Battlemages are powerful frontline spellcasters, combining raw physical strength with devastating magic. They excel at wielding large weapons while casting destructive spells, making them formidable foes in close-quarters combat. Battlemages often rely on brute force and elemental power, channeling their magic into physical strikes that can shatter armor and tear through enemy lines.
Battlemages are often seen as fearsome and aggressive, their ability to blend melee combat with potent magic earning them a reputation as unstoppable warriors. Allies appreciate their sheer power and versatility, while enemies quickly learn to fear their explosive attacks.
Any
No access to restoration and warding spell categories
Core Abilities
Strength: Your primary engine for two-handed weapon damage and physical dominance. Also boosts overall toughness via the class bonus (Strength added to Health). Synergizes with melee-channeled Pyromancy and Telekinesis strikes.
Reasoning: Controls and shapes destructive spellwork with precision—vital for directing Telekinesis, manipulating Magnetism, and timing high-impact Pyromancy effects in the thick of combat.
Supporting Abilities
Constitution: Frontline staying power—soaks punishment while you cast in melee. Especially important since you lack Restoration/Warding access.
Self Discipline: Keeps spells stable under pressure and maintains channels while swinging—useful for sustained Pyromancy burns, controlled Telekinesis, and steady Necromancy effects.
Important Abilities
Quickness: Initiative, recovery between swing-cast sequences, and seizing openings.
Agility: Footwork and weapon handling precision for heavy blades/hammers; helps land empowered strikes.
Boldness: Commit to risky burst windows and press the advantage; fits the Battlemage’s aggressive tempo.
Intuition: Battlefield read—anticipate movements to align charges, pulls (Magnetism), and knockbacks.
Minor Abilities
Memory: Helpful for repertoire depth, but less critical than real-time control.
Presence: Not a leadership/social class; impact comes from force, not charisma.
Empathy: Minimal use in a destructive frontline kit.
Creativity: Nice for improvisation, but overshadowed by raw control (Reasoning) and durability