Theran Battle Mage | transcribed by Master Archivist |
Battlemages, from the Theran Empire, hold a high mark on the list of most feared in areas of Barsaive. They are valued in battle for their fierceness and front line combative magics. They also demonstrate an agressiveness for their magical talents. Even though they share an ability for the blade and manipulating magic, they will never be as powerful as a dedicated warrior or magician.
Important Attribute: Dexterity, Perception, Toughness and Willpower
Racial Restrictions: T'skrang and Windlings
Karma Rituals:To perform a Karma ritual, the Battlemage must seek
out an area where that has a high factor of disturbances. This could be a
noisy tavern, in a bell tower at high sun, or any place that would make it
difficult to concentrate properly. Once this place is found, the Battlemage
will then need to draw on his inner reserve of concentration and weave the
threads to his highest circle spell. If he succeeds, then the mage will move
to another location with a higher degree of disturbance. S/he will continue
in this fashion until the Thread Weaving Test fails two out of three
times, or thirty minutes have lapsed.
This ritual allows them to measure their threshold of tolerance to the
surroundings. It strengthens their will allowing them to cast spells even
in the heat of melee combat without any serious penalty.
Artisan Skills: Weapon rune carving, Calligraphy
FIRST CIRCLE TALENTS
Talents
Spellcasting (D)
Thread Weaving (Battle Weaving) (D)
Spell Matrix
Read/Write Magic
Melee Weapons (D)
Karma Ritual
SECOND CIRCLE TALENTS
Talents
Durability (6/5)
Woodskin
Throwing Weapons
THIRD CIRCLE TALENTS
Talents
Spell Matrix
Tiger Spring
FOURTH CIRCLE TALENTS
Lighten Armor: For the cost of 2 strain, the battlemage may reduce the intiative penalty of his armor when in combat. For each penalty point reduce strain is taken. This is only used to negate the effect. The reduced penalty last a number of rounds equal to the battlemage's circle +1.
Karma: The battlemage may spend a Karma point on any action using Willpower.
Talents
Astral Sight
Avoid Blow (D)
FIFTH CIRCLE TALENTS
Talents
Second Weapons
Manuever (D)
SIXTH CIRCLE TALENTS
Recovery Test: The battlemage gains 1 additional Recovery Test per day.
Talents
Life Check
Spell Matrix
SEVENTH CIRCLE TALENTS
Physical Defense: Increase the battlemage's Physical Defense by 1.
Talents
Anticipate Blow
Willforce (D)
EIGHTH CIRCLE TALENTS
Spell Defense: Increase the battlemage's Spell Defense by 1.
Talents
Enhanced Matrix
Second Attack
NINTH CIRCLE TALENTS
Initiative bonus: Increase the battlemage's Initiative Test by 2 steps.
Talents
Cobra Strike (D)
Spirit Strike
TENTH CIRCLE TALENTS
Karma: The battlemage may spend a Karma point on any action using Dexterity or Strength.
Talents
Enhanced Matrix
Hold Thread
ELEVENTH CIRCLE TALENTS
Physical Defense: Increase the battlemage's Physical Defense by 1.
Social Defense: Increase the battlemage's Social Defense by 1.
Talents
Quickblade
Vitality (D)
TWELFTH CIRCLE TALENTS
Recovery Test: The battlemage gains 1 additional Recovery Test per day.
Talents
Matrix Strike
Defense (D)
THIRTEENTH CIRCLE TALENTS
Spellsword: For a permanent cost of 2 blood points the battlemage uses blood magic to create a spell matrix within a weapon. This allows the wielder to cast one spell per matrix. This spell must be placed into the weapon by the magician. The wielder uses his Perception Step for the Spellcasting Test to cast the spell. Only if the weapon is lost it will the wielder be able to heal the blood damage.
Spell Defense: Increase the battlemage's Spell Defense by 2.
Talents
Armored Matrix
Range Pattern
FOURTEENTH CIRCLE TALENTS
Maximum Karma: The battlemage's Maximum Karma is raised by 25.
Social Defense: Increase the battlemage's Social Defense by 1.
Talents
Life Check
Casting Pattern
FIFTEENTH CIRCLE TALENTS
Karma: The battlemage may spend a Karma point on damage.
Spell Defense: Increase the battlemage's Spell Defense by 1.
Talents
Armored Matrix
Truesight
(D) Discipline Use Talent
* Denotes New or Modified Talent (described below)
NOTE:It has been brought to our attention by Master Dankel that we should expound on the Battle Weaving Talent. We agreed wholeheartedly. The Battle Weaving Talent combines the thread weaving talent of a mage and the War Weaving Talent of the warrior discipline. Battlemages can follow any one of the known spellcasting disciplines. The majority of the Battlemages have a tendency toward Elementalism and Wizardry. They simply have more combat-oriented spells.
So, when a namegiver decides to be a Battlemage s/he chooses what discipline of magic s/he will follow: wizardry, elementalism, illusionist or nethermancy. This will determine what spells they will learn. Take note that a Battlemage is exactly that -- a BATTLE mage! They will learn spells accordingly. I use a simple ratio of 2:1 -- two combat-oriented spells to one noncombat-oriented spell.
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