New to LARP and want to know more about playing a Mage

Hi,

I’m Harrison, I’m eighteen and I’ve just decided to start LARP after my brother encouraged me to join. I’ve decided to play as a mage but I’d like to know what to expect? I really have little knowledge of Empire LARP and playing as a mage. If anyone can give me a brief idea of what it’s like to play as a mage and what to expect for my first event, I’d greatly appreciate it. I’m also unsure as to how the combat will differ from playing as a typical warrior and what will be expected during rituals.

In my character creation I’ve decided to join Wintermark and become a mage of spring.

Thank you!

In battle being a mage will depend on what spells you’ve picked and whether you’re a battlemage or not. You’re going to be much squishier than the warriors around you but with the right placing you can be a devastatingly effective support fighter, breaking formations to allow your allies to capitalise or keeping them on their feet long after they should go down.

Rituals are very flexible, basiucally you just have to fill the required time with an appropriate performance. As a Wintermark you might want to consider invoking by the runes, naming them, describing them applying them, whatever.

Otherwise as a mage you have the power to poke Conclave, visit the hall of worlds and talk with the Eternals. As a Wintermark Spring mage you’ll also be close to the Archmage who’ll often be looking for people to help out with things.

Thanks Ricohard, this clears a few things up for me!

So “mage of Spring” covers a lot, and I can think of a few classic starting builds. They play very differently in fights. FWIW, I was asked to proxy for Archmage once with 1 Spring Lore. Conclave and Eternals are a politics game, but having the Lore helps for when you need to cast a useful thing in that realm.

Healy McHealface

  • Magician, 2 Spring Lore, Extra Mana, 2 Spells.
  • Pick Hands of Sacred Life or Blood of the Hydra.
  • Heal 5 people in 2 minutes for 2 mana crystals.
  • Heal individuals very quickly with spells.
  • Maybe take one healing spell and Repel, because Repel means that flanker is no longer beating on your 2-hit self.
  • You could also drop a Spell in favour of Chirugeon, so you have a heal option that doesn’t cost anything to use.

Captain Dynamic Entry

  • Magican, Battlemage, Repel, Shatter, Spring 1, Extra Mana.
  • You make holes in things. Shields, battle lines, people.
  • It would be a good idea to acquire or borrow a mage staff. A 6 7’ weapon means you can attack over a shield line.
  • Shatter is best for disabling hard targets, Repel can punch an opening, both are very Spring themed.
  • Hide behind someone in real armour, and ruin the day of anyone who is about to overrun them. You don’t need to hit them to work your magic. You just need to hit their stuff.
  • Swap a Spell for Heal and you’re a flexible support PC.

Both of the above are about solving problems fast. You have limited ammo, whereas “having a max of 7 Hits and a polearm” never stops working. But you can charge into a pile of bodies and pick everyone in it up on 3 Hits in a matter of seconds. Or you can reduce the front of a bill block to a mess of shattered weapons and fleeing foes.

Pick your moment, or act when your unit commander says. Burning a fistful of mana is the setting equivalent to calling in an airstrike.

It’s worth persuading people to equip you with Mageblood potions, they are very effective as they give you 2 mana back a time. Whereas a Mana Crystal is 1 Spell, so it’s worth it for a fast cast Heal or a Shatter, but not a Repel.

Spells Are For Losers

  • Magician, Spring Lore 3
  • Wear the heaviest armour you have, fight with a sword and buckler. Armour use is a free skill.

I CAST SWORD

  • Magician, Spring Lore 2, Shield or Weapon Master. Could spend the 1xp on Chirugeon, that’s great. Or save it for later.
  • You are now a useful line-fighter and you can also do a good amount of wizardry at Anvil, which is where you spend most of your time.

They’re both easier to play. You can do rituals with your allies, and then take the battlefield as a basic fighter.

Rituals
This should help. Blood magic is a good theme for Spring, Rune or Totem Magic seem pretty Wintermark to me.
https://www.profounddecisions.co.uk/empire-wiki/Magical_tradition

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Come to Navarr we have blood magic

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Battlemages are the lightly armoured glass cannons of the setting.

You need to stay alert and be quick on your feet, but your offensive spells are the most dangerous calls in the game. You have limited ammo as Jim says, but you can make a massive difference to a fight. Just remember that you’re a magical ninja, all your spells are melee attacks, plan accordingly.

Rituals are bigger set pieces and have much bigger effects, but obviously tend not to be often cast in battle here the 2+ minute cast time can be inconvenient.

In terms of “Vs playing as a warrior” the big difference is that heavy armour negates certain special calls, specifically cleave and impale. If you’re in mage armour (required to use the quicker spells) then both these calls will drop you instantly or put a limb out of action.

Jims rundown of your options is pretty much on point. It all depends on which part of the mage game appeals to you the most.

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If you’re in mage armour (required to use the quicker spells) then both these calls will drop you instantly or put a limb out of action.

To clarify this: Mage armour is not required to use any spells. It is however the only armour that you can cast ANY magic while wearing.

Personal thoughts (as a Battle Mage):

Spells need to be coordinated with at least the people around you, barbarians quickly fill up their lines so just doing Shatter without immediate support of people who can make an opening in their lines is a waste of Shatter (unless it is something like an Ogre, in which case go right ahead!)

Same with most other spells. Especially Empower, as people need to be able to use it within 10 seconds or it is a waste of mana. Oh and somantics need to a) be understood and b) have to be shouted at the user as if you were in a crowded pub. all of which can be difficult if you are in the front line trying to fend of attacks as well.

As a front line fighter, and to be effective, I burn through Mageblood, Crystal Mana etc at an alarming rate. Have a Mana Mine as a resource and don’t go blowing it all in 10 minutes. Shattering a single barbarian seperated from the main group is not an efficient use of it.

Another personal opinion - having a staff is great, but you need to have a plan once the barbarians are inside your range, whether it is quickly retreating, shattering etc. I’ve used a staff, and have dropped that to go rod and shield so I can defend myself and the people to left and right of me in the shield wall.

Ok - very long reply, but that has been my personal opinion as a front line Battlemage. Of course other people will have differnet opinions. It is quite taxing but having a variety of things to do makes it a worthwhile experience.

Good point, well made. Apologies for the confusing wording. I meant to say that your only armour choice if you want to cast battlemagic was mage armour. I mean there are people who take the field without armour at all. I respect their intestinal fortitude if not their tactical sense. :wink: