The BattleMage Players Handbook

Character Creation

Available Races

Only those that can “pass” for human are allowed. Players are allowed to have non-human traits but are expected to keep them covered or not noticeable from more than 10 feet away with a casual glance.

Initial Age

The empire begins intense Battlemage training at a very young age. Depending on the season and the time of testing students will be either 13 or 14 when they start school. (12+d2)

Age BracketHuman / DaemonHalf Orc/OgreHalf ElfStarting Modifiers
Youth10–138–1113–23WIS −2, STR −1, DEX +1
Young Adult14–2012–1524–40WIS −1, CON +1
Mature21+16+41+STR +1

Half elves will remain Youths with childlike features for all the school years while Half Orcs and Half Ogres start off as young adult.

Social Standing Table

Roll (d20)StatusStarting GearSilver
5 or lessCommonerDagger, Ringmail2d6
6–10Merchant / TradesfolkSword, Chainmail4d10
11–14Military / GentrySword, Chainmail2d10
15–17Minor NobleSword, low quality Cuirass4d10
18Landed KnightSword, Cuirass5×4d10
19High NobleFancy Sword, Silver Gilded Cuirass10×4d10
20Royal BloodArtifact Sword, Magic Gold Gilded Cuirass100×4d10

Commoner — Born of peasants, laborers, and the indentured. Upon entry to the Academy, commoners are issued only a wooden sword for their first year.

Merchant / Tradesfolk Lineage — Children of skilled craftsmen or guild members. They arrive with a proper sword and chainmail.

Military / Gentry — Offspring of veteran officers or landed gentry. Begin with solid chainmail and a serviceable blade.

Minor Noble — Descended from minor knightly lines. Issued a low-quality cuirass in addition to their sword. Characters are referred to as Junker/Jungfrau.

Landed Knight — Knightly families granted lands for service to the crown. Arrive in a proper cuirass and fine sword. Referred to as Esquire.

High Noble — Bearers of well-known family names. Wear silver-gilded cuirasses and carry finely wrought blades. Referred to as Lord/Lady.

Roll (1d10)RankDescription
1–4BaronHolds a fortified Estate or Castle in the territory of a Count or Margrave.
5–6ViscountOversees a small territory or city district, often subordinate to a Count.
7–8CountGoverns a county-sized territory; politically influential in regional matters.
9MargraveMilitary governor of a border province; commands troops and fortifications.
10DukeRuler of a duchy; one of the most powerful lords in the Empire after the Emperor. A Duke can have their own Knight Order.

Royal Blood — Kin to the Imperial line. Their armor is gold-gilded and enchanted. Referred to as Your Highness or His/Her Serene Highness.

Birth Order & Intra-Family Status Table

Roll (2d4)Status TitleNotes
2 or lessStigma-BornRumored bastard; often sent to military or clergy. Not permitted to use family name.
3UnacknowledgedIllegitimate; not permitted to use family name unless legitimized.
4Fostered WardRaised by allies or vassals; uncertain standing within the house.
5–6Youngest Born, or Overlooked3rd or more in line. Destined for military.
7Middle BornBalanced opportunity. Often must prove worth through deeds.
8First BornFirst in line to inherit the Family.

Minimum Stats for BattleMage


BattleMage Experience

LevelExperienced8Proficiencies Weapons/MagicTitle
1012/3Initiate
24,50022/3White Rose Apprentice
39,00032/4Red Rose Apprentice
420,00043/4Silver Rose Apprentice
540,00053/5WhiteMagus
680,00063/5RedMagus
7150,00074/6PurpleMagus
8240,00084/6SilverMagus
9400,00094/7GoldMagus
10600,000105/7BattleMage
111,000,000115/8BattleMage
121,500,000125/8BattleMage
132,000,000136/9Arch Magus
142,500,00013+26/9Arch Magus
153,000,00013+46/10Arch Magus

+500,000 XP per level above 15

Elemental Alignment

A BattleMage’s deepest bond is to their attuned element. They may only master spells outside their chosen element if those spells are one level lower than their maximum spell tier.

Element Paths

Weapon Proficiencies

BattleMages start with 2 weapon proficiencies and gain one additional every 3 levels (4th, 7th, 10th, etc). They can Specialize and even Double Specialize at later levels.

Magic Proficiencies

Starting BattleMages get 3 magic proficiencies and an additional every 2 levels (3rd, 5th, 7th, etc).

Available Magic Proficiencies:

Cantrips

A Mastered Cantrip can be cast at anytime with no mana cost. The Battlemage can cast 2× level free cantrips per day, or spend 1 mana for another 2× level in cantrips.

Language Arcanum

At level 1 Battlemages learn the language Arcanum. Read Magic and Write Magic can be done on a 3 or 4d6 INT roll for most tasks — no spell needed.


Spells and Mana

Mastered Spells

Level1st2nd3rd4th5th6th7th8th9thMana
111
223
3215
4227
532110
632214
7332118
8332222
93332128
104332232
1143332136
1244332240
13543332144
14544332248
155543332152
165544332256
175554333260
1855544332164
1955554333168

Spellcasting

While a traditional wizard prepares a vast array of spells in advance, the BattleMage embraces efficiency and instinct. Their magic is powered by a mana pool. Each spell cast draws directly from their reserves — 1st-level spells cost 1 mana, 7th-level spells cost 7, and so forth.

Spell Mastery and Learning

IntelligenceElemental MasteryGeneral MasteryLearn New SpellMana Bonus
1685%50%65%+1
1790%55%75%+2
1895%60%85%+3
1999%65%95%+4
20+99%70%97%+5

On Mastery

A spell once mastered becomes part of the BattleMage’s permanent arsenal. Mastered spells require no preparation and may be cast freely using mana. Mastered spells cannot be interrupted by taking damage in that round.

Known Spells (Not Mastered)

The Battlemage can learn other spells and keep them in their books. Opening the book and casting costs the same mana but causes the caster’s AC to drop (rear AC while reading). Spells cast in this manner can be interrupted by taking damage over the level of the spell caster in one round.

Recovering Mana

MethodRecovery RateNotes
Rest 1 hour1 mana per levelRequires no activity
Normal Activity 1 hr¼ levelMinor tasks, no combat
Mana Potion1d8+2 manaInstant, single use, 100sp
Greater Mana Potion2d8+4 manaInstant, single use, 400sp
Rations1 manaBasic food, 2cp
Fresh Cooked Meal1d4 manaSuccessful cooking, 1sp
Great Meal1d4+2 manaRequires fresh herbs, 5sp
Great Meal (Monster)2d4+4 manaRequires monster kill, 10sp
Meditation (Success)1 mana/level per 15 minINT check, max 4 successes/hour