Battle Mage

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Requirements

Feats: Craft Wondrous Item, plus any two of the following Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell

Skills: Spellcraft (13 ranks), Concentration (10 ranks), Knowledge (War)(8 ranks), Craft (a precious metal, coppersmithing, silversmithing, or goldsmithing) (8 ranks)

Spells: Ability to cast 5th level arcane spells.

Special: Must successfully join a battle guild and construct a mortis harness.

Summary

The masters of the battlefield are the result of a difficult training regimen and desire to wreak havoc on an impressive scale. Though the entry requirements to a battle guild are difficult to achieve, those who do will be transformed from a mere spellcaster to an arcane engine of destruction. They get unique metamagic and access to many damaging spells.

Role: Spell DPS

Characteristics: Mages with immense control of damaging spells and metamagic

Source: Encyclopedia Arcane: Battle Magic

Game Rule Information

The Battle Mage has the following game statistics.

Abilities: Whatever your casting stat is and Constitution and Dex to supplement the d4 hit dice and stay in the fracas.

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Battle Mage's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Battle Mage.

Weapon and Armor Proficiency: A Battle Mage is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day: When a new level in the battle mage prestige class is gained, the number of spells the character has available each day must be recalculated. To determine how many spells a battle mage may cast in a day add the number of his battle mage levels to his highest level achieved in a previous arcane casting class to determine the battle mage's effective spellcasting level.

The battle mage has a number of spells available each day as a wizard of the same level, see Wizard. The battle mage gains bonus spells each day based on the ability score used to determine bonus spells for his highest level previous arcane spellcasting class. Battle Mage works equally well through intense study or powerful personality.

Some battle mages choose to attempt to retain a few of the spells they once knew as an arcane caster, rather than giving themselves over completely to battle magic. This can be done, at least to a limited extent, although most battle guilds consider any battle mage or eldritch warrior who does so to be essentially weak and impure - such a one will almost never be selected for the role of proctor or lictor. Those who do choose to keep some of their old spells retain one spell from each spell level that they were able to cast when they attained their highest level in their previous arcane casting class. This one spell per level must be selected as soon as the character has been accepted into a battle guild. Due to the extreme differences between battle magic and other arcane magic, any time the character casts such a non-battle-magic spell, he must use two slots of an appropriate level to do so, and may not apply any metamagic feats to the casting. In addition, it uses up two slots for the purposes of determining runestone burnout.

Once a level of the battle mage prestige class is taken, the character can only casts arcane spells as a battle mage regardless of any level of the arcane spellcasting classes the character may possess. This is the case even for any spells the battle mage might be able to retain from an arcane spellcasting class gained previously.

Like sorcerers, battle mages do not prepare their spells each day. Unlike sorcerers however battle mages may add metamagic to spells without increasing casting time. Furthermore, metamagic feats do not increase the effective level of spells they cast.

A battle mage may choose to enhance a spell with one or more metamagic feats at the time he casts it. Instead of increasing the level of spell, however, the battle mage may choose to expend an additional spell slot of a level equal to the number of levels the metamagic feat would normally add to effective level of a spell.

A battle mage may use any metamagic feats learned prior to becoming a battle mage. Battle mages may choose to cast a lower-level spell with a higher-level slot. The spell is still treated as the actual level of the spell, not the higher-level slot used for its casting. Note that a battle mage can use the excess 'room' in the higher-level spell slot to add metamagic feats to the spell as it is cast.

Battle Magic: Battle mages gain access to the training necessary to perform battle magic and learn every spell in The Book of War. While other spellcasters might be able to master one or two battle magic spells, only a battle mage gains the skill necessary to master all the spells in The Book of War. Note that once a battle mage completes his 1st level of training, most non-battle spells are lost to him forever.

Mortis Harness: To become a battle mage, one must build one's own mortis harness and be instructed in its use. Each harness is unique to the practitioner it was designed for and cannot be used by any other battle mage.

Mortis harnesses consist of elaborate straps of woven metal (copper, silver, and gold being the most common elements) wrapped around the battle mage's torso and extending down his arms and legs to the elbows and knees. The surface of the harness is studded with dozens of runes, all mounted in swivelling settings which slide along the straps to form the specific patterns needed to unleash the power of battle magic.

The complicated formulae of battle magic are very difficult for even the most experienced practitioners to keep in mind at all times. The mortis harness helps the battle mage focus his thoughts and provides a mechanical representation of the formulae necessary to unleash battle magic spells/ Set into the harness's surface are a number of runes and sigils fixed into dials that rotate and slide along grooves in the harness.

When a battle mage prepares a spell, manipulation of these symbols provides the somatic components of the spell. A battle mage deprived of his mortis harness is unable to cast spells until he can regain the harness, it is simply too difficult to formulate the spells of the battle magic without the eldritch calculations provided by the mortis harness.

The stress of focusing so much magical energy can wear out pieces of the harness, leading to blown runes or burnt sigils. The greatest danger to a mortis harness is overuse of a single level of spells. Each spell is channeled through a different series of runes but all spells of a given level must first travel through a rune that represents the overall power of the spell. While up to 4 spells of a given level can be channeled through a mortis harness each day without danger, attempting to cast more spells of each level runs the very real risk of burning out a magnitude rune.

When a battle mage casts more than four spells of the same level during a single day, he must make a Will Save (DC 25). After every subsequent spell casting of the same level during the same day, the battle mage must make another Will Save (DC 25) with a cumulative -2 circumstance penalty. If the save fails, the rune for that spell level burns out. A rune can only be replaced by the mortis harness' owner after a full night's rest and requires a Spellcraft check (DC 20) to replace. A mortis stone costs 100 gp per level and requires a battle guild workshop to craft successfully. Most battle mages carry several extra stones for their harnesses and craft new ones whenever they have return to their guilds for additional training.

Runes from a mortis harness burn out regularly and replacing at least one stone each day is not an uncommon occurence if the battle mage is casting numerous spells. Wise battle mages do their best to limit the chances of this occurring by rotating through their available spells from a given level. Research goes into regenerating harnesses is an ongoing project among all battle guilds for if such an item could be created it would free battle mages from the few restraints they must operate under, radically increasing their power.

When a stone burns out, it shatters and emits a bright flash of light and a cloud a stinking of burnt metal and stone. The more powerful the spell cast, the louder the noise and the brighter the light created when the stone is destroyed. For a first level spell all within 10 ft. of the battle mage can hear the sound and those within 50 ft. can see the light. For each additional level of the spell being cast, the radius that the sound can be heard at and the light can be seen at increases by 10 ft.

Wearers heavily customize mortis harnesses and no two look much alike. While the general structure remains the same from harness to harness, the exact materials used in their construction, the appearance of the runes and types of ornamentation favored vary from battle mage to battle mage. What does remain consistent, however, is the functionality of the harness, from the runes down to the focus sleeves and wand sockets.

Each harness is able to hold five focus rods, one on each arm or leg, and one on their chest. Focus rods are to offset level increases from tuning a spell but burnout quickly and are expensive.

A mortis harness can be fitted with up to ten wand sockets, though each socket requires 3000 gp and the expenditure of 250 experience to create. Once created, a socket and fastening it into place with a strap. When one or more wands are socketed into a mortis harness, the battle mage wearing the harness can activate any one of the wands as a standard action, without provoking an attack of opportunity.

A mortis harness counts as a robe, and so no other robe may be worn with it. It costs 5000 gp to make.

Bonus Feat: The battle mage may select an additional feat from the following list: Arcane Buffer, Compressed Spell, Empower Spell, Enlarge Spell, Extend Spell, Farcasting, Heighten Spell, Maximize Spell

Linked Spells: This ability is one of the hallmarks of the battle mage class allowing them to unleash a rapid-fire stream of spells. Battle mages with this ability are able to intertwine the casting of their spells in such a way that the verbal and somatic components of one spell become part of the same components of the second and subsequent spells. So as long as the battle mage has spell levels available, he can continue unleashing spells at an accelerated rate.

When he begins casting a series of linked spells, the battle mage must declare which spells will be used in its construction. For every two spells in the chain, the battle mage may unleash a third spell in the chain as a free action. Thus, if the battle mage places six spells into a linked spell, it will require only four actions to release all six of the linked spells.

A series of linked spells requires precision in its execution and must start with a 1st level spell. The second spell can be of 2nd or 1st level, at the caster's discretion. Every spell after the second, however, can be of no level higher than the sum of the levels of all spells that precede it in the chain. While a linked spell series must start small, it can quickly build in power to encompass high-level spells.

All spells used in the creation of a linked series must have a casting time of a single action or less. Spells with longer casting times are simply too involved to work into a series but, see Braided Casting, below for a way to incorporate these spells into a combined casting.

Rank: At 4th level the battle mage is recognized as a proven and powerful expert in the art of battle magic. Rank has its priveleges in all orginizations, and battle guilds are no exception. A battle mage of 4th or highest level, now known in the most guilds as a Battle Adept, is entitled to use one of the guild's labs for his own private projects for up to two months per year, so long as he keeps the guild informed of any useful discoveries he may make. He recieves a one off payment of 1000 gp, for his services so far to the guild. In addition, he is eligible to apply for the post of Proctor.

At 8th level, the character is recognized as a Battle Magister and is in fact a senior partner of the battle guild. As well as receiving payment for work done for the guild, he recieves a share of the guild's profits (usually amounting to around 1000 to 6000 gp per year in addition to wages for work done). By this time he will also have sufficient influence that he can avoid certain kinds of service if so desired (although no battle guild will permit a member of any rank to completely avoid field work) If he has a pet idea he wants to research, he can almost certainly have a lab and a number of assistants assigned to her indefinitely, so long as the idea is potentially useful to the guild (however vaguely). Although he is still under the absolute authority of the Preceptor he even has a certain amount of influence with him and will likely being consulted before any major decisions are taken (although this is very much dependent on the character of the individual Perceptor). He is also eligible to apply for the post of Lictor, if a position is available.

Of course the benefits of rank only apply if the character is a battle guild member in good standing. Renegades receive nothing.

Braided Spells: Where a linked spell series allows the battle mage to unleash a series of spells in rapid succession, the braided spell enables him to prepare a number of spells and then unleash them all at once. While devastating, this technique is also dangerous because it rapidly depletes the battle mage's spell reserves. Still, there are times when the ability to thoroughly demolish the opposition in as a short a time as possible is worth the risk.

When braiding spells together the caster may only include spells that come from the same school. Trying to braid together disparate schools requires the Eldritch Knot feat, possessed by a few battle mages.

To create the braided spell the battle mage selects the spells that will go into the braid. Braids are not so much cast as created, and the creation of a braid takes a total of time equal to the total casting time of all spells to be braided together. It also expends as many spell level slots as would be required to cast all the spells separately. Once the braid is created, the caster may retain it, ready to be unleashed for as long as he is able to concentrate. For purposes of concentration checks, the spell counts as a spell of the highest level in the braid, plus one per additional spell braided in. Because the spell is ready to launch at this point, any failure in concentration will launch it, not cause it to fail; if the caster fails a concentration check at any time, the spell launches immediately. In this case, the caster may immediately choose a target. A roll of 1 on a concentration check means that the spells targets the caster, with consequences as professionally embarrassing as they are deadly. For this reason, battle mages are taught to create the braid shortly before they plan to use it. So long as the caster does not fail any concentration checks, he may retain the spell, ready to cast, for as long as he continues to concentrate, then aim it and loose it as a standard action.

When spells are braided together, they are no longer considered to be separate and distinct spells - they become a single braided spell. Thus, if a braided spell is successfully countered, all of the spells that went into it are countered. On the other hand defending against a braided spell can be extraordinarily difficult due to their composition and sheer power. Counterspelling a braided spell works just like any other counterspell, with the following exceptions;

The required Spellcraft check to determine what spells are in the braid has a DC equal to 20 + the level of the highest spell in the braid +1 for each spell in the braid after the first. The alternations made to the spells as they are braided together makes it much more difficult to determine which spells are being cast and the number of spells being tied together only makes the task more difficult.

A braided spells can be countered by any of the spells it contains. If a braid contains fireball, lava wyrm and magic missile spells, it may also be countered by any of those spells. Likewise, a spell with an effect diametrically opposed to the effect of any spell in the braid can be used as a counter to the entire braid (such as haste being used to counter a braid containing a slow spell)

If dispel magic is used to counter a braided spell, the dispel DC is equal to 20 + the level of the highest-level spell in the braid + 1 for each spell in the braid after the first. The complex structure of a braided spell makes it much more difficult for a generic dispel magic spell to successfully counter its effects.

When naming the target for a braided spell, the caster must take into account the different types of targets required for each spell in the braid. If one spell requires an individual creature as its target, then the braid as whole must target that creature. If there is more than one spell in a braid that requires an individual target, they must all have the same target.

When a braid contains spells with both targets and areas of effect, all of the areas (Spreads, bursts, areas, cones, etc.) must be centered on the designated target. So, for example, if a braid contains both magic missile and a fireball, the center of the fireball's blast radius will be the target of the magic missile. Spells that affect a certain number or level of creatures or objects do not have to be capable of affecting the designated target of the spell.

Any braid that contains a spell that requires a ranged touch attack also requires the ranged touch attack to succeed. However, if more than one ranged touch attack to succeed. However, if more than one ranged touch spell is included in the braid, the braid is still resolved with a single ranged touch attack. This gamble makes it unusual to see touch spells included in a braid the braid as most battle mages are reluctant to tie a whole slew of spells to a single attack. On the other hand, a braid containing only ray spells could be used quite effectively as a tool to deliver a large number of spells with a single attack roll if the battle mage can tilt the odds far enough in his favor.

Saving throws permitted by individual spells within a braid are made by subjects separately so a braided spell may cause a target to make several saving throws if needed.

If a creature or object has a natural or magical immunity to the effects of one spell in a braid, it is not automatically immune to all of the effects in a braid. Because of this battle mages will often mix spells with different types of effect into a single braid so that creatures with certain immunities cannot ignore the entire braid.

Spell resistance is treated as if the braid were any other spell - if the braid is resisted, none of its effects impact the resistant creature. If it is not resisted then the subjects suffers all of its effects.

The effects of each spell are kept separate from one another when resolving. This allows spells with metamagic feats that alter their effects (such as Empower or Maximize metamagic feats) to be used without disrupting the rest of the casting. If the target' saving throws and resistance fail to prevent the spell from affecting them, each effect is resolved exactly as if it were cast as a standard, isolated spell.

Reduced Metamagic Cost: When this ability is gained the battle mage may reduce the cost of a metamagic feat by one level, with a minimum level increase of one. So, for example, a battle mage with this ability would reduce the cost of empower feat to one level rather than the normal two levels. However, if a metamagic feat has a level of increase of only one, then the feat may be used to augment a spell with no increase in the spell's level, provided that no other metamagic feats are used to augment that spell during its casting.

Recurring Spells: This ability enables battle mages to cast a spell twice for a single expenditure of spell levels. This ability can only be used on spells with a single target and only if the spell was not resisted or successfully saved against. If all of the above are true, then the battle mage may make a Concentration check (DC 15 + Spell level) to immediately cast the same spell again as a free action, with the same target and without the need to expend additional spell levels or material components. This ability may be used three times per day and cannot be used in conjunction with linked or braided spells. If any metamagic feats were used in the casting of the original spell, these same feats apply to the recurring spell, as well at no additional cost to the battle mage. A spell cannot be cast more than twice in this fashion.

Familiars: Battle mages retain any familiars they had before but the familiar will gain no further abilities when the battle mage gains additional levels.

Table 1-1: Battle Mage Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +0 +2 Battle magic, mortis harness
2nd +1 +0 +0 +3 Bonus feat
3rd +1 +1 +1 +3 Linked spells
4th +2 +1 +1 +4 Rank
5th +2 +1 +1 +4 Braided spells
6th +3 +2 +2 +5 Bonus feat
7th +3 +2 +2 +5 Reduced metamagic cost
8th +4 +2 +2 +6 Rank
9th +4 +3 +3 +6 Recurring spells
10th +5 +3 +3 +7 Bonus feat

Ex-Battle Mages

After taking a level of the battle mage prestige class, the character has changed the way he views magic forever. The character may never gain another level in any arcane spellcasting class.