Mage Abilities

Be a mage if you are not too interested in game play. (i.e. You will only be active when someone asks you to do something)

Please give feedback on abilities here.

  • Mana Transfer - All team members, except mages, gain 7AP
  • Teleport - The mage can trade places with any other classmate. This power can only be used once per week. The ultimate decision rests with the Gamemaster. If your teleportation is unsuccessful, you will not lose any AP.
  • Invisibility - The mage is given permission to bypass the entrance quiz. Limit: Once per week
  • Mana Shield - The mage prevents the loss of HP to themselves (costs 3 AP per 1 HP)
  • Cheat Death - A fallen teammate (other than the mage) can reroll the cursed die but must accept the new outcome.
  • Time Warp - The mage buys an extra 2 minutes for an entrance quiz. Limit: One Mage Cast per Day
  • Fountain of Mana - A teammate, who isn't a mage, replenishes all of their AP
  • Clairvoyance - All of the team members get a 50/50 Question on the Unit Exams.
  • Mage Circle - The mage is protected by the mage's aura. Retake missed questions on the unit test for full credit, rather than half credit.

Warrior Abilities

Be a warrior if you are interested in game play inside of class (i.e. You are not too likely to log into the game outside of class)

Please give feedback on abilities here.

  • Protect 1 - The warrior can take up to 10 damage instead of their teammate, receiving only 80% of the initial damage.
  • First Aid - The warrior gains 1 HP for each level they have, but always gains at least 5 hp.
  • Hunting / Gathering - If all Warriors on the team cast hunting/gathering, the team will be rewarded gold equal to 10d20 gold. (on a 20 roll, an opposing team loses 5 hp) Limit: Once Per Week
  • Protect 2 - The warrior can take up to 20 damage instead of their teammate, receiving only 65% of the initial damage.
  • Ambush - A random player is selected. If the warrior wishes to ambush them, they can steal up to 5d20 gold. Limit: Once Per Week
  • Counter Attack - Gains the ability to skip a multiple choice question. The answer will automatically be chosen as the answer given most by others on the test.
  • Protect 3 - The warrior can take up to 30 damage instead of their teammate, receiving only 50% of the initial damage.
  • Frontal Assault - If everyone on the team completed the weekly, then everyone on the team gains 200 XP if one warrior casts Frontal Assault.
  • Secret Weapon - During a unit exam, the warrior can use a cheat sheet provided by the Gamemaster. The warrior must notify the gamemaster 3 days before the unit exam.

Healer Abilities

Be a healer if you are interested in more game play outside of class (i.e. You want more play inside and outside of class)

Please give feedback on abilities here.

  • Heal 1 - A teammate gains 10 HP
  • Sainthood - Healer may select one party member to have permission to listen to music for the day.
  • Ardent Faith - The healer can listen to his/her iPod during classwork.
  • Heal 2 - A teammate gains 20 HP
  • Favor of the Gods - All team members can listen to music whilst working on their assignment, as long as they have headphones and it is an individual assignment.
  • Revive - When a teammate not including the healer) falls to 0 HP, they avoid all penalties and come back to life with 1 HP
  • Heal 3 - A teammate gains 30 HP
  • Healing Circle - All team members, other than the healer, gain 15 HP
  • Prayer - Gains the ability to use a Unit Test Cheat sheet filled with any information. The cheat sheet must be no larger than a 3x5 Note Card, handwritten, and submitted for inspection one day before the unit test.