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All other original content is part of FantasyNameGenerators. Share this generator. Though his magical ability is mostly limited to Weather Manipulation , he has shown surprising proficiency with illusion magic in recent years, noting that he learned a few things while growing up with Loki. The eponymous Spawn has a vast array of magical powers in addition to his superhuman strength and endurance. These include teleportation, necromancy, and firing blasts of necroplasmic energy. The other-dimensional , six-armed, cyborg, warrior-sorceress Spiral from the X-Men series.

From the same series, we have Magik , who fights with a sword made from her soul and magical abilities she learned while in the Limbo dimension. Kenton of White Sand uses both sword and Sand Mastery, allowing him for greater flexibility on the battlefield than his colleagues.

Nemesis the Warlock : Nemesis is a demonic space warlock, who is more than willing to engage opponents in sword fights rather than simply use his magic against them. In A Growing Affection , Naruto and to a lesser degree Hinata become this trope, balancing melee attacks with medium to long range jutsu. Child of the Storm has Harry develop into this in the sequel; while he's initially a Squishy Wizard of the Unskilled, but Strong variety with Psychic Powers and magical abilities , he ends up Talented, but Trained and is trained to become both a Kung-Fu Wizard by the likes of Natasha and the Winter Soldier, and to wield a sword by Fandral, the joint-greatest Master Swordsman in the Nine Realms.

The dwarven noble protagonist in Dragon Age: The Crown of Thorns harbors a tear in the Veil that enables him to become a Barrier Warrior and use Razor Wind sword attacks, plus augment his physical abilities though it takes an active effort. Unfortunately, it also comes with a wild magic effect that makes healing spells mostly useless on him and can cause spells to have unpredictable effects. Friendly fire included. Spike as the Dragon Knight.

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Warriors of the World has the crusaders of the Holy Order of Juno. Oh, and Argath Iruvedla. Zero no Tsukaima: Saito the Onmyoji gives Saito great magical ability. Though while Harry easily and often switches between the two, Onyxia prefers Good Old Fisticuffs despite being an extremely powerful sorceress. To be fair, if she faces something that she can't rip apart with her bare hands, she can turn back into a dragon and incinerate it.

The power is passed from father to eldest surviving son or brother to brother, in some cases , and each one is tied to one of the four Kingdoms, with Jaune being the Star Knight of Vale. Films — Live-Action. A pretty nasty combination by anyone's standards, and she put both to pretty good use. When faced with a Balrog, a giant nightmarish demon about fifteen feet or more in height, Gandalf tries using his magic first, but when that fails, he engages it with his sword and defeats it.

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This is consistent with the books. Marvel Cinematic Universe : Loki is a talented sorcerer who frequently employs Master of Illusion spells during combat, and he's also proficient with daggers, throwing knives, and anything that can be used as a spear like Gungnir or the Chitauri scepter. In battle, Frigga also employs illusions and is very adept with a sword—Loki definitely takes after his adoptive mother in this regard albeit with a preference for daggers.

Played very straight with the Masters of the Mystic Arts are effectively Kung-Fu Wizard s who wield weapons as well as sorcery. Karl Mordo has the Staff of the Living Tribunal a polearm which can double as a whip and a flail , Wong has the Wand of Watoomb which is very durable plus channel music and Doctor Strange himself who goes Master Swordsman against Thanos in Avengers: Infinity War with conjured sword Star Wars : Jedi use the Force to give them a number of magical powers as well as swordfight effectively with their lightsabers.

Count Dooku in Attack of the Clones may best exemplify this, as he first defeated two Jedi effortlessly Anakin and Obi-Wan , then fought Yoda with the Force to a draw, then finally fought Yoda with a lightsaber before finally retreating. It is unclear whether he was losing or simply realizing that fighting Yoda to the death was counterproductive. The effect was much improved by Christopher Lee , Dooku's actor, being an expert fencer. This is almost a requirement in The Sorcerer's Apprentice.

It actually makes sense that every magic-user would also be adept in some sort of weapons or hand-to-hand training, as its specifically stated that the masquerade is to be kept up when possible, so it would make sense to be able to defend oneself without magic and in the ages where Balthazar, Horvath and Sun Lok rose from, one needed to be able to defend oneself and others against a variety of mundane threats.

In the The Citadel of Chaos gamebook, the player is a master wizard with some additional swordsmanship skills. His or her spell selection doesn't include anything for destroying his enemies, though: Just stab your blade to their gut and be done with it. The fire spell could, probably, be used to this purpose, but the book won't allow it. Pip from the GrailQuest series uses both magic being somewhat Merlin's disciple and a sword Excalibur Junior. Lone Wolf : Lone Wolf and the rest of the Kai are an order of divinely empowered Magic Knights, although most of their powers are psychic in nature.

At higher skill levels these two disciplines even provide spells that can actually be used in combat. Being a wizard, however, only result in a moderate Skill reduction. You have just as many Hit Points as the fighter although magic being Cast from Hit Points , it's a necessity and can use a sword or any weapon and item increasing you fighting skills. The Enchanter in Blood Sword becomes an excellent fighter at high levels though still the worst out of all 4 classes in damage output and chance of hitting a foe and he does more damage hitting enemies with his sword than using the weaker of his spells on them.

Non-mages compensate either by being werebeasts or using Implausible Fencing Powers. While the Rangers' Guild employs a few non-combat mages, e. The Clan of the Lynx has few mages, but those combine their clan's undisputed martial skill with battle-honed magic. Vlad takes his pupils through Training from Hell , as their primary magic is mostly siege-grade Ritual Magic , and later develops a style to use that school of magic for quick close combat spells.

Death mages fuel their magic with the very "power of death" spilled in the area where sentients die. They are necessarily skilled in providing said power by killing the first opponents by mundane means, although prefer to leave the dirty work to their companions. Demons in Artemis Fowl : The Lost Colony are divided into two castes: ordinary demons develop no magical power, but metamorphose into monstrous forms when they come of age, while warlocks develop magical talent instead of muscle.

Demon warlord Leon Abbott managed to steal some magical power from a warlock when he interrupted a spellcasting ritual and caused a freak accident, and uses the stolen magic to secretly bewitch the rest of demonkind into serving him. Garion from The Belgariad series qualifies, being both a skilled eventually sorcerer and wielder of a BFS with the MacGuffin stuck on its pommel. Veres from Loyal Enemies feels comfortable with both his magic and his sword, and uses both to deadly effect. It's implied that most monster hunters are Magic Knights, as even if one of their talents won't work on a darkling , the other will, and they need the extra reflexes and Healing Factor magic gives them.

Pretty much all Citizens from Codex Alera , as half the elements greatly bolster ability at swordfighting. Depending on the individual, they'll depend on swords or manifested furies to varying extents. It's also taken literally, in that the most powerful mages are usually recruited as royal knights. This is most obvious with the Knights Aeris. Some could interpret various characters in the Darkover series this way, as many Comyn lords were both trained as warriors and also possessed psionics.

As their magic is primarily physical in nature, easy to activate because it stems from the runes tattooed onto their bodies, and absolutely necessary to survive in the Death World they're trapped in, they're the undisputed masters of combining it with more traditional combat skills. Even Lord Xar , leader of the Patryns, despite looking like the stereotypical "robed and bearded old wizard" and relying primarily on magic alone, is explicitly noted to be a deadly swordsman and in incredible condition for a man his age.

Lots of these throughout the Deryni works, including: The Orders of the Michaelines and the Anvillers are full of these types, specifically trained to be both warriors and mages. His magic has the usual limits of all Deryni powers requiring concentration to use it, for starters , and his arcane education is limited thanks to the persecutions.

In addition to the limitations of Deryni magic, Duncan is a cleric who spent many years at university and in The Church , but he is shown both practising sword fighting and engaging in actual combat. Mustrum Ridcully from Terry Pratchett 's Discworld. Oh, all of the Wizards like to get the occasional whack in with their staff, but Ridcully is definitely the best at it aside from the librarian, an orangutan , and is pretty good in a boxing match not common amongst wizards , and also owns a pretty good crossbow i.

This is because Ridcully is a fitness-obsessed Egomaniac Hunter , making him physically far superior to the rest of the highly sedentary faculty. Morrolan and Aliera from the Dragaera series. Canonically, Morrolan is a better swordsman and Aliera is a better sorcerer, but Vlad notes that this is usually irrelevant because they're both so good at either.

Most Dragaeran warriors qualify, because they are naturally strong, sorcery is readily available, and they have extremely long lifespans to master both skills. Lord Ariakas in Dragonlance. Bonus points for also being the most powerful man on Krynn until Raistlin's rise. The Dresden Files : Pretty much all the Wardens in the series qualify. Every Warden should be able to use both magic and melee to devastating effect. And, uh, revolvers, semiautomatics, the occasional shotgun, a grenade or two and even, on one remarkable occasion, a nuke.

This is justified by the Laws of Magic, which, among other things, forbid wizards from killing humans, and only humans, with magic there are some grey areas, such as a self-defense clause which kept Harry alive after his duel with his Evil Mentor. Thus, all killing blows must be done with a sword or by some other means.

Unless they're in self-defense. But when the swords are spelled to cut through enemy enchantments , why wouldn't you use them? Binder, a one-trick wizard who could call up hordes of mooks also carries a web of concussion grenades. Probably why he's still alive despite being the weakest relative wizard on the battlefield Harry himself qualifies, showing himself to be more than capable with a fencing sword as well as his favoured 'Dirty Harry Special' revolver.


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He surprises his first book's villain by being able to throw a punch at the man rather than be a Squishy Wizard who abstains from physical combat. Ebenezer McCoy, retired commander of the Wardens, is perfectly fine shooting someone with his shotgun as he is killing enemies with magic. A true pragmatist and deadly nemesis, he will use the best method to handle his enemies. The Summer and Winter Knights of their respective courts are this. Each one has shown to have swordsmanship skills, close combat training, or specializes in modern weaponry and ambush tactics.

This is in addition to the Winter and Summer magic they have at their command, making them literal Magic Knights. It helps that the Mantle of the Knight has programmed into it many different magics and it only takes the mortal knight to assign a spell name to that magic to use it. So a man who has no magical experience before can conjure that mante's magic after some training. Serroi, of Jo Clayton 's Duel of Sorcery and Dancer trilogies, develops a rather powerful innate magical ability over the course of the first series, but never seems to lose her formidable especially considering she's tiny martial skills.

Magic is technically considered heresy in their Church Militant , since it involves calling on foreign gods , but the Knights get a special dispensation. The Elric Saga : Elric of Melnibone. An Albino Wizard whose sword is cursed, giving him part of the Life Energy of the people he kills. He's specifically too weak to use most of the magic he knows, but after killing dozens of men in combat and feeding on their souls that can change. BTW he's the hero. It's easy to forget because Stormbringer is so iconic, but Elric is actually a competent if not necessarily superhuman swordsman and highly skilled wizard even without the runeblade so long as he stays properly medicated.

It's only when he has access to neither his sword nor the right drugs that his condition becomes a problem. Elric's also far from alone. Magic in the Young Kingdoms is largely slow and ritualistic, mostly involving getting the attention and help of supernatural entities who aren't exactly on speed dial Elric can sometimes get help a bit faster in an emergency, but that's by virtue of having inherited all the ancient pacts between those beings and specifically the rulers of Melnibone , so a wizard who expects to see close combat once in a while is well advised to also brush up on their actual fighting skills.

It's at the very least implied that many Melnibonean and Pan Tangian nobles are thus examples of this trope. Eyes of Silver , by Michael Stackpole , has two versions: the Church holds any use of magic on living things to be heresy, so there are battle-priests who enchant their weapons and armor and airship-borne aetherines with enchanted wings to let them fly. The Ataraxian heretics, on the other hand, believe that God forbids the use of magic on anything but the living, and consequently each have a distinct form of magical combat power ranging from increased strength to teleportation.

In Forging Divinity , Taelien is a swordsman who uses his Extra-ore-dinary abilities to manipulate his sword's mass and structure in battle. He also has some level of ability to conjure fire, but he isn't as proficient at it. Some wizards of Harry Potter have also been accomplished swordsmen. A prime example is Godric Gryffindor, one of the founders of Hogwarts , whose sword is an important magical artifact. Sirs Cadogan and Nicholas de Mimsy-Porpington also presumably count, though neither is ever seen wielding magic and Cadogan is as likely to drop the sword on his foot as he is to stick it in someone else.

Jack Swift of The Heir Chronicles was born a wizard but, lacking a weirstone, was implanted with that of a warrior. As a result he has the physical prowess and other tricks of the warrior guild but can still manage certain low-level charms. While the more powerful mages tend to rely much more on their magic than they do on their physical skills, a good many of them still maintain and make use of those skills, and all Heralds up to and including the royal family are expected to develop as much combat ability as they can.

In particular, every one of them is required to be a competent archer. Many of the Griffons were this, being already powerful physically, but also capable of magic. For a woman who was mage or warrior, the Sword Need could provide this, making mages into deadly warriors, or providing immunity to magic for warriors. Magic and swordplay are often listed as "the essential skills of a Dragon Rider.

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And one of them is the school of the combat magicians. In Nick Perumov 's Keeper of the Swords series, there is an order of Battle Mages, who are strong magically, but also can fight with regular weapons, or with magically augmented weapons. One member of it, Klara Huemmel, "Preferred to rely on steel rather than magic. And she outlived many who had different preferences. She also gets a big magic sword for most of series.

The titular Knights of the Borrowed Dark are this, combining their powers with extensive combat skill to deadly effect. Gandalf from The Lord of the Rings the movies in particular is skilled at swinging a sword and carries a glowing Elvish longsword, Glamdring along with his Magic Staff and actual magic abilities.

Finrod Galadriel's brother from The Silmarillion too. A warrior who died killing a venomous werewolf with his bare hands, he also fought Sauron in a magical singing duel. He was the most powerful known telepath among all elves, ever. He is also the only being alive who has the skill and willpower to wield the forged by the Elder God Draconus BFS Dragnipur that consumes souls and holds the rank of Seventh in the island nation of the Seguleh, whose society is built on Asskicking Equals Authority with social ranks being determined by fighting. To be fair, he's had a couple millennia of time to perfect either skill and is an Ascendant.

The shadowhunters from The Mortal Instruments could qualify. For though they have a fighting style in which they need to be strong, fast and resilient , they also have the ability to create magical effects through the angelic runes. But Jace explicitly states that the shadowhunters are not real magicians. Valentine and Sebastian Morgenstern have dealt with black magic. Joyce Fairchild later says that at least Valentine came as close to a sorcerer as a shadowhunter can. Lilith is not only a demon and a powerful witch, but also in a fight underestimated.

She recognizes at the beginning of the plot that she has magical powers. But because she lives under shadowhunters and falls in love with one of them, she also learns a lot about martial arts. By the end of the storyline, she's become a fighter capable of fighting a demon, but she's not fighting as well as a true shadowhunter. Tessas children in Tales of the Shadowhunter-Academy have demonic powers because of their origins. It is zigzagged with the fairies. They often have powerful, magical powers, but you never see them use them in a fight. Whether fairies simply prefer to fight without magic, or their magic is not needed for combat, or there is another reason is unknown.

Kit Herondale from The Dark Artifices , is a shadowhunter descended from mighty fairies. And he can also use his fairy magic in combat. Mark and Helen Blackthorn, who are also hybrids of fairies and shadowhunters, have not shown such powers yet. Pretty much any magic user in fact: even the Ancelstierran's NPRD hedge-mages scrape together some basic enchanted weapons to complement their even more basic spellcasting. And by "enchanted weapons", we mean s military-issue bayonets with Charter marks drawn on them in literal chalk.

Properly made enchanted weapons are used in a variety of complex spells even if their wielder can't really swordfight. Lyra from Passing Through is both a skilled swordswoman and a powerful spellcaster. At first glance she is usually taken for some minor Lordling's elite guard or messenger, as her beauty and refinement set her apart from most mere footsoldiers.

In battle, she's more than willing to take on most single opponents with her blade, reserving her magic for diversions, last-minute saves, and for when she is confronted with multiple foes at once. Her offensive spells are mainly limited to various forms of lightning discharges which works great against foes with metal armor. Like all demigods , they are good fighters with weapons, but at the same time also more or less powerful mages. The Reunion With Twelve Fascinating Goddesses has Spirit knights, who form contracts with magical spirits that allow them to summon suits of armour in addition to casting magic.

A very reluctant Milla becomes this in The Seventh Tower. Crow is capable of low-level combat-related sunstone magic Red Rays of Destruction and is deadly with the throwing knife. Unlike the rest of the Druids, they channel their magic through their weapons for exceptionally destructive results. The eponymous group of John Ringo 's Special Circumstances group is composed almost entirely of these, from a wide range of religious beliefs. The Stormlight Archive , has the Knights Radiant in the backstory, as well as Szeth son son Vallano, although he's more of a magic ninja.

Also Kaladin is a Magic Knight in training as of the end of the first book. Brandon Sanderson 's magic systems in general lend themselves to Magic Knights, as most of them can be used to enhance the wielder's body in some way no Squishy Wizards here! The only real exceptions are Awakeners from Warbreaker powerful Awakeners, though they live a long time and don't get sick, aren't necessarily any tougher than ordinary people; Vasher could still fit the definition, being very good at Awakening and handy with a sword and Soulcasters from Way of Kings since their power is focused on changing things on a elemental level, and things removed from the base elements are harder and harder to create.

Richard of the Sword of Truth series qualifies in later books; though he never quite gets a handle on just how to use his magic, he's still able to use it to devastating effect, and he's an almost unbeatable swordsman, partially thanks to magic. D'Hara tries to avert this with the Lord Rahl. He's the magic against magic, they're the steel against steel.

Some Lords Rahl don't like rules. They're anti-magic knights. With a magic torture stick. A Confessor in the Con Dar is this. And creepy as all get-out. Nathan Rahl wears a sword through much of the series. Many of his friends ask him why he needs a sword when he's a hilariously-powerful wizard. Then the Pristinely Ungifted show up. The Pristinely Ungifted aren't even immune to magic, they have no connection to it whatsoever. To them, magic might as well not exist except when it does something like hold someone off the ground where they see the person in the air even if they don't understand and some poorly-defined subset of Subtractive Magic, which they have some connection to because they're mortal.

In Jennifer Roberson's Tiger and Del series, Delilah begins as this though her frost-based magical abilities, as channeled through her sword, are limited in the Southron heat and Tiger becomes this after having begun the series as an expert and widely-feared sword-dancer. The Tortall Universe has multiple Gifted knights who are trained in magic alongside the usual knight skills.

Some notable examples are Alanna, who has both healing and destructive magic, Jonathan, and Duke Gareth. A few of Kel's yearmates from Protector of the Small also grow up to be this. In The Traitor Son Cycle : The Red Knight is a great warrior with some degree of magical talent, which he deliberately leaves unused in hopes that it would atrophy and disappear. However, the circumstances force him to be more open with it and he eventually comes to rely on both his physical and magical skills in combat. Yan and Valle. Depending on species, family, country and culture, this may also include noble girls.

Mages born from commoners may choose a military career as an effective but appropriately risky way to fame, fortune and possibly nobility. Those willing to become front-line mages receive excessive soldier training to yield valuable combat specialists for the army. Those willing to trade their future and the very possibility of bearing children for revenge can become "night huntresses", gaining both magic and combat skill from a possible Deal with the Devil.

As a part of his quest to prove that Dark Is Not Evil , Valle makes a habit to find, hire or pardon and redeem them. With the discovery of the power of the Signs , which works without requiring magic skill , every skilled warrior might be instantly promoted to Magic Knight upon mastering the Signs. Valle, already a very powerful mage to begin with, pulls a badly described gambit for immortality and god status with the Signs.

Oleg aquires decent melee skills as part of his apprentice studies under Ayrung, who also strives to fit this trope. Urgh goblin shamans are well-versed in combat and use various amulets and enchanted items in battle. With training, they can use lesser Ritual Magic or SummoningRituals on the battlefield to devastating effect. Necromancers of Nekrond are proficient with their signature sickles in melee, partially due to pure necromancy being Ritual Magic. They might open combat with lesser Black Magic spells or trigger summoning artifacts to compensate. Rand al'Thor in The Wheel of Time.

He learns to use a sword from a blademaster — and becomes a master in his own right — before he even finds himself a Saidin teacher, justifying the trope. He even takes it to new and amusingly literal places by using a sword made of magical fire. Later books in the series deconstruct the trope, with other channellers pointing out that even with a magic sword, his swordsmanship is meaningless compared to his strength in Saidin.

Between losing his hand and regaining the memories of his past life he discards the trope entirely. By the end of the series he has stopped fighting like a swordsman, magical or otherwise, and started using weaves that resemble artillery, rocket propelled grenades, bullets, and other more efficient weapons. Predictably, he runs a personal World War I on the armies he faces. Some Asha'man are not powerful enough to weave any effective weapons, and keep using the physical weapons that they'd learned before becoming Asha'man.

One of the Forsaken , Demandred, the Four-Star Badass of the Shadow and one of Rand's shadow archetypes also proves to be this in the last book, showing himself as a master of both physical and channeling-based combat. He's so good that it takes three increasingly epic blademasters and a former False Dragon in succession to take him down. General Helkazard from Noob is both The Archmage and one of the most powerful warriors of the setting. The only reason his status as best fighter is uncertain is that we have yet to see the Bio-Augmentation boosted Keynn Lucans fight and Helkazard got killed by a character that gives every hint of being more powerful than any of them.

The Black Swan : Von Rothbard can skillfully use both magic and his sword. He is aware of the squishy wizard trope, and consciously acted to avert it this way, along with warding himself against any damage from normal weapons. However, he remains unwarded against gold or silver, so he can use a small silver dagger for blood magic. It's what does him in at the end. In Rivers of London , Peter, Nightingale and Lesley are, in addition to wizards, fully trained police officers, quite capable of stopping a suspect without using magic at all if that seems the simpler option.

Live-Action TV. A lot of characters in the Buffyverse. Giles is seen in the series only as a watcher and fighter , but in the comics, he is also a warlock, which is why he qualifies for this trope. Wesley starts more as an annoyance, but over four seasons, he becomes a good demon hunter , and in the fifth season, a warlock.

Drusilla has magic powers by nature, and being a vampire is not only very strong, but also a good fighter. But actually she is not a real witch. Kumiko Ishihara from the comics is a vampire, and at the same time she is also a witch. Lindsey starts as an ordinary lawyer. But when he returns to Los Angeles, he has become a warlock. He also became a swordsman, and he is strong enough to stay on the same level with Angel. Cyvus Vail, Vocah and Darrow Steele are much stronger than humans as demons Darrow is a half-demon and have proven themselves in combat.

At the same time they are also powerful warlocks. Cordelia is transformed in the course of the plot into a half-demon. At this time, she is already a swordsman and demon hunter, but also gets magical powers. However, she is not a real witch. The half-demon Whistler can fight with both strength and magical powers. Both are magicians and do use magic heavily in combat, but also have a sword in Wizard's case a sword that turns into a gun they're skilled with which can be powered up by their magic. Wizard's Super Mode , Infinity Style, makes him an almost literal example, as the suit seems to have a Knight in Shining Armor motif and has a Cool Sword that doubles as an axe as his Weapon of Choice.

Bonus points for the sword being called the Axcalibur. A few other Kamen Rider series also have alternate forms where this trope applies for lack of a better term; as the forms are not quite as good at fighting as a pure combat build but have special abilities to make up for it, while also not being so reliant on those abilities that the Rider becomes a Squishy Wizard : Kamen Rider OOO 's GataKiriBa Combo has a little less power than his Jack-of-All-Stats TaToBa Combo, but it can self-duplicate and overwhelm the enemy with a Zerg Rush.

Kamen Rider Drive 's Type Technic. What makes Type Technic unique, however, is that he's a master mechanic and multitasker due to the functioning optics placed quite literally in the back of the helmet. Kamen Rider Ghost 's and Specter's Edison Damashii has a Lightning Gun and is generally sturdier than the other ranged-weapon forms, which focus on speed over defense.

It can also absorb electricity.

In the same series, Kamen Rider Necrom's Grimm Damashii is behind his other forms stat-wise, but it's his only one with ranged weaponry in the form of Combat Tentacles. Kamen Rider Build 's HawkGatling combination. It has weaker stats than Jack-of-All-Stats RabbitTank, but where it lacks in brawn, jumping height or even running speed, it makes up for the ability to fly, as well as being an excellent marksman with its special weapon the Hawk Gatlinger. Believe it or not, Merlin , the Ur-Example of the old wizard, once got up to this in the Merlin Mini Series , where he wielded Excalibur before Arthur did, and used it to great effect.

After all, he wasn't always old and frail. Merlin : By Series 3, Merlin seems to use sword and sorcery equally well together to take down his enemies. It's likely he picked up fighting techniques purely in self-defense from a combination of always being attacked and Arthur's insistence upon using Merlin as a sparring partner or practice dummy. Morgana knew how to use a sword effectively before she ever discovered that she had magic.

Morgause is a witch and also a very skilled swordswoman. Mahou Sentai Magiranger and its adaptation Power Rangers Mystic Force , where all major characters were magic users who were also skilled at physical fighting. The Sentinel Knight from Power Rangers Operation Overdrive , who has apparently been combining Zordon-level magic with hands-on ass-kicking for over million years.

Baddies break out evil robots or Make My Monster Grow? No problem, he'll turn himself giant at will. Almost every magic-using character in The Shannara Chronicles either starts out as or eventually becomes this. When Mareth is training with Allanon, she asks him why he's teaching her fencing when she could just rely on combat magic, and he tells her that magic has a heavy cost and that it's dangerous to depend too much on it. Heroes from Celtic Mythology were often this, to the point where it was considered out of the norm for a prominent legendary figure to have only skill in the blade or only skill in magic, because of this however they were more often than not monsters in the battlefield One of the most famous cases of this trope is Sun Wukong besides being a Trickster Archetype , the Monkey King was acknowledged for being the most dangerous in combat and for being a master of the Taoist Arts and Miracles, which only made him even more dangerous considering his temper and his penchant for mischief.

Legends from Hindu Mythology also went into this trope more often than not, but in this case the fact that they were One-Man Armies was the most tame case scenario, in the most prominent, such as Arjuna, Karna , Rama, Hanuman and Indrajit they could very well destroy the universe if they weren't careful. Athena from Classical Mythology zigzags this trope by having some magical powers like turning people into spiders , and also being the Goddess of War.

However, she's never seen fighting with both at once. Jon Snow in A Dragon of the North. Due to the setting's Low Fantasy nature, this makes him a force to be reckoned with. Even though he doesn't use it openly. There's also Kosviel von Einzbern, who uses her family's alchemic expertise to craft superior bladed weapons for her personal use. Once an armored medieval knight, he is now been kept alive for nine hundred years through dark and sinister magic.

In addition to his skills with a sword, he is also a powerful sorcerer in his own right. Tabletop Games. The Chronicles of Amber roleplaying game based on the books by Roger Zelazny specifically mentions this trope as near-universal among Amberites and Lords of Chaos. As walkers in Shadow , both groups train heavily with swords. The laws of magic vary greatly between Shadows, but stabbing is pretty universal and, in the few places where it won't work, your sword can double as a club.

Magic and swordsmanship both take a lifetime to learn in this setting, but that's not a big deal for an Amberite. While the system in Anima: Beyond Fantasy allows fighter archetypes to use magic and mystic magic archetypes to use weapons, some manage that better than others for example, paladins, dark paladins, and warlocks. However, unless done with caution, it's easy to end up with a Jack-of-All-Stats and Master of None or to have one capacity weapons or magic far more developed than the other.

Not a class as such, but the spell "Tenser's transformation", which has occurred in several forms over several editions, allows a prepared wizard to simply swap out his caster levels for martial training for a few hours or minutes. Various other systems have magical effects that allow rewriting one's personal history temporarily to the same effect. The Eldritch Knight is the original Magic Knight Prestige Class , but later supplements and editions introduced base classes such as the Hexblade and Duskblade, other Prestige Classes such as the elven Bladesinger or the defensive Abjurant Champion, and even base class variants such as the Battle Sorcerer.

The Duskblade bears special mention, coming in at the end of the edition after the writers had more practice. They have full BAB like a Fighter, while still being able to cast a number of blasting spells. They can even channel their spells through a weapon strike to do both in one turn. On the divine magic side of the spectrum, we have the Paladin, and even the Cleric itself, which can keep up with and surpass, in some cases dedicated fighters in close combat if built correctly.

Elven Clerics, with their proficiency in Composite Long Bows and a splatbook elf-only domain, surpass nearly every other class in physical ranged combat. Rangers tend to be fairly limited in their casting, preferring Boring, but Practical spells that buff their combat skills or help them survive, but the Mystic Ranger variant sacrifices some of their abilities to improve their casting up to this level.

It's something of a Crutch Character , though, as your casting advancement doesn't get you that far. Paladins and rangers also have the Sword of the Arcane Order feat, which allows worshipers of gods of magic to have a spellbook that lets them cast wizard spells. It's one of the more popular ways to keep them useful, and combos beautifully with Mystic Ranger though since wizard spells use Intelligence, be careful about your stats.

Complete Arcana introduced the War Mage, who is allowed to cast spells and wear up to medium armor without the percent chance that spells would fail.


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Complete Arcana also introduces the Spellsword prestige class. In yet another expansion on available classes, we're introduced to the Hexblades, Warlocks whose pacts carry decidedly front-line ability sets, but who still retain the class' significant damage potential and continual damage buildup over the course of each battle. The Psionics Handbook a 3. Part psion wielding magic of the mind and part fighter, the psychic warrior's list of available psionic powers is full of things that boost one's combat prowess.

Races of Stone had Dwarf Runemages who used a form of runic magic allowing them to cast magic in full plate-armor with no penalty. The Arcane Archer prestige class was introduced in 3. As the name indicates, the intent was this trope with archery instead of melee combat it was a class for elves and half-elves. In practice, the lack of spellcasting progression once you actually got the class was something of an impediment Arcane Archers completely dropped further casting progression in favor of making their arrows magical.

In 4th edition, they were a leader class, while in 5th edition, they're full spellcasters, can pick spells from every other class's spell list, and still get two attacks per round and access to medium armor. Bards are one of the strongest classes in 5th edition due to their versatility, especially at higher levels.

Though not available in the initial release of Fourth Edition, the Swordmage was soon introduced with the new version of Forgotten Realms. To emphasize the magical aspect, it has a class feature that makes it more protected if it's not wearing metallic armor and only wielding a one-handed weapon, which is essentially flavored as an armor-variant of Battle Aura.

As the Meaningful Name implies, it works best with swords, though the way weapons are handled means it can also use a Sinister Scythe , daggers , certain forms of Blade on a Stick , and even an axe , by virtue of the "khopesh" weapon belong to both the sword and axe groups. Before that, the Wizard of the Spiral Tower paragon path let Wizards use swords and could with some multiclassing make an effective "gish" class. The divine healer Magic Knights in 4th Edition are Clerics who specialize more in healing and the Paladins who specialize more in tanking.

Additionally the Runepriest, a Magic Knight focused on buffs, was introduced in the third Player's Handbook as another option for divine characters. From the PHB 2 , the Avenger also counts, being the closest thing to a mix between a rogue, a shonen protagonist and a magic knight that exists.

The Knight class, if built correctly, can be this: start out as a normal Knight, end up teleporting across the battlefield, going invisible at a whim, smacking foes in the head with arcane powers and not allowing them to escape. As of Fifth Edition, every class in the basic rule book has some form of magic available. Meanwhile, several of the six primary caster classes have multiple ways of enhancing their physical combat abilities. The Druid can use a number of decent weapons and wear up to medium armor, on top of shapeshifting to use more physical attacks in animal form while Sorcerers, with the draconic origin, gain enhanced armor class and hitpoints.

Only the Wizard has no innate ability to become a magic knight, and this class can overcome much of that simply by taking a level in another class; a single level of Fighter, Paladin, or Ranger grants proficiency in nearly all weapons and several types of armor. Though with the later introductions of the Bladesinger subclass and spells like Steel Wind Strike, the one level dip is no longer needed. In Pathfinder and 5e where Charisma is the only casting stat needed , this synergy is even more pronounced. Dragonlance gives us an interesting situation.

There's a semi-religious organization of Wizards of High Sorcery that actually try to avert this trope. They've made all sorts of laws and social stigma against a wizard wearing armor or carrying martial weapons. Wizards who do so anyway are looked down upon, such as the Knights of Neraka faction, the Knights of the Thorn. They can cast arcane spells with a reduced chance of failure when using armor, and often resort to melee combat. They are referred to as Grey Robes, in a mockery of the aforementioned wizards of High Sorcery.

Forgotten Realms got mentions of elven spell-archers and bladesingers from early on, and of course in elf-related sourcebooks such references are mandatory. Maztica has two magical traditions — feathermagic and talonmagic. Al-Qadim has Mystics of Nog — hermit battle-monk wizards. In Exalted , all Exalted player characters are like this to some degree. It's one of the many benefits of playing demigods often mightier than a lot of actual gods in a world that runs on Rule of Cool.

All Exalted have charms and can use sorcery, while each kind specializes in specific types of magic and ass-kicking: Sidereals are the best martial artists in a world where martial arts are themselves magical and can, for example, detrimentally rearrange the fate of an opponent , Lunars can shapeshift into bestial killing machines, Dragon-Blooded were designed to be the ultimate soldiers, and Solars and Abyssals are generally the pinnacle of good old weaponized ass-kicking.

Exalted have classes called castes or aspects, but all castes include both fighting and magic. Many Solar charms are actually a matter of enhancing weapons and archery with magic. Solars are also the best sorcerers, while Abyssals have equally powerful Necromancy. Even heroic mortals and god-blooded can learn minor magic called Thaumaturgy, and can be initiated into the most basic supernatural martial arts. Mortals have no caste restrictions at all.

Meanwhile Dragon King characters, on top of being dinosaurs with opposable thumbs, can use both martial arts and Thaumaturgy, and get their own magic Paths as well. Infernal Exalts tend to be the most blatant about it.

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The Malfeas charmset, for example, includes both "create a spear and use that to stab people" and "use that spear to shoot radiation lasers" powers. Averted with SWLIHN Charms, however, which tend to rely heavily on grabbing reality by the neck with your mind and shaking until it does what you want. Fantasy Craft features the Rune Knight expert class that is exactly this.

However, even a base Mage in Fantasy Craft is fully capable of wearing plate armor, wielding a two-handed sword, and being proficient in it. All vampires have supernatural strength and speed that makes them extremely dangerous in combat, and are also capable of great feats of necromancy. The vampires of the von Carstein bloodline are particularly notable for their mixture of magical and physical might. Highly favoured Chaos Sorcerers, especially those who follow Tzeentch the god of magic, are powerful spellcasters who are also competent in melee combat with a statistics comparable to many human combat Heroes.

High Elf Loremasters are considered unusually skilled individuals, even by the standards of Elves, finding mastery of swordsmanship to be childishly easy while also possessing a near faultless grasp of magic. In Warhammer: Age of Sigmar , Ogroid Thaumaturges combine great strength and ferocity with a mastery of pyromancy. In battle a Thaumaturge will hurl blasts of fire into the enemy, before stampeding into their ranks to gore and pummel the survivors with their mighty horns.

Warhammer 40, : Space Marine psykers such as the elite Daemonhunters of the Grey Knights and Chaos Marine Sorcerers combine psychic might with the physical abilities and combat training of the Adeptus Astartes. This was particularly the case in early editions of the game where high level Librarians could take on entire enemy forces by themselves. Many of the more martial Inquisitors are more than capable of defeating their enemies with power weapon and bolt pistol while also being highly competent psykers.

Eldar Warlocks are battle psykers who lead their troops into battle, supporting them with martial prowess and psychic abilities. Only those Eldar who have walked the Path of the Warrior are able to take on the role of Warlock. The more intelligent Tyranid Synapse Creatures, such as Hive Tyrants, are more than capable of confronting any opponent in melee as well as possessing prestigious psychic powers.

Of particular note is the Swarmlord who is a masterful tactician, has powerful psychic abilities and wields four Boneswords with peerless skill. GURPS , being a classless, skills-based system, allows for a character to very easily fit this mold from character creation, and in higher magic worlds this WILL be much more common.

Latter supplements explain how to mix and match any of the various professions, inevitably resulting in multiple kinds of Magic Knight, as well as many other character. The Mystic Knight template, introduced in Pyramid, is a dedicated Magic Knight template using Imbuements magic channeled through weapons and armor. It excels as either a heavy armor wearing tank with magically-empowered attacks, or as a lightly armored highly mobile artillery monster fire one arrow, watch it multiply into 20 heat-seeking exploding lightning arrows.

In both cases, the Mystic Knight's magical abilities are limited to attack and defense, with no utility functions at all. The new version of the Iron Kingdoms RPG features a dual-career system - meaning you take two classes when you make the character instead of the industry tradition of just one. And since armor does nothing to spellcasting in the setting as the numerous warcaster, warlocks and other spellcasting units in the wargames show this means that you can combine Arcanist with Knight and have a sword-wielding spellslinger in full-plate.

In the strategy game every army is built around a Warcaster or Warlock, extremely skilled mages who are also very powerful in hand to hand combat although the ratio varies considerably. Legend of the Five Rings : The system explicitly forbids this to a degree-while a shugenja caster can learn martial skills and be quite effective in combat, they can't gain the School Techniques that make actual bushi much more powerful fighters, and shugenja are explicitly forbidden from learning bushi techniques.

The only exception is the Kuni Witch Hunters, an offshoot of the Kuni Shugenja school which uses quasi-magical powers to detect and destroy evil. Tamori shugenja are fully trained in kenjutsu, carry katana as well as wakizashi, and their special school technique gives them some bonuses in standard skirmish combat.

They're no match for a proper bushi, still, but they're no pushovers. Both Mage: The Ascension and its Spiritual Successor Mage: The Awakening have variants; as the more flashy, combat-intensive magic tends to ping the Weirdness Censor , it's usual that most mages will learn how to work a knife, sword, or gun, or at least take a kung-fu class at the Y. But there are mages dedicated mainly to the balance.

Mage: The Ascension has the Akashic Brotherhood, an order that balances mental magic with martial arts, whereas Mage: The Awakening has the Adamantine Arrow, an order of soldiers dedicated to mastering both martial and mystical combat. Generally speaking, the requirement that spells be more or less subtle and the unofficial theme of mage being "be prepared", plus their ability to beg, borrow, steal, craft, or conjure basically whatever they want without interference from the mundane law, a mage stepping into a potential conflict with merely a full suit of ceramic armor and an automatic weapon behind his magical defenses is almost unheard of.

They tend to keep their shield spells up and some kevlar under their shirt even when they're going out for coffee, paranoia comes naturally when the entire universe is trying to kill or corrupt you. In Werewolf: The Apocalypse , while the Theurge seer Auspice specializes in it and the Uktena tribe has this as their hat , all Garou have at least some arcane power Likewise the Uratha of Werewolf: The Forsaken. Earth Templars are also Combat Medics. Pathfinder : The Magus is a Magic Knight base class. It focuses on Full-Contact Magic , Dual Wielding spell and weapon, and channeling spells through their weapon, allowing them to both invoke certain magical traits in their weapon and to cast "touch range" spells through their weapon.

The Bloodrager is a barbarian-sorcerer hybrid, making for a berserker who casts magic due to mystical beings within their family tree. The Warpriest is a divine magic user similar to the Magus class, except they use blessings and an ability to channel their god's power into their weapon. The Hunter is a druid and ranger usually archery-based nature warrior Magic Knight, the Skald combines berserker rages and bardic magic, and the Investigator can achieve a similar effect by readying for inspired combat and using their alchemy to make a Magic Knight Jack-of-All-Trades class.

Several archetypes class modifications can move classes in this direction. As one example, the Advanced Class Guide has the Blade Adept archetype for the Arcanist, an otherwise near-pure magic class, that bonds with and gains proficiency for an auto-improving blade and gains potential access to some of the Magus' trick. Notwithstanding the earlier SNES adaptation, Shadowrun 's blend of cyberpunk and magic meant that it's entirely feasible for the mage of the party to carry around a machinegun while wearing heavy armor.

Granted, trying anything 'cyber-' with a mage tended to make him less mage-like in a game mechanics sense. Mystic Adepts in the latest edition combines more traditional spellcasting of the Mage and the more Ki-like magic-boost of the traditionally more physical combat focused Adept. You could theoretically build a thoroughly cybered-up character who was still a fully effective mage through the use of geasa, creating a character that is simultaneously bulletproof, possesses superhuman strength and speed, and can blow up a car with a thought.

But you don't even need cybers to make a good Magic Knight; many shaman builds can match front-line street samurai with a combination of buffs and a good gun, then exceed them with street spirit summons and direct damage magic. Ultimately, both the rules of magic and the basic world design of Shadowrun discourage overly squishy mages. The lower drain costs of touch based spells mean many mages will want to be capable of landing unarmed strikes, requiring points in both agility and the requisite skill.

And since agility is now decent, why not add a gun, and put a point in firearms. The dystopian society of Shadowrun rewards a fair degree of flexibility in its runners.

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In Earthdawn , Shadowrun's prequel, all player characters are assumed to be either mages or adepts, with magic-powered "talents" resembling the standard fantasy classes' special abilities. The Yu-Gi-Oh! Dark Magician Knight is another example, basically a Warrior-type effect monster of the Dark Magician that requires tributing the Dark Magician through Knight's Title before it can be summoned to the field. Breaker the Magical Warrior is a Spellcaster-type who wears head-to-toe armor and fights with a sword and shield.