Spellweaver

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Description

On the Southern Continent, especially the Sargrass Plains, weaving as a skill is afforded a nearly sacred significance. Weaving the grasses is an essential skill for the Manfri, and weaving of all kinds is practiced all over the South. Many sorcerers from this place, who were trained to weave as children, now practice the art of weaving magic, rather than grass or cloth. And their arts are slowly spreading across the Wold.

This has created a small community of sorcerers, including some bards and even a few witches, whose purpose is to answer one question extending from their common viewpoint: If all magic requires is that the right types of magic are woven into the right pattern to achieve a desired effect, how far can each pattern be altered, and in what ways? Spellweavers devote themselves to answering this question and others like it. Their goal is to seek out new (or old and forgotten) magical knowledge, to better understand how their magic works, and thus better use it.

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 d6

Requirements

To qualify to become a spellweaver, a character must fulfill all the following criteria:

Skills: Craft (Cloth) or Craft (Clothing) or Craft (Weaving) 7 ranks AND 7 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 Craft (Int), Diplomacy (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 Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 Pure Weaving, Weave Melody, +1 spell known
2nd +1 +1 +1 +1 Envisioning the Pattern, +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +2 Unravel, +1 spell known
4th +2 +1 +1 +2 Bonus Feat, +1 level of existing arcane spellcasting class
5th +2 +2 +2 +3 Weave Metamagic, +1 spell known
6th +3 +2 +2 +3 Weave Energy, +1 level of existing arcane spellcasting class
7th +3 +2 +2 +4 Cloaked in Magic, +1 spell known
8th +4 +3 +3 +4 Bonus Feat, +1 level of existing arcane spellcasting class
9th +4 +3 +3 +5 Nimble Weaving, +1 spell known
10th +5 +3 +3 +5 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. Finally, 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 that he can cast. If the caster already knows all the spells on his class list for a given level, he can select a spell of that level from any other spellcaster's list.

Pure Weaving: Spellweavers can choose to forego spell components by mentally weaving equivalents from pure magic. Spellweavers gain Eschew Materials, Still Spell, or Silent Spell as a bonus feat.

Weave Melody: The spellweaver gains the same Bardic Performance ability that bards do, with two spellweaver levels equivalent to a bard level (round up). Bard levels stack with these bard-equivalent spellweaver levels for this ability: A Bard10/Spellweaver6 would have the bardic performance of a 13th level bard.

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.