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Imperial Battlemage

Adversaries Designed by simonm223

Adversary overview

A military magus

Imperial battlemages provide healing and defense to the legion.

Stat block

Tier
2
Type
Support
Difficulty
15
HP
4
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
16
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Magic Blast
Range: Far
Damage: 2d6+2
Attack Mod: +2
Damage Type: Magical

Features

Passives

Actions

  • Magic barrier
    stress 1

    Mark a stress to grant a +2 evasion token to each Adversary within close range. This token may be spent by the GM after a player succeeds in an attack.

  • Healing Words
    fear 1

    Once per scene the battlemage can spend a Fear to clear 1d4 hp from other adversaries.

  • Group Attack
    fear 1

    Spend a Fear to choose a target and spotlight all adversaries with the same name within Very Far range of them. Those Adversaries move into Far range of the target and make one shared attack roll. On a success, they deal 2d6 physical damage each. Combine this damage.

Reactions

Motives & tactics

Interfere Support Heal Reserve

Experiences

  • Perfect timing +2
  • Military discipline +2
  • Hold the line +2

Imperial Battlemage

Tier 2 support

A military magus

Motives & Tactics: Interfere, Support, Heal, Reserve

Difficulty: 15 | Thresholds: 16 / 18 | HP: 4 | Stress: 5

ATK: +2 | Magic Blast: Far | 2d6+2 Magical

Experience: Perfect timing +2, Military discipline +2, Hold the line +2

HP:

Stress:

Features

Magic barrier – Action: Mark a stress to grant a +2 evasion token to each Adversary within close range. This token may be spent by the GM after a player succeeds in an attack.

Healing Words – Action: Once per scene the battlemage can spend a Fear to clear 1d4 hp from other adversaries.

Group Attack – Action: Spend a Fear to choose a target and spotlight all adversaries with the same name within Very Far range of them. Those Adversaries move into Far range of the target and make one shared attack roll. On a success, they deal 2d6 physical damage each. Combine this damage.

Discussion

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