Battlemage
Magic can be used to hurl magic, summon elementals or warp the mind of your foes. Some people prefer a more direct route. Instead, they focus on using magic to enhance their martial abilities.
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Propelled Charge
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Magically hurl yourself at an enemy with great force.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Instant
Action Points: Attack +2AP
Cool Down: 2 rounds
Rank 1
Propelled Charge - Use magic to hurl yourself up to 10 meters, inflicting an additional 1d10 damage and adding +2AP to the attack cost.
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Rank 2
Reduced Cooldown - Reduce the Talent's cooldown period by 1.
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Rank 3
Increased Distance - Teleport up to 20m to attack.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Instant
Action Points: Attack +2AP
Cool Down: 2 rounds
Rank 1
Propelled Charge - Use magic to hurl yourself up to 10 meters, inflicting an additional 1d10 damage and adding +2AP to the attack cost.
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Rank 2
Reduced Cooldown - Reduce the Talent's cooldown period by 1.
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Rank 3
Increased Distance - Teleport up to 20m to attack.
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Rank 4
(Level 5 and higher)
Dashed Hopes - Once per round, upon a successful hit there is a 10% chance of regaining 3 AP.
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-- Or --
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Area of Effect - Inflict damage to everything in a 2m radius, excluding the attacker.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Massive Impact - Add an additional 1d10 to damage.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Dervish - Reduce both the cost and cooldown to 0.
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-- Or --
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Elemental Weapon
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Add the fury of the elements to your attack.
Attribute: Willpower
Type: Enhancement
Requirements: 2 or more talents from the Pyromancy, Aeromancy, Aquamany, Terramancy, Nature, Luxomancy or Umbramancy talents
Duration: Instant
Action Points: Weapon attack + 2 AP
Cool Down: 1 round
Range: 1 weapon touched.
Rank 1
Elemental Weapon - Spend an additional +2AP to coat your weapon in elemental fury, inflicting an additional 1d5 damage. This can be from any of the Elemental talents you have bought two or more Talents from.
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Rank 2
Elemental Devastation - Add +2 to the elemental damage.
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Rank 3
Reduced Cooldown - Reduce the Cooldown by 1 AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: 2 or more talents from the Pyromancy, Aeromancy, Aquamany, Terramancy, Nature, Luxomancy or Umbramancy talents
Duration: Instant
Action Points: Weapon attack + 2 AP
Cool Down: 1 round
Range: 1 weapon touched.
Rank 1
Elemental Weapon - Spend an additional +2AP to coat your weapon in elemental fury, inflicting an additional 1d5 damage. This can be from any of the Elemental talents you have bought two or more Talents from.
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Rank 2
Elemental Devastation - Add +2 to the elemental damage.
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Rank 3
Reduced Cooldown - Reduce the Cooldown by 1 AP.
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Rank 4
(Level 5 and higher)
Grand Channel - Channel a spell through your weapon, combining the AP cost of both the spell and weapon and inflicting the damage of both to your target at once.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Directional Blast - If so wished ,move the target back up to 5m on a hit.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Sharp Blow - Three times per day use Elemental Assault for 1 AP.
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-- Or --
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Teleporting Assault
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A rapid series of teleporting attacks, making it difficult to dodge and greatly enhancing mobility.
Attribute: Willpower
Type: Enhancement
Requirements: 2 or more Talents from the Teleportation Talents
Duration: Instant
Action Points: Attack Action + 2 AP
Cool Down: None.
Range: Self
Rank 1
Teleporting Assault - After each attack Teleport to another location within 5m. This increases the AP cost for the attack by +2, but also adds a -10% penalty to Dodge or Block the attack - it's hard to tell where the next blow is coming from.
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Rank 2
Increased Range - Jump up to 10m per strike.
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Rank 3
Surprise Attack - Add an additional 1d10 damage to any teleporting attack for an additional 1AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: 2 or more Talents from the Teleportation Talents
Duration: Instant
Action Points: Attack Action + 2 AP
Cool Down: None.
Range: Self
Rank 1
Teleporting Assault - After each attack Teleport to another location within 5m. This increases the AP cost for the attack by +2, but also adds a -10% penalty to Dodge or Block the attack - it's hard to tell where the next blow is coming from.
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Rank 2
Increased Range - Jump up to 10m per strike.
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Rank 3
Surprise Attack - Add an additional 1d10 damage to any teleporting attack for an additional 1AP.
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Rank 4
(Level 5 and higher)
Hit and Run - For an additional AP teleport 5m from the victim of your attack
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Easier Warping - Reduce the AP cost by 1.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Omnistrike - Attack each enemy once per round, for an additional +2 AP per enemy. They can make other attacks can be made this round
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-- Or --
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