Spellblade Class: Ultimate Magic Magus
Spellblade Class: Ultimate Magic Magus
Spellblade Class: Ultimate Magic Magus
Class details:
Attack as cleric
Hit dice as cleric Cropped image f rom Dark Classics
Armor competency: medium/chain
Weapons as fighter
Level advancement as fighter
Saving throws as fighter
Spell progression as elf or magic-user spells (to 5th spell level)
Missile attacks as zero level human
All "strike" spells may only be cast as part of an attack. Standard melee attack and casting are all
part of one action for a spellblade. Single target strikes are not expended on a miss, but area-
effect strikes are. If no save is specified, then effects occur on a hit. All "stance" spells last for the
duration of one combat, and may be cast as part of any attack. Any area effects from stance
spells are centered on the caster and move with her. No more than one stance may be active at a
given time. In general, all spell durations last no longer than one exploration turn (for example,
servitors raised by reanimating strike crumble to dust after combat). Spellblades must deliver their
spells via melee weapons. There are legends of other traditions, such as spellarrows, but these are
unsubstantiated. If true, spellarrows would certainly have a different set of spells.
First level spellblades begin with three spells, and gain one new spell per level. All such spells are
determined randomly (re-roll duplicates). Spellblades cannot use scrolls or create magic items. As
magics, rather than heroics, are the primary virtues of the spellblade, their weapons are not good
candidates for enchantment. Additional spells may be learned only from other spellblades or found
in ancient manuals during the course of adventure. Learning a new spell takes one week per spell
level, and if taught rarely comes without cost (1000 GP per level of technique is a reasonable
guideline).
The major limitation of the spellblade compared to the standard magic-user, other than the lack of
utility spells, is the requirement to be in the thick of the battle, as spells are cast using melee
attacks. Even ranged spells, such as lightning strike, require a proximate melee target. If such is not
available, the spell energy will rebound to the spellblade, causing a backfire. Stances may be used
outside of combat, but require the spellblade to go through an arcane weapon form to manifest
the effect, which lasts no longer than 10 minutes.
First level
1. Burning fan strike (all within 15' cone save or take 1d6 fire damage)
2. Corrosive strike (+1d6 acid damage)
3. Nod strike (target must save versus magic or fall into enchanted slumber)
4. Arcane strike (+1d6 on attack roll, strike considered as a magic weapon)
5. Abjuration stance (as protection from evil)
6. Shielding stance (+4 AC, may terminate to absorb 1 offensive damage spell)
7. Defensive stance (next 1d6+1 damage during current combat is cancelled)
8. Obfuscating stance (raise an obscuring fog, 10' radius per level)
Second level
Third level
1. Flaming strike (1d6 fire damage/level, max 10d6, 20' radius, caster is epicenter)
2. Lightning strike (1d6 lightning damage/level, max 10d6, 120' straight line)
3. Disenchanting strike (as dispel magic)
4. Freezing strike (+1d6 cold damage per round, immobile encased in ice, save ends)
5. Cloud stance (flight)
6. Neptune stance (water breathing and free movement underwater)
7. Whirlwind stance (normal missiles are flung away by swirling winds)
8. Counter stance (save versus magic to counter any spell; this ends the stance)
Fourth level
Fifth level
1. Reanimating strike (if target dies, it will animate to serve caster, same HD zombie)
2. Death strike (against the living, save or die)
3. Dispelling strike (save versus magic or banish/destroy demon/undead)
4. Mind-kill strike (save versus magic or consciousness destroyed)
5. Anti-magic stance (magic does not function within 10' of caster)
6. Power of the heavens stance (as control weather)
7. Reciprocal stance (attackers take similar damage when damaging the caster)
8. Aspect of beyond stance (all within 30' save or go insane)
Many spells were inspired by the d20 SRD spells by level reference. Some spell effects may need to
be adjusted after play testing. Some effects should probably only work against humanoid enemies
(use common sense; I wanted the spell descriptions to be concise).