Spellblade: Advanced Class
While it is well-known that the materia used to carry the essence of magic is a fundamental foundation in the understanding of even the most rudimentary novice spellcaster, there are rumors of those for whom the materia can take other shapes and forms - one such group of spellcasters are known as the “Spellblades.”
The Spellblade is one such master of material delivery - utilizing a weapon made of steel, wood, or bone to transmit the aetheric flows of magic into hapless targets. While some might scoff at such “limitation” - the spellblade’s delivery now being limited to those they can reach with their blade or bow, others see broad new horizons for speed, efficacy, and creative new interpretations for what were once niche spells and effects.
Indeed, to witness a Spellblade in action is to behold a seamless integration of steel and sorcery. Their weapon, whether a sword, axe, or staff, is not merely a tool of physical might; it is a channel for the arcane forces that course through the realms. These warriors are not bound by the traditional separation of melee combat and spellcasting. Instead, they seamlessly blend both disciplines, transitioning from a flurry of physical strikes to a cascade of arcane projectiles with fluid grace.
Class Level | Cantrips | Spells Known | Advanced | Veteran Powers | Class Bonuses |
1 | +1 | +1 | 0 | +1 | Adaptive Incantation, Bladechannel |
2 | 0 | +1 | 0 | 0 | Spell Versatility , Shard Pool |
3 | 0 | +1 | +1 | 0 | Longwand |
4 | +1 | +1 | 0 | +1 | - |
5 | 0 | +1 | 0 | 0 | Arcane Echoes, Casting Mastery |
The base Incantation for the Spellblade is chosen from among the Incantations of any spell-casting classes the character has levels in.
The Spellblade is both a Divine and Arcane spell-caster. Spellblade spells may be cast with both Divine and Arcane spell slots.
Requirement: Spellblade Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
If the Spellblade has a normal Incantation that does not work with the Spellblade spells, they can adjust their cast by adding the word “call” as the second word of each Spell and Cantrip Incantation. A Druid trying to cast the spell Overcharge would normally say “By dawning growth to add to the power of my blade.” but may instead say “By dawning growth I call to add to the power of my blade.”
In addition, the Spellblade counts as both a Martial and an Arcane Spellcasting class for the purposes of Powers that depend on those class-level counts.
Requirement: Spellblade Level 1
Incantation: “Bladechannel”
Call: None
Target: Self Duration: Until Discharged
Delivery: Touch Refresh: Immediate
Accent: None Effect: None
At-will, the Spellblade can cast any Spell or Cantrip with a Delivery of Packet (and only Packet) as if it were a weapon-spell with a Delivery of Weapon (Melee). The Incantation of the Spell or Cantrip will have the word “Bladechannel'' added to the beginning. If the Bladechannelled Power charges multiple Packets at once, each use of the weapon can be used to discharge one Packet's worth of effect. If the Power charges multiple Packets subsequently, each charge can charge the weapon, just as if it were a Packet. If the Call is made but the weapon attack misses, the Spell or charge is still considered expended. If a second spell is Bladechannelled into the weapon, the previous one immediately ends, losing any unused charges.
For Example: Char (which charges two Spell-Balls with “Wounding 3 by Flame”) were Bladechannelled, the user would be able to swing two attacks that did “Wounding 3 by Flame”.
Requirement: Spellblade Level 2
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
Gain a single Arcane or Divine Adept Tier spell slot.
Requirement: Spellblade Level 2
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: None
The Spellblade has an inner reservoir of strength (some say pain and madness) that they can tap into to enhance their magic. The maximum number of points they have is equal to twice their Spellblade class-level, and they can spend no more than their Spellblade class-level at once. The Shard pool refreshes when the character completes a Long Rest. The following enhancements are available by spending Shards.
1 Shard
2 Shards
3 Shards
4 Shards
5 Shards
Requirement: Spellblade Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: Immediate
Accent: None Effect: None
Whenever the Spellblade releases a damaging Spell (including Wounding and Piercing) through a staff held in both hands, they can add 1 to their damage at 3rd and another 1 to their damage at 5th.
Requirement: Spellblade Level 5
Incantation: Focus Quick 100
Call: None
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: None
The Spellblade can activate a link between themselves and the target of their magic. Until they complete a Short Rest, each time they successfully use a Packet or Weapon Spell (Not Cantrip) and it is not Prevented, they will Heal 1 Life Point and gain 1 Shard Point. Shard Points and Healing are only gained for the first charge from a given Spell that is not Prevented; additional charges of the same Spell do not give additional benefit.
So if a Spellblade had three charges of “Wounding 3 by Flame” on a weapon, and the first was Countered, but the second was not, they could gain 1 Shard Point and Heal 1. If the third attack was also effective, no further Shard Points or Healing would be gained.
While Arcane Echoes is active, the character’s Shard Point maximum is 20 and they can spend up to 10 Shard points at a time. While Arcane Echoes is active, they have the following additional Shard point options:
10 Shards
Requirement: Spellblade Level 5
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
Gain a single Greater Tier Arcane or Divine spell slot.
Requirement: Spellblade Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Spellblade can use Bladechannel to charge Projectile and Thrown Weapons instead of just Melee Weapons.
Requirement: Spellblade Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Spellblade can have a Source that is a weapon or a shield. If a weapon, it cannot be over 36” in length unless it is a staff, and if it is a shield, it can be no larger than an Advanced shield.
Requirement: Spellblade Level 2
Incantation: None
Call: “Resist”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Resistance
Whenever the Spellblade has a Bladechanneled Spell active, any Packets that strike that weapon can be Resisted. When this happens, the Spellblade should Call "Resist!"
Requirement: Spellblade Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
Whenever the Spellblade makes a Weapon attack from behind using a Bladechanneled spell, they can convert Wounding Effects into Piercing Effects with the damage number halved, rounding down.
From Behind: In order to count as an attack from behind, the Spellblade must have one foot on the back side of a line created by the target’s shoulders and must strike with a hand that is also behind that line. This includes projectile and thrown weapon attacks. “From behind” Powers will always be usable against targets that are helpless or willing. An attack that must come “from behind” which doesn’t for some reason, does nothing at all: not even a single point. Often, an attack will begin as an attack “from behind” but will end up being a normal attack (the opponent turns, the attack hits the wrong target, etc.). In this case it is up to the Spellblade to let the target know not to take any damage or Effects.
Requirement: Spellblade Level 3, Warsource
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The character’s Source can be a weapon or a shield of any size.
Incantation: As per Base Class
Incantation: "... to invoke the blaze of flame.”
Call: “Wounding 1 by Flame”, “Wounding 2 by Flame”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Focus Quick 100
Accent: Flame Effect: Wounding
Calling on the burning heat of the sun, the Spellblade can use a cantrip that calls fire to surround an enemy. If the Spellblade expends a Spike during the casting, this Cantrip does “Wounding 2 by Flame.”
Incantation: "... to single out my foes.”
Call: “1 Force”
Target: Individual, Self Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Immediate
Accent: Force Effect: Damage, Grant
If this Spell-Packet hits (even if it is blocked by weapon, shield, or other equipment) and is not Prevented, the next Spell or Cantrip cast by the Spellblade is granted a +1 Base Damage bonus. If it is not a damaging Spell or Cantrip, this bonus will have no effect.
Incantation: "... to add to the power of my blade.”
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: None
When this Cantrip is cast while the caster has a Bladechanneled Cantrip active, it adds one additional charge of that Cantrip.
If, instead this Cantrip is cast while a Novice or Adept-tier Bladechanneled Spell (the spell must also be cast using a Novice or Adept-tier slot) is charged that normally allows multiple spell-balls, the Spellblade may expend 2 Shard Points. If they do so, Overcharge instead adds one charge to that spell. The additional charge will have the same Call as the other charges, but if those charges have multiple Calls, the caster may choose which charge to mimic. If a charge can be enhanced as it is used (i.e. expend a Spike to do +1 damage with a Packet) then the mimicked charges can also be enhanced.
Overcharge may only affect any given spell or cantrip once.
For Example: A weapon had been charged with Char, which normally would give two attacks of “Wounding 3 by Flame”, and then this Cantrip were then used on the weapon, a third charge would be added.
Incantation: As per Base Class
Incantation: "... to draw from the storm."
Call: “Wounding 2 by Lightning”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Lightning Effect: Wounding
This Spell charges three Spell-Balls with small bolts of lightning. If a Spell-Ball is not Prevented, the caster immediately charges their weapon with a melee attack that does “Wounding 1 by Lightning.” The caster can have up to three of these charges on their Weapon at a time from this spell. Charging a weapon in this way does not discharge any of the other Spell-Balls charged with this spell.
Incantation: As per Base Class
Incantation: "...to unanchor my magic.”
Call: “Mobile”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: None
Once the Spellblade has cast Mobility, they need not keep one foot planted while casting cantrips. They should add “Mobile” before the incantation of the spell, even if the spell’s incantation has been altered. If this spell is cast with a Greater spell-slot, it will provide the benefit for Novice-tier spells as well. If cast with a Master spell-slot, it will also allow the Spellblade to move while casting Adept tier-spells.
Incantation: "...refill my Shard Pool.”
Call: None
Target: Self Duration: Immediate
Delivery: None Refresh: Spell
Accent: None Effect: None
The Spellblade immediately gains Shards in their Shard Pool equal to their Spellblade Level + 3. Note: This cannot cause their Shard Pool to exceed its maximum shards, instead if it would it would fill it to maximum.
Incantation: "...to draw from the leylines.”
Call: None
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: None
Upon the completion of the incantation, the spell begins, and will end when the caster completes a Short Rest or moves their right foot (they can pivot, but not move the foot from its spot and going unconscious or dying will be enough to make the foot move). While the spell is active, the Spellblade can make every swing of a melee weapon cause the effect of a Cantrip that they have. The only limitation is that the Cantrip must have a Delivery of Packet or Verbal and a Refresh of Immediate. If the Cantrip is a damaging one, the damage (including Wounding and Piercing) will be higher by 1 point, and the Spellblade can switch Cantrip effects as often as they like throughout the duration of the Spell.
Incantation: "...to keep myself safe.”
Call: “[Name or Description] Quick Repel by Mind Final”
Target: Individual Duration: Short Rest or until discharged
Delivery: Verbal Refresh: Spell
Accent: Mind Effect: Repel
The Spellblade sets up a triggered ability that will last until she completes a Short Rest. At any time until then, they can call a Quick Repel as a Verbal, ending the spell.
Incantation: As per Base Class
Incantation: “... to add fire to my focus.”
Call: “Concentration”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Special
Once completed, Battle Concentration will allow the Spellblade to continue casting despite many of the disrupting effects of combat. The target need not have a hand free in order to cast, and may cast Touch spells with a full hand. Packets can be held in the same hand as another object when charged, and can be thrown from a hand holding another item. Note that two items may not be thrown at the same time (such as a throwing dagger and a spell-ball). Finally, as long as their hands are both holding items that are weapons, shields, or packets, they can call “Concentration” to prevent their spells being disrupted by being hit with Effects or damage. Note that neither the Effect nor the damage are Countered and must be taken (and may cause the character to stop casting if the character goes unconscious or is paralyzed, for example). The Spellblade may not make any attack that requires a Call without disrupting their casts.
Incantation: "...to summon the breath of the dragon.”
Call: “Wounding 5 [Accent]”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Flame, Acid, Lightning, Poison, or Ice Effect: Wounding
Dragonbolt summons three blasts of pure energy called from the very bowels of a living dragon. The damage type can be chosen at the time of casting and can be Flame, Acid, Lightning, Poison, or Ice but must be the same for all three charged Spell-Balls. Each bolt causes Wounding 5. If the caster has the Draconic Heritage Character Option Advantage, the Dragonbolt must take the same Accent as the character’s Dragon Blood chosen Accent, but the damage of each bolt is increased by the character’s number of purchases of Draconic Heritage..
Incantation: "...to give you the gift of agony.”
Call: “Short Drain by Agony”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: None Effect: Drain
Grant Agony strokes the target with pure pain, reaching into their heart and head and laying in lances of ice and fire. This Spell charges two Spell-Balls at the same time which must be thrown separately. The target cannot concentrate or do much at all, torn apart from the inside out by phantom knives.
Incantation: “...to grant this blade the freezing cold of death.”
Call: “Wounding 2 by Ice”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: Cold Effect: None
The Spellblade is infused with the ability to do “Wounding 2 by Ice” with their weapons, but gains a Selective Resistance to Healing. The character can end the Spell at any time by Calling any damage for a weapon attack other than “Wounding 2 by Ice”, changing the Accent, or by taking Healing and not Resisting it.
Note: The Caster is the target, so this does not activate the Counterblade Skill.
Incantation: "... to steal the power that was meant for me.”
Call: “[Call from Triggered Power]”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: Imbue
Upon completion of the Incantation of this spell, a shield wielded by the caster becomes a repository for magic. The Spellblade must immediately cast another Spell (or Cantrip) into the shield, which must have a Delivery of Packet or Weapon, and the shield will take it in, ready to be triggered and release that spell against anyone who has just struck the shield. The spell to be absorbed by the shield may be Bookcast, and does not cost a Spell-Slot to cast, but must be performed by the same character that casts Shieldcharge.
Any time before the Spellblade completes a Long Rest, while wielding the shield they can make a Verbal Call that is identical to that of the spell cast into the shield, targeted at someone who has just struck the shield (within 2 seconds or so, much like a Counter) and the Shieldcharge is then discharged. The shield cannot have more than one Shieldcharge trigger ready at any one time.
Incantation: "...to create the spellbane blade"
Call: "Resist","Dispel"
Target: Weapon Duration: Short Rest or until Discharged
Delivery: Touch Refresh: Spell
Accent: None Effect: Dispel, Grant Resistance
This spell causes a weapon to gain powerful anti-magic properties. The spell lasts until the weapon is not in the caster's hand, the caster completes a Short Rest or becomes Helpless, or the Dispel Magic is used. While active, the enhanced weapon has Resistance to Packets, and Verbal Effects targeted at the weapon itself. The wielder can also cause any effect causable by a Dispel Magic spell as a Weapon Delivery:
Once this Dispel has been used, the spell ends.
Incantation: "... to steal the power that was meant for me.”
Call: “Counter, Spelltheft”
Target: Self Duration: Short Rest
Delivery: Packet (Spell-Packet) Refresh: Spell
Accent: None Effect: Counter, Special
This spell is cast on the Spellblade’s weapon and will remain active until the Spellblade completes a Short Rest, becomes Helpless, or stops wielding the weapon. The weapon is capable of stealing an attack used against it. After the Spellblade is hit with a Packet or Verbal attack (Effect or Damage), the Spellblade can call “Counter, Spelltheft!” and then may, at any time while the spell is still active, make a melee attack with the enhanced weapon that has the exact same Call as the attack that was Countered.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Spellblade is often a blend of martial and spell-casting classes. As such, they have both Powers and Spells available. The Spellblade adds one Adept Spell-Slot of a Sphere they already have access to.
Incantation: None
Call: “Counter, Parry”
Target: One Melee Attack Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
While wielding a weapon or shield, a character may use Arcane Parry to Counter any Weapon-Delivered attack, by calling “Counter, Parry.”
Incantation: None
Call: “Shardcast”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Spellblade can cast their spells by expending one Shard Point and then substituting the word “Shardcast” and the name of the spell for the entire Incantation. Shardcast can only be used on spells that require an Incantation to cast.
For Example: To cast Dragonbolt, a Spell that normally requires “I conjure words of arcane might, from studied tomes in candlelight, I draw my strength from sky and land. Gather now within my hand. From planes beyond, my power's Source, By Word and Will I give it force to summon the breath of the dragon.” the Spellblade could instead say “Shardcast: Dragonbolt.”
Incantation: None
Call: None
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Immediate
Accent: None Effect: Grant Qualifier
For any Weapon attack that the Spellblade uses a Spike (to enhance a Power, to do damage, to trigger a Power or Effect, etc.), the Spellblade can add the “to Insubstantial” Qualifier.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Spellblade is often a blend of martial and spell-casting classes. As such, they have both Powers and Spells available. The Spellblade adds one Greater Spell-Slot of a Sphere they have access to.
Incantation: Focus Quick 100
Call: “[X] by Arcane or [Eldritch Accent]”
Target: Individual Duration: Short Rest
Delivery: Weapon Refresh: Long Rest
Accent: Arcane Effect: Disarm, Bind, Silence, repel, Cure, Disable, Shatter
The character can make a melee attack with any of the following Effects, each one immediately draining the character of one Novice Spell-Slot (of any kind), or two Shard Points. If the character has no Novice Spell-Slots left, this Power ends immediately. This Power can be used in conjunction with Bladechannel, although no single blow can discharge more than one Effect. The list of available effects are:
All of these effects have the Arcane Accent, unless the caster has some form of Source, in which case they may substitute their available accents.
Incantation: None
Call: “Disarm [Left/Right Arm]”
Target: Self, Individual Duration: Passive, Instantaneous
Delivery: None, Weapon Refresh: None, Immediate, Short Rest
Accent: None Effect: Grant, Disarm
The Spellblade gains +1 Base Damage while using a staff. In addition, they may, at-will, expend a Spike while using a staff in both hands to do a Disarm Effect with a Weapon Delivery.
Lastly, once per Short Rest, when the Spellblade uses Bladechannel to put a Novice Spell onto a weapon, the Spellblade can discharge the Spell once from the Staff without expending the charge (meaning that it effectively has two charges for every charge put into the Staff).