Spells X MP(Battle): Battle Mages may cast spells with an MP cost of up to X.
Restrictions: When a character becomes a battlemage, they may select any three elements which do not oppose either of the others. They may only learn and cast spells of these elements.
Casting Cost: Battlemages' spells cost 1/10th their normal price to cast. However, the battlemage may choose a single weapon that acts as their focus. The battlemage has 20 dollars worth of "free spell components" per day for every +1 in Superior Quality enhancements that weapon has.
Spell Alterations: If a battlemage wishes, they may choose to intensify a damage-dealing spell cast through a plain(non-enchanted, non-slotted, non Superior Quality Enhancement-possessing) weapon. If they do so, the weapon takes an amount of "magic burn" equal to half the spell's MP cost. With an hour's time and an Intelligence/Art crafting roll of five or greater, the amount of magic burn on the weapon decreases by the amount rolled. If the weapon's magic burn total exceeds its cost, the weapon is consumed by the spell that put it over its limit, disintegrating into ash, vapor, dirt, a gust of wind, or whatever is appropriate for the element of the spell that destroyed it. When a spell is intensified this way, any damage dice it deals are upgraded to the next type; d4s become d6es, d6es become d8s, and so on. d12s become d12s+2, then +4 and so on after that.
Casting Actions/Stat/Skill: One hand action and one talk action. The hand action spent must be for a hand holding a weapon. Battlemages may use their Art skill with either their Accuracy or Intelligence stat to overcome the casting difficulty of the spell. The battlemage has a +3 to their casting roll if the weapon they are casting through is their focus.
Learning spells: Battlemages learn spells through observation. Whenever they see a spell being cast, they may within the day attempt to duplicate it. This is made as a normal casting roll for them, but the spell's difficulty is increased by 5. Once they have successfully cast a spell, they know it. A battlemage may switch which weapon is their focus, but doing so takes ten minutes of meditation.
Flowing Style +X: If the Battlemage had landed a successful melee hit as their previous action taken, they gain a +X bonus to their spellcasting roll. The hit need not have done any damage for this ability to work. If the battlemage had hit a target with a spell as their previous action taken, they gain a +X bonus to their melee attack roll. The spell need not have done any damage for this ability to work. Speak or move actions(not counting actions taken defensively, such as dodges, blocks, parries, or special oppose rolls) count as the previous action and thus would prevent this ability from working.