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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

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You 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.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus, Power or Toughness.
  8. 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.

Battle Mage

Class features

Abilities unlocked

Complete rules for every ability granted by Battle Mage.

Key ability

Mage Armor

Class feature

Benefit 1

You may use Mage Armor

4 AP
Range
80ft

You gain Flight and surround yourself in fire, then Sidestep to a point in a direct line. You destroy low cover you pass through, though the GM may rule that some cover is too sturdy to be destroyed. In either case, you continue until you reach the target and may make a single melee Heavy Attack against an enemy in range with your weapon. Any other characters in your path may spend 1 RP to move 5ft out of your charge or take Light Fire Damage.

If you have an element mastered, you may change the Fire damage of this ability to the element you have mastered.

This spell does not provoke attacks of opportunity.

Requirements

-
0 AP1 MP
Range
Self
Keywords
Circuit

The next Spell you cast before the end of your turn does not provoke an attack of opportunity from being casted in Melee Range of an opponent.

Requirements

-
0 AP
Range
-
Keywords
Rapid

You transform a melee weapon you’re holding into a Wand Channeling Weapon or return a transformed weapon back to normal. While transformed, the weapon keeps any relevant enchants and functions exactly like how a wand would. You are considered proficient in this wand, even if you normally wouldn’t be and can fire Arcane Elemental shots with it, even if you normally wouldn’t be able to.

Lasts until the end of the encounter, for 5 minutes or until the weapon leaves your possession.

Requirements

-
2 AP
Range
Melee Weapon Range

You make a Light Attack against the target. On damage, you may move the target to anywhere in your weapon range (Max 10ft) , then push it 5ft. The target must remain at the same height it was before this ability was used. Your next Spell or Channeling Weapon attack this turn costs 1 less AP (Min 0).

Requirements

-