Magic warriors who wield both sword and spell as equal weapons. Battlemages use their powers in conjunction with each other, strengthening their effectiveness.
6 Hit Points | 2 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Battlemages gain proficiency with simple weapons, and two of the following: sword, polearm, axe, hammer, or bow. They’re proficient with armor and do not take penalties when casting spells while in armor.
Spellcasting
Battlemages cast arcane spells and at 1st level, the Battlemage receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Battlemage learns a new spell of a level they can cast.
Spellcasting relies on the user’s soul to be completely functional. The inner soul (the Battlemage’s Resistance stat) is used for Magic Points, granting the Battlemage more power to draw upon for their spells. The outer soul (the Battlemage’s Magic stat) is the raging fire of their spells and is thus used for attack and damage as if it were Strength or Agility when using a melee weapon.
Dual Casting Combat
As a full-round action the Battlemage can, at 1st level, two-weapon fight with a spell in their off-hand. The spell must only take a standard action to cast, and is considered a light weapon (and that the Battlemage has the two-weapon fighting feat) for the purposes of penalties. This can also be used with ranged spells, so long as they take a standard action and are only against a single target (example: rays).
Spellstrike
At 2nd level as a part of an attack (but not a Dual Casting Combat attack) with a melee or ranged weapon, the Battlemage can deliver a spell through their weapon. The spell must correspond with the weapon’s range (a melee spell in a melee weapon, ranged spell in a ranged weapon.) This can be done multiple times on a full-round action, so long as the Battlemage can spend the MP on each of the spells used.
When adding the spell, the damage is rolled separately from the weapon’s damage (however the spell applies the penetration and special abilities from the weapon held, for example applying Savage to a spell).
Mixed Talent
At 3rd level and every 3 levels thereafter the Battlemage receives either a Soldier’s Martial Talent or a Mage’s Magic Tampering, using their level in place of the others for the purpose of qualifying for prerequisites.
Arcane Tutelage
Battlemages have their arcane practices tried and tested over the years, and through intense training, greatness is achieved.
Arcane Nuke
4th Level: On a Spellstrike, increase penetration by the Battlemage’s Magic.
8th Level: Once per encounter add full Magic to the keep dice for attack rather than half.
12th Level: If a spell kills a target, the target explodes dealing 1 + ½ Magic amount of slashing damage to all adjacent enemies (bypassing Soak).
16th Level: Area of effect spells no longer harm allies.
20th Level: The Battlemage becomes immune to a single arcane element (except Arcane, Sonic, or Corruption).
Arcane Duelist
4th Level: Treat weapons wielded as possessing the Æther property.
8th Level: The Battlemage adds a bonus to Avoid equal to their Magic.
12th Level: Once per encounter the Battlemage can move half speed and make a full-round action.
16th Level: When using Dual Casting Combat, take no penalty for two-weapon fighting.
20th Level: The Battlemage becomes immune to combat maneuvers.
Scrapper
4th Level: You do not provoke attacks of opportunity when casting spells.
8th Level: After having cast a spell you receive a bonus to attack and damage rolls until the end of the next round. This bonus is equal to the spell's level.
12th Level: Damage can be forgone on a successful attack in favor of pushing an enemy 1d10 + Magic squares in a single direction of your choice.
16th Level: Once per encounter treat a called shot as having been a critical hit. This does not affect called shots to the head.
20th Level: You take 1 less damage from effects which specify they bypass Soak for damage (to a minimum of 1 damage).
Bloodmage
4th Level: Gain an additional amount of HP equal to your Endurance and Resistance added together.
8th Level: You gain Blood Splinter as a spell if you did not already have it. Blood Splinter and other spells that deal Water damage deal +5 damage.
12th Level: As a standard action you can make a spell-like attack against the Bodily Defense of an opponent within 6 squares. On a successful hit the opponent is fatigued and suffers 1 bleed damage for a number of rounds equal to your Magic.
16th Level: You are immune to bleed, poison, and disease.
20th Level: You can make a single spell-like attack against the Bodily Defense of an opponent in melee as a standard action. This does not require concentration and doesn’t provoke. On a successful hit the opponent loses half of their current HP and you are healed for the amount of HP they lost.
Time Warrior
4th Level: All move speeds you already possess are increased by your Magic stat.
8th Level: As a standard action you can make a spell-like attack against the Bodily Defense of an opponent within 6 squares. On a successful hit the opponent is frozen in time until their next turn. This counts as being stunned.
12th Level: Gain a +0k1 on Dodge checks. Magic can be used in place of Agility on a Dodge once per encounter.
16th Level: Once per encounter you can flicker in and out of this time and other alternate timelines rapidly. Doing this grands you concealment for 2 + Magic rounds.
20th Level: As a standard action you can make a melee spell-like attack against the Bodily Defense of an opponent. If it hits, the opponent is aged (1d10 + MAG) x 2 years.
Arcane Armor
At 7th level the Battlemage adds a bonus to Deflection while wearing armor equal to their Resistance. If no armor is worn, Resistance is still added to Deflection, and a bonus +50% of Resistance is added on top of it. (Example: A 6 RES while wearing no armor means an initial 6 Deflection, then a bonus +3 on top of it for a 9 RES total).
Brutalize Spell
At 11th level the Battlemage’s spells are able to utterly destroy its targets. When dealing damage and they brings the opponent below ½ HP with their spell, that opponent is stunned for 1 round.
Esoteric Combat
At 13th level the Battlemage gains an additional attack roll with their spell when using Dual Casting Combat. This attack roll is made at double the penalty that’d normally be delivered (and cannot be negated through other abilities).
Spell Blending
At 14th level the Battlemage can blend two spells together as a full-round action, halving the effects of both but combining their uses together. Example: combining a fireball and lightning bolt together for an explosion of fire in a 6 square radius that then shoots out from its origin square a 24 square line of electricity, both at ½ damage.
Mana Vortex
At 17th level the Battlemage can spend a move action to absorb MP from all enemy magic users within 6 squares. The amount of MP absorbed is ½ of Magic + ½ of Resistance (minimum of 2 MP absorbed). This can be done a number of times per day equal to the Battlemage’s Magic.
Unfettered Dodge
At 19th level upon dodging/parrying an attack the Battlemage can, as an immediate action, move up to their move speed. In addition to this, the Battlemage increases their total amount of dodges by their Resistance. This can be done once per encounter.
First Awakening
When using Spellstrike or Dual Casting Combat, add +1k1 to the spell’s damage dice and grant the spell Penetration equal to Magic.
Heroic Awakening
Ignore the range requirement for the purpose of Spellstrike, counting it as the weapon’s range, and spells cast with Spellstrike can once per encounter not expend MP.
Unchained Awakening
Spells with a bonus that affect you from yourself or allies are increased by 50%, and spells you cast which deal damage cost 1 less MP (minimum of 1 MP).
True Awakening
Battlemages can increase the damage dice of any weapon she’s wielding by +2k0, +1k1, or +0k2 and once chosen this cannot be changed later. In addition to this if an enemy has a weakness deal x3 damage, not x2.