The Battlemage

by Art Franklin

Some wizards are not quite as studious as most of their brethren, as their sights are set on the practical end result of their magical training:  combat and battle.  These battle mages tend to spend more of their time training in the use of weapons, and many have even figured out how to cast spells while wearing armor!  However, their abilities with the schools of magic associated with healing are sadly lacking, as no battle wizard wants to be caught without different methods of attack, no matter how little time they’ve had to prepare.  Please note that the term Battlemage as used here indicates a sort of warrior-mage, not a battle wizard trained as a member of one of the Color Colleges.

Statistics

Battle mages have the same exact stats as ordinary Wizards, except their Weapon Skill will always be one level higher than that of the Wizard character.  In addition, the Battlemage reaches Weapon Skill 6 when he becomes a Lord (Level 9).  The saves vs. death and spells are the same as an ordinary wizard as well.

Starting Equipment

Instead of the Hand of Death scroll the Battle Mage starts play with a Spellblade.  At first the Spellblade counts as a Sword that is magical.  Later on, however, the mage can develop his Spellblade as his arcane bond with it strengthens.

Items and Treasure

The Battlemage can now use Barbarian Only items and treasure as well as Wizard items with the following restrictions:

1. He may not wear or use any type of shield or buckler.

2. Any armor or combination of armors worn that result in a reduction of movement, result in a corresponding loss of Power each turn.  (For example, a Battle Mage wearing chainmail (-1 Movement) rolls 5 in the Power Phase but only has 4 Mana available to him for casting.)  Plate armor carries with it a -2 penalty to available casting power.  Also, if a Battle Mage has an effective Toughness of 6 or more, than his available Power is at least at -1.  Magical Armor may still not be worn as the magics might interfere with the caster’s own.

3. The Battlemage may not wield melee weapons requiring two hands to wield, such as halberds, flails and great swords.   The only exception to this rule is Staves.

Spells and Magic

1. The BattleMage begins play with three spell cards available to him, determined in the usual fashion... However, these will consist of two Attack spells and one Defense spell.

2. All spells from schools of Healing require 2 extra Mana to cast, as these are not the Battlemage’s specialty.  (Healing Hands is now a Power 4 spell!)

3. When the BattleMage levels, he gets one less die to roll than a normal wizard would.  (For example, a BattleMage training to get to Level 4 would only be able to roll three dice to determine spells learned.)  Don’t forget to categorize Healing Spells by their new casting cost!  You may learn Healing Hands with a die roll of 4 instead of 2, for example.  A spell chart follows:

4. Many of the Battlemage’s attack spells are area effects of such power that they damage friends and foes alike.  The BattleMage himself is never damaged by his own spells, though, as he has mastered the art of shielding while striking.  Therefore, he could set an entire board section that he himself is on aflame and be the only one to emerge unscathed.

BattleMage Spell List

As the BattleMage advances in skill, he selects from the following list of spells.  Some of the spells on this list are identical to those available to the Wizard, though they might have different Casting Levels due to the BattleMage’s differing specialties.  New spells added to this list are described immediately following it.  * indicates a new spell.  + indicates a spell with altered Casting Level or special rules.

CASTING 1
    ATTACK
        Bloodblade
        Sting
    DEFENSE
        Coughing
        Drop
    SPECIAL
        Fleet of Foot

CASTING 2
    ATTACK

        Flesh Worm
        Ray of Frost*
        Strength
    DEFENSE
        Aura of Resistance*
        Immunity to Poison*
        Marsh Lights
        Slip

CASTING 3
    ATTACK

        Disrupt Undead*
        Ignite Missiles*
        Ogre Strength
        Shocking Grasp*
    DEFENSE
        Cause Panic*
        Confuse
        Zone of Sanctuary*
    HEALING
        Cure Small Wounds+
    SPECIAL
        Smash*
        Speed

CASTING 4
    ATTACK
        Acid Blast (casting amount is still 4+ BL)
        Gelid Stream*
        Lightning Bolt
    DEFENSE
        Cause Frenzy*
        Hold Flight*
        Levitate
        Mystic Mist*
        Steal Mind*
        Strength of Combat*
    HEALING
        Healing Hands+
    SPECIAL
        Dispel Magic

CASTING 5
    ATTACK
        Corrosive Burst*
        Fireball
        Freeze!
        Leg Breaking*
        Pit of Despair
    DEFENSE
        Aura of Protection*
    SPECIAL
        Sleep     

CASTING 6
    ATTACK
        Arrow Storm*
        Ghoul Touch*
        Hammerhand*
        Hungry Shadow*
        Swords of Doom
        Weaponmaster
    DEFENSE
        Cause Cowardly Flight*
        Cause Fear*
        Disarmament*
        Invulnerability
        Vulnerability*
    HEALING
        Heal Wounds+
    SPECIAL
        Cause Animosity
        Create Bridge
        Wings of Power

CASTING 7
    ATTACK

        Burning Storm
        Chain Lightning
        Flame Arrows*
    DEFENSE
        Sleet Storm*

CASTING 8
    ATTACK
        Dragonfly*
        Foetid Cloud*
        Razor Trap*
    DEFENSE
        Acidic Shield*
        Arrow Invulnerability*
    SPECIAL
        Change Allegiance*
        Chorus of Valour

CASTING 9
    ATTACK
        Exploding Bones*
    DEFENSE
        Wall of Fire*
    SPECIAL
        Hounds of Grimnair

CASTING 10
    ATTACK
        Blast*
        Painblast*
        Windblast
    HEALING
        Cure Severe Wounds*

CASTING 11
    ATTACK
        Armor Crypt*
    HEALING
        Lifestealer+

CASTING 12
    ATTACK
        Elemental Rupture*
        Magma Pit*
        Vortex of Destruction

CASTING 13
    DEFENSE
        Defencelessness*

CASTING 14
    DEFENSE
        Eldritch Enemy*

CASTING 15
    ATTACK
        Acid Geysers*

CASTING 16
    ATTACK
        Corpsefire*
        Engulfing Doom*

Spell Descriptions

Some notes on spell descriptions:

1.  In some cases, I give the Monsters a ‘Save vs. Magic’.  That’s because I use such saves, inspired by AD&D.  If you don’t use a similar system, simply have the Monster roll 3 or better to make their save.  Alternately, the caster can roll a 5 or 6 to see if the spell works to its best ability.

2.  In some cases, the Monsters can make a Willpower save to avoid psychological or other effects.  I am in the process of assigning Will scores to all Monsters, based on their scores in WFRP and on any homemade character charts I may find online.  In the meantime, I am using this formula:  Will =  (1 point for every two levels of Monster table rolled on) +1 point if a Champion or Spellcaster +1 point if an NPC or Boss.

3.  In some cases, the caster may use a Cone spell:  In this type of spell, you may face your caster model in any direction (not just the compass directions) and blast anyone within the same board section; just visualize a 45 degree arc from each corner of the caster’s base and use that as a rule of thumb.  Alternately, a template can be easily created.

4.  Sometimes the term ‘group of Monsters’ is used.  This indicates that all Monsters of a specific type are targeted.  For example, if an Objective Room has 6 Orcs, 6 Orcs with bows, and 12 rats, then one of those 3 groups can be targeted by the spell.

5.  Sometimes I use the term ‘opposed roll’.  In this case, the roll is based on a stat, such as Strength.  In this case, say if the Warrior is trying to wrest a wand from a Monster’s hands, simply have both parties roll a 1d6 + Strength.  The highest score wins the opposed roll and the wand!

CASTING 2

ATTACK

Ray of Frost

A ray of freezing air and ice projects from the Battlemage’s pointing finger.

The BattleMage must make a ranged attack using his Ballistic Skill to deal damage to a target.  The ray deals 1d6 Wounds of cold damage, minus the target’s Toughness (not Armor).
Target:  Any Monster within the casters line of sight.
Duration  Immediate

DEFENSE

Aura of Resistance

The Battlemage holds aloft a pair of magnets and feels the air around him begin to thicken.

Pick any Warrior in the same board section (including the caster).  This Aura spell provides protection against Wounds by increasing the character’s Armor by +1.  Auras may be dispelled magically, and are automatically dispelled by hits from spells or magical weapons, so are not a guarantee of invulnerability.  Characters may only bear one Aura at a time, and may dispel their own Aura whenever they wish (so as to receive Invulnerability, for example).
Target:  Any Warrior on the same board section as the caster.
Duration:  Until struck by a magical weapon or offensive spell.

Immunity to Poison

The Battlemage pricks his finger with the tail of a scorpion, and then grins at the confused Gutter Runner.

This spell may be cast either on the caster or on any single character within reach.  It gives the bearer complete immunity from the effects of poisons or venoms for a whole turn.
Target: Any Warrior within reach of the caster (one square).
Duration:  One whole turn

CASTING 3

ATTACK

Disrupt Undead

A shock wave of positive energy surges forth from the Battlemage, causing the Undead to become unstable.

The caster must make a ranged attack using his Ballistic Skill , and if the ray hits an undead creature, it deals 1d6 Wounds of damage to it, with no modifiers whatsoever.
Target:  Any Undead creature within line of sight.
Duration:  Immediate

Ignite Missiles

The Battlemage drops a pinch of sulfur onto the Elf’s quiver, and the archer’s eyes alight as his next arrow sets the Mummy’s rags aflame.

This spell may be cast on arrows, crossbow bolts or other missiles or thrown weapons.  When the missile is fired or thrown it bursts into flames in mid-flight, causing the missiles to react just like Fire Arrows (see the Fletcher) if they hit.  The caster can only ignite one missile per Battle-Level in any one round.  The spell will not work on ammunition for gunpowder weapons, bombs or incendiaries.
The caster may cast this enchantment on missiles prior to combat, but the spell only lasts one round if they are not fired immediately.  Missiles can be affected in mid-flight using this spell, provided the caster can clearly see the projectile at all times.  However, the caster must declare his intention and spend his Power before the die is rolled to determine if the missile hits or not.
Target:  Any non-magical missile
Duration:  One whole turn or until missile is fired.

Shocking Grasp

Raw power arcs across the Battlemage’s fingertips as he suddenly lunges at his opponent.

This spell imbues the caster’s hand with a powerful electrical charge that you can use to damage an opponent.  A successful melee touch attack using the Weapon Skill chart as usual deals 1d6 Wounds of electrical damage +1 Wound per caster level (modified by Toughness only).  When delivering the jolt, the caster is +2 to hit if the opponent is wearing metal armor (or is made out of metal, etc.)
Target:  Any Monster adjacent to the caster
Duration:  Immediate

DEFENSE

Cause Panic

The Battlemage’s whispered threats mystically fill the Monsters with dread.

The caster can recite this incantation to make any group of Monsters on the Board subject to the Break rule (see Monster’s Special Rules-Roleplay Book) for the duration of the combat.  Monsters so powerful that they appear only in groups of 1d3 or less are immune to this spell, as are creatures normally immune to psychology such as Undead or Daemons.
Target:  Any group of Monsters of the same type on the Board.
Duration:  Until the end of the combat

Zone of Sanctuary

The Battlemage produces a small silver pentagram and focuses his energies for the salvation of the party.

This spell creates a 3 square by 3 square Zone centred on the caster.  The Zone lasts until either the caster moves or a ‘1’ is rolled for the Power phase.  All Warriors inside the Zone become immune to all psychological reactions.  The Zone may not be entered by any Undead, Ethereal, Demonic or Elemental creature, nor may such creatures fire missiles or cast spells into the Zone.
While maintaining a Zone, characters may not cast any other spells.  Also, two or more Zones may never overlap.  If another Zone (cast by another spellcast) should touche or overlap this Zone, then both are instantly dispelled.
Target:  The caster and all adjacent squares
Duration:  Until the caster moves or a ‘1’ is rolled for Power.

SPECIAL

Smash

The Battlemage clutches the lock of hair off a Giant, and then pounds on the wall with the strength of one.

This spell can be cast onto a door, wall or other inanimate surface or object.  It does not work on a creature, living or undead.  The caster must touch the surface to be affected. The spell delivers the equivalent of 1d3 hits at Strength 10 on any section of wall.  This spell can obviously be used to knock down locked doors or the portcullis, but is not 100% safe to use underground.  On a six-sider roll of a ‘1’ the spell will cause a Cave In as the Event card.

CASTING 4

ATTACK

Gelid Stream

The Battlemage’s hand emanates a stream of chilling cold that reduces the mobility of any target it touches.

This spell allows the caster to create a stream of chilling cold 1 square wide and 6 squares long, traveling directly away from him in one of the compass directions.  Every Monster touched by the stream must make an Initiative Save difficulty 7 or it may only take a partial action on its Monster phase.  Partial action means that the victim can move OR Attack at half-rate OR cast half its allotted amount of Spells.  Each target also takes 1d3 Wounds of unmodified damage if they fail their save.  Dark Elves and other mobile creatures are hard to hit with this spell as they may also try to make their Dodge saves to avoid this spell.  Creatures with no Init score, however, are automatically affected.
Target:   A 1 square-wide corridor
Duration:  One turn

DEFENSE

Cause Frenzy

The Mage magically blows the dander of a Beastman into the lungs of the twisted old Necromancer, and then laughs as the wizened creature charges angrily forward, all thoughts of  dark magic replaced by the urge to simply hack with an ineffectual dagger.

This spell induces frenzy in an individual or group within the same or an adjacent board section.  The victim or victims have to make a Willpower test difficulty 7 (figure 1 point of Will for each 2 levels of Monster Tables if the creature doesn’t have a score) or be subject to frenzy for the duration of the combat.  This spell will not affect creatures not normally affected by psychological reactions, such as Undead or Daemons.  Note that the caster may choose one of his party members to be the victim of the spell, but would be wise to get that Warrior’s approval first!  Tampering with the mind of a companion is considered a very serious crime indeed, and not just to Witch Hunters.
At first the affected creatures Frenzy on a 6+ each round, but when the caster becomes BL 5, this increases to Frenzy 5+, and a BL 9 caster increases the effect to Frenzy 4+.
Target:  Any 1 Warrior or Monster or group of Monsters within 1 Board section of the caster.
Duration:  Until the end of the combat

Hold Flight

As the doomed Hobgoblins turn to bolt, the Battlemage decides he would like to know who sent them...

This spell can be cast upon any individual or single group within the same or an adjacent board section.  It prevents the target of the spell from being routed or otherwise forced to leave combat.  Characters, however, may run away if they wish.  Hold Flight also affects Monsters the have already failed theif Break test, in which case they may recover and return immediately.  The effects of the spell end when affected Monsters have no more opponents within hand-to-hand range.
Target:  Any Monster or group of Monsters within 1 Board section of the caster.
Duration:  Until the end of combat or until all Warriors have moved out of melee range of the Monsters.

Mystic Mist

The Battlemage throws a ball of cotton up into the air, and suddenly no one can see.

Pick any board section that the caster can see.  For one whole turn it is blanketed by a thick mist.  Anyone caught in the mist cannot see out of it or through it, while those outside cannot see into it or past it.  Anyone caught in the mist must move at half their normal Movement rate and would be wise not to attack as any Attacks are made at -2 to hit.  If a ‘natural 1’ is rolled by an Attacking Monster or Warrior, roll again against WS 2.  If the second attack is a hit then the attacker has struck an adjacent ally!  Characters trained to operate in pitch dark conditions, such as Ninjas and Skaven Assassins, may ignore the effects of this spell at the GM’s discretion.
Target:  Any board section
Duration:  One Whole Turn

Steal Mind

The Battlemage imbibes a vial of pure alcohol and magically wishes its effects onto his enemy a thousandfold.

This spell may be cast against any single enemy on the same board section as the caster.  The victim receives an Initiative test difficulty 8 to avoid the spell’s effects.  Failure results in the target creature becoming utterly mindless, unable to do anything but sit on the ground, gibber, dribble and eat grass.  A mindless creature can barely defend itself and counts as being WS 1 for the purposes of attacks made against it.  The creature may not move of its own volition, but may be dragged along at half-pace.  Monsters that don’t have an Initiative score are already sort of mindless and therefore immune to this spell; similarly, Chaos Spawn are also mindless gibbering monsters by definition and are also safe.
Target:  Any Monster on the same board section as the caster.
Duration:  One Turn

Strength of Combat

Knowing that his spells may not be enough, the Battlemage steels himself for the coming melee.

This spell allows a temporary increase of one of the caster’s fighting characteristics by +1 (caster’s choice):  WS, BS, M, S, T, I, A, or Wounds by 1d6+1 (This can take the caster above his maximum Wound score).  
The effects last either one whole turn or for the duration of combat.  Any attempt to cast the spells again results in the older spell being dispelled, while the new spell works as normal.
Target:  Self only
Duration:  Until the end of combat, or one whole turn if not in combat.

CASTING 5

ATTACK

Corrosive Burst

The Battlemage’s incantation creates an explosion of magical acid centered on his chosen target.

The caster can center this spell on any creature within line of sight, and the 8 adjacent squares are also affected.  The target victim is hit automatically by 2d6+(the caster’s Battle-level) Wounds of acid damage, and anyone (friend or foe) in the surrounding squares must make an Initiative test Difficulty 7 or take 1d6+(the caster’s Battle-level) Wounds of damage. 
The corrosive action of the acid also burns the eyes and skin, leaving living creatures unable to defend themselves to the best of their ability.  Warriors are +1 to hit all living creatures that took damage for the rest of the combat (this is not cumulative).
Target:  A 3 square x 3 square area within the caster’s line of sight.
Duration:  Immediate

Leg Breaking

The Battlemage grins wickedly as he eyes his opponent:  “You will fall” are the only words the Chaos Warrior can understand before his world becomes pain.

This spell may be cast on any Monster with a Toughness of 4 or less.  If the target fails his Save vs. Magic (rolls 1 or 2), one leg (caster’s choice) breaks with a sickening crunch.  The victim is knocked down (anyone with more than two legs can make an Initiative test to avoid this), and must also make a Willpower test or faint for 1d6 turns.  Movement and Initiative are then halved until medical attention is received.
If a humanoid creature has both legs broken, Movement is reduced to zero and the victim is treated as being Prone.
All is fair in love or war, but this spell would be deemed especially heinous or cruel if cast on an NPC or other character, and such actions would be sure to draw the attentions of Witch Hunters and other authorities.
Target:  Any Monster
Duration:  Immediate

DEFENSE

Aura of Protection

The Battlemage holds aloft a small iron ring and feels the air around him begin to thicken.

Pick any Warrior in the same board section (including the caster).  This Aura spell provides protection against Wounds by increasing the character’s Toughness by +2.  Auras may be dispelled magically, and are automatically dispelled by hits from spells or magical weapons, so are not a guarantee of invulnerability.  Characters may only bear one Aura at a time, and may dispel their own Aura whenever they wish (so as to receive Invulnerability, for example).
Target:  Any Warrior on the same board section as the caster.
Duration:  Until struck by a magical weapon or offensive spell.

CASTING 6

ATTACK

Arrow Storm

“ I don’t know if I can stop them all, mon ami,” the Bowman of Bergerac eyed the onrushing Goblin hordes in dismay.  “Do not worry, my friend” the Battlemage replied, waving his hand over the archer’s quiver.

By touching a quiver of arrows, the caster can enchant them so that an arrow springs magically to hand as soon as the previous one is loosed, thus enabling the archer to fire at twice the normal rate (i.e. two shots per round).  The enchantment leaves each arrow as soon as it is loosed.  If a character has an ability that grants him the ability to fire twice per round, that IS doubled to four; but if a magic bow grants extra attacks then they are added after the rate of fire is doubled.
Target:  any adjacent character’s quiver, including the caster’s own
Duration:  One Turn

Ghoul Touch

The Battlemage’s hand appears to wither as he lunges at his enemies with the touch of death.

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for One Turn for every two of the caster’s Battle-levels with a successful melee touch attack (using WS).   (Treat the victim as prone instead of using the Paralysis rules in the Roleplay book).  Additionally, the paralyzed subject exudes a carrion stench that causes nausea and retching in the radius of surrounding squares.  Those in the radius (excluding the caster) must make a Toughness test difficulty 7 or suffer a -1 penalty to Hit and Damage rolls and ability checks on their skills until the spell wears off.
Target:  Any Monster adjacent to the caster
Duration:  One Turn per every two of caster’s Battle-level

Hammerhand

The Battlemage realizes that, as his allies are occupied, it is up him to chop down the enraged minotaur.

This spell endows the caster with increased fighting potential.  The character may fight in combat with twice as many Attacks (as on his profile, do not double extra Attacks granted by magical weapons, etc.), and with +2 Strength. 
Target:  Caster only
Duration:  One Turn

Hungry Shadow

A fanged shadow emerges from the Battlemage’s mouth and quickly assumes the hunt.

A fanged, shadowy creature emerges from the caster’s mouth (causing 1d3 Wounds of unmodified damage as it does so).  This shadow can be directed at any creature within sight and ordered to attack.  The shadow must make a melee attack (using the caster’s base WS) in order to unleash its power.  If the attack succeeds, the target suffers 2d6 Wounds of damage and is wrapped in the body of the shadow.  As long as the shadow continues to attack the victim, the victim suffers -1 Hit and Damage rolls.  Once the shadow latches onto a target with a successful attack, the target suffers 1d6 Wounds of damage each round.  The shadow will not attack again unless it is directed to attack another opponent.  The shadow only can make one Attack per round.
The shadow requires concentration to maintain, and is dispelled the moment the caster casts a new spell or a ‘one’ is rolled for the Power Phase.
Target:  Any Monster within line of sight
Duration:  Until another spell is cast or a ‘1’ is rolled for the Power Phase

DEFENSE

Cause Cowardly Flight

The Battlemage appears to take on the aspect of  a most feared Daemon, spooking the Goblins easily.

This spell can be cast on any Monster or single group of Monsters that the caster can see.  Targets may make a Willpower test difficulty 7.  Failing this test forces the victim to withdraw from combat and run away from the scene of combat, if possible.  Monsters that are not hemmed in should therefore move their full Move score towards an escape rout (pun sadly intended).  Flying creatures use double their Move score to escape.  This spell only lasts One Turn, but if it is cast successfully on a single group of Monsters three Turns in a row, then they are considered to have Broken and are removed from play.  (No Gold is gained from them as normal.)
Any creatures normally immune to psychology are immune to this spell, as are Large Monsters.
Target:  Any Monster or Group of Monsters within the caster’s line of sight.
Duration:  One Turn

Cause Fear

The Battlemage shouts out a fierce and ancient battle-cry, augmented of course by magic.

This spell can be cast on any Monster or single group of Monsters that the caster can see.  Victims must make Fear tests with the value based on the Battle-level of the caster.  Failure means that the creatures are at -1 to hit the caster, and are subject to the Break Monster Ability.

Monsters that cause Fear already add their Fear value to the roll; while Monsters that cause Terror are immune, as are creatures like Undead that are not normally affected by Psychology.
Target:  Any Monster or Group of Monsters within the caster’s line of sight.
Duration:  Until the end of combat

Disarmament

A violent stream of  magical energy blasts forth from the Battlemage’s palm, disarming his opponents at once.

Roll a d6 for each Monster on the same board section as the caster.  On the roll of a 6, the Monster has had his weapon magically wrested from his grip and cannot Move or Attack on his next phase as he retrieves his weapon.  If a Monster is dual wielding, roll a d6 for each weapon.  Monsters with natural Attacks such as Giant Scorpions are of course unaffected.
Target:  All Monsters on the same board section as the caster
Duration:  Immediate

Vulnerability

The Battlemage decides to create a chink in the Chaos Warriors’ armor...

A cone of swirling light springs from the caster’s hand, leaving all in its path highly vulnerable to further magical attack.  When the spell is cast, the player decides what kind of magic (acid, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, lawful, light, mind-affecting, sonic,  teleportation, or water) to which the target will be vulnerable.  Monsters who fail a Will save difficulty 7 receive a -2 to any saving throws they may have to make against the chosen type of magic, and take an extra d6 of damage, where applicable.  These effects last the duration of the spell.
Target:  Face the caster model in any direction:  Any Monsters that the caster can see within one board section are affected
Duration:  One Turn per caster level

CASTING 7

ATTACK

Flame Arrows

“Morr shelter our souls, that Troll won’t die!”  “Relax, priest, flames will slow his regenerative abilities!”

This spell is an enhanced version of Ignite Missiles.  It may be cast on arrows, crossbow bolts or other missiles or thrown weapons.  When the missile is fired or thrown it bursts into flames in mid-flight, causing the missiles to react just like Fire Arrows (see the Fletcher) if they hit.  Each hit also does an extra Wound of damage per caster’s Battle-level.  The caster can only ignite one missile per Battle-Level in any one round.  The spell will not work on ammunition for gunpowder weapons, bombs or incendiaries.
The caster may cast this enchantment on missiles prior to combat, but the spell only lasts one round if they are not fired immediately.  Missiles can be affected in mid-flight using this spell, provided the caster can clearly see the projectile at all times.  However, the caster must declare his intention and spend his Power before the die is rolled to determine if the missile hits or not.
Target:  Any non-magical missile
Duration:  One whole turn or until missile is fired.

DEFENSE

Sleet Storm

The Battlemage suddenly fills the air with driving sleet, slowing the action to a crawl.

Pick any board section that the caster can see.  For the rest of the turn it is blanketed by driving sleet.  Anyone caught in the sleet cannot see out of it or through it, while those outside cannot see into it or past it.  Anyone caught in the sleet must move at half their normal Movement rate and would be wise not to attack as any Attacks are made at -2 to hit.  If a ‘natural 1’ is rolled by an Attacking Monster or Warrior, roll again against WS 2.  If the second attack is a hit then the attacker has struck an adjacent ally!  Since the ground is icy anyone with two legs attempting to move must make an Initiative test difficulty 7 or fall Prone.
Target:  Any board section
Duration:  One Whole Turn

CASTING 8

ATTACK

Dragonfly

The Battlemage summons a dragonfly made of pure chaotic energy and sends it streaking towards his enemies.

The chaotic dragonfly bursts into life over the caster’s shoulder and is sent hurtling towards any Monster in line of sight.  If the caster succeeds in a Ballistic Skill attack, then the dragonfly causes 3d6 Wounds of damage.  If this attack succeeds, then the caster can make another BS attack against any Monster within 5 squares of the last target.  As long as each attack damages its target, the caster may continue making BS attacks as long as each Monster is within 5 squares of the last one.
Target:  Any Monster within line of sight (initially)
Duration:  Immediate

Foetid Cloud

The Battlemage unstops the phial he created from the entrails of a skunk and a cabbage leaf, ruining the air.

This spell is an enhanced version of the Casting 4 ‘Mystic Mist’ spell, but creates a cloud that is also poisonous and corrosive.  Living creatures within the area of effect must make a Toughness test difficulty 7 vs. Poison or suffer an automatic Strength 5 hit which ignores Toughness and Armor.
Trolls and other living regenerating creatures may not regain Wounds suffered from a Foetid Cloud even when they leave the area of effect; they must be healed by magic.  This spell does not hurt ethereal creatures, Undead, Daemons, Air or Fire elementals, or Skaven members of Clan Pestilens.
Target:  Any board section the caster can see
Duration:  One Whole Turn

Razor Trap

The Battlemage wisely prepares the battleground to his liking, letting his companions know what to look for.

This spell creates several eldritch traps that are triggered when a creature enters one of the affected squares.  The caster indicates which areas are trapped when the spell is cast, with the following restrictions:
1.  One square may be trapped per caster’s Battle-level
2.  A razor trap may not be placed adjacent to another razor trapped square. (diagonally adjacent is OK)
3.  All squares must be within the spell’s range, which is the caster’s board section, and all adjacent boards
When a Monster (or some poor unfortunate) steps into a trapped square, the razor trap is activated and causes 1d6 Wounds of damage per caster level.  This immediately halts the creature’s movement, though the victim may make an Initiative test Difficulty 7 to take half-damage and a 5-foot step to a free square (if possible).
A razor trapped square can be detected with a successful Initiative test Difficulty 10.  When successfully spotted, a trapped square seems to glitter with a faint red light.  A rogue may be able to disarm a trapped square if necessary, but the Init check will be even harder - Difficulty 12.
Target:  One square per Battle-level within surrounding board sections
Duration:  One Turn per caster level or until triggered.  (counters are recommended)

DEFENSE

Acidic Shield

A glimmering shield of magical acid appears before the Battlemage, as he strides forth into the hordes.

This spell causes a shield of magical acid to appear before the caster, providing +4 Toughness against melee, ranged and magical attacks.  Any Monster that attempts to attack the caster in melee suffers 2d6 Wounds of damage from the acidic shield, modified for Toughness and Armor. 
However, if the caster should be reduced to 0 Wounds while the shield is on, it will detonate and splash acid on every square immediately surrounding the caster.  All creatures (friend or foe) caught in this blast suffer 1d6 Wounds per caster’s Battle-level modified for Toughness and Armor.  This damage cannot however, be ignored completely by any means, magical or otherwise.  If a fellow Warrior had the Invulnerability spell cast on him, for example, he would take half damage modified by Toughness and Armor rather than no damage at all.
Target:  Self Only
Duration:  One Whole Turn

Arrow Invulnerability

The Battlemage holds aloft a turtle shell as he speaks the words that shelter his unit from a hail of arrows.

This spell may be cast on all the Warriors on any one Board Section.  The spell makes the recipient(s) completely immune to any kind of normal missile fire, including arrows, crossbow bolts, or thrown weapons.  The spell will not offer protection from magic missiles, such as enchanted arrows, Fireballs, etc.
Target:  Any amount of Warriors on a single Board Section
Duration:  One Turn

SPECIAL

Change Allegiance

The Battlemage holds aloft the heart of a Doppelganger as he attempts to sway the Chaos Cultists to his side.

This spell can be cast at any Monster or single group of Monsters that the caster can see.  The target(s) make an opposed roll using WillPower, as the caster tries to dominate their minds.  The caster rolls 1d6 + WP and the target rolls 1d6 + WP.  If the caster scores higher than any of the Monsters then they are enchanted and effectively ‘switch sides’, treating the caster like a friend or ally.  The victim’s intelligence is not affected by this spell, and they cannot be made to do anything detrimental to their well-being.  For example, they will not commit suicide or take on a Dragon single-handedly, but they could be made to attack their own comrades.  However, in such cases, they are allowed a second opposed roll against the caster’s WillPower and if successful break the influence of the spell. 
The charmed Monsters remain on the caster’s side until the end of combat, at which point, if they still respond to him, the caster can persuade them to be on their way (no Gold is gained for these Monsters).
This spell lasts much longer than spells such as Cause Animosity or Carnival of Death, but there is a downside.  Each Monster that passes a WillPower test will be become enraged at the caster, and will even ignore the effects of Pinning if there is room for it to move to attack the caster.  They will now target the caster whenever possible, only fighting the other Warriors if they are the only available targets. 
Target:  Any single group of Monsters within line of sight.
Duration:  Until the end of combat or until the spell is broken.

CASTING 9

ATTACK

Exploding Bones

The Battlemage finally ends the duel in a gruesome fatality, as his Spellblade tears through the Dark Elf Sorcerer’s neck.  Almost instantaneously, the Dark Elf’s spine literally explodes through his back, showering gore and flames on his nearby companions.
This spell infuses the target with a blast of electrical energy that causes its bones to explode out of its flesh, showering those nearby with flaming bits of gruesome shrapnel.  The target gets to make a saving throw Dif. 7 of (1d6 + Toughness); if the target fails this test, it suffers 10d6 Wounds (modified for Toughness and armor) of damage as its bones explode from the power of the electrical current.  All creatures within the eight surrounding squares must make an Initiative check Difficulty 7 to avoid suffering one-half the damage taken by the original target as shards of sparking bone rip through the area.
Target:  One Monster on the same Board Section as the caster.
Duration:  Immediate

DEFENSE

Wall of Fire           (Casting 9, but 8 Power/Turn to maintain)    

“Dammit, mage, we need time and they are upon us!!”  “Then time you will have,the Battlemage decreed.

This spell allows the caster to create a wall of magical fire in any shape, 1 square wide and up to 6 squares long, with flames rising 20 feet into the air.  The whole of the wall must be within 6 squares of the caster.  he may move and perform other actions (except casting spells) while maintaining the wall, but any part of the wall which is more than 6 squares away from him at the start of a Turn will be extinguished.  At the start of each Turn the caster can decide whether to spend 8 Power to maintain the wall; if not, then it is immediately extinguished.
The Wall of Fire blocks line of sight, and any creature crossing it takes an automatic hit doing 1d6 + 8 Wounds of damage, which ignores armor.  When the caster first creates the wall, he can do so where Monsters are standing; in which case they must make an Initiative save Difficulty 7 or take the automatic hit before they move one square out of the flames.  Undead Monsters take 2d6+8 Wounds and Flammable creatures such as Mummies are set aflame on a roll of 4, 5, or 6.
Target:  Any 6 adjacent squares, as long as they are not more than 6 squares from the caster.
Duration:  One Turn if not renewed

CASTING 10

ATTACK

Blast

The Battlemage hurls the Orcs about like nine-pins and prepares another Blast.

Only one Blast can be thrown per Turn, but it can be targeted at any Monsters on the same Board Section as each other.  If fired into a group, the blast will hit 1d6 Monsters automatically (caster’s choice).  Each hit inflicts (1d6 Wounds per the caster’s Battle-level)  +8, modified for Toughness and Armor and 4d6 additional Wounds on flammable targets.  A victim of a blast may make an Initiative check Dif. 7 to take half damage from the blast.
Target:  Any Monster or Monsters within one Board Section and within caster’s line of sight.
Duration:  Immediate

Painblast

A line of power emanates from the Battlemage, and erupts along the ground, tossing pained enemies to and fro.

This spell allows the caster to create a corridor of painful force 1 square wide, travelling directly away from him in one of the compass directions and continuing until it hits a solid wall, or the limit of the spell’s range (10 squares + 1 square per Battle-level).  The line of pain tosses anyone in its area of effect 1 square to either side (Roll 1d6 for each moved Monster, on 1-3 it moves left, and on 4-6 it moves right).  All creatures in the area of effect suffer 1d3 Wounds of damage per caster’s Battle-level, which is not modified by anything except the Ignore Pain special ability.  If a creature is knocked into another creature, each must make an Initiative check Dif. 7 or be knocked Prone.
Target:  A 1 square wide corridor, range of 10 squares + 1 square per Battle-level.
Duration:  Immediate

HEALING

Cure Severe Wounds

The Battlemage’s hands become suffused with a red glow as he lays them on his companion.

This spell can restore 1d6 Wounds per the caster’s Battle-level to a single adjacent Warrior that he can touch, up to his Starting Wounds.  This spell cannot heal specific injuries or amputations.
Target:  Self or One adjacent Warrior
Duration:  Immediate

CASTING 11

ATTACK

Armour Crypt

The Battlemage decides to undermine his foe’s defences, turning the Chaos Warrior’s all-encompassing armor against him.

Creatures caught in the spell’s area of effect suffer continuing damage as their armor sprouts spikes on its interior, distracting them with pain so that they are at -1 to hit (unless they have the Ignore Pain ability).  At the end of each Turn of combat, they suffer 1 unmodified Wound of damage per point of Toughness that is provided from worn armor.  Magical bonuses do not count, only the original armor points are used to determine damage sustained.  When combat ends, the spikes on the interior of the armor disappear and it can be worn normally.
Target:  All Monsters on the same board section
Duration:  Until the end of combat

CASTING 12

ATTACK

Elemental Rupture

A cloud of damaging elemental energy spreads to flood the Ice Elementals with flame.

When this spell is cast, the caster may decide to flood one board section with one of these forces:  acid, cold, electricity, fire, or sonic.  Any creature, friend or foe, caught in the elemental rupture suffers 1d6 Wounds for each of the caster’s Battle-levels, which is not modified for Toughness, armor, or Ignore Pain. 
Any creature that makes a successful Initiative save of Dif. 7 when the elemental rupture is cast can avoid this damage completely as long as they can (ignoring Pinning) use up to their full Movement to leave the board section immediately.  This action uses up their Movement for that turn but any Monsters that do so may still Attack, cast spells, etc.
Target:  One Board Section that the caster can see.
Duration:  One Turn 

Magma Pit

The heat rose on the battlefield as pits of magma opened everywhere, and the enemy began to fall in conflagrations of fiery quagmires.

The very earth boils in response to this spell, transforming into seething magma that sears flesh and can destroy flammable materials and metals with a low melting point (such as lead, gold, copper, silver or bronze).  This spell uses a 2x2 template much like the Pit of Despair spell.  Creatures in the area of effect suffer 2d6 Wounds + an additional 1d6 Wounds per every two Battle-levels of the caster (not modified for anything), and Move at half normal speed as their lower legs become mired in liquid hot magma.  Large Monsters do not suffer the reduction in Movement, but suffer damage as normal.  Any creature of the cold type (Ice Elementals, etc.) suffers double normal damage from this spell.  When the area of effect expires, the ground immediately cools and any creatures caught in it stop taking damage.  Creatures mired in magma are left unhindered the turn after they leave the magma pit.
Target:  Any 2 by 2 square area on the board
Duration:  One Turn per caster’s Battle-level

CASTING 13

DEFENSE

Defencelessness

Suddenly the befuddled Dark Elf weaponmaster realized the balance of his sword was all wrong, before his puzzlement was ended by the detaching of his head from his neck.

This spell fills the targets with an inability to focus on their own defences.  While the targets can attack normally, they are blind to any gaps in their protection and do nothing to protect themselves from incoming attacks.  All targets that fail a Willpower save Dif. 7 are treated as if they were WS 1 when they are attacked.
Target:  All Monsters within one Board Section that the caster can see.
Duration:  One Turn

CASTING 14

DEFENSE

Eldritch Enemy

The Battlemage has learned just how to handle a wizard’s duel.

This spell creates a band of force loosely circling the target.  Whenever the target begins to cast a spell, the band contracts sharply, causing 7d6 Wounds of damage (modified for Toughness and Armor) forcing a concentration check in order to finish casting the spell.  If the target rolls a 4, 5, or 6 then he can finish casting the spell, if not he fails. 
Target:  One Monster that the caster can see.
Duration:  One Turn

CASTING 15

ATTACK

Acid Geysers

At the Battlemage’s direction, geysers of magical acid erupt from mystical portals created from nowhere.

When this spell is cast, select a number of targets equal to the caster’s Battle-level that within a board section of each other.  Any targeted creatures suffer 6d6 unmodified Wounds of damage.  The corrosive action of the acid also damages the creature’s armor (either worn or natural) and reduces the protection it offers by 1d3 points of Toughness.  Magical armor can avoid this degradation if its wearer rolls a 4, 5, or 6.  If all the points of protection offered by armor are degraded, then the armor is considered destroyed, magical or not.  Natural armor that is degraded will remain so until any Wounds caused by this spell have been healed.
Note that no creature may be targeted by this spell in two consecutive Turns.
Target:  A number of Monsters equal to the caster’s Battle-level.
Duration:  One Turn

CASTING 16

ATTACK

Corpsefire

“If you thought that this battle was a slaughter before, you have not seen anything yet!”

(Note:  It will be necessary for a player preparing to use this spell to make small tokens to mark places on the board where creatures have died.)  When you cast this spell, a blue-grey haze floats out from the caster’s hand to fill an entire board section.  Any corpses in this area immediately emit blue flames that fill the squares immediately surrounding the dead body.  Any creatures in the area filled with blue flame suffer 4d6 Wounds of cold-based damage, modified for Toughness and armor.  If a creature makes an Initiative test Dif. 7 it can immediately move one square out of the flames (if possible) to cut this down to 2d6 Wounds of damage.
Once a body has been ignited with corpsefire it may not be used to generate further flames and may not be Resurrected.  However, any creatures that are in the haze emitted by this spell will burst into corpsefire flames if they die that Turn as soon as they hit the floor, causing a possible chain reaction.  This spell can quickly get out of hand as the flames will devour friend or foe, though the caster is himself immune.

Engulfing  Doom          (Costs 12 Power per Turn to maintain)

The Battlemage summons forth a shrieking maelstrom of magical force that hungers for living flesh.

This spell fills a target area of 2 squares by 2 squares to a height of 30 ft.  Any creature caught in the initial burst suffers 5d6 Wounds of damage, modified only by Toughness.  For each creature in the area of effect that is killed by the engulfing doom, the radius of the emanation increases by 1 square at the beginning of the next Turn and the damage caused increases by 1d6 Wounds.

For example, if 3 targets are killed by the spell then, at the beginning to the next Turn, the radius increases by 3 squares to cause a total of 8d6 Wounds of damage to all creatures, friend or foe, caught in the area of effect.  The maximum damage this spell can cause in a Turn is 25d6 Wounds, but there is no maximum to the area of effect  Like corpsefire, this spell can quickly get out of hand, and this is one spell that the Battlemage cannot shield himself from, as its hunger for flesh is so great.  However, for this spell to continue from Turn to Turn, the Battlemage must do nothing but concentrate and spend 12 Power at the beginning of each Turn.
Target:  A 2 by 2 square that the caster can see.
Duration:  One Turn, unless maintained, for a maximum of One Turn per caster’s Battle-level.

BATTLEMAGES IN SETTLEMENTS:

When visiting settlements, a Battlemage may visit all the standard locations such as the various traders, and the following special locations:

The Alchemist, Gambling House, Temple, Alehouse (-1 on the die roll for the Events table), the Fighter’s School (-1 on that table), and the Wizard’s Guild.

In addition, there is a new special location - the Battle Guild.

Of course, if there are die rolls to be made to see if a certain location can be found, then all normal rules apply.

The Wizard’s Guild

The Battle Guild is notorious for hoarding their secrets and occasionally producing highly dangerous wizards of dubious repute, and the more intellectual College Wizards look down on members of the Battle Guild almost to a man.  Their skills on the battlefield cannot be disputed; but their motives, philosophies and parentage often are.  In short,  a Battlemage can expect to be treated like a barbaric or rustic cousin and charged double for all services and items, including the Entrance/Consultation fee.

The Battle Guild

Members of the Battle Guild have a simple philosophy of battle:  “The best defense is a good offense, and the second best defense is a good defense.”  Therefore, apprentices are taught many practical applications of magic; namely, how to use it as a weapon and how to use it as armor.  The instructors do not mince words, they make it clear that students are being taught how to kill to best effect, and how to kill quickly.  Apprentices are also, unlike in other magical guilds, drilled in the rudiments of swordplay and weaponsmithing so that they are never left without a Plan B. 

The Battle Guild is highly secretive about the source of their spells, which is the Book of War.  Amongst themselves, however, Battlemages regard the Book as a common toolkit, and therefore every member has access to the same spells.  There is a weakness to this approach, however, as raw graduates of this Guild are famous for lacking competence in the Healing arts as well as a dearth of knowledge in many fields that normal Wizards consider mundane.

Apprentices are considered ready to graduate and make their way in the world after they have crafted their equivalent of a thesis: the Spellblade.  If a Battlemage should ever lose his, he must spend 7 days closeted in the forges of the Battle Guild and spend 5,000 Gold in materials to construct a new one, as these weapons are bonded to their owners.

The Spellblade

At first, the Spellblade counts just as a magical Sword that does normal damage.  However, the Battlemage forges a bond with the weapon when he forges it, and therefore anyone else using it is it -1 to Hit.  This penalty becomes cumulative as the Battlemage increases in level.  This spellblade is more an extension of the Battlemage’s arcane essence than a simple weapon.  From the caster’s second Battle-level onwards, he gains the ability to deliver his Attack spells through a melee attack.  This is not a problem for a Battlemage, as they are trained from the beginning to shield themselves as they strike.  Battlemages are therefore never hurt by their own spells even when engulfed in them.

To deliver a spell in this fashion, the Battlemage can cast it into his spellblade by expending two extra points of Power.  This stores the spell in the weapon and prepares it for delivery.  The Battlemage must then successfully damage a target with a melee attack in order to release the energy of the spell.  When the spell is released from the Spellblade, the area of effect, if any, is centred on the victim of the melee attack.  No more than one spell may reside within the Spellblade at one time.  If a Battlemage casts a spell into it while one is already stored in the weapon, the stored spell is simply replaced by the new one.  Until the spell is triggered, it resides in the Spellblade for a full day, ready to be used.  However, only the Battlemage can release it.

Because of this bond between the weapon and its master, the Spellblade grows in power as the Battlemage gains Battle-levels.  From increased accuracy to improved damage, the Spellblade becomes a powerful extension of the Battlemage’s fighting capabilities.  To increase the power of a Spellblade, the Battlemage must return to a Battle Guild and bring with him magical items, which are used to increase the power of the weapon.  The type of item is unimportant and more than one item can be used for a single increase.  To determine the value of the items that must be sacrificed, consult the table below. 

This table illustrates the enhancements available for the Spellblade at each Battle-level of the wielder.  There are several enhancements available at each level and the Battlemage may take as many of them as he can afford magical items to fuel them, but a particular increase can be taken only once each Battle-level and the Battlemage can only purchase new enhancements available at his current level.  For example, once the character has Trained to be Battle-level 3, he will no longer be able to purchase any of the Level 1 or Level 2 enhancements.

It is very important that the Battlemage must sacrifice magical items at the Battle Guild to purchase each enhancement; he cannot simply pay the equivalent Gold value listed in the chart below.  Also note that if a Battlemage should lose his Spellblade, he must spend 7 days in the Battle Guild and 5,000 Gold pieces to construct a new one, but it will not have ANY of the enhancements that his old Spellblade had, so this would be a traumatic event.  Like a Samurai, a Battlemage’s Spellblade is his life, and he should treat it as such.  Descriptions of some of the enhancements follow the chart.

Spellblade Ability Descriptions

Read carefully, as most of these abilities require the Battlemage to expend internal Power (only!) to represent him becoming one with the arcane powers he has bestowed in his blade.

Reverse Strike
This ability allows the Battlemage to make a second Attack immediately after his first Attack of the Turn.  This attack must be mage against same target as before or it is lost (as it represents the Battlemage’s attempt to hammer through an opponent’s defenses.)  This ability lasts 3 Turns for each Internal Power expended.

Heightened Defense
If the Battlemage makes no Attacks and casts no spells this Turn, he receives a deflection bonus to his Toughness equal to double his Weapon Skill.  This bonus represents the Battlemage wielding his Spellblade in a defensive posture, and applies equally to all ranged and melee attacks and even some missile-like spells, but not area effect magic or other spells that a single blade couldn’t deflect.  This ability lasts 5 Turns when one Internal Power is expended.

Parry Defense
While wielding the Spellblade, the Battlemage gains 1 point of Ignore Pain against all melee attacks made against him, which represents him turning aside the brunt of blows made against him.  This ability lasts 3 Turns when one Internal Power is expended.

Weaving Dodge
By adjusting his position slightly, the Battlemage is able to use his opponents as cover against attacks.  For every attacker engaging the Battlemage in melee after the first, the Warrior gains one rank of the Dodge skill, though this can never be better than Dodge 4+.  This ability expends one point of Internal Power for each Turn it is active.

Arcane Precision
This ability enables the Battlemage to add his Initiative score to either his Weapon Skill or his Ballistic Skill for purposes of attacking only.  Once activated, the benefits of this ability last for One Turn per point of Internal Power expended, beginning on the Turn after the ability is activated.

Arcane Force
Activating this ability allows the Battlemage to exert tremendous force with his Spellblade.  Once activated, the effects last for One Turn per point of Internal Power expended.  On the Turn following the activation of this ability, the Battlemage gains a bonus to his Strength (when attacking) equal to the amount of Internal Power expended.  On subsequent Turns, the Strength bonus decreases by one, until it reaches zero and the arcane ability expires.  (For example, a Battlemage expends 6 points of Internal Power on Arcane Force.  The next Turn he attacks with the Spellblade adding an additional 6 points of Strength to his damage rolls.  The turn after, this decreases to +5 STR, and so on until the bonus is completely depleted.)

Second Strike
The Battlemage may make an additional Attack which hits on an unmodified 4, 5, or 6 against any one target he has already attacked this Turn.  This ability lasts two Turns for every point of Internal Power expended.

Defeat Shield
When this enhancement is gained, the Spellblade becomes flexible and is able to actually bend slightly around the edges of shields to strike at covered opponents.  This ability costs one point of Power (not just internal) for each Attack made against a shield-bearing opponent.  These attacks ignore one or two points of armor depending on the size of the opponent’s shield.

Fate Strike
The Battlemage may choose to accept a strike from one Monster (which hits automatically and ignores armor as well as any magical defensive effects) in order to automatically strike the opponent in return.  The return strike causes the maximum possible damage for the weapon plus an additional amount of damage equal to that which the Warrior suffered on the initial attack.  This riposte is made immediately.  The ability to do this is activated at the start of any One Turn and three points of Internal Power are expended per use.

Dazzling Assault
The Battlemage launches a relentless series of attacks against the same foe, slowly wearing down his defences through repeated strikes.  For every Attack after the first made against the same foe, any Attacks directed at him in the following round are at +1 to Hit.  This bonus is cumulative and persists until you miss an Attack against this target.  When this ability is used, all of the Battlemage’s attacks each Turn must be directed against this target until the Dazzling Assault effect is ended.  This ability lasts until the opponent is dead or the Battlemage misses and costs two Internal Power to activate.  Note that, as always, a natural ‘1’ is an automatic miss.

Concussive Attack
This enhancement causes the Spellblade to deliver blows with crushing force, often knocking targets back several feet.  While this ability is active, any target struck by the blade in melee must make a Toughness Save at a Difficulty of (7 + actual Wounds caused by the attack) or be knocked back one square.  This ability expends one point of Internal Power per Attack made with Concussive Force.

Parry Defense
When activated, this ability allows the Battlemage to deflect melee attacks that target him.  For the duration of the Parry Defense ability, the Battlemage may attempt to deflect blows by rolling higher than what the attacker rolled to hit him.  He may not Parry any hits that were made with a natural ‘6’, nor may he Parry any attacks made at twice his Strength.  The ability persists for a number of Turns equal to the amount of Internal Power expended.

Crippling Attack
This enhancement damages a target, draining them of strength and leaving them dazed and confused.  When an Attack from the Spellblade causes damage while this ability is active, the target loses one point of Strength and loses an Attack in the next Monster’s Phase.  This ability lasts One Turn and four points of Internal Power are expended for each successful Attack made with it.

Blood Siphon
Any attack that hits and causes actual Wounds while this ability is active causes an additional 1d3 unmodified Wounds of damage to the target and restores 1d3 Wounds to the Battlemage.  Two points of Internal Power are expended each time the Battlemage attempts a Blood Siphon attack.

Improved Deathblow
On a successful attack, this ability unleashes a powerful arcane blast into the target, disrupting their body.  The target is immediately reduced to 0 Wounds unless they make a Toughness save at Difficulty 10 (the Mage’s Battle-level).  Monsters that save against the Improved Deathblow lose one-half their current Wounds.  This ability requires a whole Turn to activate during which the Battlemage may not attack or cast spells and expends 10 points of Internal Power per Attack.

Grave Retribution
This ability is activated only if the Battlemage is slain.  Immediately upon his death, the Battlemage’s Spellblade launches an attack against its master’s killer, provided the killer is within 3 squares of the Battlemage at the time of his death.  The target must make a Toughness save at Difficulty 10 (the Mage’s Battle-level).  Monsters that save against the Grave Retribution are still reduced to 0 Wounds.  When a Monster fails to save against the Grave Retribution, the Battlemage is restored to 1 Wound immediately, though with his Internal Power drained for the rest of the adventure.

Impenetrable Defense
The Battlemage may use this ability to defend himself against all melee damage while it is active.  Any attack which would cause damage instead expends a number of Power (from the Winds of Magic as well as Internal) equal to the Wounds that would have been lost.  The Battlemage must declare he is using this ability before the Monster’s Phase, and cannot stop using it just because he is losing more Power than he expected.  Each usage lasts until the end of the Turn.

Eldritch Flurry
This ability costs one point of Internal Power per Turn, and once activated, allows the Battlemage to attack with his Spellblade almost as fast as the Imperial Noble with his rapier.  Unleashing a whirlwind of melee Attacks, the Battlemage may immediate make another free attack against a different target, as long as he causes actual Wounds of damage.  If this free attack damages its target, then the Battlemage can make yet another attack against yet another target, and so on until one of his attacks fails to hit or cause damage or he runs out of separate Monsters to attack.  Note the Eldritch Flurry cannot be used to attack the same Monster more than once in a given Turn, no matter how many Attacks are on the Battlemage’s profile.

*NOTES ON THIS CHARACTER*

Characteristic Tests

With regard to tests and general behavior, the players and the games master should bear in mind that the Battlemage is first and foremost a magic user, and will tend to have similar strengths and weaknesses when using role-play modifiers.  However, a Battlemage armed with a Spellblade is a fearsome sight indeed, and thus some combat related tests such as disarming that the Spellblade could aid in could use modifiers closer to the Barbarian.  This character originally started out as an alternative to the High Elf Ranger Mage character and would have a similar niche in a party.

If you are using optional Insanity rules, then the Battlemage should be treated as the Wizard.  Neither character is protected by sticking to the spells of one Color College, and therefore is at greater risk of insanity being that they are dealing with more of the raw powers of Chaos than the human mind can handle.  However, they will not go insane as quickly as a Daemonologist or Necromancer.

General Notes and Acknowledgments

I originally created a Battlemage character a few years ago, based on the Elder Scrolls characters you see in games such as Morrowwind and Daggerfall.  Rather than the multiclass Fighter/Mages of D&D fame, the Battlemage is most definitely still a mage, albeit one with an increased awareness of combat and the ability to do more than hurt himself with a sword.  This profession received a serious upgrade, however, once I stumbled upon Mongoose Publishing’s D20 sourcebooks.  In particular, The Eldritch Storm is an excellent treatise on Battle Magic and I highly recommend it to anyone who wants to know more (in a roleplaying sense) of how the Battle Guilds function and The Book of War

Inspired by the wealth of possibilities inherent in a seemingly two-dimensional profession, I’ve come up with what should a highly replayable character template.  The spellbook is just as large as that available to the Wizard, but a single Battlemage will not have as large a repertoire as one.  The Spellblade, granting potentially ridiculous combat abilities, is also ridiculously expensive to upgrade, and it is unlikely that two different players will have the same focus on how they improve their character.  The resulting character could turn out to be an evoker, a psychological manipulator, a party-friendly buffer in spell use; or could focus on the development of his Spellblade, becoming akin to a Samurai or perhaps a sort of medieval Jedi  (there’s a reason it costs internal Force, er, Power points to unlock the blade’s abilities). 

For those balking at the sheer damaging potential of this profession, take note of the extreme gold costs to unlock the Spellblade’s abilities and realize that to buy every single upgrade would cost enough Gold to train to Battle-level 30!!  And don’t forget that if the Battlemage trades away every magic item in order to invest in his Spellblade, it will be that much more likely to be stolen or lost in a Random Event.  Likewise, I have included some very powerful spells that the Battlemage can choose, but he will not be able to cast them very often, especially if he is using his internal Power for his Spellblade!  So please realize that there will be much strategy and many choices to make when playing this profession.

Finally, I already acknowledged the inspiration of Mongoose Publishing, but I must mention that some of the spells are Battle Magic staples from Warhammer Fantasy Roleplay as well as Realms of Sorcery, modified for Warhammer Quest.

*BATTLEMAGE STATISTIC ADVANCE TABLE*