I use this term for characters which are primarily fighters (in order to use man at armes skills and wear heavy armour) but have high enough intel to make spells useful. Note: It´s the touching spells that make battle mages particularly effective. All of these – after reaching intelligence 14 – might be used every turn. 5 ability points invested and you have 3 close combat spells (of which 2 potentially disable), 1 heal spell, 2 surface/environment change spells, 3 distance damage spells, 1 enemy removal spell and 2 support spells. Without too much explanation, let´s look what a mage with just 1 point in every magic school would get: Hydro with freezing touch/ rain and regeneration (healing), air with blitz bolt/ teleportation and stunning touch, fire with burn my eyes (higher perception)/ wildfire (hastening) and flare (fire bolt), geomancer with spider summon/ midnight oil (oil surface which slows) and boulder bash (a kind of rock bolt), witchcraft with vampiric touch (drains life and transfers it to mage)/undead warrior summon and lower resistances (making enemies more susceptible to elemental spells). Because you get 3 novice skills with small to moderate action point costs (your pool of available actions per combat turn per character). – Each first point in a new skilset delivers the best return on investment.
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