helatite wizard. You may also conjure a flameless candle that stays in one place, or in the palm of your hand. You must use an LED candle as a physrep for this skill. The spell may be used freely and has no mana cost, limiting your use only to the number of physreps you possess.

Aspect of Power   ♦   Common

You have attuned yourself to casting spells of your element (Fire, Water, Earth, or Air). Reduce the mana cost for these spells by 1 (to a minimum of 1) for each Tier you have attained in Mage. 

Bend The Elements   ♦   Heroic

Each time you take this skill you gain a use of one power from your element. When using these skills you must say "Bend the Elements" and the name of the power your using.

Thundergrasp      Air

This skill sheaths your hands in electricity that you can channel at your foes. For as long as you point at your target and perform no other actions they feel an overwhelming pain effect. If they are dealt damage by any source the effect is ended.

 Flash Freeze       Water

This skill can be used to freeze any object or surface. Characters standing on this surface will fall prone, doors and windows are frozen shut, and objects are too cold to touch for 10 seconds. 

Stone Spike    ♦    Earth

You create a powerful jut of stone that pushes a target 30 strides. 

Flare   ♦    Fire   

You create a sudden flash of power that blinds your opponent for 10 seconds.

Dark Slumber I-II   ♦   Mastery

You are able to put a target into deep slumber for a duration of 1 minute. They cannot be disturbed by any sound but the slightest touch will immediately break the spell. You can cast this skill at a range of 10 feet. At Mastery V the duration of this skill increases to 10 minutes.

Elementalist   ♦   Common  

You are a master of Fire (Red Mage), Water (Blue Mage), Earth (Green Mage), or Air (Yellow Mage). You also gain the ability to manipulate your chosen element in minor ways. These parlor tricks are for roleplay and are limited only by your imagination. You might conjure a candle flame from the tip of your finger to light a pipe, chill a warm beverage as a practical joke, give someone a painless but startling shock when they shake your hand, or fashion the ground into a comfortable place to sit.

Enchantment Scrolls   ♦   Common

You have learned how to use unique scrolls that imbue you with the power to enchant objects at will. When you read an enchantment scroll you may spend XP to immediately obtain the knowledge printed on the scroll. The scroll is destroyed in the process and cannot be reproduced without special tools and ingredients. Some enchantment scrolls may require that you are a specific tier of Mage before learning them. Listed below are commonly found scrolls that any Arch Magus may purchase from the caravan. Each enchanted object only functions once and then must be re-enchanted.

Rainy Day Coin   ♦   Novice   ♦   4 XP

You enchant a single coin to mesmerize anyone who touches it. If someone other than you holds this coin they instantly become mesmerized with it and can do nothing but admire its beauty. It’s effect last until you voluntarily disenchant it. If you leave this item laying out you must mark it with a sticker that has this skill written on it. This effect lasts for 10 minutes. Attacking a target of this skill immediately breaks the effect until combat has ceased.

Music Box   ♦   Journeyman   ♦   6 XP

You enchant a music box to protect anyone able to hear it from attacks that require sound. The music box must be playing for this effect to work.

Enchanted Letter   ♦   Expert   ♦   10 XP

The next person to read this letter will carry out whatever is written on it within their own capabilities. You cannot write for someone to kill themselves or perform something outright suicidal. The reader needs to have literacy of the language it's written in and the compulsion effect lasts for 1 hour. This is considered a mental attack.

Ethereal Passage I-II   ♦   Mastery

You are able to take on an ethereal form to avoid combat for 30 seconds. You may invoke this ability after 5 seconds of concentration where you place your hands above your head signifying that you are OOG. You retain full vision and hearing, are invisible, and may not interact with the physical world in any way. When this skills ends you must roleplay emerging from the etherium for 5 seconds. During this time you are susceptible to attacks. At Mastery V you may use this skill in the blink of an eye.

Ezazel's Blathering I-II   ♦   Mastery

This attack causes your foe to only speak incoherent babbling. They are unable to cast arcane spells or perform other skills that require speaking for a duration of 5 minutes. At Mastery V, you may expend all 5 uses of this skill to invoke a permanent Curse of Silence. When used in this way it requires a magical and mental defense to negate Ezazel's Blathering.

Fellmist Shroud I-II   ♦   Mastery 

You wrap yourself in shadows to dodge a Magical, Melee or Projectile attack. Say "Fellmist Shroud, No Effect" when using this skill. At Mastery V you may use this skill to block up to 3 attacks in the last 5 seconds. This may defend against an attack coming from any direction.

Magician's Raiment   ♦ Common

You have learned how to use unique scrolls that imbue you with the power to imbue clothing at will. When you read an Raiment Scroll you may spend XP to immediately obtain the knowledge printed on the scroll. The scroll is destroyed in the process and cannot be reproduced without special tools and ingredients. Some Raiment scrolls may require that you are a specific tier of Mage before learning them. Each Raiment only works once and then the object must be re-enchanted.

Amulet of Light      Novice   ♦   6 XP

You can channel light through your amulet to blind your foes. When you use this power select a single target and anyone standing within 20 steps of them take a 10 second blinding effect.

Mask of Fear   ♦   Journeyman   ♦   8 XP

Your face takes on horribly grotesque features and induces fear against anyone who looks you in the eyes. After someone has maintained eye contact with you for more than 5 seconds you may call “Mask of Fear, 30 seconds” as a mental attack.

Hat of Astral Detachment   ♦   Expert   ♦   10 XP

With a tip of your hat you vanish in a flourish if speed. Call a Hold to use this skill after which you can move up to 20 strides in one direction.

Mind of Night   ♦   Common

Arcane spells with the Shadow type cost 2 less to cast. 

Redirect Spell I-II   ♦   Mastery

You are able to channel magic through your body to avoid harm. Whenever you are struck with a magical attack you may reflect it at the original caster or another target of your choice. When using this skill call “Redirect” and repeat the last spell that hit you. At Mastery V you may expend extra uses of this skill to duplicate a spell that targets you up to five times. These spells can all be cast at the same target or separate targets and do not require a cast time. Redirect does not work on spells that target an area.

Sense Magic   ♦   Common

You have attained the passive ability to sense magical energy all around you. You cannot use this skill to detect invisibility or to pinpoint someone  who is hiding, only to determine whether magic is being used, or if an object is magical in nature. If you wish to use this skill, call “Sense Magic” and indicate an object or general direction. An answer will be provided either by a staff member or the player whose person or possession is being investigated. 

Shades of Healing   ♦   Common

You are able to turn helatite back into the life force to heal a target of minor wounds. This skill allows you to focus on a target for 5 seconds and then heal them by expending mana. For every two mana you expend your target is healed by 1. You must be in arms reach of your target to use this skill.

Shadowmancer   ♦   Common

You are a Black Mage, a master of life and death and the guardian of the Etherium. You can sense how close to death (how many minutes left) a character in the Disabled or Dying status is.

Spellcasting   ♦   Heroic

Each instance of the Spellcraft skill gives you a spell slot. During refresh periods, you may use Spellcasting to change which spells you have prepared. See Arcane Scrolls in the Library section for more details.

Spell Memorization   ♦   Heroic

You are able to completely memorize one arcane spell. You do not need to prepare this spell from a scroll and can cast it as long as you have Mana to spend. Note: You must still carry a copy of the memorized spell for rule purpose- however this copy is considered OOG.

Telekinetic Grasp I-II   ♦   Mastery

You can summon an object to your hand that is within 20 ft. You may call a hold if the situation warrants it. Additionally, this skill can be used to defend against a use of the skill disarm. You do not have to be the target of the attack when used this way. At Mastery V this skill gains the ability to lift a normal sized being off the ground. When used in this way say, "Telekinetic Grasp, Subdue 30 seconds."

Wrap With Shadows   ♦   Common

A Mage may concentrate for 10 seconds to close another character’s wounds with shadows and bring them out of the Disabled or Dying status. The target is healed to 1 Hit Point and brought out of unconsciousness but must still roleplay their wounds. They cannot attack or defend for 3 minutes or until more advanced healing is received.

Journeyman Tier

To open the Journeyman Tier of Mage you must have a total of 100 XP spent on skills from the Mage and Traveler list.

Skill Name
Requirements
Description
XP Cost
Arcane Muttering
Arcane Writing
You scrolls are written in a secret language.
4
Inanimate
Arch Magus
You can appear dead as long as you remain motionless.
8
Ghostly Gurney
Wrap With Shadows
You can levitate the wounded to remove them from combat.
7
Helatite Syphon
Sense Magic
You can move helatite from one stone to another.
7
Mastery III
Mastery II of any Skill
Gain Rank III of a Mastery skill you already know at increased XP cost.
+2
Mastery IV
Mastery III of any skill.
Gain Rank IV of a Mastery skill you already know at increased XP cost.
+2
Primordial Embrace
Elementalist
You become immune to your element for a short duration.
5
Shatter
Sense Magic
The next melee weapon to strike you is shattered by chaotic force.
4
Soulforged Weapon
Elementalist
You can channel magic through your weapons to deal elemental damage.
8
Void Shield
Fellmist Shroud
You gain immunity to melee attacks but cannot cast spells.
7
 

Journeyman Tier Skill Descriptions

Arcane Mutterings   ♦   Common

You have created your own unique set of symbols, glyphs, and patterns to record your spells. All of your spells written this way may only be read and prepared by you. You may teach this secret language to anyone that has spent time as your student. They may use a spell that you have taught them even if it is written in this language (this must be recorded in the *Notes* section of your character sheet.  

Inanimate   ♦   Heroic

This effect will make you appear to be dead for as long as you remain motionless, the attacker will believe that their attack has successfully landed a killing blow. If you are at 0 HP you may call this skill in response to a Killing Strike however this does not change the amount of time you have before dropping into the dying status. You are immune to most skills while using this skill and people are compelled to ignore your presence. Skills that allow the user to see your soul can be used to negate this skill.

Ghostly Gurney   ♦   Heroic

You are able to enchant a dying person to float weightlessly nearby. Anyone under the effects of ghostly gurney stops their death count and remains in stasis until the spell ends or they receive healing. You are able to move the person at full speed and may use other skills while you have this spell active. Anyone who has the skill Strength and grabs hold of a character under the effects of ghostly gurney will stop it from moving. You may only use this skill on one person per purchase and must be within arms reach to successfully cast the spell. This spell lasts until you dismiss it. 

Helatite Syphon   ♦   Heroic

You are able to transfer mana from a charged helatite stone to an empty stone with a touch and 5 seconds of concentration. You may use this skill to transfer mana into a stone that is part of a device. When used this way it will restore 1 charge for each point of mana up to its normal maximum charge.

Primordial Embrace   ♦   Heroic

You have inscribed elemental magic into your very bones and may defend against these effects with increased fortitude. For the duration of 5 minutes you gain immunity to your element. If you have more than 1 you must choose when taking this skill.

Shatter   ♦   Heroic

Chaotic energy burst forth against a weapon that strikes you. This effect breaks the assailant’s weapon as part of a magical attack. This skill may be used once per battle.

Soulforged Weapon   ♦   Common

You can focus your elemental powers into the weapons you carry. Your weapon can be used to strike for Fire, Ice (water), Earth, or Lightning (air) damage respectively. If you have more than 1 element you may select 1 when you use this skill. If you are dual wielding, you may use a different element in each weapon.

Void Shield   ♦   Common

You are able to draw the etherium into the physical world to defend yourself from attacks. To use this skill you must remain stationary and concentrate for 5 seconds. Void shield makes you immune to all melee and projectile attacks (mental and magical attacks still work normally). If you are struck in combat call "Void Shield, Immunity" in response. Additionally you may only use Shadowmancer skills while using void shield (You may not use other mage skills, arcane spells, or skills from other paths). You must be holding a violet ribbon when using Void Shield.

Expert Tier

To open the Expert Tier of Mage you must have a total of 300 XP spent on skills from the Mage and Traveler list.

Skill Name
Requirements
Description
XP Cost

Avatar Power

Soulforged Weapon
Once per battle you can strike a foe with a powerful elemental attack.
5

Counterspell

Arcane Writing
You can counterspell a spell that shares the exact name with a spell you know.
10

Blood Mimicry

Arch Magus
You can use your own lifeforce to cast spells.
7

Phantom Limb

Shades of Healing
You can create ghostly limbs that are fully functional.
8

Shadow Form

Fellmist Shroud
All arcane spells you know can be cast to reverse their effects.
7

Unleash Will

Aspect of Power
Arcane spells of your element can be cast through your weapons.
8
Mastery V
Mastery IV of any skill.
Gain Rank V of a Mastery skill you already know at increased XP cost
+2
 

Expert Tier Skill Descriptions

Avatar Power   ♦   Common

You are able to strike your foe for 20 damage of an element that you are currently channeling through your weapon with Soulforged Weapon. Fire, Ice (water), Earth, or Lightning (air) damage respectively. You expend the use of Soulforged Weapon and must use the skill again to continue dealing elemental damage.

Counterspell   ♦   Common

You know how to counter a spell that you have either memorized, prepared, or currently possess on a scroll. You must be able to use the exact spell you wish to counterspell but you do not have to currently have that spell prepared or memorized. Even if all of the component's of two spells are identical this skill only works with a spell of the same name written on the scroll. When using spells to counter you do not need to prepare or pay the normal mana cost of that spell but instead spend 3 mana per tier of the spell. Counterspell is considered a magical attack and may be defended against accordingly. If counterspell is used successfully it will stop the spell dead including effects that would hit other targets in the spell's shape.

Blood Mimicry   ♦   Common

Similar to the fabled magic of old, you are able to siphon the power for spells from your own life force. You may deal 5 damage to yourself to cast an arcane spell of novice or journeyman level that you have prepared or memorized. 

Phantom Limb   ♦   Common

You create a limb out of shadow stuff to replace a recipient’s limb that has been severed or broken. Phantom Limbs may be used in all ways that a natural one could which includes fighting or operating devices. This spell can only be used to create one phantom limb at a time which lasts until the end of a battle. Phantom Limbs may not be severed or broken. Using this ability requires 4 Mana.

Shadow Form   ♦   Heroic

You can temporarily take on the form of a shadow being. Any arcane spells you cast has a reverse effect. Damage spells cause healing, effect spells remove those effects, etc. All spells are calculated normally but their type becomes shadow for rules purposes. For example a fire spell still gains a 20% damage (healing) boost but is considered shadow when determining strength or immunity. Shadow Form does not effect other mage skills or skills from other paths. You may cast a maximum of 10 spells before reverting back to your normal state. 

Unleash Will   ♦   Common

You are able to cast your arcane spells through your melee weapons. Whenever you strike with your weapons you may call a spell instead of normal damage. You may only do this once every 10 seconds.

Legendary Skills

To open Legendary Skills for Mage you must have a total of 360 XP spent on the Mage and Traveler list.

Skill Name
Description
Requirements
Archon
 You transform into an Elemental Archon gaining +100 Hit Points. All spells of your element cost 1 and can be cast from your Hit Points pool. Your weapon deals +2 elemental damage. 
Elementalist, Spellcasting x10, Primordial Embrace, Avatar Power, Soulforged Weapon, and Unleash Will.
Gloom Servant
You are able to enchant a target to become a juggernaut of darkness even if they are unconcious. They return to full health and swing for 5 shadow damage with any weapon they wield.
Shadowmancer, Spellcasting x6, Dark Slumber V, Ethereal Passage V, Shadow Form, and Phantom Limb
Open the Heavens
You tap into a soul nexus to unlock an unlimited supply of mana. As long as you remain stationary you can cast any spells in your spellbook for 0 mana. 
Arch Magus, Blood Mimicry, Spell Memorization x5, 6 Enchantment Scrolls, and 6 Magician's Raiments

*All Legendary Skills cost 15 XP per purchase.

 

Legendary Skill Descriptions

Archon   ♦   Legendary 

You transform into an Elemental Archon; a being of pure magic. You must choose either Fire, Ice (Water), Earth, or Lightning (Air) when you take this skill and may not change it later. You gain +100 temporary Hit Points and your weapons deal +2 elemental damage. When you cast spells of your chosen element you may cast using your hit points instead of mana. You may purchase this skill up to 4 times.

Gloom Servant   ♦   Legendary

You are able to enchant unconscious allies with shadow magic. They are raised as living puppets; they may not use any skills they know, are only able to follow simple commands, and must remain within 20 strides of you at all times. They return at full health and swing for 5 shadow damage with all attacks. While they are in this state you may spend helatite to heal them for an equal amount of damage. To raise a gloom servant you must expend a use of Shadow Form; it does not refresh for the remainder of the event. When the target of Gloom Servant would normally be dropped to 0 hit points they instead regain control of themselves, go ethereal for up to 10 seconds, and return to 1 HP. 

Open the Heavens   ♦   Legendary

You are able to extend your spell casting beyond its normal limitations. You create a direct connection to a nearby soul nexus, an intangible force that channels soul energy into the heavens, and reverse the flow of power. All spells in your spellbook cost 0 mana for as long as you remain stationary and connected to the soul nexus. You may purchase this skill up to 3 times.