"No, general, that will not be necessary, you may leave your regiment in position. I will take up the eastern flank. Yes, I suppose you could send a guard with me if you like, but it is completely unnecessary. Besides, I strongly disapprove of collateral damage in wartime."
——Bannon of the Blastguard, War Mage’s Regiment
A natural progression in the Eldritch study of blowing up obstructions, the War Mage has turned their art into a fine tuned weapon of destruction, dedicated to expanding the capabilities of their spells to inflict as much damage as physically possible. These well trained military mages tend to be conscripted from a young age by royals and warlords should they show promise. Less interested in gaining knowledge for its own sake, the War Mage is primarily interested in being an effective weapon, garnering glory of themselves on the field of battle in ways that the common soldier could only dream of.
The War Mage is a three-stage Talent.
War Mage I
At the expense of accuracy, the Warmage can expand their spells to target huge areas, ideally to decimate large groups of weak foes. The power and efficiency of their spells is also tuned to the battlefield, intensifying the force of each cast to damage buildings and tactical positions, and reducing the drain on precious resources while doing so.
Prerequisites
Features
♦ Battlefield Casting
When you cast a Spell that targets an area, you may choose to triple the area (i.e. triple the diameter, triple the length of cone, etc). When you do, you suffer a -2 penalty to the Attack Roll. Additionally, any damage dealt by the spell is reduced by half, any duration of the spell's effects are reduced by half, and any Saving Throws imposed by the spell are reduced by 1d10.
♦ Destructive Spells
Any Eldritch Spell you cast now may now damage Structures, with a
Demolition based on the Caliber of the Spell: +0 for Basic, +10 for Advanced, +15 for Legendary, and +20 for Ultimate. If the Spell already deals Structural Damage, this adds to the spells normal Demolition bonus.
♦ Battlefield Efficiency
When you cast an Eldritch Spell that targets an area, reduce the Stamina or Resolve cost of the spell by 1. This does not affect Energy Burn or Karma costs, nor does it reduce the costs to upkeep the spell or utilize Special Actions granted by the spell.
War Mage II
A War Mage must also learn how to protect their allies. They learn more about shaping magic, discovering how to reduce the area of their spells should they need to avoid damaging comrades or valuable strategic locations. They also enhance their personal protections, developing a unique ability to summon a vibrant and unusually strong eldritch barrier that greatly reduces damage from attacks, and in some cases negating them completely.
Prerequisites
Features
♦ Compressed Cast
When you cast an Eldritch Spell that targets an area, you may choose to halve the area (i.e. half the diameter, half the length of cone, etc). When you do, treat your Eldrtich Rank as 1 rank higher for purposes of damage and augments.
♦ Arcane Barrier of War
Gain the Arcane Barrier of War ability.
Arcane Barrier of War
Magic Resistance: No
War Mage Class Feature
Cast Action [CT 2, REC 1]
Components: V, S
Duration: 1 moment or until dismissed, dispelled or disrupted.
Effect: You envelope yourself in a shimmering barrier that protects you on the battlefield. While the barrier is active, you may use the following action:
Absorb Damage
Free Action
Cost: 3 Resolve
Limitation: This power may only be used once per round.
Trigger: You suffer damage from an attack.
Effect: If you were hit by the attack, reduce the damage by ½. If you were missed by the attack, you take no damage.
War Mage III
Increasing their aptitude for mass destruction and battlefield dominance, the War Mage may now multiply their explosive spells, effectively becoming a magical siege engine. They can also control the flow of battle for their fellow soldiers, clouding the minds of the enemy and granting allies additional protection.
Prerequisites
Features
♦ Twin Casting
When you cast a Spell that targets an area, you may duplicate the effects to create a second instance of the spell in a second area within range. Any overlapping areas do not stack.
♦ Fog of War
You gain the Fog of War ability.
Fog of War
War Mage Class Feature
Cast Action [CT 4, REC 1]
Cost: 3 Resolve
Duration: 1 round, or until dismissed, dispelled, or disrupted.
Upkeep: Spend 2 Resolve to increase the duration by 1 round.
Range: 5000 ft
Area: 500ft diameter area within range.
Effect: For the duration of this power, a fog clouds the minds of your enemies, granting
Partial Concealment to all allies within the area. Additionally, you gain a Temporary +1 bonus to
Tide of Battle, until the spell ends.