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: (Note: you can choose epic spells other than EMA, BUT THEY WILL NOT WORK!!!)


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Revision as of 04:13, 9 January 2022

Classes

Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List


Introduction

Arelith Spellswords enjoy many changes that benefit their martial abilities. This path has its own page for its unique mechanics applied on top of Wizard (not specialists). Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Notice: The spellsword class is now available for selection again, but armor imbues are currently disabled. Please note this is an experimental path, and changes may be done at any time.

Class Mechanics

Requirements

Alignment restrictions: none

Class Features

Hit die: d8*

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

Skill points: 3 + int modifier ((3 + 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: Arcane Defense, Bladesong Style, Brew Potion, Combat Casting, Craft Wand, Greater Spell Focus, Greater Spell Penetration, Metamagic, Spell Focus, and Spell Penetration

Primary saving throw(s): Fortitude', Will

Base attack bonus: +3/4 level

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation.

Level Progression

Hit points rolls on Arelith are always maximum.

  Imbue DC   Base spells per day
Level BAB Fort Reflex Will Feats HP Mage
Armor
Bonus
AB
Weave AC
(shield)
Tier 1 Tier 2 Tier 3 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 summon familiar, scribe scroll,
Imbue Weapon,
Weave Affinity
4* 1 11 3 1
2nd +1 +3 +0 +3 12 1 12 4 2
3rd +2 +3 +1 +3 20 +1 1 13 4 2 1
4th +3 +4 +1 +4 28 +1 1 14 4 3 2
5th +3 +4 +1 +4 36 +1 1 15 4 3 2 1
6th +4 +5 +2 +5 Arcane Bonus Feat, Elemental Strike 44 +1 2 16 4 3 3 2
7th +5 +5 +2 +5 52 +2 2 17 19 4 4 3 2 1
8th +6/+1 +6 +2 +6 60 x2 +2 2 18 20 4 4 3 3 2
9th +6/+1 +6 +3 +6 68 x2 +2 2 19 21 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Uncanny Dodge I 76 x2 +2 2 20 22 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Imbue Armor 84 x2 +3 2 21 23 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Arcane Bonus Feat 92 x2 +3 3 22 24 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 100 x2 +3 3 23 25 27 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 108 x2 +3 3 24 26 28 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 116 x3 +4 3 25 27 29 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Greater Elemental Strike 124 x3 +4 3 26 28 30 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 132 x3 +4 3 27 29 31 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Arcane Bonus Feat 140 x3 +4 4 28 30 32 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 148 x3 +5 4 29 31 33 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 156 x3 +5 4 30 32 34 4 4 4 4 4 4 4 4 4 4

Spells

Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
Acid Splash Burning hands Bear's Endurance Charm monster Bestow curse Ball lightning Acid fog Abi-Dalzim's Horrid wilting Avascular Mass
Daze Charm person Blindness/deafness Clarity Confusion Cone of cold Chain lightning Blackstaff Banishment
Electric jolt Chromatic Orb Bull's strength Death armor Contagion Dispel magic Circle of death Burst of Glacial Wrath Greater spell mantle
Flare Color spray Cat's grace Displacement Crushing Despair Energy buffer Darkbolt Cloudkill Incendiary cloud
Light Detect Poison Cloud of bewilderment Find traps Dismissal Evil Blight Disintegrate Delayed blast fireball Mass blindness/deafness
Ray of frost Endure elements Combust Fireball Flame shield Firebrand Ethereal visage Greater dispelling Mass charm
Resistance Entropic shield Continual flame Flame arrow Fear Globe of invulnerability Eyebite Greater sanctuary Mass Hold Monster
Expeditious retreat Darkness Greater magic weapon Finger of Agony Greater stoneskin Flesh to stone Great thunderclap Maze
Faerie fire Eagle's splendor Halt Undead Frost Shield Isaac's lesser missile storm Freeze Isaac's greater missile storm Meteor swarm
Grease Elemental weapon Haste Good hope Lightning Shield Greater spell breach Mass haste Mind blank
Horizikaul's boom Fox's cunning Hold monster Ice storm Mind fog Lesser mind blank Premonition Mordenkainen's disjunction
Ice dagger Gedlee's electric loop Invisibility sphere Improved invisibility Nightmare Lesser spell mantle Prismatic spray Shadow Plague
Ironguts Ghostly visage Keen edge Lesser spell breach Vampiric touch Mestil's acid sheath Protection from spells Sunburst
Mage armor Ghoul touch Lesser dispel Minor globe of invulnerability Wall of fire Stone to flesh Shadow shield Tenser's transformation
Magic missile Gust of wind Lightning bolt Remove blindness/deafness Wall of Ice True seeing Spell mantle Time stop
Magic weapon Hold person Magic circle against alignment Remove curse War cry
Negative energy ray Invisibility Mestil's acid breath
Protection from alignment Knock Negative energy burst
Ray of enfeeblement Melf's acid arrow Protection from elements
Scare Owl's wisdom Scintillating sphere
Shield Resist elements Slow
Sleep Scorching Ray Stoneskin
True strike See invisibility Sound Lance
Ultravision Web Water Breathing

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

(Note: you can choose epic spells other than EMA, BUT THEY WILL NOT WORK!!!)
Level Feats HP Weave AB/AC
(shield)
21st 164 3
22nd 172 3
23rd 180 3
24th Epic Bonus Feat 188 3
25th 196 3
26th , Greater Armor Imbue, Elemental Maelstrom 204 3
27th 212 3
28th Epic Bonus Feat, Bonus Attack 220 4
29th 228 4
30th 236 4

Arelith Changes

Change Level Description
Hit Die - Wizard Hit Die upgraded to d8* (but d4 at level 1 due to scripting limitations).
Bonus AB - Wizard AB progression upgraded from 1/2 to 3/4 via AB bonuses and scripting for attacks per round. The change to the BAB progression works as a soft bonus and is subject to the +20 soft bonus limit. The bonus is +1 at level 3 and +1 more every 4 levels (+1 3/7/11/15/19/23/27). This means that Spellswords cannot take feats or class requirements that require a minimum BAB until their wizard BAB (1/2) is high enough. It also means that the character sheet will not show the correct attacks per round.
  • For example, a full spellsword cannot take Improved Critical (requires 8 BAB) until level 18.
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 pureclassed Spellswords and multiclassed 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 - If not holding anything in offhand (shield, bow, two-hander, using the -twohand etc), a Spellsword can manipulate the weave to gain +1 AB and dodge AC per 7 class levels, limited to her base intelligence modifier.
  • Weave Affinity is disabled for all characters with Monk levels.
Imbue Weapon - Gains the ability to Imbue Weapon. See Spellsword#Imbue Weapon for more details.
Mage Armor - At level 8, Mage Armor (spell) gives the spellsword x2 as much AC. At 15, it gives x3 as much. Note that multiclass characters need the majority of their levels in spellsword to receive any bonus. For example, a character with 8 spellsword/4 fighter/4 rogue, would not receive any bonus to mage armor, whereas an 8 spellsword/4 fighter/3 rogue would get the initial double bonus. Does not stack with Epic Mage Armor. Casting one will remove the other.
Epic Mage Armor - The epic spell, Epic Mage Armor behaves differently in the hands of a Spellsword. Instead of granting the usual +5 to all four armor types (Armor, Natural, Deflection, and Dodge), it grants only +4, totaling in a +16 to AC - however, it also grants a bonus to +4 AB while it is active.

Note: Epic Mage Armor does not stack with the Mage Armor in any way. Casting one will remove the other.

Note: Epic Mage Armor requires 20 or more levels in Spellsword to select.

True Strike - With a majority of levels in Spellsword, for the short duration True Strike is active, the Spellsword's attacks per round goes up by 1 and imbues will activate as many times as they connect in a round; not just once per flurry. This benefit cannot be from potions, wands or scrolls; only cast from the Spellsword's spellbook.
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.
Uncanny dodge 10 Gain Uncanny Dodge I.
Elemental Strike 6 Gains the ability to Elemental Strike. See Spellsword#Elemental Strike for more details.
Armor Imbue 11 Gains the ability to Imbue your Armor. See Spellsword#Imbue Armor for more details.
Armor Imbue 12 Upgrade to Imbue Armor. See Spellsword#Imbue Armor for more details.
Greater Elemental Strike 16 Upgrade to Elemental Strike. See Spellsword#Elemental Strike for more details.
Elemental Maelstrom 26 This ability allows the spellsword to perform an instant whirlwind attack. See Spellsword#Elemental Maelstrom for more details.


Imbue Weapon

This ability allows the Spellsword to empower her weapon with elemental properties, increasing its attack bonus to +1 per 6 class levels and adding elemental bonus damage, scaling as follows:

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

The fixed damage (i.e. +1 or +2) is applied as a damage increase effect, allowing it to pierce damage resistance and immunity. Weapons can only be imbued once per rest, and active imbues cannot be replaced.

The imbue 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.

Limitations

  • The on hit effects of the Spellsword path have been replaced by Elemental Strike. Double Imbue has been disabled.
  • You can only imbue from spells casted by yourself; scrolls, wands and other sources may not be used to imbue.
  • The on-hit property of the imbue can only trigger once per hit in a Flurry, or every two seconds. Character with a majority of levels in Spellsword, under the effects of True Strike, would allow all hits in a flurry to activate the Imbue.
  • 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.
    • 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, adding their base intelligence modifier to the attack roll and empowering the attack with elemental properties. Elemental Strike can only be activated once per round.

Damage increases with class levels and intelligence:

    • Level 6-10 & base INT 14+: +2d2 elemental damage
    • Level 11-15 & base INT 15+: +2d4 elemental damage
    • Level 16-20 & base INT 16+: +2d6 elemental damage
    • Level 21-25 & base INT 17+: +2d8 elemental damage
    • Level 26-30 & base INT 18+: +2d10 elemental damage
  • The above damage is empowered (+50%) when combined with a Weapon Imbue that matches the Strike's element.


  • At Spellsword level 16, Elemental Strike 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 -2 AC for 1 round (2 rounds with Acid Imbue). These penalties are halved by a successful reflex 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.
    • 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.
    • 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.
    • Negative: Vampiric Regeneration equal to the above bonus damage. The effect is halved by a successful fortitude saving throw. (No saving throw when using Negative Imbue.)
  • 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.

Compatible Damage Spells

Note that metamagic can be used to fill the gap and push spells into higher categories for an imbue of greater power.

Level Magic Fire Cold Acid Electric Negative Sonic
0 - Flare Ray of Frost Acid Splash Electric Jolt - -
1 Magic Missile Burning Hands Ice Dagger - - Negative Energy Ray Horizikaul's Boom
2 Death Armor, Lesser Dispel Combust, Scorching Ray - Melf's Acid Arrow Gedlee's Electric Loop - -
3 Dispel magic Fireball
Fireball (Shades)
Flame Arrow
- Mestil's Acid Breath Lightning Bolt
Scintillating Sphere
Negative Energy Burst
Vampiric Touch
Silence
Sound Lance
4 Isaac's Lesser Missile Storm
Phantasmal Killer
Magic Missile (SC)
Wall of Fire
Wall of Fire (Shades)
Ice Storm, Wall of Ice - - Enervation -
5 - Firebrand Cone of Cold
Cone of Cold (Shades)
Acid Arrow (GSC) Ball Lightning - -
6 Isaac's Greater Missile Storm, Disintegrate, Greater Dispelling Fireball (Shades), Wall of Fire (Shades) Freeze, Cone of Cold (Shades) Acid Fog Chain Lightning - Wounding Whispers
7 - Delayed Blast Fireball - - - Finger of Death Great Thunderclap
Power Word: Stun
8 - Incendiary Cloud - - - Create Undead
Create Greater Undead
Horrid Wilting
Avascular Mass
-
9 Weird, Mordenkainen's Disjunction Meteor Swarm Burst of Glacial Wrath, Iceberg - - Energy Drain
Power Word: Kill
Wail of the Banshee


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 11-15 & base INT 15+: 10% immunity and 5/- resistance against the chosen element
    • Class level 16-20 & base INT 16+: 20% immunity and 10/- resistance against the chosen element
    • Class level 21-25 & base INT 17+: 30% immunity and 15/- resistance against the chosen element
    • Class level 26-30 & base INT 18+: 40% immunity and 20/- resistance against the chosen element

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

    • Acid: The above retaliation damage increases by 1d8.
    • Cold: Her armor class increases by 1.
    • Electrical: Her movement speed increases by 20%.
    • Fire: Her attack bonus increases by 1.
    • Negative: She gains regeneration equal to her base intelligence modifier, up to a maximum of +5.

Elemental Maelstrom:

  • This ability allows the spellsword to perform an instant whirlwind attack, adding their base intelligence modifier to the attack roll and empowering the attack with elemental properties corresponding to their active Weapon Imbue. Elemental Maelstrom can only be activated once per minute instead of a regular Elemental Strike.
  • In addition to the weapon damage, nearby enemies take damage scaling with the Spellsword's intelligence:
    • Base INT 14: 3d2 elemental damage
    • Base INT 15: 3d4 elemental damage
    • Base INT 16: 3d6 elemental damage
    • Base INT 17: 3d8 elemental damage
    • Base INT 18+: 3d10 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 reflex saving throw.
    • Cold: -2 attacks per round and -40% movement speed for 1 round, halved by a successful fortitude saving throw.
    • Electrical: Lightning arcs between up to 6 nearby targets, inflicting twice the above bonus damage per target, halved by a successful reflex saving throw.
    • 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.
    • Negative: Vampiric Regeneration equal to the above table. No saving throw.
    • Magic: One breached spell effect.
  • The DC for saving throws is 15 + class level / 2 + INT modifier.

Spellcasting:

  • INT-based, requires preparation. Spellswords can learn new spells from scrolls like Wizards.
  • Spell levels 1 to 8 only, Spellswords are thus unable to select Epic Spell Foci or Epic Spells.
  • The summon restriction has been lifted: New Spellswords can summon freely from items, their class spellbook simply does not have any summon spells.

Spellsword Path Feats:

  • Bladesong Style
    • Prerequisites: Elf or Half-Elf, Spellsword 12+, Dodge
    • 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 2 + base intelligence modifier (up to +1 per 7 class levels). The maximum bonus is +6. For balance reasons, this AC bonus is also disabled for characters with Monk levels.
    • Bonus feats:
      • Spellsword Level 14: Automatic Quicken Spell 1
      • Spellsword Level 21: Automatic Quicken Spell 2
      • 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 may have cut too many corners on their journey to manage a true grasp on nearly all epic magic. The best they can hope to achieve is dominion of Epic Mage Armor, as it is one of the few spells that they learn to wear like a second skin. 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.