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Difference between revisions of "Spellweaver"
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To qualify to become a Spellweaver, a character must fulfill all the following criteria: | To qualify to become a Spellweaver, a character must fulfill all the following criteria: | ||
− | '''Skills''': | + | '''Skills''': Craft (Weaving) 10 ranks AND 10 ranks each in two of the following skills: Knowledge (arcana), Spellcraft, or Use Magic Device |
− | Craft (Weaving) 10 ranks | + | |
− | AND | + | |
− | 10 ranks each in two of the following skills: Knowledge (arcana), Spellcraft, or Use Magic Device | + | |
'''Feats''': Any two Metamagic Feats AND one of the following: Eschew Materials OR Magical Aptitude OR Skill Focus (Weaving) | '''Feats''': Any two Metamagic Feats AND one of the following: Eschew Materials OR Magical Aptitude OR Skill Focus (Weaving) | ||
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'''Spells''': Ability to spontaneously cast 4th-level arcane spells | '''Spells''': Ability to spontaneously cast 4th-level arcane spells | ||
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==Class Skills== | ==Class Skills== | ||
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Spellweavers gain no proficiency with any weapon or armor. | Spellweavers gain no proficiency with any weapon or armor. | ||
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+ | '''Ethos of Sharing''' | ||
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+ | Spellweavers believe that magic was gifted to them for the common good. The things they learn about the nature of magic are never kept as personal secrets, but shared with anybody who asks. Their magic itself is shared freely; they will never charge for using their magic the way some others might. Often they will accept barter, but only as small favors in return; a bed for the night, or a hot meal. They believe their magic to be no grander than any other form of labor. In Hook City, where magic is an oft-traded commodity, this has made them somewhat unpopular as a spellweaver will often do for free (or for cost, in the case of spells requiring costly materials) that for which others charge a premium. | ||
Revision as of 08:33, 4 March 2010
Description
Spellweavers are mages who seek to learn all there is to know about their innate magical skills, pushing the boundaries of what conventional arcanists define as the 'rules' of magic. They view magic as a medium that they weave into patterns, and seek to study the ways that these patterns can be altered. This constant process of introspection, combined with an ongoing search for knowledge through experimentation, and exploration also allow them to learn more about themselves, and make the most of all of their personal magical talents.
A Spellweaver spends his effort to learn to weave each spell he knows into whatever shape he needs, to maximize his versatility. This is a good fit for sorcerers, expanding on the versatility of spontaneous casting, and can be a useful skill as well for bards and witches, teaching them also a bit more about the magic that empowers their music and craft.
NPCs who are Spellweavers tend to travel, or to congregate in places of learning. They are usually well-received by common folk for their willingness to pay for simple things like a night's lodging with useful (and sometimes otherwise valuable) magic. For most Spellweavers, learning and sharing what they learn is their top motivation. They are very happy to share knowledge, but are sometimes received badly by traditionally educated mages (especially wizards), since Spellweavers often contradict their knowledge of the defined ways and rules of magic that wizards have spent generations learning and honing.
Hit Die
d4
Requirements
To qualify to become a Spellweaver, a character must fulfill all the following criteria:
Skills: Craft (Weaving) 10 ranks AND 10 ranks each in two of the following skills: Knowledge (arcana), Spellcraft, or Use Magic Device
Feats: Any two Metamagic Feats AND one of the following: Eschew Materials OR Magical Aptitude OR Skill Focus (Weaving)
Spells: Ability to spontaneously cast 4th-level arcane spells
Class Skills
The Spellweaver’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (arcana, local, the Planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at Each Level
4 + Int modifier.
Table: The Spellweaver
Level BAB Fort Ref Will Special Spells per Day 1st +0 +0 +0 +2 Pure Weaving, Weave Melody +1 Spell Known 2nd +1 +0 +0 +3 Envisioning the Pattern +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Unravel +1 Spell Known 4th +2 +1 +1 +4 Bonus Feat +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Weave Metamagic +1 Spell Known 6th +3 +2 +2 +5 Weave Energy +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 Cloaked in Magic +1 Spell Known 8th +4 +2 +2 +6 Bonus Feat +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 Nimble Weaving +1 Spell Known 10th +5 +3 +3 +7 Stuff of Magic +1 level of existing arcane spellcasting class
Class Features
All the following are Class Features of the Spellweaver prestige class.
Weapon and Armor Proficiency
Spellweavers gain no proficiency with any weapon or armor.
Ethos of Sharing
Spellweavers believe that magic was gifted to them for the common good. The things they learn about the nature of magic are never kept as personal secrets, but shared with anybody who asks. Their magic itself is shared freely; they will never charge for using their magic the way some others might. Often they will accept barter, but only as small favors in return; a bed for the night, or a hot meal. They believe their magic to be no grander than any other form of labor. In Hook City, where magic is an oft-traded commodity, this has made them somewhat unpopular as a spellweaver will often do for free (or for cost, in the case of spells requiring costly materials) that for which others charge a premium.
Spells and Caster Level
At even levels the Spellweaver gains new spells per day and spells known (if applicable) as if he had gained a level in a spellcasting class in which he can cast spontaneously cast 4th level spells. If he has more than one such class, he must pick one at level 1. Moreover, even though only even levels advance spell casting progression, every Spellweaver level stacks with the character's base spellcasting levels to determine caster level. The Spellweaver does not, however, gain any other benefit a character of that class would have gained, such as bonus feats or familiar progression.
In addition to the Spells Known granted by the level of spellcasting in their arcane class, at each new odd Spellweaver level, he gains one new Spell Known of any spell level or levels that he can cast.
Pure Weaving (SU): Spellweavers can choose to forego material components and foci by weaving equivalents from pure magic. Spellweavers gain Eschew Materials as a free feat. Those who already have that feat, or who gain it later, require no material components or arcane foci at all for any spell.
Weave Melody: If the spellweaver already has the bardic music class ability, then spellweaver levels stack with other levels that grant the ability.
Envisioning the Pattern (SP): Spellweavers learn to see magic as woven patterns. This ability improves over time. At level 2, the spellweaver can cast Detect Magic at will as a spell-like ability. At level 6, the spellweaver can cast Arcane Sight at will as a spell-like ability.
Unravel (EX): Because a Spellweaver is so in tune with magic, he is more able to recognize and counter another spellcaster’s magic. The Spellweaver may Ready a counterspell as a move action, not a standard action. Also, he gains a cumulative +1 synergy bonus on his counterspell spellcraft checks for every 5 Craft (Weaver) ranks he has, rounded down.
Bonus Feat: The spellweaver may choose from: any metamagic feat, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Counterspell, and Combat Casting. You must meet the pre-requisites, if any, of the feat you choose.
Weave Metamagic (EX): The spellweaver reduces the cost for metamagicked spells by one slot per spell. At 10th level, the metamagic cost is reduced by two slots per spell.
Weave Energy (SU): The Spellweaver gains a facility with weaving a particular kind of energy. Choose one of Fire, Electric, Acid, Cold, or Sonic energy. The Spellweaver may weave that energy into a spell that already has an energy descriptor, changing the spell's descriptor to the Spellweaver's chosen type. A spell woven with energy uses up a spell slot one level higher than the spell’s actual level.
Cloaked in Magic (SU): A Spellweaver gains a cumulative +1 Insight bonus on his Reflex saving throw versus spells and spell-like abilities for each 5 ranks he has in Craft(Weaver), rounded down.
Nimble Weaving (EX): As the Spellweaver gains experience, he becomes so used to interweaving his spells and metamagic feats that it has becomes second nature. The Spellweaver’s metamagic spells no longer require more time to cast, and he may take the Quicken Spell feat. This extends to all of a Spellweaver’s spells.
Stuff of Magic (SU): Spellweavers can weave magic in with other woven materials as a solid, touchable substance. This allows them to craft magical items which can be woven from cloth (magic carpets, shirts, robes, cloaks, etc) for 1/2 the normal cost in materials, in 1/2 the normal time. These items are infused with the goodwill of the weaver, and can be used by the weaver or woven as gifts for a specific recipient well known to the creator. However, if these items leave the intended owner's possession (such as an attempt to sell the item when one is done with it, or give it to an unintended owner) the item will unravel and disappear.