Classes > Warriors > Spellsword
Also known as Arcane Blade. A fighter acquainted with weaponry and close combat who delves into the secrets of arcane infusion to further their own martial efficiency.
Spellswords gain +2 INT, +2 Knowledge (Magic) and the ability to cast magic while wearing any kind of armor, as if they were an unspecialized mana-using Sorcerer of half their level. They also receive +4 to Concentration rolls while casting.
Level 3: Spellswords gain the ability to detect magic, innately recognizing the unique feeling of magical fields and the subtle glimmer of a spell's aftereffects, as well as the ability to sense a creature's exact level.
Level 5: Spellswords may etch a spell into a weapon or a piece of armor, consuming the slot and reagents to cause the spell to be cast the next time the weapon connects or the armor is hit. This process takes one hour per slot level of the spell.
Level 10: Spellswords gain the ability to reabsorb spells resisted by their target. If they succeed an INT roll of DC 10 plus the level of the spell, they reabsorb the mana cost of casting it. This process is taxing to their body and causes them to take damage equal to the spell's level.
Level |
Bonus/atk. |
Bonuses |
Level |
Bonus/atk. |
Bonuses |
1 |
+1 |
Kick |
11 |
+11/+6/+1 |
+2 acc., Crit@17, Triplestrike |
2 |
+2 |
Mana, +4 Concentration |
12 |
+12/+7/+2 |
Feat |
3 |
+3 |
Bash |
13 |
+13/+8/+3 |
Disarm |
4 |
+4 |
Feat |
14 |
+14/+9/+4 |
- |
5 |
+5 |
Cleave, Doublestrike, Etch |
15 |
+15/+10/+5 |
Riposte, Second Wind II |
6 |
+6/+1 |
- |
16 |
+16/+11/+6/+1 |
Feat |
7 |
+7/+2 |
Fighting Style |
17 |
+17/+12/+7/+2 |
Battle Trance, Quadstrike |
8 |
+8/+3 |
Feat |
18 |
+18/+13/+8/+3 |
- |
9 |
+9/+4 |
Second Wind |
19 |
+19/+14/+9/+4 |
Combat Instinct, Feat |
10 |
+10/+5 |
Re-absorb Magic |
20 |
+20/+15/+10/+5 |
Second Wind III |