Battle magic stands apart from other traditions in that it exists solely to enhance the user’s ability to fight and, ultimately, triumph over one’s enemies.
Nearly all battle spells involve seizing magical energy and channeling it to empower strikes and amplify the caster’s fighting techniques to surpass what should be possible with a weapon.
Battle Madness
Students of Battle magic sometimes find their tempers fraying and their patience weakening until they seem on the cusp of losing control. When the trauma becomes too great and the stress of their situation fractures their minds to the point of breaking, they become afflicted by battle madness.
If you know at least one spell from the Battle tradition, whenever you would go mad, you instead suffer battle madness. While gripped by battle madness, you must take a fast turn each round and use an action to attack the creature nearest to you, making a charge if necessary. You regard all creatures as your foes, and you must determine your target at random if you have more than one potential target for your attack. At the end of each round, roll a d6. On a roll of 5 or higher, your battle madness ends and you reduce your Insanity total as normal.
Augmented Attack
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute.
Celerity
You move up to twice your Speed. This movement does not trigger free attacks.
Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead move up to your Speed without triggering free attacks.
Pressing Strike
Make an attack with one melee weapon you are wielding. You can substitute Intellect for the attribute you would normally use to make the attack roll. On a success, the attack deals normal damage, and you and the target move up to 5 yards in a direction you choose.
Savage Strike
Make an attack with one melee weapon you are wielding. You can substitute Intellect for the attribute you would normally use to make the attack roll. On a success, the attack deals 1d6 extra damage and you grant 1 boon on the next attack roll made to attack you before the end of the round.
Seeking Missile
As part of casting this spell, make an attack with a ranged weapon or a thrown weapon. Your attack ignores banes incurred by any form of cover except for total cover, banes due to invisibility, and banes from attacking targets that are in obscured areas.
Close Wounds
You heal damage equal to your healing rate.
Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead heal damage equal to half your healing rate.
Cunning Parry
Duration 1 minute
You impose 1 bane on the attack rolls of creatures you can see that attack you.
Triggered When a creature you can see uses a weapon to get a success on an attack roll against you, you can use a triggered action to cast this spell. You turn the success into a failure, and the spell ends.
Fangs of the Serpent
Either make an attack with a weapon you are wielding against one target or make two attacks with a weapon you are wielding, each one against a different target. You make the attack roll with 1 boon, and you can use Intellect instead of the attack’s normal attribute.
If you attack and hit one target, the attack deals 1d6 extra damage and you can move up to half your Speed after the attack without triggering free attacks.
If you attack two targets, each hit deals normal damage.
Heroic Surge
Duration 1 minute
If you are charmed or frightened, remove the affliction.
For the duration, you make attack rolls using weapons with 1 boon.
Killing Urge
Target One creature within short range that can hear you
The target can use a triggered action to make an attack with a weapon. You grant the target 1 boon to its attack roll, and the attack deals 1d6 extra damage.
Sacrifice You can use an action and expend a casting of this spell to make an attack with a melee weapon. You can substitute Intellect for the attribute you would normally use to make the attack roll. On a success, the target takes 1d6 extra damage and, for 1 round, you make attack rolls that are part of free attacks with 2 boons.
Mighty Attack
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute. On a success, the target takes 2d6 extra damage.
Phasing Missile
As part of casting this spell, make an attack with a ranged weapon or a thrown weapon. You make the attack roll with 1 boon. Your attack ignores banes due to cover, and you can attack totally covered targets, but if you cannot see such a target, you shoot as if you were blinded. If you can see a totally covered target, you can attack that target as if it was not covered.
Resounding Attack
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute. On a success, the target takes damage as normal and becomes dazed for 1 round.
Arc of Death
Target Each creature you choose that you can reach
You sweep your melee weapon around you in a deadly arc, dealing 3d6 + 3 damage to each target instead of the weapon’s normal damage. Each target takes half the damage with a success on an Agility challenge roll.
Avalanche Strike
Target Up to three creatures within 1 yard of you
A target must get a success on an Agility challenge roll with 1 bane or fall prone. If a creature falls prone, you can make a weapon attack against that creature as part of the same action you used to cast the spell and substitute Intellect for the attribute you normally use to make the attack roll. The weapon attack deals 2d6 extra damage.
Awesome Strike
As part of casting this spell, make an attack with a weapon. You make the attack roll with 1 boon, and you can use Intellect instead of the attack’s normal attribute. On a success, the target takes 2d6 extra damage, fl ies 2d6 yards away from you, and lands prone at the end of this movement.
Distant Doom
Target One creature or object within medium range
You move up to your Speed toward the target. Your movement ignores difficult terrain, lets you move through spaces occupied by other creatures, and does not trigger free attacks. If you can reach the target by the end of your movement, you can make an attack against it using a melee weapon you are wielding. You make the attack roll with 1 boon and you can substitute Intellect for the attribute you would normally use to make the attack. On a success, the attack deals 2d6 extra damage.
Harness Madness
Triggered You can use a triggered action on your turn to cast this spell. As part of casting this spell, make an attack with a weapon. You make the attack with 1 boon, and you can use Intellect instead of the attack’s normal attribute.
After the attack, you gain an amount of Insanity equal to 2d6 + your Power. If the Insanity would cause you to go mad, you suffer battle madness (Shadow, page 118), you make attack rolls with 1 boon, your weapon attacks deal 1d6 extra damage, and you gain a +5 bonus to Health until the madness ends.
Mountain Fall
You fly up to twice your Speed, then land. When you land, a shock wave spreads out through the ground in a 4-yard radius from a point within your space. Each creature on the ground must make an Agility challenge roll. On a failure, the creature takes 2d6 damage and falls prone.
Battle Prowess
Duration 1 minute
You bolster your fighting skills. For the duration, whenever you attack with a weapon, you can make the attack roll twice and use the better result. As well, your weapon attacks deal 1d6 extra damage for the duration.
Climb the Mountain
Target One creature you can reach that is your Size or larger
You move into the target’s space, climb its body, and attack it with a weapon you are wielding. You make the attack roll with 2 boons and you can substitute Intellect for the attribute you would normally use to make the attack. On a success, the attack deals 3d6 extra damage. On a success or a failure, you fly and land in an open space within 5 yards of the target. This movement does not trigger free attacks.
Iron Grasp
Requirement You must have a hand free
Target One creature you can reach
Make an attack with an unarmed strike against the target. You make the attack roll with 1 boon and you can substitute Intellect for the attribute you would normally use for the attack. On a success, the attack deals 2d6 extra damage and the target becomes grabbed. You can maintain the grab each round using a triggered action on your turn. Each time you maintain the grab, the target takes 1d6 damage. The effect ends when you or the target becomes incapacitated or when the grabbed affliction is removed.
Meteoric Assault
Duration 1 minute
You move up to twice your Speed in a straight line. During this movement, you can make a weapon attack against each creature you can reach, but no more than once per creature. For each attack after the first, you make the attack roll with 1 bane and each attack deals 1d6 extra damage. You can use Intellect instead of the attack’s normal attribute.
Combat Momentum
Duration 1 minute
As part of casting this spell, make an attack with a weapon. You make the attack roll with 2 boons, and you can use Intellect instead of the attack’s normal attribute.
For the duration, whenever you get a success on an attack roll, the spell grants you 1 additional boon on attack rolls until the spell ends.
Drive Them Before You
Move up to your Speed. At the end of your movement, each creature you choose within your reach must get a success on a Strength challenge roll with 2 banes or take 2d6 damage, fly 1d6 yards away from you in a direction you choose, and land prone.
Steely Defense
Duration 1 minute
For the duration, you take half damage from weapons.
Triggered On your turn, you can use a triggered action to cast this spell.
Wall of Swords
Area A line, 20 yards long, 5 yards high, and 2 yards wide originating from a point within long range
Duration 1 hour
A wall of slashing swords forms in the area and remains for the duration. It totally covers everything behind it. When the wall appears, everything in the area takes 5d6 damage. A creature takes half the damage with a success on an Agility challenge roll.
Creatures can move through the area, treating it as difficult terrain. When a creature enters the area from outside, or if it is inside the area at the end of the round, it must get a success on an Agility challenge roll or take 3d6 damage.
Laughter of the Dark Gods
Target You and each creature within medium range that can hear you
Gain 1d3 Insanity as you throw your head back and howl with mad laughter. Then, each target makes an attack with a melee weapon against a randomly determined creature. If a target has no creature to attack, the target instead gains 1d3 Insanity.
Paint The Field Red
Requirement You must be wielding a melee weapon other than an unarmed strike
Target Each creature of your choice that you can reach
You swing the weapon around you in a deadly arc. A target must make an Agility challenge roll with 1 bane. It takes 4d6 + 1 damage on a failure, or half the damage on a success. Any creature that got a failure on the Agility roll and becomes injured by this attack takes extra damage equal to its Health.
Reaper’s Harvest
Target One creature you can reach
Attack the target with a weapon you are wielding. You make the attack roll with 3 boons and you can substitute Intellect for the attribute you would normally use. On a success, the target takes 6d6 + 5 damage. A target with a Health score of 30 or lower instead takes damage equal to its Health.
Strike Like Lightning
Area A sphere with a radius equal to half your Speed centered on a point you can reach
You move like a blur, striking furiously as you go. Each creature you choose in the area must make an Agility challenge roll with 1 bane. On a failure, it takes 4d6 + 3 damage. Then move up to half your Speed. This movement does not trigger free attacks.