Spellsword

Spellswords are trained both as combat specialists and spellcasters. When arcane orders need an army, they train battlemages; when they need an operative, they train spellswords.

Spellsword

Spellswords are a type of spellcaster that specializes in casting spells on and through their weapon of choice, typically a sword due to its versatility and status symbolism. They are trained both as combat specialists and spellcasters. When mages need a hammer they train battlemages, when they need a blade, they train spellswords. Unaligned spellswords are highly sought after as mercenaries due to their combination of practical and magical skills.  

Playing a Spellsword

XP Cost: 4Prerequisites: Intellect 12 or higher

Choosing the Spellsword grants you the following:

Training

Spellsword Training

You are granted Training in Arcane and any 2 of the following Skills: Perception, Medicine, Athletics, Acrobatics, or Intimidation. 

Gain the spoken and written Language known as Elder-Tongue. 

Gain Training in the use of 2 Melee or Ranged Weapon Types.

Equipment

Spellsword Eqiupment

Acquire a Common or Uncommon Suit of Light Armor of your choice. 

Acquire a Common or Uncommon Ranged or Melee Weapon of your choice.

Acquire a Military Ranged or Melee Weapon of your choice.

 Ability

Tap Casting

You gain the Ability to cast any Arcane Spell that you have in your Spell Collection and have the necessary Mana to cast.

Traits

Spellsword Magic

Acquire 3 Tier I Evocation Spells of your choice.

Spell Weapon

Choose one weapon you possess to be your Spell Weapon. The chosen weapon is now considered to be magically enhanced, granting +1 to Attack and Damage Rolls made with the chosen weapon. In addition, your Spell weapon is now considered to have a collection of inscribed spell runes, each of which houses one of the spells you have acquired.

Archetype Ability

Spell Weapon Casting

You may consider your wielded Spell Weapon to be a “Free Hand” for the purpose of casting arcane spells.

You may cast a Spell Attack as part of a Melee or Ranged Attack. If the Attack Hits, the Spell Attack is also considered to hit. If the Attack Misses then the Spell Attack misses as well and the Mana is spent as normal. The Attack Type must be the same on the spell and the standard attack for this effect to culminate. Meaning, a Melee Attack must be combined with a Melee Attack Spell and a Ranged Attack must be combined with Ranged Attack Spell. When using this ability, the Spell Range is limited/extended to the Range of your Melee or Ranged Attacks, rather than the Range listed on the spell.

You cannot cast spells unless your Spell Weapon is within 2 meters of your person.

Spellsword Traits and Abilities

Acquire with XP.

Traits

Mental Fortitude

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.

Strong Willed

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.

Nimble

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Battlemage

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

School of Magic Apprentice

(May be acquired multiple times)

XP Cost: 1 Prerequisites: Spellsword

Choose a favored school of Magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation.

Acquire 2 Tier I Arcane spells of the chosen School. 

School of Magic Expert

(May be acquired multiple times)

XP Cost: 2 Prerequisites: Spellsword, School of Magic Apprentice of the same type.

Choose a focused school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

Acquire 1 Tier II Arcane Spell of the chosen School.

School of Magic Specialist

(May be acquired multiple times)

XP Cost: 3 Prerequisites: Spellsword, Favored School of Magic Expert of same type, School Focus of same type.

Choose a school of Magic to specialize in from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

Acquire 1 Tier III Arcane spell of the chosen School.

Iron Will

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Wisdom Saving Throws.

Sound of Mind

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Intellect Saving Throws.

Nimble Bodied

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Spellsword

Gain Training in Strength Saving Throws.

Spellbite

XP Cost: 2 Prerequisites: Spellsword

Arcane Spells Cast through your Spell Weapon may be cast as if they were overpowered once at no mana cost. 

Spellblade

XP Cost: 4 Prerequisites: Spellsword

Your Spell Weapon is further enhanced and now grants +2 to attack and Damage Rolls instead of +1.

Spellbinder

XP Cost: 6 Prerequisites: Spellsword, Spellblade

Your Spell Weapon is even further enhanced and now grants +3 to attack and Damage Rolls instead of +2.

Spellbound

XP Cost: 3 Prerequisites: Spellsword

Evocation Weapons that you summon may be formed on or around your Spell Weapon. When formed this way you may add your weapon’s damage die/dice to the evocation weapon’s damage roll.

Battlefield Spells

(May be acquired multiple times)

XP Cost: 2 Prerequisites: Spellsword

Acquire 4 Tier I Evocation Spells of your choice.

OR

Acquire 1 Tier II Evocation Spell of your choice.

Warfare Spells

(May be acquired multiple times)

XP Cost: 3 Prerequisites: Spellsword

Acquire 2 Tier II Evocation Spells of your choice.

OR

Acquire 1 Tier III Evocation Spell of your choice.

Increased Mana Pool

XP Cost: 2 Prerequisites: Spellsword

Your dedication pays off as you unlock hidden reserves of Mana within yourself that you never knew existed. Gain +2 to Mana Pool.

Battlefield Casting

XP Cost: 2 Prerequisites: Spellsword

You may choose to exclude any tiles in your spell’s effect area. Creatures and objects in those excluded areas are not affected by your spell in any way. 

Subtle Casting

XP Cost: 2 Prerequisites: Spellsword

Spells that would usually require a full free arm or hand to execute now only require a single free finger.

Allows you to cast arcane spells even while restrained but not paralyzed.

Silent Casting

XP Cost: 2 Prerequisites: Spellsword

You have found the Mana Stream can hear your thoughts if you speak them loud enough and you use this method to cast rather than using any Verbal Components for your spells.

This allows you to cast spells without breaking stealth and while silenced.

Spell-Slinger

XP Cost: 3 Prerequisites: Spellsword, Spell Precision

Your spells fly off your tongue with perfect speed and precision allowing you to cast more than the average Mage. 

Gain 1 Additional Ranged Spell Attack Action. 

Spell Blitz

XP Cost: 3 Prerequisites: Spellsword, Spell-Slinger

Gain 1 Additional Ranged Spell Attack Action. 

Spell Flourish

XP Cost: 3 Prerequisites: Spellsword

Gain 1 Additional Melee Spell Attack Action.

Spell Flury

XP Cost: 3 Prerequisites: Spellsword, Spell Flourish

Gain 1 Additional Melee Spell Attack Action.

Robe Graduate

XP Cost: 1 Prerequisites: Spellsword

You may acquire a Mage’s Robe in a color and cut of your choice.

You are considered to have a diploma proving you have completed the first portion of your Arcane Education. 

Hat Graduate

XP Cost: 2 Prerequisites: Spellsword, Robe Graduate

You may acquire a Mage’s Hat in a color and cut of your choice.

You are considered to have a diploma proving you have completed the 2nd portion of your Arcane Education.

Wand / Staff Graduate

XP Cost: 3 Prerequisites: Spellsword, Hat Graduate

You gain the Tier II Enchantment Spell “Create Mage’s Wand / Staff”.

You gain the Tier I Enchantment Spell “Repair”.

You gain a 2 Meter length of Enchanted Hardwood that has 14 Item HP and is not Flammable that may be used for the creation of your wand or staff.

You are considered to have a diploma proving you have completed the final portion of your Arcane Education.

Basic Maneuvers

(This Trait may be taken multiple times)

XP Cost : 1 Prerequisites : Spellsword

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Complex Maneuvers

(This Trait may be taken multiple times)

XP Cost : 2 Prerequisites : Spellsword, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Expert Maneuvers

(This Trait may be taken multiple times)

XP Cost : 3 Prerequisites : Spellsword, Complex Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Calvary Training

XP Cost : 1 Prerequisites : Spellsword

You gain Training in the Driving Skill.

Survival Training

XP Cost : 1 Prerequisites : Spellsword

You gain Training in the Survival Skill.

Forge Training

XP Cost : 1 Prerequisites : Spellsword

You gain Training in the Fine Motor Skill.

Siege Engine Training

XP Cost : 1 Prerequisites : Spellsword

You gain Training in the Engineering Skill.

Shield Wielder

XP Cost : 1 Prerequisites : Spellsword

You gain training in Light or Medium Shields.

If you purchase this during character creation: Acquire a common or uncommon light or medium shield of your choice.

Shield Strapping

XP Cost : 2 Prerequisites : Spellsword, Shield Wielder

You can now Strap your shield around your neck, granting you 1/2 the AC and the full Armor the Shield normally grants. While your Shield is strapped this way you do not need to wield it in a Free Hand, and may wield 2 handed weapons, and dual wield in combination with a Shield.

Zweihander

XP Cost : 1 Prerequisites : Spellsword, Cleave Maneuver

You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.

Hammer-Jack

XP Cost : 1 Prerequisites : Spellsword

You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.

Nerves of Steel

XP Cost : 2 Prerequisites : Spellsword

You add a Destiny Die to all WIS Saving Throws you are forced to make after you have Rolled Initiative and before Active combat has ended.

Soldier’s Reflexes

XP Cost : 1 Prerequisites : Spellsword

You gain training in Dexterity Saving Throws.

Frontline Soldier

XP Cost : 1 Prerequisites : Spellsword

You gain +2 to your Initiative.

Weapons Training

XP Cost : 1 Prerequisites : Spellsword 

Gain training with one additional Melee or Ranged Weapon Type of your choice.

Special Weapons Training

XP Cost : 2 Prerequisites : Spellsword 

Gain training with two additional Melee or Ranged Weapons of your choice,

Or gain training with one High Skill Weapon of your choice.

Tough

XP Cost : 2 Prerequisites : Spellsword 

Your total HP is increased by +1 each time you level up.

Efficient

XP Cost : 1 Prerequisites : Spellsword 

You gain one additional Motion.

Extra Efficient

XP Cost : 2 Prerequisites : Spellsword, Efficient

You gain one additional Motion.

Awkward Combat Style

XP Cost : 1 Prerequisites : Spellsword

You halve the additional cost associated with the "Awkward" Item Trait.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Spellsword, Expert Might Maneuvers

You reduce the Initial cost of all Tier I Might Maneuvers by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Spellsword, Expert Stamina Maneuvers

You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Spellsword, Expert Focus Maneuvers

You reduce the Initial cost of all Tier I Focus Maneuvers by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Spellsword

You reduce the cost to Sustain all your Maneuvers by ½.

Fast Reaction Speed

XP Cost : 2 Prerequisites : Spellsword

Gain one additional Reaction.

Blurred Reaction Speed

XP Cost : 3 Prerequisites : Spellsword, Fast Reaction Speed

Gain one additional Reaction.

Abilities

Chained Spell

XP Cost: 2 Prerequisites: Spellsword, Spell Precision

You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits, both spells are considered to have hit the target and it is dealt full damage from both spells. 

Spell Empowering 

XP Cost: 3 Prerequisites: Spellsword

You have gained the ability to empower your spells to increase their lethality. Once per casting, when you pay a spell’s Overpower Mana Cost you can instead deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.

Quick Draw

XP Cost : 2 Prerequisites : Spellsword

Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Spellsword

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Spellsword, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.