Class record
Battle Mage
Striker
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Striker
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Have at least 1 spell, Be proficient in at least 1 melee weapon.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points in Athletics, Intimidation, Magic, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 Fitness or Reason.
- Level 6Ability 3
- Level 7SoulYou gain +1 Focus, Power or Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
There was once a time when pure, unbridled magic was the most powerful force in the land. A single mage could hold off entire enemy battalions with ease. But that changed with the invention of Artificing. Suddenly, battles began to shift, with more and more fighters targeting mages directly, exploiting their difficulty in close combat. As the martial world integrated rapid uses of internal mana and artifices, mages found themselves on the defensive, facing enemies up close like never before.
In response to this new threat, the first Battle Mages emerged from Northi. These warriors developed a unique spell weave, while incredibly mana-intensive, it allowed them to cast spells rapidly, even in the heat of close-range combat. This innovation took full advantage of their physical prowess as Chimera, turning them into formidable opponents both near and far.
The invention of the "Shooting Form" further enhanced their capabilities. This technique allowed Battle Mages to imbue their melee weapons with the properties of staves, enabling a seamless transition between long-range spellcasting and close-quarters combat. With this versatility, Battle Mages became a force to be reckoned with, combining the raw power of magic with the physicality of martial arts.
Tactical guidance
Playing Battle Mage
The battlemage is a competent switch striker, being able to swap between melee and ranged combat instantly. Weapon Swap has no cost and can be used even on an enemies turn, allowing you to swap to melee form if an enemy thinks he can just walk away.
Mage Armor gives a lot of flexibility which is normally unavailable. When fighting a horde of weak monsters, you can start in heavy armor and watch their attacks bounce off almost harmlessly. Against a hard hiting boss, starting in light for maximum evasion might be better. If you made a mistake or the situation changes, a 2 AP cost is an acceptable price to pay for a change. Your RP changes as well, so starting in heavy armor and then moving to lighter armor as the fight progresses is a valid strategy.
Dragon Breaks The Ranks is a long range gap closer that moves you forward with devastating force. The high AP cost may make it hard to use, but don't overlook the AoE damage part of the charge. It can also be used to escape from a tough situation as it gives flight, lots of movement and you don't provoke, provided you have a target you can charge to.
Because the battle mage wants to spend time in melee combat, battle cast is a necessity to be able to cast spells without putting yourself at risk.
Circle Swing is their main melee attack. It allows you to create space and follow up with a cheaper spell or ranged attack. Be aware that you may still provoke attacks from other enemies you are engaged with, even if you main target is now unable to.
The most common weapon for a battle mage is a polearm. The extra range on attacks makes it easier for it to weave melee and spells without provoking.

