Spellweaver Class

Proficiencies

Weapon Skills

Armor Skills

Shield Skills

Resource Skills

General Skills

Arcane Bolt
Cost: SP

Description: 0 Runes, no incant. Thrown. Deals 1 damage to the target. Call “Bolt” when throwing this spell. The magic for this spell is so weak that it doesn’t benefit from the normal ability for spells to pass through shields, weapons, or armor, and doesn’t count as a spell for the purposes of any other ability. Functionally this spell works the same as a throwing knife.

Runic Master (Spellweaver)
Cost: SP

Description: As long as you are inside a runic circle you cast, you can designate who is able to enter them.

Weapon Channeling
Cost: SP

Description: Allows the spellweaver to cast thrown spells as melee spells instead.

Choose 2 of the following rune circle options:

Null Magic Zone
Cost: SP

Description: 4 Runes. 3 minute setup. 15ft size. Color: Black. Anyone inside this circle is immune to other magical effects. Additionally, no one inside the circle can cast any magical effect.

Circle of Thorns
Cost: SP

Description: 2 Runes. 2 minutes setup. 10ft size. Color: Green. Whenever anyone other than the caster enters this circle, they take a leg wound. If you also have Runic Mastery, you can choose who this circle affects.

Circle of Protection
Cost: SP

Description: 3 Runes. 2 minute setup. 10ft size. Color: White. Anyone inside the circle (including their equipment) is immune to all damage, but also cannot deal any damage. If you get hit while under the effect of the circle call “Protection”.

Rune Trap
Cost: SP

Description: 3 Runes. 3 minutes setup. 10ft size. Color: Orange. As part of the preparation of this circle you can cast a thrown or touch spell. You cannot store healing spells or self cast only spells in this circle. The rune cost for that spell is added to the cost to set up this circle. Whenever someone other than the caster enters this circle, they take the effect of that spell. If you also have Runic Mastery, you can choose who this circle affects.

Circle of Power
Cost: SP

Description: 3 Runes. 3 minute setup. 10ft size. Color: Red. While you are inside this circle, you can cast thrown or touch spells on anyone else in the circle without incant time and need only point at the person to target them. Healing spells do not benefit from this circle. Only the caster of this circle can gain its benefits.

Circle of Magic
Cost: SP

Description: 4 Runes. 3 minute setup. 10ft size. Color: Blue. Anyone inside this circle has the cost of their spells reduced to 1 rune.

Spellweaver Skills

Choose 3 Tier 1 Spells

Ward
Cost: SP

Description: 1 Rune. Touch. 5 second incant. Gives target 1 point of magical armor.

Replenish
Cost: SP

Description: 1 Rune, Touch. 5 second incant. The target regains 1 Rune.

Scorch
Cost: SP

Description: 1 Rune. Thrown. 5 second incant. Deals 1 point of magical damage.

Siphon
Cost: SP

Description: 0 Rune. Thrown. 5 second incant. Target loses 1 Rune, caster gains 1 Rune. If the target has no Runes left, then you gain nothing.

Push
Cost: SP

Description: 1 Rune. Thrown. 5 second incant. The target suffers a knockback.

Grip
Cost: SP

Description: 1 Rune. Thrown. 5 second incant. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 seconds.

Steady
Cost: SP

Description: 1 Rune. Touch. 5 second incant. Tie a red ribbon on the target. They can call “Steady” to ignore a knockback effect they would take and then remove the ribbon.

Choose 3 Tier 2 Spells

Root
Cost: SP

Description: 2 Runes. Thrown. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 minutes or until dispelled. 10 second incant. Can also be removed by a full minute of roleplay breaking out of the vines.

Torrent
Cost: SP

Description: 2 Runes. Special/Thrown. You summon 3 spell orbs at the end of the incantation. You can throw them one at a time and each deals a knockback. You are considered concentrating while you hold these orbs. If you lose concentration (damage, knockback, running etc.) then you also lose any remaining orbs.

Flame Burst
Cost: SP

Description: 2 Runes, Thrown. 10 second incant. Deals 2 points of magical damage.

Paralysis
Cost: SP

Description: 2 Runes. Thrown. 10 second incant. The hit location becomes Disabled (cannot be used). If the torso is hit, all locations become disabled. The effect lasts 1 minute, until you take a wound, or until dispelled.

Fear
Cost: SP

Description: 2 Runes. Thrown. Target becomes afraid of the caster and can’t get within 20ft of them. Target must run out of that range if they are already in it. Lasts 10 minutes.

Dispel Magic
Cost: SP

Description: 2 Runes, Removes any persistent magical effect on the target (Includes magic armor). Can dispel rune circles in touch range. Thrown or Touch range. 10 second incant

Silence
Cost: SP

Description: 2 Runes, Thrown or Touch range. The target cannot speak for 5 minutes. This also stops them from casting any spells outside spells that do not need to be spoken. 10 second incant

Choose 2 Tier 3 Spells

Barkskin
Cost: SP

Description: 3 Runes, Touch. Self cast only. 15 second incant. You get 2 magical armor points (shown by brown bands tied on upper arms) that block the next 2 points of damage you take. Doesn’t stack with itself.

Freeze
Cost: SP

Description: 3 Runes. Thrown. 15 second incant. Target is frozen and cannot move. They are also immune to any damage. Lasts for 1 minute or until dispelled.

Fireball
Cost: SP

Description: 3 Runes. Thrown. 15 second incant. Deals 1 wound to the hit location.

Drain
Cost: SP

Description: 3 Runes. Thrown. 15 second incant. Deals 2 magic damage. Allows the caster to heal 1 limb or hit if the spell lands.

Gale
Cost: SP

Description: 3 Runes. Special. 15 second incant. This spell is cast by putting your arms out in a V shape. All targets 20ft in front of you suffer a knockback.

Choose 2 Tier 4 Spells

Shockwave
Cost: SP

Description: 4 Runes, Special. 20 second incant. Caster incants, then slams a spell orb or weapon into the ground. It deals one leg wound to everyone within 10 feet in front of the caster.

Undertow
Cost: SP

Description: 4 Runes. Thrown. 20 second incant. Target has their legs swept out from under them and takes a wound to each leg.

Fire Storm
Cost: SP

Description: 4 Runes. Special. You summon 3 spell orbs at the end of the incantation. You can throw them one at a time and each deals 2 magic damage. You are considered concentrating while you hold these orbs. If you lose concentration (damage, knockback, running etc.) then you also lose any remaining orbs.

Weakness
Cost: SP

Description: 4 Runes, 20 second incant. Thrown. Target loses all Hits and magic armor.

Silent Caster
Cost: SP

Description: This ability allows you to cast spells without doing the incantation verbally. Instead, you will do the incantation in your head for the same amount of time. This also allows you to cast spells even while under the effects of the silence spell. (you still call out the spell name when you throw)

Quick Caster
Cost: SP

Description: When you cast a spell you can add 1 to the rune cost to decrease the incant time by 5 seconds. You can stack this effect as much as you want for a spell cast. Call “Quick (spell name here)” to indicate a quick cast.

Dual Caster
Cost: SP

Description: When you charge a spell orb, you may charge a copy of that spell in your other hand. The cost for each spell remains the same, but they can share the incant time. (Ex. Charge 2 root spells for a total of 4 runes and 10 second incant) This ability cannot be used with weapon channeling.