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<blockquote data-quote="dave2008" data-source="post: 8083427" data-attributes="member: 83242"><p>[ATTACH=full]141397[/ATTACH]</p><p><a href="http://www.dungeonsanddrawings.com/2010/10/spell-weaver.html" target="_blank">Spell Weaver</a> by Joe Sparrow</p><p></p><p><span style="font-size: 22px"><strong>Spell Weaver</strong></span></p><p><em>Medium Humanoid, unaligned</em></p><p>[ATTACH=full]125820[/ATTACH]</p><p><strong>Armor Class</strong> 14 (17 with mage armor)</p><p><strong>Hit Points</strong> 120 (16d8 + 48; bloodied 60)</p><p><strong>Speed</strong> 30 ft.</p><p>[ATTACH=full]125821[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+1)</td><td>18 (+4)</td><td>16 (+3)</td><td>20 (+5)</td><td>18 (+4)</td><td>14 (+2)</td></tr></table><p>[ATTACH=full]125822[/ATTACH]</p><p><strong>Savings Throws</strong> Dex +8, Con +7, Int +9, Wis +8</p><p><strong>Skills</strong> Arcana +13, History +9, Perception +8, Stealth +8</p><p><strong>Damage Resistances </strong>psychic; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine</p><p><strong>Condition Immunities </strong>charmed, frightened</p><p><strong>Senses</strong> truesight 100 ft., passive Perception 18</p><p><strong>Languages</strong> --, telepathy 120 ft., see also telepathic bond</p><p><strong>Challenge</strong> 10 (5,900 XP) <strong>Proficiency Bonus</strong> +4</p><p>[ATTACH=full]125823[/ATTACH]</p><p><strong><em>Chromatic disk. </em></strong>Spell weavers carry a 6-inch disk of an unknown and nearly indestructible material. The disk stores magical energy, containing up to 10 sorcery points that the spell weaver can use as a bonus action. Once the spell points are used, they are gone. However, the disk can be recharged by absorbing magic. The disk gains one sorcery point for each level of the spell it absorbs, up to its sorcery point maximum of 10.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The spell weaver has advantage on saving throws against spells and magical effects.</p><p></p><p><strong><em>Metamagic.</em></strong> The spell weaver has 12 sorcery points and knows the distant spell, empowered spell, and heightened spell metamagic abilities. It can convert spell slots and sorcery points in the same manner as a sorcerer.</p><p></p><p><strong><em>Reactive.</em></strong> The spell weaver can use 2 reactions per round.</p><p></p><p><strong><em>Shielded Mind.</em></strong> Attempts to communicate telepathically with the spell weaver, or to read its mind, always fail. A creature making an attempt must succeed on a DC 14 Wisdom saving throw or be affected by a <em>confusion</em> spell.</p><p></p><p><strong>Spell Weaving.</strong> When a spell weaver cast a spell it must use one hand per spell level (A third level spell requires three hands, a fourth level spell requires 4, etc.). The Spell weaver may cast, as an action, as many spells as it has hands (6 total), in any combination. It must pay the slot cost for each spell cast, but may not exceed 6th level. Cantrips take up one hand. In addition, a spell weaver can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check.</p><p></p><p><strong>Telepathic Bond.</strong> Spell weavers are telepathic connected to each other and can communicate telepathically with each other over a distance of up to 10 miles.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em> </strong>The spell weaver can make up to six attacks: any combination of slam attacks and spellcasting. If the spell weaver uses a hand for a slam attack, it cannot use that hand for spell weaving.</p><p></p><p><strong><em>Slam.</em> </strong> Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.</p><p></p><p><strong><em>Innate Spellcasting. </em></strong>The spell weaver’ spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The spell weaver can innately cast the following spells, requiring no material components.</p><p></p><p>At will: <em>detect magic, invisibility </em></p><p>1/day: <em>planeshift (self only)</em></p><p></p><p><strong><em>Spellcasting.</em></strong> The spell weaver is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The typical spell weaver knows the following sorcerer spells:</p><p></p><p>Cantrips (at will): <em>acid splash, chill touch, mage hand, minor illusion, prestidigitation, shocking grasp</em></p><p>1st level (4 slots):<em> charm person, feather fall, mage armor, magic missile </em></p><p>2nd level (3 slots):<em> blur, darkness, levitate</em></p><p>3rd level (3 slots):<em> dispel magic, fireball, slow</em></p><p>4th level (3 slots):<em> confusion, blight, polymorph</em></p><p>5th level (2 slots):<em> cloudkill, wall of stone</em></p><p>6th level (1 slots):<em> chain lightning</em></p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Chromatic Disk</em></strong>. The spell weaver uses its chromatic disk to absorb spells. When the spell weaver is hit by a spell attack or magic missile, or it succeeds on a saving throw versus a spell or magical effect, it can use its reaction to absorb the spell, taking no damage and suffering no effect from the spell or magic.</p><p></p><p><strong>War Casting.</strong> When a creature provokes an opportunity attack, the spell weaver may cast a spell with a casting time of 1 action and that targets only that creature, rather than making an opportunity attack. This casting does not count against its spellweaving total.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8083427, member: 83242"] [ATTACH type="full" alt="1627556293343.png"]141397[/ATTACH] [URL='http://www.dungeonsanddrawings.com/2010/10/spell-weaver.html']Spell Weaver[/URL] by Joe Sparrow [SIZE=6][B]Spell Weaver[/B][/SIZE] [I]Medium Humanoid, unaligned[/I] [ATTACH type="full" alt="1599532079862.png"]125820[/ATTACH] [B]Armor Class[/B] 14 (17 with mage armor) [B]Hit Points[/B] 120 (16d8 + 48; bloodied 60) [B]Speed[/B] 30 ft. [ATTACH type="full" alt="1599532081497.png"]125821[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]10 (+1)[/TD] [TD]18 (+4)[/TD] [TD]16 (+3)[/TD] [TD]20 (+5)[/TD] [TD]18 (+4)[/TD] [TD]14 (+2)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599532083092.png"]125822[/ATTACH] [B]Savings Throws[/B] Dex +8, Con +7, Int +9, Wis +8 [B]Skills[/B] Arcana +13, History +9, Perception +8, Stealth +8 [B]Damage Resistances [/B]psychic; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine [B]Condition Immunities [/B]charmed, frightened [B]Senses[/B] truesight 100 ft., passive Perception 18 [B]Languages[/B] --, telepathy 120 ft., see also telepathic bond [B]Challenge[/B] 10 (5,900 XP) [B]Proficiency Bonus[/B] +4 [ATTACH type="full" alt="1599532084744.png"]125823[/ATTACH] [B][I]Chromatic disk. [/I][/B]Spell weavers carry a 6-inch disk of an unknown and nearly indestructible material. The disk stores magical energy, containing up to 10 sorcery points that the spell weaver can use as a bonus action. Once the spell points are used, they are gone. However, the disk can be recharged by absorbing magic. The disk gains one sorcery point for each level of the spell it absorbs, up to its sorcery point maximum of 10. [B][I]Magic Resistance. [/I][/B]The spell weaver has advantage on saving throws against spells and magical effects. [B][I]Metamagic.[/I][/B] The spell weaver has 12 sorcery points and knows the distant spell, empowered spell, and heightened spell metamagic abilities. It can convert spell slots and sorcery points in the same manner as a sorcerer. [B][I]Reactive.[/I][/B] The spell weaver can use 2 reactions per round. [B][I]Shielded Mind.[/I][/B] Attempts to communicate telepathically with the spell weaver, or to read its mind, always fail. A creature making an attempt must succeed on a DC 14 Wisdom saving throw or be affected by a [I]confusion[/I] spell. [B]Spell Weaving.[/B] When a spell weaver cast a spell it must use one hand per spell level (A third level spell requires three hands, a fourth level spell requires 4, etc.). The Spell weaver may cast, as an action, as many spells as it has hands (6 total), in any combination. It must pay the slot cost for each spell cast, but may not exceed 6th level. Cantrips take up one hand. In addition, a spell weaver can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check. [B]Telepathic Bond.[/B] Spell weavers are telepathic connected to each other and can communicate telepathically with each other over a distance of up to 10 miles. [B][U]ACTIONS[/U] [I]Multiattack.[/I] [/B]The spell weaver can make up to six attacks: any combination of slam attacks and spellcasting. If the spell weaver uses a hand for a slam attack, it cannot use that hand for spell weaving. [B][I]Slam.[/I] [/B] Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. [B][I]Innate Spellcasting. [/I][/B]The spell weaver’ spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The spell weaver can innately cast the following spells, requiring no material components. At will: [I]detect magic, invisibility [/I] 1/day: [I]planeshift (self only)[/I] [B][I]Spellcasting.[/I][/B] The spell weaver is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The typical spell weaver knows the following sorcerer spells: Cantrips (at will): [I]acid splash, chill touch, mage hand, minor illusion, prestidigitation, shocking grasp[/I] 1st level (4 slots):[I] charm person, feather fall, mage armor, magic missile [/I] 2nd level (3 slots):[I] blur, darkness, levitate[/I] 3rd level (3 slots):[I] dispel magic, fireball, slow[/I] 4th level (3 slots):[I] confusion, blight, polymorph[/I] 5th level (2 slots):[I] cloudkill, wall of stone[/I] 6th level (1 slots):[I] chain lightning[/I] [B][U]REACTIONS[/U] [I]Chromatic Disk[/I][/B]. The spell weaver uses its chromatic disk to absorb spells. When the spell weaver is hit by a spell attack or magic missile, or it succeeds on a saving throw versus a spell or magical effect, it can use its reaction to absorb the spell, taking no damage and suffering no effect from the spell or magic. [B]War Casting.[/B] When a creature provokes an opportunity attack, the spell weaver may cast a spell with a casting time of 1 action and that targets only that creature, rather than making an opportunity attack. This casting does not count against its spellweaving total. [/QUOTE]
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