arguskos
2009-09-17, 01:29 PM
From my previous project concerning school based spellcasters (ala Dread Necromancers), I bring you, the Spellweaver, a class that rapidly evolved into something beyond a school caster, and into a kind of gish alternative to the Duskblade.
Where the Duskblade is damage dealing focused, the Spellweaver is much more defensively focused. He can use his signature trick, the spellnet to defend and aid his entire party. He is martially focused, but with magical tricks, like the Duskblade. His main power though is in his mastery of the battlefield. Spellnets, and their cousins, deathnets, spiritnets, and the feared and dreaded soulnets let the Spellweaver strike fear into his enemies and give hope to his allies.
Below is what I currently have, and know that this is about a year old, so it WILL be changing soon. :smallsigh:
The Spellweaver
To some, magic is straightforward. They use it to demolish homes, minds, or souls. It is a tool, to be used for good or ill as the user decides. However, a hidden and forgotten sect of spellcasters discovered that if you approach magic as an art form, a whole new way of casting spells emerges.
The Spellweavers are the descendants of that sect. They use the mysterious spellnets to work their magic. Though capable of casting spells normally, the act of weaving their magic into the spellnets makes their spells far more potent.
Hit Die: d8
Class Skills: (TBA)
Skill Points: 4+Int Mod
Spellweaver
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Spellcasting, Armored Mage (light)
2nd|
+2|
+0|
+0|
+3|
3rd|
+3|
+1|
+1|
+3|
4th|
+4|
+1|
+1|
+4|spellnet
5th|
+5|
+1|
+1|
+4|
6th|
+6/1|
+2|
+2|
+5|Armored Mage (medium)
7th|
+7/2|
+2|
+2|
+5|
8th|
+8/3|
+2|
+2|
+6|Enhanced Spellnets
9th|
+9/4|
+3|
+3|
+6|
10th|
+10/5|
+3|
+3|
+7|
11th|
+11/6/1|
+3|
+3|
+7|
12th|
+12/7/2|
+4|
+4|
+8|deathnet
13th|
+13/8/3|
+4|
+4|
+8|
14th|
+14/9/4|
+4|
+4|
+9|
15th|
+15/10/5|
+5|
+5|
+9|
16th|
+16/11/6/1|
+5|
+5|
+10|spiritnet
17th|
+17/12/7/2|
+5|
+5|
+10|
18th|
+18/13/8/3|
+6|
+6|
+11|
19th|
+19/14/9/4|
+6|
+6|
+11|
20th|
+20/15/10/5|
+6|
+6|
+12|soulnet
[/table]
Weapon and Armor Proficiencies: A spellweaver has proficiency in all simple weapons, along with 2 martial weapons of his or her choice. They also have proficiency with all light armor and light shields.
Spellcasting: blahblah, Dread Necromancer-style spontaneous, Charisma-based casting.
Armored Mage (light): A spellweaver does not incur spell failure chance while wearing light armor. At level 6, this increases to medium armor, and the spellweaver gains proficiency with medium armor.
Spellnet: At 4th level, the spellweaver gains their true power: the ability to weave and create the semi-tangible spellnets that give the class it's name. A spellnet is an ethereal construct made of spells the weaver channels into it for delayed, yet combined effects.
A spellnet is made of cast, but unexpended, spells the spellweaver designates. The weaver may place one spell per turn, as a standard action, into the spellnet up to a maximum of 1 spell per 2 spellweaver levels. There is no limitation of the level of spell that may be placed into the net. When a spell in placed into a net, it is treated as expended from the spellweaver's spells/day, but does not have an effect until the net is used.
A spellnet lasts for a number of rounds equal to the spells placed into it, after the spellweaver is finished with making the net. Once a spellweaver begins making the net, he must either complete the net (to it's fullest capacity) or use the net. If he stops placing spells into the net, he cannot go back and place them in again later.
The effect of a spellnet is as follows: when used, the spellnet covers a 5-foot/level diameter area, affecting every target in that area with every spell in the spellnet. The spells all act independently, but trigger all at once, in the order they were placed into the net. If any triggered spells give a save, those saves are increase by 2. Using a spellnet is a full-round action. Once a target is hit with a spellnet, it remains attached to that spellnet for the duration of the net.
Enhanced Spellnets: At 8th level, the save boosting effect of a spellweaver's spellnets increases by 2, to a total of 4.
Deathnet: At 12th level, a spellweaver has learned how to create a deathnet, a specialized form of spellnet. Creating a deathnet is a full-round action, and using it is a move action. A deathnet spreads all damage done to any living creature in the net to all living creatures in the net. The damage is spread around equally. The net lasts for 1 round/level, and has a 5-foot/level diameter. All living creatures in the area of the net when it is cast get a Fortitude save to resist the effect (DC=10+cha mod+1/2 spellweaver level). If there is only one living creature affected by the net, then the net has no effect.
Spiritnet: At 16th level, the spellweaver can create a spiritnet, a specialized form of spellnet, much like a deathnet is. However, a spiritnet performs the opposite function from a deathnet: where a deathnet brings pain to those under it, a spiritnet heals those affected by it. Any living being in the area of a spiritnet heals 2 hp/spellweaver level each round, along with 1 point of ability damage or drain a round. A spiritnet lasts for 1 round/level, and has a 5-foot/level diameter.
Soulnet: At 20th level, the spellweaver unlocks the final power in his craft: the dreaded soulnet. A soulnet is much like a deathnet, but rather than dividing damage, it saps the soul. Any creature affected by a soulnet gains two negative levels each round, until the net's duration expires, or the creature dies. A creature affected by the soulnet gets a Fortitude save when the effect begins to resist the net (DC=10+cha mod+1/2 spellweaver level). If they succeed on their save, they gain only one negative level each round instead. A soulnet lasts for 1 round/level, and has a 5-foot/level diameter.
Spells/day{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|2|0
2nd|3|1|-
3rd|4|2|0|-
4th|4|2|1|-|-
5th|4|3|2|0|-|-
6th|4|3|2|1|-|-|-
7th|4|3|3|2|0|-|-|-
8th|4|4|3|2|1|-|-|-
9th|4|4|3|3|2|0|-|-|-
10th|4|4|4|3|2|1|-|-|-
11th|4|4|4|3|3|2|0|-|-
12th|4|4|4|4|3|2|1|-|-|-
13th|4|4|4|4|3|3|2|0|-|-
14th|4|4|4|4|4|3|2|1|-|-
15th|4|4|4|4|4|3|3|2|0|-
16th|4|4|4|4|4|4|3|2|1|-
17th|4|4|4|4|4|4|3|3|2|0
18th|4|4|4|4|4|4|4|3|3|1
19th|4|4|4|4|4|4|4|3|3|2
20th|4|4|4|4|4|4|4|4|4|3
[/table]
Spell List:
0- All from the Player's Handbook, Spell Compendium, and any other source the player can convince the DM of. :smallamused:
1- cause fear, charm person, disguise self, doom, magic weapon, jump, longstrider, endure elements, protection from chaos/good/evil/law, mage armor, true strike, enlarge person, reduce person,
2- heroism, barkskin, resist energy, bull's strength, bear's endurance, owl's wisdom, fox's cunning, eagle's splendor, cat's grace, aid, death knell, hold person, shield other, spider climb, tasha's hideous laughter, protection from arrows, misdirection, false life
3- bestow curse, protection from energy, water breathing, water walk, contagion, magic vestment, poison, dispel magic, greater magic weapon, nondetection, tongues, hold person, deep slumber, rage, haste, slow, blink, vampiric touch, invisibility
4- freedom of movement, break enchantment, stoneskin, remove curse, charm monster, confusion, crushing despair, phantasmal killer, bestow curse, fear
5- spell resistance, wall of fire, wall of thorns, wall of ice, wall of stone, wall of iron, feeblemind, hold monster, waves of fatigue
6- dominate person, blade barrier, wind walk, greater dispel magic, lesser globe of invulnerability, true seeing, greater heroism, veil, circle of death
7- wind walk, slay living, spell turning, insanity, power word: blind, waves of exhaustion
8- protection from spells, maze, otto's irresistible dance, power word: stun, iron body
9- regenerate, imprisonment, freedom, dominate monster, power word: kill, weird
I'll be adding more spells from the Spell Compendium, Complete Mage, Player's Handbook 2, and anywhere else I feel like, so just take this as a list of spells that are representative of what the Spellweaver can do.
Where the Duskblade is damage dealing focused, the Spellweaver is much more defensively focused. He can use his signature trick, the spellnet to defend and aid his entire party. He is martially focused, but with magical tricks, like the Duskblade. His main power though is in his mastery of the battlefield. Spellnets, and their cousins, deathnets, spiritnets, and the feared and dreaded soulnets let the Spellweaver strike fear into his enemies and give hope to his allies.
Below is what I currently have, and know that this is about a year old, so it WILL be changing soon. :smallsigh:
The Spellweaver
To some, magic is straightforward. They use it to demolish homes, minds, or souls. It is a tool, to be used for good or ill as the user decides. However, a hidden and forgotten sect of spellcasters discovered that if you approach magic as an art form, a whole new way of casting spells emerges.
The Spellweavers are the descendants of that sect. They use the mysterious spellnets to work their magic. Though capable of casting spells normally, the act of weaving their magic into the spellnets makes their spells far more potent.
Hit Die: d8
Class Skills: (TBA)
Skill Points: 4+Int Mod
Spellweaver
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Spellcasting, Armored Mage (light)
2nd|
+2|
+0|
+0|
+3|
3rd|
+3|
+1|
+1|
+3|
4th|
+4|
+1|
+1|
+4|spellnet
5th|
+5|
+1|
+1|
+4|
6th|
+6/1|
+2|
+2|
+5|Armored Mage (medium)
7th|
+7/2|
+2|
+2|
+5|
8th|
+8/3|
+2|
+2|
+6|Enhanced Spellnets
9th|
+9/4|
+3|
+3|
+6|
10th|
+10/5|
+3|
+3|
+7|
11th|
+11/6/1|
+3|
+3|
+7|
12th|
+12/7/2|
+4|
+4|
+8|deathnet
13th|
+13/8/3|
+4|
+4|
+8|
14th|
+14/9/4|
+4|
+4|
+9|
15th|
+15/10/5|
+5|
+5|
+9|
16th|
+16/11/6/1|
+5|
+5|
+10|spiritnet
17th|
+17/12/7/2|
+5|
+5|
+10|
18th|
+18/13/8/3|
+6|
+6|
+11|
19th|
+19/14/9/4|
+6|
+6|
+11|
20th|
+20/15/10/5|
+6|
+6|
+12|soulnet
[/table]
Weapon and Armor Proficiencies: A spellweaver has proficiency in all simple weapons, along with 2 martial weapons of his or her choice. They also have proficiency with all light armor and light shields.
Spellcasting: blahblah, Dread Necromancer-style spontaneous, Charisma-based casting.
Armored Mage (light): A spellweaver does not incur spell failure chance while wearing light armor. At level 6, this increases to medium armor, and the spellweaver gains proficiency with medium armor.
Spellnet: At 4th level, the spellweaver gains their true power: the ability to weave and create the semi-tangible spellnets that give the class it's name. A spellnet is an ethereal construct made of spells the weaver channels into it for delayed, yet combined effects.
A spellnet is made of cast, but unexpended, spells the spellweaver designates. The weaver may place one spell per turn, as a standard action, into the spellnet up to a maximum of 1 spell per 2 spellweaver levels. There is no limitation of the level of spell that may be placed into the net. When a spell in placed into a net, it is treated as expended from the spellweaver's spells/day, but does not have an effect until the net is used.
A spellnet lasts for a number of rounds equal to the spells placed into it, after the spellweaver is finished with making the net. Once a spellweaver begins making the net, he must either complete the net (to it's fullest capacity) or use the net. If he stops placing spells into the net, he cannot go back and place them in again later.
The effect of a spellnet is as follows: when used, the spellnet covers a 5-foot/level diameter area, affecting every target in that area with every spell in the spellnet. The spells all act independently, but trigger all at once, in the order they were placed into the net. If any triggered spells give a save, those saves are increase by 2. Using a spellnet is a full-round action. Once a target is hit with a spellnet, it remains attached to that spellnet for the duration of the net.
Enhanced Spellnets: At 8th level, the save boosting effect of a spellweaver's spellnets increases by 2, to a total of 4.
Deathnet: At 12th level, a spellweaver has learned how to create a deathnet, a specialized form of spellnet. Creating a deathnet is a full-round action, and using it is a move action. A deathnet spreads all damage done to any living creature in the net to all living creatures in the net. The damage is spread around equally. The net lasts for 1 round/level, and has a 5-foot/level diameter. All living creatures in the area of the net when it is cast get a Fortitude save to resist the effect (DC=10+cha mod+1/2 spellweaver level). If there is only one living creature affected by the net, then the net has no effect.
Spiritnet: At 16th level, the spellweaver can create a spiritnet, a specialized form of spellnet, much like a deathnet is. However, a spiritnet performs the opposite function from a deathnet: where a deathnet brings pain to those under it, a spiritnet heals those affected by it. Any living being in the area of a spiritnet heals 2 hp/spellweaver level each round, along with 1 point of ability damage or drain a round. A spiritnet lasts for 1 round/level, and has a 5-foot/level diameter.
Soulnet: At 20th level, the spellweaver unlocks the final power in his craft: the dreaded soulnet. A soulnet is much like a deathnet, but rather than dividing damage, it saps the soul. Any creature affected by a soulnet gains two negative levels each round, until the net's duration expires, or the creature dies. A creature affected by the soulnet gets a Fortitude save when the effect begins to resist the net (DC=10+cha mod+1/2 spellweaver level). If they succeed on their save, they gain only one negative level each round instead. A soulnet lasts for 1 round/level, and has a 5-foot/level diameter.
Spells/day{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|2|0
2nd|3|1|-
3rd|4|2|0|-
4th|4|2|1|-|-
5th|4|3|2|0|-|-
6th|4|3|2|1|-|-|-
7th|4|3|3|2|0|-|-|-
8th|4|4|3|2|1|-|-|-
9th|4|4|3|3|2|0|-|-|-
10th|4|4|4|3|2|1|-|-|-
11th|4|4|4|3|3|2|0|-|-
12th|4|4|4|4|3|2|1|-|-|-
13th|4|4|4|4|3|3|2|0|-|-
14th|4|4|4|4|4|3|2|1|-|-
15th|4|4|4|4|4|3|3|2|0|-
16th|4|4|4|4|4|4|3|2|1|-
17th|4|4|4|4|4|4|3|3|2|0
18th|4|4|4|4|4|4|4|3|3|1
19th|4|4|4|4|4|4|4|3|3|2
20th|4|4|4|4|4|4|4|4|4|3
[/table]
Spell List:
0- All from the Player's Handbook, Spell Compendium, and any other source the player can convince the DM of. :smallamused:
1- cause fear, charm person, disguise self, doom, magic weapon, jump, longstrider, endure elements, protection from chaos/good/evil/law, mage armor, true strike, enlarge person, reduce person,
2- heroism, barkskin, resist energy, bull's strength, bear's endurance, owl's wisdom, fox's cunning, eagle's splendor, cat's grace, aid, death knell, hold person, shield other, spider climb, tasha's hideous laughter, protection from arrows, misdirection, false life
3- bestow curse, protection from energy, water breathing, water walk, contagion, magic vestment, poison, dispel magic, greater magic weapon, nondetection, tongues, hold person, deep slumber, rage, haste, slow, blink, vampiric touch, invisibility
4- freedom of movement, break enchantment, stoneskin, remove curse, charm monster, confusion, crushing despair, phantasmal killer, bestow curse, fear
5- spell resistance, wall of fire, wall of thorns, wall of ice, wall of stone, wall of iron, feeblemind, hold monster, waves of fatigue
6- dominate person, blade barrier, wind walk, greater dispel magic, lesser globe of invulnerability, true seeing, greater heroism, veil, circle of death
7- wind walk, slay living, spell turning, insanity, power word: blind, waves of exhaustion
8- protection from spells, maze, otto's irresistible dance, power word: stun, iron body
9- regenerate, imprisonment, freedom, dominate monster, power word: kill, weird
I'll be adding more spells from the Spell Compendium, Complete Mage, Player's Handbook 2, and anywhere else I feel like, so just take this as a list of spells that are representative of what the Spellweaver can do.