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.
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.