Battlemage Profession in Novence Eternal | World Anvil

Battlemage

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Wizard + Weapon: Magic Focus

Requirements

  • (Class Bond) Wizard: You must have fully unlocked every ability of the Wizard class.
  • (Class Bond) Sorcerer/Warlock: You must have fully unlocked every ability of either the Sorcerer or the Warlock class.

Abilities

Ultimate Ability: Transposition

Rarity: Legendary | CC: Battlemage | UP: 50 | ZP: 3 | ZL: 0 | Cost: 3 TP
Convert all of your BT into LT. If you cast this ultimate with more than 50 UP, you gain additional LT over the next three rounds equivalent to 1/3rd of the excess UP.

Combo Fighter (Battlemage)

Level 1 | CC: Battlemage | Rarity: Rare | Cost: 15 TP
Gain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state. As a Battlemage, your combos furthermore requires you to maintain Concentration, with the DC determined by the GM on a per-attack basis.

Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.

Chainspell

Level 1 | CC: Battlemage | Rarity: Legendary | Cost: 0 TP
As a Battlemage, your Combos are more freeform than most. Most combo moves will have requirements for spells of a certain slot level, or with a certain Pisteme Tag (PT). Pisteme Tags are conceptual categories that spells belong to– for instance, both a Fireball spell and the Wall of Fire spell have the “Fire” PT. So long as the spell you choose for that move fulfills the conditions, you can be as creative as you want with your spell choice. In addition, casting spells will cause you to accumulate Latent Thymage (LT) and Backfire Thymage (BT). As LT increases, all spells you cast will have a spell slot discount equivalent to LT/10; for instance, a level 9 spell at LT 40 can be cast with a level 5 spell slot or higher. As BT increases, you will suffer an increasing penalty to your Concentration rolls equivalent to BT/10. Should you fail a Concentration roll, the backfire thymage releases in the form of a random magical effect equivalent to a spell of level BT/10.

You can also perform freeform combos using any spell in your spell list, as well as weaving these freeform spells inside of premade combos. Whenever you successfully cast a spell, you gain 1 Combo. Spells are typically treated as LK for the purposes of interacting with premade combos; though you can use one as a FN by expending all of your Combo. Doing so amplifies the effect of the spell by a percent equivalent to Combo * 10%. For instance, a Fireball spell at 10 Combo would have its damage output and radius increased by 100%; a Mass Heal spell would have its healing increased by 100%; and a Wall of Ice spell would have its damage and area increased by 100%.

Freeform combos can be conducted through Primer Chaining and Inverted Chaining. Primer Chaining involves casting spells that share a Pistemic Tag in succession. For example; Scorching Ray → PT(Fire) → Wall of Fire → PT(Wall) → Wall of Light is a sequence of two primer chains. Primer Chaining increases the LT by (Spell Level)d4 and BT by (Spell Level)d4 + (Spells Cast this Turn)d10. Inverted Chaining involves casting spells that have opposite Pistemic Tags in succession. For example; Scorching Ray → PT(Fire vs Ice) → Wall of Ice → PT(Constructing Wall vs Bypassing Wall) → Passwall is a sequence of two inverted chains. Inverted Chaining increases the LT by (Spell Level)d2 and decreases the BT by (Spell Level)d6. Primer Chaining is typically used to build LT, whereas Inverted Chaining is used to alter PT and decrease BT.

Swiftcast

Level 2 | CC: Battlemage | Rarity: Rare | Cost: 4 TP
Gain a number of charges of Swiftcast each long rest equivalent to your Battlemage levels / 4. Swiftcast lets you turn the casting time of any spell whose casting time is 8 Hours or less into a Bonus Action.

Ley Line Fount

Level 3 | CC: Battlemage | Rarity: Rare | Cost: 4 TP
As a TA, you can tap into nearby Ley Lines, creating a ritual circle with a 10ft radius where you stand lasting for 3 rounds. When you start and when you end your turn inside the ritual circle, you gain 1d10 LT, and gain 1 Combo at a 1d2 chance.

Class Feat Slot VIII

Level 4 | CC: Battlemage

Extra Spell I

Level 5 | Rarity: Rare | Cost: 5 TP
The first time you cast a spell on your turn, you may cast another spell with a casting time of 1 AA or faster.

Hardened Focus

Level 6 | CC: Battlemage | Rarity: Rare | Cost: 3 TP
Gain a number of uses of Hardened Focus equivalent to your Battlemage level / 4, replenishing after a long rest. When you fail a Concentration save, you can spend one charge of Hardened Focus to reroll the save.

Between the Lines

Level 7 | REQ: Ley Line Fount | Rarity: Rare | Cost: 4 TP
As a TA, you may teleport to the location of your Ley Line Fount.

Class Feat Slot IX

Level 8 | CC: Battlemage

Pistemic Amplification

Level 9 | REQ: Chainspell | Rarity: Legendary | Cost: 8 TP
For each primer chain you use in a row, you gain +1d2 bonus LT, and +10% Magic AFF; lasting until you end your combo or until you use any TA or AA that isn’t a primer chained spell. For each inverted chain you use in a row, you lose 1d4 additional BT, and recover a spell slot with level equivalent to 1d(number of consecutive inverted chains). Metamagic actions, Eldritch Invocations, and actions that are automatic follow-ups do not count against Pistemic Amplification– for instance, follow-up attacks granted by a Magic Focus when you cast a spell.

Inverted Finisher

Level 10 | REQ: Chainspell | Rarity: Legendary | Cost: 5 TP
When you use a FN, you may make a Concentration check with a DC determined by the GM. On a success, you convert all of your BT into a spell inverted chained from the FN spell, casting it as if it was an FN with Combo equivalent to BT/10 (maximum 10).

Spellweaving

Level 11 | Rarity: Exotic | Cost: 6 TP
You can have as many Concentration spells active as you want on your turn. At the end of your turn, if you choose to sustain any of the spells, you must choose between them a number of spells less than or equal to the maximum number of Concentration spells you normally can have at once, ending the rest.

Class Feat Slot X

Level 12 | CC: Battlemage

Etheric Manipulation

Level 13 | Rarity: Rare | Cost: 5 TP
Once per round, as a free reaction, you may teleport to an ally within 30 feet of you.

Emergency Reserves

Level 14 | Rarity: Legendary | Cost: 5 TP
You can cast a spell without any spell slots remaining for that level by sacrificing your HP, losing a percent of your max HP equivalent to (Spell Level) * 10%. Each time you do this, you gain 1d10 points of Ethersickness, up to a maximum of 100. At the start of your turn and whenever you gain additional points in Ethersickness, roll a d100; if it rolls below your points of Ethersickness, you are KO’ed. Ethersickness is reset after being KO’ed, or after a short rest.

Simulcast

Level 15 | REQ: Chainspell | Rarity: Exotic | Cost: 8 TP
You can cast two spells at once by making a Concentration roll, taking the casting time of the longer spell. When chaining, both spells need to share a PT (or an inverted PT) with the last spell you casted. The PT themselves can be different; for instance Scorching Ray → PT(Fire) → Wall of Fire and Scorching Ray → PT(Ray) → Ray of Frost. You can reconsolidate both your spells into a single spell by casting a spell that shares a PT with each of the other spells. If chaining two simulcasts together, both spells need to share a PT with at least one of the spells you’re about to cast. Failing to continue chaining either of the spells will result in your concentration breaking.

In addition, any Concentration rolls you make when your prior spell was a simulcast are rolled at disadvantage. Each additional simulcast you make without reconsolidating the spells or ending your combo adds an additional level of disadvantage.

Class Feat Slot XI

Level 16 | CC: Battlemage

Extra Ether Reserves

Level 17 | Rarity: Rare | Cost: 5 TP
Once per long rest, you may restore a total of 30 spell slots, with a spell’s cost equivalent to its spell level. For instance, you could restore 10 level 3 spell slots, or 30 level 1 spell slots.

Backfire Siphoning

Level 18 | REQ: Chainspell | Rarity: Legendary | Cost: 4 TP
You may spend one entire turn setting up a ritual circle to direct your BT into. For the next combo, you can as a free action at the end of your turn convert all of your BT into a spell manifesting at the site of the ritual circle. The spell effect will be an inversion to the last spell you casted, with specific details determined by the GM.

Class Feat Slot XII

Level 19 | CC: Battlemage

Extra Spell II

Level 20 | REQ: Extra Spell I | Rarity: Rare | Cost: 5 TP
You can cast a spell with a casting time of 1 AA or faster three times, instead of two, when you first cast a spell on your turn.

Comments

Please Login in order to comment!