Combat Ways - Warrior Mage Base list

Copyright Steve Kellison © 2008

Edited by Peter Mork for The Guild Companion

"Mystical Armor: Creates a glowing suit of armor out of pure magical energy."

Warrior Mage Base (modified)
Combat Ways
Lvl Spell Area of Effect Duration Range Type
1 Fluidity I * caster 1 rnd/lvl self U
2 Combat I * caster 1 rnd/lvl self U
3 Moving Strike I * caster 1 rnd self U
4 Tumbling Evasion I * caster 1 rnd self U
5 Mystical Armor caster 1 min/lvl self U
6 Fluidity II * caster 1 rnd/lvl self U
7 Combat II * caster 1 rnd/lvl self U
8 Hammer Strike * caster 1 rnd self U
9 Shatter Strike I * caster 1 rnd self U
10 Fluidity III * caster 1 rnd/lvl self U
11 Combat III * caster 1 rnd/lvl self U
12 Tumble Evasion II * caster 1 rnd self U
13 Moving Strike II * caster 1 rnd self U
14 Survival Instinct * caster 1 rnd self U
15 Fluidity V * caster 1 rnd/lvl self U
16 Combat IV * caster 1 rnd/lvl self U
17 Enemy caster varies self U
18 Shatter Strike II * caster 1 rnd self U
19 Frenzy caster 1 rnd/lvl self U
20 Fluidity True * caster 1 rnd/lvl self U
25 Combat True * caster 1 rnd/lvl self U
30 Enemy True caster varies self U
50 Warrior True * caster 1 rnd/lvl self U

1. Fluidity I—All of the caster's actions become more fluid, flowing more naturally together. This results in a +1 to Initiative determination.

2. Combat I—The caster's attacks and defenses become more powerful, resulting in a +5 to OB and DB.

3. Moving Strike I—Caster may move up to 30% of his normal move and still attack without suffering a penalty to his OB.

4. Tumbling Evasion I—Caster may attack and parry as normal and then perform a diving roll to a location up to 20' away from his starting point. This maneuver is part of the attack, and requires no extra percentage activity or declared action.

5. Mystical Armor—Creates a glowing suit of armor out of pure magical energy. Caster gains AT4 for the duration. Caster may pay 2 times normal power points and gain AT8, three times normal and gain AT12, four times normal for AT16, and five times normal for AT20. The caster must make a spell casting static maneuver to increase the AT, with a −5 penalty for each multiple of power points (maximum of −25). This armor does not encumber the caster or impede spell casting, and all body areas are considered armored.

6. Fluidity II—As Fluidity I, but initiative bonus is +2.

7. Combat II—As Combat I, but bonus is +10.

8. Hammer Strike—Caster does double normal concussion damage in melee.

9. Shatter Strike I—If the target of the caster's next melee attack this round parries with a weapon or shield, it must immediately make a breakage check at −20.

10. Fluidity III—As Fluidity I, but initiative bonus is +3.

11. Combat III—As Combat I, but bonus is +15.

12. Tumbling Evasion II—As Tumbling Evasion I, but caster may end up in a location up to 50' away.

13. Moving Strike II—As Moving Strike I, but caster may move up to 70% normal movement.

14. Survival Instinct—Any OB dedicated to parrying this round is applied to all attacks.

15. Fluidity V—As Fluidity I, but initiative bonus is +5.

16. Combat IV—As Combat I, but bonus is +20.

17. Enemy—Caster may select one being as his "Enemy." The caster must have some focus for this spell to work (a lock of the enemy's hair, a piece of clothing worn recently, nail-clippings, etc.). This spell requires the caster to concentration on the focus for a full hour. Once completed, the caster gains a +25 to his OB for all attacks directly involved with defeating his Enemy. (Fighting brigands on the way to the Enemy's stronghold does not count, but fighting the guards standing between the caster and the Enemy does.) Attacks against the Enemy yield an extra critical of a type appropriate to the caster's weapon/attack, of equal severity to the original critical.

18. Shatter Strike II—As Shatter Strike I, except the breakage roll is at −50.

19. Frenzy—Caster goes into a berserk state similar to Frenzy. The caster may not parry, and must attack in melee each round. The caster may not cast spells while this spell is active. The caster gains +30 to his OB, and does double normal melee damage. The caster may sustain 200% normal concussion hits before passing out, and does not suffer any penalties from hits taken. The caster is also more difficult to stun, and may add +25 to any Stunned Maneuver rolls. Unlike "normal" Frenzy, the caster may still use a shield and gain the benefit from spells already cast. While this spell is active, the caster has difficulty telling friend from foe, although the skill "Situational Awareness (Frenzy)" may be used to determine whom to attack. The caster may use the Frenzy skill to cancel this spell early. At the end of this spell's duration, the caster may elect to continue fighting in "normal" Frenzy, without the benefits from this spell.

20. Fluidity True—As Fluidity I, but initiative bonus is +10.

25. Combat True—As Combat I, but bonus is +25.

30. Enemy True—As Enemy, except the bonus for attacks involving the Enemy receive +50, and all crits to the Enemy are Slaying.

50. Warrior True—The caster may use one of the lower level spells on this list (except for Enemy and Enemy True) each round.