Battlemage

Battlemages are the backbone of arcane militaries. They are trained to wield weapons, and wear armor but also to use their magic as a weapon of destruction

Battlemage

Battlemages have a less well rounded education than other mages. Their training has mostly been to prepare them for the ravages of war. Battlemages are the backbone of arcane militaries and make up the majority of the guard and security forces of each arcane seat of power. They are trained to wield weapons, and wear armor but also to use their magic as a weapon of destruction and little else. Battlemages are highly sought after by militaries and mercenary groups.

Playing a Battlemage

XP Cost: 4 Prerequisites: Intellect 12 or higher

Choosing the Battlemage grants you the following:

Training

Battlemage Training

You are granted Training in Arcane and any 2 of the following Skills: Perception, Medicine, Athletics, Acrobatics, or Intimidation. 

Gain the spoken and written Language known as Elder-Tongue. 

Gain Training in the use of 2 Melee or Ranged Weapon Types.

Gain Training in the use of Medium Armor.

Equipment

Battlemage Equipment

Acquire a Common Suit of Medium Armor of your choice to your Inventory. 

Acquire a Common or Uncommon Weapon of your choice to your Inventory. 

Ability

Tap Casting

You gain the Ability to cast any Arcane Spell that you have in your Spell Collection and have the necessary Mana to cast.

Traits

Offensive Magic

Acquire 3 Tier I Evocation Spells of your choice.

Spell Tattoos

Gain a written collection of Acquired Spells on an accessible area of your body such as your arms, hands or wrists.

Archetype Ability

Battlemage Casting

Choose 1 Tier I Evocation Spell that you have Acquired with a Mana cost of 1. You may now cast that spell for 0 Mana. Overpowering or Sustaining the spell costs additional mana as normal. 

You can choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.

Battlemage Traits and Abilities

Acquire with XP.

Traits

Mental Fortitude

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.

Strong Willed

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.

Nimble

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

School of Magic Apprentice

(May be acquired multiple times)

XP Cost: 1 Prerequisites: Battlemage

Choose a favored school of Magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation.

Acquire 2 Tier I Arcane spells of the chosen School. 

School of Magic Expert

(May be acquired multiple times)

XP Cost: 2 Prerequisites: Battlemage, School of Magic Apprentice of the same type.

Choose a focused school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

Acquire 1 Tier II Arcane Spell of the chosen School.

School of Magic Specialist

(May be acquired multiple times)

XP Cost: 3 Prerequisites: Battlemage, Favored School of Magic Expert of same type, School Focus of same type.

Choose a school of Magic to specialize in from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

Acquire 1 Tier III Arcane spell of the chosen School.

Battlefield Spells

(May be acquired multiple times)

XP Cost: 2 Prerequisites: Battlemage

Acquire 4 Tier I Evocation Spells of your choice.

OR

Acquire 1 Tier II Evocation Spell of your choice.

Warfare Spells

(May be acquired multiple times)

XP Cost: 3 Prerequisites: Battlemage

Acquire 2 Tier II Evocation Spells of your choice.

OR

Acquire 1 Tier III Evocation Spell of your choice.

Increased Mana Pool

XP Cost: 2 Prerequisites: Battlemage

Your dedication pays off as you unlock hidden reserves of Mana within yourself that you never knew existed. Gain +2 to Mana Pool.

Improved Battle Casting

XP Cost: 4 Prerequisites: Battlemage

In addition to choosing to exclude any tiles in your spell’s effect area, you may increase the area of a spell by a number of meters equal to the number of meters excluded. Each tile of the spell’s effect must be adjacent to another.

Subtle Casting

XP Cost: 2 Prerequisites: Battlemage

Spells that would usually require a full free arm or hand to execute now only require a single free finger. Essentially allowing you to cast even while moderately bound or restricted. 

Silent Casting

XP Cost: 2 Prerequisites: Battlemage

You have found the Mana Stream can hear your thoughts if you speak them loud enough and you use this method to cast rather than using any Verbal Components for your spells.

This allows you to cast spells without breaking stealth and while silenced.

Spell-Slinger

XP Cost: 3 Prerequisites: Battlemage, Spell Precision

Your spells fly off your tongue with perfect speed and precision allowing you to cast more than the average Mage. 

Gain 1 Additional Ranged Spell Attack Action. 

Spell-Blitz

XP Cost: 3 Prerequisites: Battlemage, Spell-Slinger

Gain 1 Additional Ranged Spell Attack Action. 

Spell Flourish

XP Cost: 3 Prerequisites: Battlemage

Gain 1 Additional Melee Spell Attack Action.

Spell Flurry

XP Cost: 3 Prerequisites: Battlemage, Spell Flourish

Gain 1 Additional Melee Spell Attack Action.

Robe Graduate

XP Cost: 1 Prerequisites: Battlemage

You may acquire a Mage’s Robe in a color and cut of your choice.

You are considered to have a diploma proving you have completed the first portion of your Arcane Education. 

Hat Graduate

XP Cost: 2 Prerequisites: Battlemage, Robe Graduate

You may acquire a Mage’s Hat in a color and cut of your choice.

You are considered to have a diploma proving you have completed the 2nd portion of your Arcane Education.

Battlestaff

XP Cost: 3 Prerequisites: Battlemage

You acquire a Battlestaff with an assortment of powerful abilities. Your battlestaff can have any form or designs you desire. Most have a gemstone or crystal atop. It can be made of Metal or Wood, choosing one or the other has aesthetic and statistical ramifications.

It is considered to be a Magical Weapon with the “Enhanced” enchantment, granting it +1 to Weapon Attack and Damage Rolls.

Wooden battlestaffs have 14 Item HP and gain an additional +1 to Weapon Attack Rolls. 

Metal battlestaffs have 20 Item HP and gain an additional +1 to Weapon Damage Rolls.

It can take the form of any Polearm Weapon Type via a Motion from the Wielder.

You consider your battlemage staff to be a “Free Hand” for the Purpose of Casting Spells.

Spells cast through your Battlestaff may have their Attack, Damage Roll or Spell Save DC increased by 2. The caster may choose which when they cast the spell.

Acquire the Tier I Enchantment Spell “Repair”.

Wand / Staff Graduate

XP Cost: 3 Prerequisites: Battlemage, Hat Graduate

Acquire the Tier II Enchantment Spell “Create Wizard’s Wand / Staff”.

Acquire the Tier I Enchantment Spell “Repair”.

Acquire a 2 Meter length of Enchanted Hardwood that has 14 Item HP and is not Flammable that may be used for the creation of your wand or staff.

You are considered to have a diploma proving you have completed the final portion of your Arcane Education.

Basic Maneuvers

(This Trait may be taken multiple times)

XP Cost : 1 Prerequisites : Battlemage

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Complex Maneuvers

(This Trait may be taken multiple times)

XP Cost : 2 Prerequisites : Battlemage, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Expert Maneuvers

(This Trait may be taken multiple times)

XP Cost : 3 Prerequisites : Battlemage, Complex Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Iron Will

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Wisdom Saving Throws.

Sound of Mind

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Intellect Saving Throws.

Nimble Bodied

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Strength Saving Throws.

Calvary Training

XP Cost : 1 Prerequisites : Battlemage

You gain Training in the Driving Skill.

Survival Training

XP Cost : 1 Prerequisites : Battlemage

You gain Training in the Survival Skill.

Forge Training

XP Cost : 1 Prerequisites : Battlemage

You gain Training in the Fine Motor Skill.

Siege Engine Training

XP Cost : 1 Prerequisites : Battlemage

You gain Training in the Engineering Skill.

Shield Wielder

XP Cost : 1 Prerequisites : Battlemage

You gain training in Light or Medium Shields.

If you purchase this during character creation, gain a common or uncommon light or medium shield of your choice.

Heavy Shield Wielder

XP Cost : 2 Prerequisites : Battlemage, Shield Wielder

You gain training in Heavy Shields.

If you purchase this during character creation, gain a common or uncommon heavy shield of your choice.

Shield Strapping

XP Cost : 2 Prerequisites : Battlemage, Shield Wielder

You can now Strap your shield around your neck, granting you 1/2 the AC and the full Armor the Shield normally grants. While your Shield is strapped this way you do not need to wield it in a Free Hand, and may wield 2 handed weapons, and dual wield in combination with a Shield.

Heavy Armor Training

XP Cost : 3 Prerequisites : Battlemage

You are now considered to be trained to effectively wear Heavy Armors. You can equip any piece of heavy armor that is your size.

Zweihander

XP Cost : 1 Prerequisites : Battlemage, Cleave Maneuver

You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.

Hammer-Jack

XP Cost : 1 Prerequisites : Battlemage

You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.

Nerves of Steel

XP Cost : 2 Prerequisites : Battlemage

You add a Destiny Die to all WIS Saving Throws you are forced to make after you have Rolled Initiative and before Active combat has ended.

Soldier’s Reflexes

XP Cost : 1 Prerequisites : Battlemage

You gain training in Dexterity Saving Throws.

Frontline Soldier

XP Cost : 1 Prerequisites : Battlemage

You gain +2 to your Initiative.

Weapons Training

XP Cost : 1 Prerequisites : Battlemage 

Gain training with one additional Melee or Ranged Weapon Type of your choice.

Special Weapons Training

XP Cost : 2 Prerequisites : Battlemage 

Gain training with two additional Melee or Ranged Weapons of your choice,

Or gain training with one High Skill Weapon of your choice.

Tough

XP Cost : 2 Prerequisites : Battlemage 

Your total HP is increased by +1 each time you level up.

Efficient

XP Cost : 1 Prerequisites : Battlemage 

You gain one additional Motion.

Extra Efficient

XP Cost : 2 Prerequisites : Battlemage, Efficient

You gain one additional Motion.

Awkward Combat Style

XP Cost : 1 Prerequisites : Battlemage

You halve the additional cost associated with the "Awkward" Item Trait.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Battlemage, Expert Might Maneuvers

You reduce the Initial cost of all Tier I Might Maneuvers by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Battlemage, Expert Stamina Maneuvers

You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Battlemage, Expert Focus Maneuvers

You reduce the Initial cost of all Tier I Focus Maneuvers by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Battlemage

You reduce the cost to Sustain all your Maneuvers by ½.

Fast Reaction Speed

XP Cost : 2 Prerequisites : Battlemage

Gain one additional Reaction.

Blurred Reaction Speed

XP Cost : 3 Prerequisites : Battlemage, Fast Reaction Speed

Gain one additional Reaction.

Abilities

Chained Spell

XP Cost: 2 Prerequisites: Battlemage, Spell Precision

You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits, both spells are considered to have hit the target and it is dealt full damage from both spells. 

Spell Empowering 

XP Cost: 3 Prerequisites: Battlemage

You have gained the ability to empower your spells to increase their lethality. Once per casting, when you pay a spell’s Overpower Mana Cost you can instead deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.

Quick Draw

XP Cost : 2 Prerequisites : Battlemage

Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Battlemage

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Battlemage, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Phalanx Fighter

XP Cost : 2 Prerequisites : Battlemage, Shield Wielder

You grant ½ your shield’s AC bonus to adjacent Allies.

You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.