Arken Expedition 2 Dark Reflections
January 31, 2026
Site is
AG Paintball - Weare, NH (View Map).
Site opens at 8:00 AM and closes at 5:30 PM.
Event starts at 09:00 AM, on Saturday January 31, 2026.
Event ends at 05:00 PM, on Saturday January 31, 2026.
Cost is $25.
Cost via PayPal is $25.00 per person.
Pre-registration is suggested.
A threat marches from the mirror! After a year of study it has been revaeled that the mirror in Midrealm was not always a prison for the shapeshifter defeated last year but a path to a strange reflection of our world. A vanguard of ruthless raiders has already been pushed back and wards placed around the mirror to hold them back. However all these threaten to buckle when the time of year comes that the mirror's magic becomes most volitile. Mirrorguard keep is prepping for seige and Arken askes for aid from the heros of the realms to help stop this threat in this frigid time.
The mirror regionals from last year are returning as well as bows and javelins not breaking weapon restriction
1.Protection from missile as per the spell
2.Reflect: you may cast magic missile using npc props (Blue crochet balls)
3.Mirror Blade: any weapon up to 3'8" that you can wield within your spell restriction you may do so florentine without breaking restriction
4.Reflective allies: Any positive spell you cast on an ally is also applied to you (Heal limb, cure disease, etc)
5.Mirror Armor: Any combat call that strikes a legal hit location you may call on your next swing. Unless otherwise resisted you still have to take the call.
6.Mirror image: You are under the effects of the Second Chance spell with the following differences: You retain all your equipment stealable or otherwise, you must use your non-dominant hand for all tasks you would use your dominant hand for until you are raised normally or alerted otherwise.
For the first time Arken regionals will be available, please let the magic marshal know which path you are taking at check in. If you are registering as a non-com and do not have a full spell build you may take one but cannot teach from it.
Path of the War Mage:
Battle Tactics (1st Circle)
Uses: 3 - Verbal: “Fighter’s Intuition” - Active: Pointing to a monster they can see
The spellcaster may or may not learn information about a monster they can see. It is up to the event staff to decide to provide this information or not. The information can be anything: weakness, methods of defeating, or even what the NPC likes to eat. If the event staff does not provide any information about the monster, the use of the spell is not expended and the fighter may attempt to use it again.
Selfish Heal Limb (2nd Circle)
Uses: 10 - Verbal: “Heal Limb” - Active: Spellcaster must be stationary, must touch the target limb
This spell allows the spellcaster to heal one damaged limb at a time. The spellcaster must recite the VC while touching their injured limb. The spellcaster cannot move their feet while casting this spell, although they may be moving their arms (e.g. parrying, so long as they don’t step backwards).Spellcaster may heal their own limbs with this spell only
Offhand Specialist (3rd Circle)
Uses 3 - Verbal: 30 words
This spell will allow the spellcaster to use a 12” weapon or shield in their offhand regardless of weapon restriction until the next time they die.
Arcane Blast (4th Circle)
Magic Missile as per the spell
Shrug off Wounds (5th Circle)
Uses: 2 - Verbal: 15 words
This spell allows the caster to call “Resist Death” to the next non-magical attack that would kill them.
Call of the Warrior (6th Circle)
Uses: 1 - Verbal: 30 words - Active: Holding a fighter combo in your hands
This spell grants the caster an increased weapon restriction one above their current one. This will also grant them one point of armor that they may treat as if they have enchanted it with enchant armor. If the caster has an Armored Cloak, this will stack with it.
Path of the Elementalist:
Control of Air (1st Circle)
Uses: Unlimited - Verbal: 30 words - Material: a sash with the spell name
This spell allows the recipient control of their breathing. The recipient of the spell no longer needs to breathe.
Plant Growth (2nd Circle)
Uses: Unlimited - Verbal 10 words - Active: Spellcaster must touch the target limb
This spell allows the spellcaster to imbue missing limbs with plant life. They may heal limbs and move while doing so. Limbs that have been regrown this way must move a bit more rigidly as they are now made of wood. They can be repaired with 100 rendering blows to remove the wooden aspect of it.
Scrying Bowl (3rd Circle)
Uses: 4 - Material: a small bowl filled with water
This spell allows the spellcaster to ask the EH or MM a question pertaining to the plot of the event. The EH or MM will give the spellcaster as complete an answer as they are willing. The method of delivering this knowledge is at the EH’s or MM’s discretion. The spellcaster will see their results in the scrying bowl.
Feel the Heat (4th Circle)
Uses: 1 - Verbal: 30 words - Material: bean bag or weapon
The spellcaster may recite their verbal and may ignore damage from any fire attacks for five minutes, in which time the spell ends. During this time, they may swing one call of “Fireball”, or throw it with the bean bag. If they are struck by fire during the five minutes, they can do so again.
Tree Stride (5th Circle)
Uses 3 - Verbal: “Tree Stride” - Active: Touching a tree
The caster may teleport from the tree they are touching to another tree they can see. The caster puts their hand on their head to indicate they are no longer there, then must walk to their intended target. Upon touching that tree, they are back in play.
Harness Lightning (6th)
Uses: Unlimited - Verbal: 20 words - Active: Call Lightning Bolt on a swing
The spell allows the spellcaster to harness the power of lightning on their swings. After saying the verbal, the spell caster may call “Lightning Bolt” on the next swing of their weapon. They may only cast it on their weapon.
Ritualist:
Play test mechanic
Anywhere where you have a regional slot, you may have a ritual instead.
A ritual can be done to simulate the effect of any spell of the same level once every so many minutes based on spell level. If you use a ritual to cast a spell with unlimited use, it will last for the duration of the ritual cooldown. At the end of the timer, you may choose to leave the effect ongoing, or to let it fade for a new spell. If you let the effect keep going, it will remain, unless you do another ritual to replace the effect.
If you ritual for a spell with limited uses, you get that many castings per ritual.
The player is responsible for all props needed for their spells.
The rituals may be done to any power source, but must attract the attention of the Magic Marshal without calling for them.
You can not use a ritual to cast the spell Cantrip or Implement
The Ritual Cooldown Table:
1st- 10 minutes
2nd- 20 minutes
3rd- 30 minutes
4th- 30 minutes
5th- 40 minutes
6th- 60 minutes
If you happen to have a flag of your nation/knighthood/faith that has anchors that a carabiner can attatch to you are welcome and encouraged to bring it
There will be ample places to keep warm along with warm drinks and soup. There is a resturant on sight for anyone wanting anything other then the soup provided. The resturant has a liquor license so no outside alchol.There will be chemical toilets and running water on sight. Please email with any questions about the site as I am very familiar with it.
158 Deering Center Rd, Weare, NH 03281
Weare, NH 03281
BOSTON
Approximately 80 mins - 68.1 miles
Take I-93 N to NH-114 N in Bedford
Follow NH-114 N to NH-149 W in Weare
158 Deering Center Rd, Weare, NH 03281
You are at AG Paintball
CONCORD
Approximately 30 mins - 18.4 miles
via Clinton St/Rte 13 S and NH-77 W
Fastest route, the usual traffic
Take N Spring St to Clinton St/Rte 13 S
Take NH-77 W to Center Rd in Weare
Turn left onto Center Rd
Continue on NH-77 S. Drive to NH-149 W
158 Deering Center Rd, Weare, NH 03281
You are at AG Paintball