Battle Mage

It helps to know your way around weapons and armor, but all you really need to fight well is to keep up your studies of War magic. Veteran warriors sneer at the tradition, quick to point out that magic is only good while you still have oil in the lamp, so to speak, but only a fool would run out of castings before ending the battle. You’re no fool. You have learned the deeper secrets of the tradi- tion to enhance your already commendable abilities in hopes of becoming a truly great warrior.

Level 7 Battle Mage

Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: War, Spells: One master
Magical Prowess (Magical): You can use this talent when you cast a spell. You increase your supply of Bonus Damage dice by an amount determined by the spell’s tier and the increase lasts until the end of your next turn. A novice spell grants +2d6, an expert +4d6 dice, and a master +8d6 dice.
Magician, Arm Thyself (Magical): You can use this talent at the start of your turn if you have a hand free and you lack the confused, controlled, stunned, and unconscious afflictions. Target one ordinary weapon you can see within 10 yards. If no creature holds or carries the target, it flies to your hand. If the target is worn or carried by a creature, that creature makes an Agility roll. On a success, the creature retains the weapon and becomes immune to this talent for 24 hours. On a failure, the weapon tears itself free, dealing 1d6 damage to the creature.

Level 8 Battle Mage

Health: +12
Spells: One master
Face the Magic (Magical): You can use this talent when you would make a melee attack, but before you choose your target. Any creature or object within 15 yards of you becomes an eligible target for the attack.

Level 10 Battle Mage

Health: +12
Spells: One master
Strike and Cast: You can use a reaction to cast a spell immediately after you use an action to attack or make an attack immediately after you cast a spell.