Level Up doesn’t have mind flayers and while khalkoi have a similar vibe they also have a very distinct niche which makes them (IMO) hard to use for more general purposes. And aboleths are very, very big. So what do you do if you want to have a very alien but generally humanoid-sized entity? Well, here comes the
spell weaver. Updated for 3e in
Monster Manual II, spell weavers are multi-limbed creatures that have a fondness for magic items and can cast spells using only “complex arm and hand gestures”. There’s a whole series of tables for determining first how many offensive, defensive, and utility spells they get, what their max spell level is, and then what actual spells they have, and they have to use one arm per level of the spell to gesture with when casting these spells (meaning they can cast up to 6th-level spells), and
then they have a spell point system for casting spells where they have a number of spell points equal to their number of hit points, and each spell costs as many points as its level.
Plus they have a host of innate abilities and a magic item usable only by them called a
chromatic disk which lets them cast even
more spells.
It’s an enormously complicated sub-system for a monster that probably got far less use then it deserved. Fortunately, in Level Up, we can just say “they’re sorcerers who use somatic components only.”
I’ve never played a sorcerer before. One thing I’ve learned by making the spell weaver is, we need more minor metamagic options.
The description has the following line: “Spell weavers have left written messages for humans, but such messages are often cryptic and confusing. Infrequent alliances with humans in order to acquire magical devices have been reported, however.” When I reread that line to do this conversion, I was suddenly struck with the idea that they are oddly similar to the FriNn guys from the old Yamara comic in DragonMirth. Except those guys spoke, were tall, and I don’t think they every used mag. But big eyes, very alien-minded, multiple arms (I think), and hired Yamara to retrieve a (presumed) magic item. They have different creators, of course, and they’re not
that similar—but for some reason they just seemed to mesh in my mind.
Art by Ed O'Connel
Spell Weaver
The Dragon’s Bestiary, Dragon Magazine #163
Created by Ed O’Connell
Spell weavers hail from another plane, one that is much more highly magical than this one. They can travel to and from their home plane with ease, but seem to prefer this one to their own. Their purposes on this plane, however, are all but unknown.
Alien. Spell weavers have a roughly humanoid build, but their shape and size are the only thing they share with actual humanoids. Their pale hide, which ranges from yellow-gray to blue-gray to off-white, is faintly pebbled. Their eyes are huge and multifaceted, and dominate their faces; they have only very small nostrils and a thin mouth. Their long neck allows them to twist their birdlike face in any direction. Their most notable feature is their three pairs of arms which end in delicate, long-fingered hands, with which they seemingly can pluck magic right out of the air. They stand about five feet tall. Spell weavers reproduce by budding.
Spell weavers are completely silent. They don’t speak and communicate amongst themselves with an all but impenetrable telepathy; attempts to communicate telepathically with them often fail, usually disastrously. While they sometimes will write to communicate with other creatures, their messages are often as cryptic and confusing as the rest of them.
Spell weavers have the unsettling habit of finding out-of-the-way spaces in areas of magical interest and just standing there, invisibly, for months on end. If disturbed, they respond with murderous anger. But if undisturbed, they eventually just leave, without having caused any harm. Since they have no eyelids, it’s impossible to tell if they are sleeping or simply watching.
Magic Hunters. Spell weavers possess a keen interest in magical items and phenomena of all kind. A group will organize a raid of extreme cunning and hellish ferocity in order to steal an item that has piqued their interest. This is the only time they will be seen in groups on the Material Plane; normally, they are quite solitary. They appear to be far more social on their home world. On occasion, a spell weaver will ally with a humanoid in order to acquire a magic item.
Chromatic Disks. Each spell weaver carries one or two
chromatic disks, strange magic items that seem to be made of glowing, multicolored plastic. The spell weaver uses these disks to cast spells. Every time something other than a spell weaver has attempted to use one of these disks to cast a spell, or even examine it too closely, however, it explodes.
Magic Item: Chromatic Disk
Each spell weaver carries one or rarely two chromatic disks. They are foot-wide disks that shed bright light to 5 feet and dim light to further 5 feet, and shifts through all the colors of the visible spectrum (and some not visible to human eyes). If a creature other than a spell weaver attempts to use a chromatic disk, or casts identify, legend lore, or a similar spell on it, the disk explodes. All creatures within 30 feet of the disk must make a DC 13 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much on a successful one.
It takes a spell weaver 8 hours to create a new chromatic disk and requires transmuting a Common, Uncommon, or Rare magic item. |
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 15. Spell weavers are intelligent beings from another plane who collect magic items. They got their name from their apparent ability to weave spells out of thin air.
DC 20. They sometimes seem to have no interest in other creatures, but other times are violently destructive.
Spell Weaver Encounters
Terrain: any
CR 5-10 Spell weaver; spell weaver with hound guardian or bolt-thrower
Treasure: 100 gp, 1,250 sp,
feather token (tree), eversmoking bottle, focusing eye, of secrets potions of climbing and water breathing, ring of free action, staff of the python, wand of secrets
CR 11-16 Spell weaver with shield guardian; spell weaver with 2 clockwork sentinels
Treasure: 200 pp, 550 gp,
bag of holding, clockwork calendar, magic mirror (pocket), marble of direction, potions of growth and greater healing, wand of binding
CR 17-22 3 spell weavers
Treasure: 5,000 gp,
box of bees, fizzy lifter, inkpot of the thrifty apprentice, plague doctor’s mask, portable hole, scroll of create food and water, That Which Spies From Infinity’s true name, wings of flying
Signs
1. A note written in an unknown script; if
comprehend languages is used on it, the message is rambling and bizarre.
2. A rash of thefts of magic items.
3. Strange, slightly glowing runes written on a wall; trying to read the runes causes a headache and weird dreams.
4. A strangely-shaped footprints near a mangled body that has been stripped of magic items but not other valuables.
Behavior
1. Invisible, standing still, and doing nothing; will attack viciously if disturbed.
2. Attacking a group of travelers for a single minor magic item.
3. Approaches the party in disguise; hands them a note asking to hire them for a great deal of money in order to procure a magic item.
4. Infiltrating a building to steal an item.
Spell Weaver Lair
A spell weaver’s lair is usually very odd-looking and located in an improbable location.
1. In a tremendous subterranean geode.
2. In a forest, in a mutated tree.
3. In the air, on a floating platform disguised as a cloud.
4. In a room made of the magically-shaped ribcage of an enormous skeleton.
5. In a golden cart pulled by construct horses.
6. Underground, on top of a huge mushroom.
7. In a magically-hidden room in a public library.
8. In an crystal minaret that periodically teleports to a new location.
On the inside, a spell weaver’s lair is extra-dimensionally large and contains eight 10-foot-tall pillars covered in indecipherable magical runes, on which they place the magic items they find. Looking at or touching the runes causes headaches and strange dreams, and a creature who tries to read the runes must make a DC 16 Wisdom saving throw. On a failure, the creature suffers one of the following effects:
1: The creature is confused for 1 minute.
2: The creature is rattled for 1 minute.
3. The creature is incapacitated for 1 minute, and while incapacitated, its speed is 0.
4. The creature is unconscious for 1 minute.
An affected creature may make a new saving throw at the end of each of its turns, ending the effect on a success.
Spell Weaver
Medium aberration
Challenge 8 (3,900 XP)
AC 19
HP 121 (22d8+22; bloodied 60)
Speed 30 ft.
STR 11 (+0)
DEX 16 (+3)
CON 13 (+1)
INT 17 (+3)
WIS 17 (+3)
CHA 23 (+6)
Proficiency +3
Maneuver DC 14
Saving Throws Con +4, Int +6, Cha +9
Skills Arcana +6 (+1d6), Perception +6
Damage Immunities psychic
Condition Immunities charmed, frightened, strife, stunned, unconscious
Senses blindsight 30 ft., passive Perception 16
Languages understands Common, Deep Speech, Draconic, Undercommon, Sylvan, and two others but doesn’t speak, telepathy 120 ft.
Aberrant Nature. A spell weaver doesn’t need sustenance.
Shielded Mind. The spell weaver is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks made to ascertain the spell weaver’s intentions or sincerity have disadvantage. A creature that attempts to read the spell weaver’s thoughts must succeed on a DC 17 Wisdom saving throw. On a success, the target is rattled for 1 minute. On a failure, the attempt fails and the creature takes 18 (4d8) psychic damage and a short-term mental stress effect.
Limited Telepathy. Using telepathy, the spell weaver can magically communicate with any other spell weaver within 100 miles of it.
Magic Resistance. The spell weaver has advantage on saving throws against spells and other magical effects.
Mystic Defense. While the spell weaver is wearing no armor and wielding no shield and isn’t incapacitated, its AC includes its Charisma modifier.
See Invisible. The spell weaver can see invisible creatures and objects that are within 60 feet of it.
Sense Magic. The spell weaver senses magic within 120 feet of it at will. This trait otherwise works like the
detect magic spell but isn’t itself magical
Sorcery Points. The spell weaver has 15 sorcery points. It regains all spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
•
Distant Spell (1 pt.): When the spell weaver casts a spell with a range of 5 feet or more, the range is doubled. Alternatively, a Touch spell gains a range of 20 feet.
•
Heightened Spell (3 pts.): When the spell weaver casts a spell that forces a saving throw, it can make one target roll at disadvantage on its first save against the spell.
• Persistent Spell (1 pt.): When the spell weaver casts a spell that has a duration of 1 minute or longer, the duration is doubled, to a maximum of 24 hours.
•
Quickened Spell (2 pts.) When the spell weaver casts a spell that has a casting time of 1 action, it can change it to 1 bonus action.
Spellcasting. The spell weaver is a 11th-level spellcaster. Its spellcasting trait is Charisma (spell save DC 17, +9 to hit with spell attacks). It knows the following sorcerer spells and requires only somatic components to cast them:
Cantrips (At Will): arcane muscles, calculate, fire bolt, light, prestidigitation, shocking grasp
1st-Level (4 slots): disguise self, false life, magic missile, shield
2nd-Level (3 slots): levitate, scorching ray, web
3rd-Level (3 slots): clairvoyance, dispel magic, fireball
4th-Level (3 slots): dimension door, polymorph, wall of fire
5th-Level (2 slots): cloudkill, passwall, telekinesis
6th-Level (1 slot): eyebite
Actions
Multiattack. The spell weaver makes six slam attacks, or it casts a spell and makes two slam attacks.
Slam. Melee Weapon Attack: +6, reach 5 ft., one target.
Hit: 1 bludgeoning damage, or 6 (1d6+3) bludgeoning damage with
arcane muscles.
Planar Shield (Recharges After a Short or Long Rest). The spell weaver creates a magical field around it in a 100- foot radius sphere. Within this area, teleportation and traveling to other planes isn’t possible. Additionally, attempts to target the spell weaver or any other creature in the shield through divination magic or magical scrying sensors fail while this field is up. Once this field has been activated, it remains activated for 1 minute or until the spell weaver dismisses it (no action required).
World Weave (1/day). The spell weaver returns to its home dimension from the Material Plane, or travels to the Material Plane from its home dimension. A spell weaver may take up to six individuals with it, but a creature other than a spell weaver that travels in this manner must make a DC 10 Constitution saving throw or take 18 (4d8) necrotic damage and be poisoned for 1 hour. On a successful save, a creature takes no damage but is poisoned until the end of its next turn.
Bonus Actions
Invisibility. The spell weaver magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the spell weaver wears or carries is invisible with it.
Chromatic Disk (Recharge 6). The spell weaver casts a spell without using a spell slot. Each time it does so, it must roll a d10. On a 1, the disk breaks.
Reactions
Cast Cantrip. If the spell weaver takes damage from a spell, it may cast a cantrip. To do so, the spell weaver must see the attacker and must have a
chromatic disk.
Weave Spell (Recharges After a Short or Long Rest). If the spell weaver sees a creature within 60 feet cast a spell, it can make an Intelligence check with a DC equal to the caster’s spell save DC. On a success, the spell fails, the spell weaver regains one spell slot of its choice, and it may immediately cast a cantrip.
Combat
Spell weavers remain invisible until ready to attack, then use their most powerful spells. If overwhelmed, they retreat until they can use World Weave to escape to their home plane.