MadTinkerer wrote:Mage Warrior (Not "Mage Knight". That would be silly.)
On a similar note:
I had this idea while making some plans for a Warhammer conversion. In WH, many lores of magic include spells that turn the mage into a more capable melee fighter (boosts to Weapon Skill, Strength, Initiative and/or Attacks). For the Savage version, I fused all these spells together intop the following power:
Power Points: 4
Duration: 3 (2/round)
Trappings: Claws, burning hands, summoned weapons.
This power was developed by mages who found that, from time to time, they required the ability to deal with foes who had already come within melee range. What it does is chanelling raw magic power into the mage's hands and strike at the opponent with it.
As long as the power is active, the mage substitutes his Arcane Skill die for both his Fighting skill (this also affects his Parry) and his Strength (for damage purposes only). If the Mage scored a raise on the casting roll, he also gains a +2 bonus to Fighting and Damage.
Since Arcane Warrior affects the mage's hands, he can not use any physical weapons while the power is active. He can, however, add the benefits of Smite and/or Boost Trait.
As long as Arcane Worrior is active, the mage does not count as unarmed.