This is to help open discussion on the idea of including magic into KBA's games and battles. We'd like to keep it limited to the two classes and keep progression a long term investment, but that isn't written in stone. Let's get to the idea laid out!
First off, any class with abilities that will give advantage in combat that isn't martial skill will not be allowed to use shields.
CLASSES
Mage - Magi-Staff and dagger for weapons. The staff is required to be 1 ft longer than the player is tall, to a maximum of a 7 ft core. A Mage can choose their spells from three of the Paths of Magic, but two will always be closed to them.
Cleric - Dual wield or two-handed blunt weapons, no great weapons. Cleric can access only one of the Paths of Magic.
PATHS
White
Mend - Heals a single damaged limb on the target player. Can not heal a "hip" shot.
Restore - All limbs are healed including a "hip" shot on the targeted player.
Resurrect - Target dead player is brought back to life and full health.
Blue
Fear - Target player turns and runs 10 steps backward.
Dispel - Removes/prevents a spell effect on the targeted player.
Charm - Targeted player joins the caster's team.
Black
Zombify - Returns a dead player to fighting status with wounds received, can't run, and dies to any strike.
Seeker - Target player comes back to life with all wounds restored, is given a target they must defeat and dies with them.
Clone - Caster gives a defeated player a token if the caster dies they respawn where the token is and the dead player is removed from the game.
Red
Stagger - The targeted player can not run from the remainder of the game.
Cripple - This spell replaces a normal shot with a "hip" shot.
Death - Automatic kill on the targeted player if a solid strike is landed.
Green
Wither - Struck limb can not be healed.
Sleep - Player must lay on the ground and hold their weapon in the air, they can be woken up if another player shakes them with both hands while saying wake up.
Shock - The effected player must "toss" their gear away and run from battle.
COSTS
Mages and Clerics will always pay 10 experience for 1st level, 20 experience for 2nd level, and 30 experience for their 3rd level. The Mage class would be able to choose from THREE of the five available paths, while the Cleric can choose from only one.
Is there a larger write up of this somewhere? I have questions..
The biggest, most burniest is WHERE THE HECK IS FIREBALL?
And also, to be clear, any caster can not use a shield?
I can't wait to hear people's opinions on this!! Yay magic!!