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Character Creation

Characters on Arelith:
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Deity - Class
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Spellsword is a custom base class with Arelith specific changes.


The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. A student of both arcane rituals and martial techniques, the spellsword is able to cast spells in armor with reduced chance of failure. Moreover, she can imbue her equipment with unique elemental properties, making her a daunting opponent. Mechanics are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics


Alignment restrictions: none

Class Features

Hit die: d8

Proficiencies: armor (light, medium), weapons (martial, simple), and Shields

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, discipline, heal, leadership, listen, lore, parry, ride, sail, spellcraft, spot

Unavailable feats: weapon specialization, Whirlwind Attack, Improved Whirlwind Attack

Bonus feats: Abjurant Champion, Arcane Defense, Bladesong Style, Brew Potion, Combat Casting, Craft Wand, Greater Spell Focus, Greater Spell Penetration, Metamagic, Spell Focus, and Spell Penetration, Automatic Quicken/Still/Silent Spell

Primary saving throw(s): Fortitude', Will

Base attack bonus: +3/4 level

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based requiring a base (Hard) intelligence score of 10 + the spell's level to cast a spell, bonus spells are based on modified (Soft) intelligence and The intelligence modifier affects spell DCs. Spells require preparation and Spellswords can learn new spells from scrolls like Wizards.

  • Note: The Spellsword class is not eligible for 9th level spells. Which also means that it is not eligible for Epic Spell Foci and Epic Spells. Partial access can be gained via #Spellsword_Path_Feats.
  • Note: Unlike the old Spellsword Path, Spellsword are not restricted from casting summoning spells, however there are none available in the Spellsword spell list.

Level Progression

Hit points rolls on Arelith are always maximum.

  Base spells per day
Level BAB Fort Ref Will Feats HP Bonus
Weave AC
0th 1st 2nd 3rd 4th 5th 6th 7th 8th
1st +0 +2 +0 +2 Summon Familiar, Scribe Scroll, Imbue Weapon, Weave Affinity
Arcane Flux
8 - - 3 2
2nd +1 +3 +0 +3 16 - - 4 4
3rd +2 +3 +1 +3 24 - - 4 4 2
4th +3 +4 +1 +4 32 - - 4 6 4
5th +3 +4 +1 +4 40 - - 4 6 4 2
6th +4 +5 +2 +5 Arcane Bonus Feat, Elemental Strike 48 - - 4 6 6 4
7th +5 +5 +2 +5 56 +1 +1 4 6 6 4 2
8th +6/+1 +6 +2 +6 64 +1 +1 4 6 6 6 4
9th +6/+1 +6 +3 +6 72 +1 +1 4 6 6 6 4
10th +7/+2 +7 +3 +7 Uncanny Dodge I 80 +1 +1 4 6 6 6 6 1
11th +8/+3 +7 +3 +7 Imbue Armor 88 +1 +1 4 6 6 6 6 2
12th +9/+4 +8 +4 +8 Arcane Bonus Feat, Combat Casting 96 +1 +1 4 6 6 6 6 2
13th +9/+4 +8 +4 +8 104 +1 +1 4 6 6 6 6 3 1
14th +10/+5 +9 +4 +9 112 +2 +2 4 6 6 6 6 3 2
15th +11/+6/+1 +9 +5 +9 120 +2 +2 4 6 6 6 6 4 2
16th +12/+7/+2 +10 +5 +10 Greater Elemental Strike 128 +2 +2 4 6 6 6 6 4 3 1
17th +12/+7/+2 +10 +5 +10 136 +2 +2 4 6 6 6 6 5 3 2
18th +13/+8/+3 +11 +6 +11 Arcane Bonus Feat 144 +2 +2 4 6 6 6 6 5 4 2
19th +14/+9/+4 +11 +6 +11 152 +2 +2 4 6 6 6 6 5 4 3 1
20th +15/+10/+5 +12 +6 +12 160 +2 +2 4 6 6 6 6 5 5 3 2
21st +16/+11/+6 +12 +6 +12 168 +3 +3 4 6 6 6 6 5 5 4 2
22nd +16/+11/+6 +13 +7 +13 176 +3 +3 4 6 6 6 6 5 5 4 3
23rd +17/+12/+7 +13 +7 +13 Epic Arcane Bonus Feat 184 +3 +3 4 6 6 6 6 5 5 4 3
24th +17/+12/+7 +14 +8 +14 Improved Combat Casting 172 +3 +3 4 6 6 6 6 5 5 4 4
25th +18/+13/+8 +14 +8 +14 200 +3 +3 4 6 6 6 6 5 5 4 4
26th +18/+13/+8 +15 +9 +15 Epic Arcane Bonus Feat, Greater Armor Imbue, Elemental Maelstrom
Caster level against dispels increases by 3
208 +3 +3 4 6 6 6 6 5 5 4 4
27th +19/+14/+9 +15 +9 +15 Bonus Attack 216 +3 +3 4 6 6 6 6 5 5 4 4
28th +19/+14/+9 +16 +10 +16 Breach Resistance 224 +4 +4 4 6 6 6 6 5 5 4 4
29th +20/+15/+10 +16 +10 +16 Epic Arcane Bonus Feat 232 +4 +4 4 6 6 6 6 5 5 4 4
30th +20/+15/+10 +17 +10 +17 240 +4 +4 4 6 6 6 6 5 5 4 4

Epic Spellsword

Bonus feats: The epic Spellsword gains a bonus feat every four levels after 20th. In other words, at levels 24, 28.

Epic bonus feats: All Arcane Bonus Feats, as well as Armor Skin, Epic Prowess, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Great Intelligence, Improved Combat Casting, and Overwhelming Critical.

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape, epic spell: dragon knight, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust


Cantrips 1st level spells 2nd level spells
  • Acid Splash
  • Daze
  • Electric Jolt
  • Flare
  • Light
  • Ray of Frost
  • Resistance
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Detect Poison
  • Endure Elements
  • Entropic Shield
  • Expeditious Retreat
  • Faerie Fire
  • Grease
  • Horizikaul's Boom
  • Ice Dagger
  • Ironguts
  • Mage Armor
  • Magic Missile
  • Magic Weapon
  • Negative Energy Ray
  • Protection From Alignment
  • Ray of Enfeeblement
  • Scare
  • Shield
  • Sleep
  • True Strike
  • Ultravision
  • Bear's Endurance
  • Blindness/Deafness
  • Bull's Strength
  • Cat's Grace
  • Cloud of Bewilderment
  • Combust
  • Continual Flame
  • Darkness
  • Eagle's Splendor
  • Elemental Weapon
  • Frostbite
  • Fox's Cunning
  • Gedlee's Electric Loop
  • Ghostly Visage
  • Ghoul Touch
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Melf's Acid Arrow
  • Owl's Wisdom
  • Resist Elements
  • Scorching Ray
  • See Invisibility
  • Web
3rd level spells 4th level spells 5th level spells
  • Charm monster
  • Clarity
  • Death Armor
  • Displacement
  • Find Traps
  • Fireball
  • Flame Arrow
  • Frost Nova
  • Greater Magic Weapon
  • Halt Undead
  • Haste
  • Hold Monster
  • Invisibility Sphere
  • Keen Edge
  • Lesser Dispel
  • Lightning Bolt
  • Magic Circle Against Alignment
  • Mestil's Acid Breath
  • Negative Energy Burst
  • Protection From Elements
  • Scintillating Sphere
  • Slow
  • Stoneskin
  • Sound Lance
  • Water Breathing
  • Bestow Curse
  • Confusion
  • Contagion
  • Crushing Despair
  • Dismissal
  • Flame Shield
  • Fear
  • Finger of Agony
  • Frost Shield
  • Ice Storm
  • Improved Invisibility
  • Lesser Spell Breach
  • Minor Globe of Invulnerability
  • Remove Blindness/Deafness
  • Remove Curse
  • War Cry
  • Ball of Lightning
  • Cone of Cold
  • Dispel Magic
  • Energy Buffer
  • Evil Blight
  • Firebrand
  • Globe of Invulnerability
  • Greater Stoneskin
  • Isaac's Lesser Missile Storm
  • Lightning Shield
  • Mind Fog
  • Nightmare
  • Sunfire
  • Vampiric Touch
  • Wall of Fire
  • Wall of Ice
6th level spells 7th level spells 8th level spells
  • Acid Fog
  • Blackstaff
  • Chain Lightning
  • Darkbolt
  • Disintigrate
  • Ethereal Visage
  • Eyebite
  • Flesh to Stone
  • Freeze
  • Greater Spell Breach
  • Lesser Mind Blank
  • Lesser Spell Mantle
  • Mestil's Acid Sheath
  • Stone to Flesh
  • True Seeing
  • Vitriolic Sphere
  • Abi-Dalzim's Horrid Wilting
  • Burst of Glacial Wrath
  • Cloudkill
  • Delayed Blast Fireball
  • Greater Dispelling
  • Great Thunderclap
  • Isaac's Greater Missile Storm
  • Premonition
  • Prismatic Spray
  • Protection from Spells
  • Shadow Shield
  • Spell Mantle
  • Avascular Mass
  • Banishment
  • Greater Spell Mantle
  • Incendiary Cloud
  • Mass Blindness/Deafness
  • Mass Charm
  • Mass Haste
  • Mass Hold Monster
  • Maze
  • Meteor Swarm
  • Mordenkainen's Disjunction
  • Shadow Plague
  • Sunburst
  • Tenser's Transformation2
  • Timestop3

2 Spellsword counts as Wizard/Sorcerer levels for the 80% requirement needed for Tenser's Transformation. Additionally Tenser's Transformation also prevents use of spells and Elemental Strike while active. Imbue damage is unaffected.

3 When cast by Spellswords, the spell's effect is delayed by one round, and only creatures in a 20m radius around the original target location are affected.

Arelith Changes

Change Level Description
Proficiencies - Gain Simple and Martial Weapon proficiency and Light and Medium Armor proficiency, and Shields.
Arcane Spell Failure reduction - Arcane Spell Failure is reduced by 20% for pure-classed Spellswords and multi-classed characters with 6+ Spellswords levels. This ASF reduction is automatically applied to equipped armors and shields.. This is convenient for entirely removing the arcane spell failure chance for Greensteel Chain and Greensteel Breastplate.
Weave Affinity -

A Spellsword can manipulate the weave to gain +1 AB and dodge AC per 7 class levels, limited to her base (Hard) intelligence modifier.

  • Weave Affinity is disabled for all characters with Monk levels.
Imbue Weapon - Gains the ability to Imbue Weapon. See #Imbue Weapon for more details.
True Strike - With 80% of levels in Spellsword, for the short duration True Strike is active, the Spellsword's attacks per round goes up by 1. This benefit cannot be from potions, wands or scrolls; only cast from the Spellsword's spellbook.
Protection from Spells - When cast via the Spellsword spellbook, this spell now only affects the targeted creature - or the caster, if a location was targeted. Scrolls and items are unaffected.
Blackstaff - Characters with at least 80% Spellsword levels now use the Elemental Strike DC formula for Blackstaff DCs, i.e. 10 + Spellsword levels / 2 + INT modifier.
Bonus Language - Draconic same as Wizard.
Spell changes - For specifics on all spells, see Spell changes.
Spellbook - Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
New spells - Same as Wizard#Spells.
Familiar - Familiar changes and notes.
Arcane Flux -

Arcane Flux: When activated, will replenish the next hostile spell cast via the Spellsword or Wizard spellbook. Dispels and spell breaches are exempt.

The current Arcane Flux effect status can be displayed via the -cooldown command.
Works on "hostile" spells only, see Arcane Flux for a full list.
Spellsword: Arcane Flux will randomly trigger when using Elemental Strike or Elemental Maelstrom.
  • The chance is 10% for non-critical Elemental Strikes and 20% for Elemental Maelstroms and critical Elemental Strikes.
  • There is an internal cooldown to prevent the effect from triggering more than once every couple rounds.
Wizard: Casting a wizard cantrip has a 5% chance to activate Arcane Flux.
  • For Generalist Wizards, this chance increases to 10%.
  • Wild Mages cannot access Arcane Flux.
Elemental Strike 06 Gains the ability to Elemental Strike. See #Elemental Strike for more details.
Uncanny dodge 10 Gain Uncanny Dodge I.
Armor Imbue 11 Gains the ability to Imbue your Armor. See #Imbue Armor for more details.
Combat Casting 12 Gain Combat Casting.
Greater Elemental Strike 16 Upgrade to Elemental Strike. See #Elemental Strike for more details.
Improved Combat Casting 24 Gain Improved Combat Casting.
Elemental Maelstrom 26 This ability allows the spellsword to perform an instant whirlwind attack. See #Elemental Maelstrom for more details.
Greater Armor Imbue 26 Upgrade to Imbue Armor. See #Imbue Armor for more details.
Bonus Attack 27 Spellsword receives a bonus attack per round (granted in the bonus attack sequence). Monk levels will disable.
Breach resistance 28 Spellsword now become more resilient against spell breaches. The amount of breached wards is reduced by 1, to a minimum of 1.
Inficasting -
The Greater Spell Foci of every school that they take, additionally to the normal effects that they grant, will unlock a spell which the sorcerer, spellsword or wizard may cast freely and without limit as a special ability, that works identically as a spell casted from their spellbooks. Cannot be targeted at fixtures.
To cast the spells, look for them in your radial menu of abilities. The subclasses and paths also benefit from this effect.
These spells are lost if they are interrupted, but they can be refreshed by casting another infispell.

Imbue Weapon

This ability allows the Spellsword to empower her weapon with elemental properties.

  • This ability has One use/day
  • Abjurant Champion: grants 1 additional use/day
  • Two-Weapon Fighting Feat: grants 1 additional use/day
  • Increases Weapon Attack Bonus to +1 per 6 class levels and adds elemental bonus damage (see below).
  • The fixed damage (i.e. +1 or +2) is applied as a damage increase effect, allowing it to pierce damage resistance and immunity.
  • The Imbue Weapon lasts for 24 real life hours. Server switches, server resets, resting, and other shenanigans are known to interfere with imbue. Check with -weapon (or -wp) if in doubt.

Imbue Weapon Damage Scaling

Damage increases with class levels and intelligence:

  • Class level 1-5 & base (Hard) INT 13+: 1d4 + 1 damage
  • Class level 6-10 & base (Hard) INT 14+: 1d6 + 1 damage
  • Class level 11-15 & base (Hard) INT 15+: 1d8 + 1 damage
  • Class level 16-20 & base (Hard) INT 16+: 2d4 + 2 damage
  • Class level 21-25 & base (Hard) INT 17+: 2d6 + 2 damage
  • Class level 26-30 & base (Hard) INT 18+: 2d8 + 2 damage

Weapons can only be imbued once per rest, and active imbues cannot be replaced.

Imbue Weapon Damage Types

  • Imbue Weapon: Cold
  • Imbue Weapon: Fire
  • Imbue Weapon: Acid
  • Imbue Weapon: Electrical
  • Imbue Weapon: Negative
  • Imbue Weapon: Magic


  • You can only imbue melee weapons.
  • You cannot imbue gloves.
  • The imbue can stack with nearly any weapon buff. Restrictive weapon buffs (those that require the weapon to be blank) must be cast BEFORE imbuing.
  • Permanent weapon essences to not interfere with Imbue, but any shared damage types will only choose the highest damage and disregard the lowest; they do not stack.
  • These effects may or may not work with imbue:
    • Temporary essences do not work with Imbues.
    • The Flame Weapon spell can be used with Imbue as well as the -stream ability for different elements besides fire.
    • Arelith's Custom Poisons needs further testing. Default poisons can stack.
    • Assassin's assassinate ability does stack.
    • Barbarian passive and rage damage do stack.
    • Swashbuckler's Insightful Strike does stack, but may require that you re-equip for the IS bonus damage.
    • Hexblade curse weapon does not work with imbue.
    • Blackguard's inflict wounds negative weapon damage does not work with imbue.

Elemental Strike

This ability allows the character to perform an instant melee attack using an Imbued Weapon and empowering the attack with elemental properties.

  • Elemental Strike can only be activated once per round.
  • Elemental Strike can only be used with an Imbued Weapon.
  • Elemental Strike does not show size attack bonus in the action log, but rather reduces the target's AC accordingly.*
  • Elemental Strike will enable synergy for both imbue elements on a dual-wield Spellsword.
  • Synergy bonuses granted by Magic Imbue crits do not increase the DC of secondary effects, only the damage and duration.
*In case anyone's curious why I didn't simply increase the AB by one: It's because, according to my testing, the attack bonus of regular attacks displayed in the combat log doesn't increase when attacking a dragon as a medium-sized char. If Elemental Strike increased AB based on size rather than (effectively) lowering the opponent's AC, you'd suddenly see Elemental Strikes at 6 higher AB than your usual attacks (rather than 4), and we'd possibly get a similar bug report titled "Spellsword ele strike AB too high". dev comment
SPECIAL ATTACKS: As some of you may have noticed, instant attacks like Divine Smite, Whirlwind Attack or Elemental Strike share a cooldown timer. These abilities and all future variants also lower attacks in the following round by 1. This change has been live for several weeks and is meant to offset the free attack gained by activating them. dev comment

Elemental Strike Damage Scaling

Damage increases with class levels and intelligence:

  • Level 6-10 & base (Hard) INT 14+: +2 elemental damage
  • Level 11-15 & base (Hard) INT 15+: +2d2 elemental damage
  • Level 16-20 & base (Hard) INT 16+: +2d4 elemental damage
  • Level 21-25 & base (Hard) INT 17+: +2d6 elemental damage
  • Level 26-30 & base (Hard) INT 18+: +2d8 elemental damage

The above damage is empowered (+50%) when combined with a Weapon Imbue that matches the Strike's element.

Elemental Strike Damage Type

  • Icethorn Strike: Cold
  • Incendiary Strike: Fire
  • Vitriolic Strike: Acid
  • Lightning Strike: Electrical
  • Necrosis Strike: Negative

Greater Elemental Strike

At Spellsword level 16, Elemental Strike becomes Greater Elemental Strike and inflicts additional element-specific penalties to the target. Once again the effects are empowered when using a matching Weapon Imbue:

  • Acid: 20% Acid Vulnerability and -1 AC for 1 round (2 rounds with Acid Imbue). These penalties are halved by a successful Fortitude saving throw.
  • Cold: -1 attack per round and -20% movement speed for 1 round (-2 attacks per round and -40% movement speed with Cold Imbue). These penalties are halved by a successful Fortitude saving throw (Freedom of Movement offers protection against all maluses).
  • Electrical: Lightning arcs at up to 3 nearby targets, inflicting twice the above bonus damage (up to 6 targets and empowered damage with Electrical Imbue). This damage is halved by a successful reflex saving throw and is subject to Evasion.
  • Fire: The target catches fire for 1 round, taking twice the above bonus damage twice per round (double duration and empowered damage with Fire Imbue). This damage is halved by a successful initial reflex saving throw. Targets with Improved Evasion or Evasion quarter the damage on a successful save. On a failed save, Improved Evasion still halves the damage ticks.
  • Negative: Vampiric Regeneration equal to the above bonus damage. The effect is halved by a successful will saving throw. (No saving throw when using Negative Imbue.) Healing scales with a target's immunity/vulnerability against negative energy damage.

The DC for saving throws is 10 + class level / 2 + INT modifier.

If the Weapon Imbue matches the Elemental Strike's element, the DC increases by 5.

The ability can also be activated with the chat command "-elestrike [acid/cold/fire/elec/negative]". If no element is specified, it will default to the last used one.

Auto Elemental Strike

Autostrike Mode: See -elestrike for more details.

Imbue Armor

Once per rest, this ability allows the Spellsword to empower her armor with elemental properties, increasing its AC bonus to +1 per 6 class levels and granting additional elemental protection as follows:

  • Class level 10-14 & base (Hard) INT 15+: 5% immunity and 2/- resistance against the chosen element
  • Class level 15-19 & base (Hard) INT 16+: 10% immunity and 5/- resistance against the chosen element
  • Class level 20-24 & base (Hard) INT 17+: 20% immunity and 10/- resistance against the chosen element
  • Class level 25-30 & base (Hard) INT 18+: 30% immunity and 15/- resistance against the chosen element

Greater Imbue Armor

Imbue Armor improves to Greater Imbue Armor at class level 26, causing attackers to take 1 elemental damage per base (Hard) intelligence modifier. Additionally, the Spellsword gains element-specific bonuses:

  • Acid: The above retaliation damage increases by 1d8.
  • Cold: Spellsword armor class increases by 1 (AC Dodge Modifier).
  • Electrical: Spellsword movement speed increases by 20%.
  • Fire: Spellsword attack bonus increases by 1.
  • Negative: Spellsword gains regeneration equal to her base (Hard) intelligence modifier, up to a maximum of +5. Healing scales with a target's immunity/vulnerability against negative energy damage.

Elemental Maelstrom

This ability allows the spellsword to perform an instant whirlwind attack, adding their base (Hard) intelligence modifier to the attack roll and empowering the attack with elemental properties corresponding to their active Weapon Imbue in their main hand. Elemental Maelstrom can only be activated once per minute instead of a regular Elemental Strike.

Note: Maelstrom and Whirlwind share this cooldown and using either feat will result in a Maelstrom upon obtaining Maelstrom.
Note: When dual wielding, Maelstrom always defaults to the main hand element unless the main hand is not imbued but the off hand is imbued.

In addition to the weapon damage, nearby enemies take damage scaling with the Spellsword's intelligence:

  • Base (Hard) INT 14: 2 elemental damage
  • Base (Hard) INT 15: 2d2 elemental damage
  • Base (Hard) INT 16: 2d4 elemental damage
  • Base (Hard) INT 17: 2d6 elemental damage
  • Base (Hard) INT 18+: 2d8 elemental damage

Elemental Maelstrom inflicts additional element-specific penalties to affected targets:

  • Acid: 20% Acid Vulnerability and -2 AC for 2 rounds, halved by a successful Fortitude saving throw.
  • Cold: -2 attacks per round and -40% movement speed for 1 round, halved by a successful fortitude saving throw (Freedom of Movement offers protection against all maluses).
  • Electrical: Lightning arcs between up to 6 nearby targets, inflicting twice the above bonus damage per target, halved by a successful reflex saving throw and is subject to Evasion.
  • Fire: Affected creatures catch fire for 2 rounds, taking twice the above bonus damage twice per round. This damage is halved by a successful initial reflex saving throw. Targets with Improved Evasion or Evasion quarter the damage on a successful save. On a failed save, Improved Evasion still halves the damage ticks.
  • Negative: Vampiric Regeneration equal to the above bonus damage. No saving throw. Healing scales with a target's immunity/vulnerability against negative energy damage.
  • Magic: Two breached spell effect.

The DC for saving throws is 15 + class level / 2 + (Soft) INT modifier.

Spellsword Path Feats

Abjurant Champion

  • Prerequisites:
  • Spellsword 12+
  • Armor Proficiency (Heavy) Feat
  • Greater Spell Focus: Abjuration
  • Base (Hard) Strength: 13+
  • Specifics: An abjurant champion's abilities are focused on melding arcane defenses and martial offense into a deadly alloy, a fierce combination of techniques allowing them to overpower or outlast their opponents.
  • Passive Bonuses: None
  • Active Bonuses:
  • Adding 1 +1 per 8 class levels Shield AC Bonus (does not stack with existing Shield AC Bonus, the higher of the two is counted)
  • Grants 5/+[base (Hard) INT modifier + 1] Damage Reduction (Caps at 5/+4)
  • Grants Elemental Damage Immunity and Damage Reduction equal to to 1/2 the Spellsword's #Imbue Armor bonus
  • Bonus feats:
  • Spellsword Level 14: Automatic Still Spell I
  • Spellsword Level 21: Automatic Still Spell II
  • Spellsword Level 28: Epic Spell Focus: Abjuration
  • As this path nets Automatic Still Spell I and II, the requirements for the purchase of Automatic Still Spell III as an epic general feat are considered met (epic arcane feats cannot be used for this purpose), allowing it to be purchased.
  • Elemental Strike and Maelstrom are subject to Arcane Spell Failure (ASF).
Note: Only Automatic Still Spell III completely removes the ASF effect on Elemental Strike.

Arcane Marauder

  • Prerequisites:
  • Spellsword 12+
  • Toughness Feat
  • Weapon Focus (Melee Weapon)
Note: Unarmed Weapon Focus does NOT meet this prerequisite
  • Base (Hard) Constitution: 13+
  • Specifics: Some spellswords strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat that most magi shy away from. These arcane marauders trade defensive abilities for more powerful attacking strength.
  • Passive Bonuses:
  • #Imbue Weapon: An Arcane Marauder's #Imbue Weapon ability is more potent, granting the targeted weapon an Enhancement Bonus (attack and damage) rather than an Attack Bonus.
  • #Elemental Maelstrom: Cooldown timer is halved.
  • 1 Physical Damage Resistance per base (Hard)) Intelligence modifier, up to 5/-
  • Active Bonuses: N/A
  • Bonus feats:
  • Spellsword Level 14: Weapon Specialization
  • Spellsword Level 21: Power Attack
  • Spellsword Level 26: Imbue Weapon Improves further:
  • Granting additional element specific bonuses:
  • Acid: Acid retaliation damage equal to 1d8 plus base (Hard) intelligence modifier.
  • Cold: Armor class increases by 1 (AC Dodge Modifier).
  • Electrical: Movement speed increases by 20%.
  • Fire: Attack bonus increases by 1.
  • Negative: Regeneration equal to base (Hard) intelligence modifier, up to a maximum of +5.
  • Grants Retaliation damage equal to 1 per base (Hard) intelligence modifier and damage type matching the elemental imbue damage type.
  • Spellsword Level 28: Epic Weapon Specialization.
  • Limitations:
  • The Spellsword can no longer #Imbue Armor.
  • Weave Affinity bonuses to attack and defence are lost while NOT wielding a two-handed (or -twoahand) weapon.
Note: This means Two-handed weapons, not Large weapons and not Double-sided weapons.
  • Additional Notes: N/A


  • Prerequisites:
  • Elf or Half-Elf (Not Drow)
  • Spellsword 12+
  • Dodge Feat
  • Base (Hard) Dexterity: 13+
  • Specifics: Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
  • Passive Bonuses:
  • A lightly armored Bladesinger wielding a longsword or rapier with an empty offhand gains a 10% bonus to movement speed and Shield AC equal to 3 + base (Hard) intelligence modifier (up to +1 per 8 class levels) with a maximum bonus of +6.
  • Note: For balance reasons, this AC bonus is also disabled for characters with Monk levels.
  • Mastery Elven Chainmail is considered light armor for this
  • Active Bonuses: None
  • Bonus feats:
  • Bladesinger: Now grants the Deflect Arrows feat.
  • Spellsword Level 14: Automatic Quicken Spell I
  • Spellsword Level 21: Automatic Quicken Spell II
  • Spellsword Level 28: Ki Critical, Weapon of Choice: Longsword & Rapier
  • Limitations: The Spellsword's Arcane Spell Failure reduction is disabled while wearing medium or heavy armor or not wielding a rapier or longsword with an empty offhand.

Roleplay Tips

Spellswords, also known as spellblades, are arcane warriors; students of both might and magic that combine their arts to retain the massive array of abilities of the mage and the prowess of a martial fighter. Whilst their art is unique, they do not excel at neither form of their disciplines, often cutting edges to meet ends, not only having to sacrifice one whole school of magic, but for either code, ritual, choice or dogma, they are forced to forego the use of creation and summoning spells.

The following is a view on spellswords that may help you put the class in perspective. It is not the only way to play them or explain their abilities, at all.

Wizardry is often regarded as a highly intellectual study that takes many, many years to even become an initiate in. It is truly a feat and an achievement to become a proper wizard, and advance through the many echelons of magic. Spellswords, under this light, are a rare breed of mage, for not only they manage to keep up and pay the incredible mental toll that is the study of magic, but at the same time they prove capable fighters, apt in the use of either blade or staff as it personally suits them.

This doesn't mean that they favor one side more to the other. No, the true power of the spellsword is not merely setting things on fire and then stabbing them - from their two arts, their true power is born - the power known as imbuing. This unique characteristic allows them to reduce spells to their basic semantics and charge their equipment with different effects.

Their duality and versatility of trade, however, comes at a cost. They often find themselves taking shortcuts and cutting corners to meet ends and keep up with their studies. It is common for them to disregard a whole school of magic, and even more - all of them are completely cut off from summoning and creation magic, either by their choice to remain independent and mark the distinction from the cowardly wizard that hides behind their towering elementals, or simply as another price to pay for their uncanny versatility.

The greatest and most powerful spellswords realize, once the mysteries of the higher magic unfold to them, that they have cut too many corners on their journey to manage a true grasp on all epic magic. But where their grasp in magic is lacking, there is still the potential to become a true force to be reckoned, bearing enchanted blades and enough spells to worry both the dedicated mage and the martial master. After all, they know exactly what both worlds can offer - the spellsword carries them in each hand.

External Links

Neverwinter Nights wikia wizard article.