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