|
The combat mage combines the fighting abilities of the warrior and swordmaster with the spellcasting abilities of a wizard. The dwarves of Throal were the first to become Combat Mages in the dark days before the beginning of the Scourge. In those times it became expedient to have certain adepts who could not only cast spells or fight, but do both. Since followers of this discipline generally manage to get themselves into very dangerous situations, it is not at all uncommon for them to adorn themselves liberally with blood charms.
Important Attributes: Dexterity and Perception
Racial Restrictions: None
Karma Ritual: The character sits, meditating on the how to combine her martial abilities with her magical ones to aid her in defending her charges and defeating her foes. Halfway through the ritual, she envisions the worst foe she can and how she can use the abilities she meditated on in the first half of the ritual to defeat this foe. When the foe is defeated the ritual ends.
Artisan Skills: Embroidery, Runic Carving
1st Circle
|
2nd Circle
|
3rd Circle
|
| 4th Circle
Character may spend karma on Recovery Tests
|
| 5th Circle
Increase character's Spell Defense by 1
|
| 6th Circle
Increase character's Physical Defense by 1
|
| 7th Circle
Character may spend karma on Willforce and Willpower
|
| 8th Circle
By spending a karma point the character is allowed to use one of her available Recovery Test at any time, even during combat. Roll the karma dice for the Recovery Test. This ability does NOT require an action.
|
| 9th Circle
Character may spend karma on Damage Tests. Increase character's Physical Defense by 1.
|
| 10th Circle
Matrix Split: Same as Wizard's 10th circle Discipline Ability as detailed in the Earthdawn Companion by FASA Corporation.
|