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Spellsword: Difference between revisions

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* One spell school of their choice  
* One spell school of their choice  
* All summoning spells and abilities (the only exception being the wizard familiar)
* All summoning spells and abilities (the only exception being the wizard familiar)
* All epic spells, including command spells like [[Console_command#-scry|-scry]], except Epic Mage Armour
* All epic spells, including command spells like [[Console_command#-scry|-scry]], except Epic Mage Armour. Other side effects and non-epic commands work as normal.


===Notes===
===Notes===

Revision as of 22:28, 21 January 2018

NWN requirements

Base Class: Wizard.
General spell school (no specialization)

General information

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.

Mechanical information

The spellsword is a wizard path. A character can become a spellsword at character creation, turning the wizard levels into spellsword levels, as long as they have no school specialization. There is a way to become a spellsword after creation as well by talking to the correct NPC(s).

Spellsword Abilities

  • Wizard Hit Die upgraded to d6
  • Wizard AB progression upgraded to 3/4
  • They gain Simple and Martial Weapon proficiency
  • They gain Light and Medium Armor proficiency
  • They gain Uncanny Dodge
  • They gain 5% Arcane Spell Failure reduction to Armor
  • They gain +3 CL against dispels
  • They gain +1 melee Damage per INT modifier, capped to wizard level/2
  • They gain +1 Discipline each 3 wizard levels
  • If they aren't holding anything in their offhand (shield, bow, two-hander, etc), they gain +1 (Shield) AC per int modifier, capped by wizard level/6+1 to a maximum of 6 at 30
  • Gains the ability to Imbue. Upgrade to Greater Imbue at level 21.
  • At level 8, Mage Armor (spell) gives the spellsword twice as much AC. At 15, it gives thrice as much.

Imbuing

Spellswords have the unique trait of being able to "charge" spells into their weapons and armor, with different conditions and different effects.

Armors can be imbued using defensive spells, "storing" the spell in the armor, which will be activated and triggered the moment the spellsword is struck and will function as the spell normally would.

Weapons can be imbued using damage spells. This will not unleash the spell when a target is physically (not magically) struck, but instead, it will grant additional damage and additional effects which are dependent to the energy imbued. At level 21, spellswords gain Greater Imbue: They are able to imbue their weapons with two damage properties at once. The imbue, being an added magical effect, can stack with weapon buff spells that are usually incompatible with magic weapons.

Energy Type On-hit Effect (Save) Spell Level Bonus Damage
Magic 5%*Tier to Dispel on hit (No save) Tier 1
Levels 0 to 3
1d4 (1 for Magic)
Acid Acid Burn for 3 rounds*Tier (Fort)
Damage is Xd4
Cold -1 APR for 2 Rounds*Tier (Fort) Tier 2
Levels 4 to 6
1d8 (1d4 for Magic)
Electric Nearby Targets are struck by lightning (Reflex)
Damage is Xd4
Max number of jumps is 3*Tier
Fire Target loses 2*Tier AC for 3 rounds (Fort) Tier 3
Levels 7 to 9
1d12 (1d8 for Magic)
Negative Deals additional Damage equal to Xd4 (Will)
Spellsword heals equal to negative damage dealt
Sonic Silences for 1 round*Tier (Fort)

Xd4 is Wizard level/5 + 1*Imbue Tier. A level 20 Spellsword using a stilled Acid Fog (Spell level 7, tier 3), would gain an imbue of 1d12 Acid and an Acid Burn of 7d4, at DC 34 Fort.

The save DC is 10+Spellsword level+0/2/4 (Tier 1 imbue increases in 0, Tier 2 increases +2, Tier 3 increases +4)

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 Combust - Melf's Acid Arrow Gedlee's Electric Loop - -
3 - Fireball
Fireball (Shades)
Flame Arrow
- Mestil's Acid Breath Lightning Bolt
Scintillating Sphere
Negative Energy Burst
Vampiric Touch
Silence
4 Isaac's Lesser Missile Storm
Phantasmal Killer
Magic Missile (SC)
Wall of Fire
Elemental Shield
Wall of Fire (Shades)
Ice Storm - - Enervation -
5 - Firebrand Cone of Cold
Cone of Cold (Shades)
Acid Arrow (GSC) Ball Lightning - -
6 Isaac's Greater Missile Storm - - Acid Fog Chain Lightning - Wounding Whispers
7 - Delayed Blast Fireball - - - Finger of Death Great Thunderclap
8 Horrid Wilting Incendiary Cloud - - - Create Undead
Create Greater Undead
-
9 Weird Meteor Swarm - - - Energy Drain
Wail of the Banshee
-

Compatible Defensive Spells

Level Spell (School)
1 Shield (Abjuration)
Mage Armor (Conjuration)
2 Ghostly Visage (Illusion)
Death Armor (Necromancy)
3 -
4 Elemental Shield (Evocation)
Stoneskin (Abjuration)
Minor Globe of Invulnerability (Abjuration
5 Mestil's Acid Sheath (Conjuration)
Ethereal Visage (Illusion)
Lesser Spell Mantle (Abjuration)
6 Greater Stoneskin (Transmutation)
Globe of Invulnerability (Abjuration)
7 Shadow Shield (Illusion)
Spell Mantle (Abjuration)
8 Premonition (Divination)
9 Greater Spell Mantle (Abjuration)

Restrictions

Spellswords lose access to:

  • One spell school of their choice
  • All summoning spells and abilities (the only exception being the wizard familiar)
  • All epic spells, including command spells like -scry, except Epic Mage Armour. Other side effects and non-epic commands work as normal.

Notes

Due to a bug that is currently being worked on, to use the armor imbue you need to first cast Shield on it. Once it has at least one on-hit property, you are free to use any other armor imbue spell, but removing the armor will result in the on-hit property being cleansed.

  • Regarding the Attacks Per Round progression:
    • The APR progression doesn't appear in the character sheet, but it will work in combat.
    • The spellsword APRs will be disabled if no weapon or a creature weapon is equipped, reversing the APR to BAB.
    • The APR progression uses total character level (as long as their majority of levels is still Wizard), but the other spellsword bonuses and abilities use Wizard levels.
    • The APR will replace the natural attack progression and will not stack in any way with the monk progression.
    • The APR progression only affects the right hand, meaning that they can dual-wield normally.
  • The bonuses (AC, AB, disc) are soft, counting toward their respective caps and not counting for feat/class requirements.
  • "Majority of levels" means that a character must have a total wizard level over the combined total of the multiclasses. By level 30, a character would need to have at least 16 wizard levels - a 11/10/9 build does not count as majority.
  • Their summoning restriction is absolute. All spells and abilities means all of them, even abilities that are not strictly summoning, like the druid's animal companion, the shadowdancer's shadow, or Mordenkainen's Sword spell. They are prevented from using these spells even from scrolls and other sources. Domination and charm abilities, however, work normally.
  • They cannot choose Conjuration as their forbidden school.
  • Using the -twohand command counts as having the offhand occupied for the purposes of the bonus AC.
  • The Mage Armor bonus AC is still distributed evenly between Dodge, Deflection, Armor and Natural. Only Dodge AC stacks with other Dodge AC sources. The spellsword Mage Armor's Dodge AC doesn't stack with Epic Mage Armor's Dodge AC.
  • Imbuing equipment will tend to show the feedback of "invalid target for this spell", but check the item. If it applied an on-hit property, it should be working.
  • Spellswords can only imbue their own equipment. if an imbued piece of armor or weapon leaves the spellsword's inventory, it will lose all its buffs.
  • Shades[1] is a lvl 6 spell, however the innate level of each variant is the innate level of the corresponding "normal" spell.

Roleplaying Tips

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, even managing to store whole defensive spells into their armors to spring at the first sign of danger.

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.