I need help thinking of abilities for these LARP classes. Anything helps. The bold words are the schools of magic they can access.
Full-Casters: Priest (Holy, blesses, heals, sanctifies and punishes with the power of the positive plane) Mage (Arcane, harnesses powerful spells from the ambient magical forces) Druid (Nature, bends and communes with the forces of the natural world) Warlock (Unholy, drains, decays and curses enemies with the power of the negative plane)
Split-Casters: Skald (Arcane, Holy, harnesses power of oration and music to heal, ward and strike) Alchemist (Arcane, Nature, concocts potions and solutions to great effect) Necromancer (Arcane, Unholy, harnesses death and undeath as a weapon) Shaman (Holy, Nature, spiritualist harnessing elements and spirits for healing and striking) Seer (Holy, Unholy, watches the line between life, death, and has power over both) Witch (Nature, Unholy, brings curses, hexes and powerful primordial forces)
Physical Classes: Warrior (Armored warrior with powerful strikes and conviction) Rogue (Light striker with versatile skills and silent strikes) Monk (Mystical warrior with simple weapons and no armor) Fusilier (Engineer and firearms pioneer) Spellknight (Enchants and interweaves spell-casting and martial strikes)