Combat Mage

Spells marked with a lockout cannot be cast while another is going on, or have another cast while it is going on.

LevelSpellsENDMRollTimeNotes
BasicLight2-10 phaselockout, no range
Ki Extension4-21/2 phasereduced range
Iron Skin4-20 phaselockout
CommonAtomic Body4-2full phaselockout, no range
Juggernaut6-30 phaselockout
Protection Spell6-30 phaselockout, 1/2 DCV
Enlarged Ki Field6-30 phaselockout
Ki Bolt6-3full phasereduced range
Healing9-31/2 phase
Advanced Phantom Spear6-2full phase1/2 DCV
Dispel20-51/2 phaseno range
Chakra Overloading10-51/2 phaseno range
Destroy Martial Arts18-61/2 phaseno range

All of the spells of the combat mages have at least the following limitations. Some of the spells have an even greater END cost (x3 or x4), and those of the advanced college require that the student must know 30 or more points in Combat Mage spells.

          -.5  Magic Skill Roll
          -.5  Must have 20 points in Combat Mage spells
          -.5  Increased END cost (x2)
          -.25 Gestures
          -.25 Incantations (Ki expulsion)
          -.25 Must practice every morning

Basic Spells


Ki Extension


        Range Advantage on up to 7 DCs on the Strike maneuver, 17.5 pts
            -.25 Reduced by range (6 at up to 4", 4 at 8", 2 at 16")
            -.5  Increased END cost (x3)

        END cost: 4
        Skill Roll: -2
        Casting Time: .5 phase
        Real Cost: 4

Iron Skin


        8/8 Force Field, 16 pts
            -.5 Lockout

        END cost: 4
        Skill Roll: -2
        Casting Time: 0 phase
        Real Cost: 4

Light


        Change Environment (light, 2" radius), 10 pts
            -.5 No range
            -.5 Lockout

        END cost: 2
        Skill Roll: -1
        Casting Time: 0 phase
        Real Cost: 2

Common Spells

Healing


        2 BODY Regeneration, usable on others, 30 pts
            -.5 Uncreased END Cost (x3)

        END cost: 9
        Skill Roll: -3
        Casting Time: 1/2 phase
        Real Cost: 8

Ki Bolt


        2d6 RKA - energy, 30 pts
            -.25 Reduced by range (2 at up to 4", 1+1 at 8", 1/2 at 16")
            -.5  Full Phase

        END cost: 6
        Skill Roll: -3
        Casting Time: full phase
        Real Cost: 7

Juggernaut


        +16 STUN, +7 CON, 30 pts
            -1   (CON only) only vs being stunned
            -.5  Lockout
            -.5  Cost END

        END cost: 6
        Skill Roll: -3
        Casting Time: 0 phase
        Real Cost: 6

Protection Spell


        6/6 Force Field, 6/6/6 Flash/Ego/Power Defense, 30 pts
            -.5  Lockout
            -.5  Cost END (only on Flash/Ego/Power Defense)
            -.25 Concentrate (1/2 DCV)

        END cost: 6
        Skill Roll: -3
        Casting Time: 0 phase
        Real Cost: 7

Enlarged Ki Field


        Spatial Awareness sense and Detect Ki sense, 30 pts
            -.5  Lockout
            -.5  Cost END

        END cost: 6
        Skill Roll: -3
        Casting Time: 0 phase
        Real Cost: 7

Atomic Body


        Life Support (no need to breathe, sleep, eat, excrete, aging, 
          extreme temperatures), 21 pts
            -.5 Lockout
            -.5 Cost END
            -.5 Full Phase

        END cost: 4
        Skill Roll: -2
        Casting Time: full phase
        Real Cost: 4

Advanced Spells

Chakra Overloading


        10d6 Mind Control, 50 pts
            -.5  No Range
            -.25 Must have 30 points in combat mage spells
            -.5  Based on CON

        END cost: 10
        Skill Roll: -5
        Casting Time: .5 phase
        Real Cost: 11

Phantom Spear


        Armor Piercing advantage on up to 7 DCs of the Strike, 17.5 pts
            -.5  Increased END Cost (x3)
            -.5  Full Phase
            -.5  Concentrate (1/2 DCV)
            -.25 Must have 30 points in combat mage spells

        END cost: 6
        Skill Roll: -2
        Casting Time: full phase
        Real Cost: 3

Destroy Martial Arts


        5d6 Drain - martial arts, restoration per minute, 62 pts
            -1   All or nothing
            -.5  No Range
            -.5  Increased END cost (x3)
            -.25 Must have 30 points in combat mage spells

        END Cost: 18
        Skill Roll: -6
        Casting Time: .5 phase
        Real Cost: 11

Dispel


         13d6 Dispel, affects any one spell cast on a human, 49 pts
            -.5  No Range
            -1   Increased END cost (x4)
            -.25 Must have 30 points in combat mage spells

        END Cost: 20
        Skill Roll: -5
        Casting Time: .5 phase
        Real Cost: 10