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New Class - Spell Weaver
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<blockquote data-quote="Mirage_Patrick" data-source="post: 2699760" data-attributes="member: 12641"><p>This is a class I plan on bringing into the game a good while in the future, so I have some time to work out the kinks. Any helpful input is appreciated</p><p></p><p>====================</p><p></p><p style="text-align: center"><strong>Spell Weaver</strong></p><p></p><p>Spell Weavers focus not on learning spells, but learning and weaving the strands of magic. With a flick of their wrist or arcane word, a foe can be stopped…or some beer levitated over from the bar. Spell Weavers are very flexible, but are simply not able to cast as many powerful spells as other spell casters. Instead of learning individual spells, the Spell Weaver learns the forces behind magic.</p><p></p><p>Training to be a Spell Weaver is unique. Initially, the Spell Weaver simply casts spells and the student watches. Eventually the student develops the ability to see the strands of magic that the Spell Weaver is manipulating (mainly due to the spells the Spell Weaver has been casting, although this eventually becomes natural). During this stage the Spell weaver will continually cast a spell with obvious, but harmless effects, making small variations each time. Gradually (when the student feels he is ready), the student will start aiding in that one spell. Over time, the student will learn how different manipulations of the strands results in actions upon our world. This is a magic of art and participation, not of studying books.</p><p></p><p>Because of the different mindset and skills required, a Spell Weaver cannot learn other forms of magic. Likewise other spell crafters cannot learn Spell Weaving.</p><p></p><p>Adventures – Spell Weavers travel for many reasons. A great number feel that stress is what causes growth.</p><p></p><p>Characteristics – Spell casting is the “who and what” of a Spell Weaver. Spell Weavers disdain the use of manual labor when a spell will satisfy instead. Spell Weavers view themselves as a brotherhood and initial NPC reactions with other Spell Weavers are always positive. They can identify another Spell Weaver as such on sight, and know basic (1st level spells) ways of finding others of their order.</p><p></p><p>Alignment – Almost all Spell Weavers are good. This is for two reasons. The first is that this style requires either time or cooperation to cast powerful spells, and most neutral and evil individuals do not have the required mindset. Second, is that the order has been very selective to whom it will teach this style of magic.</p><p></p><p>Races – Almost any race can learn Spell Weaving. Elves with their love of magic and willingness to take time are very common. Humans are less likely as powerful spells take either time or more cooperation than most humans can handle on a constant basis. Dwarves are not uncommon as they are great with cooperation and do not rush, but are generally more physically minded. Halflings are as common as elves, having a combination of patients, cooperation and love of their craft.</p><p></p><p>Other Classes – Spell Weavers who adventure realize that a balance of classes is essential for any successful adventuring. They clash most with other spell crafters whom they see as being very crude, but do respect their capabilities.</p><p></p><p> </p><p><strong>Game Rule Information</strong></p><p></p><p>Hit Die – d6</p><p></p><p>Class Skills – Appraise(Int), Concentration (Con), Craft(all)(Int), Knowledge-Arcane (Int), Knowledge(All)(Int), Profession (Wis), Spellcraft (Int), Use Rope(Dex)</p><p>Skill Points at 1st (4 + Int Modifier) * 4</p><p>Skill Points each level 4 + Int Modifier</p><p></p><p>Weapon and Armor Proficiency – Spell Weavers are proficient in all simple weapons. They are not proficient in any armor or shields.</p><p></p><p><strong>BAB:</strong> Poor</p><p><strong>Good Saves:</strong> Reflex and Will</p><p><strong>Poor Saves:</strong> Fortitude</p><p><strong>Special:</strong> At first level they gain “Arcane Knowledge”, “Magic Sight” and “Unweaving”. At every level except 1, 5, 9, 13, and 17, the Spell Weaver gains a "Spell Casting Enhancement."</p><p></p><p><strong>Arcane Knowledge</strong></p><p>The Spell Weaver gains a bonus to Knowledge-Arcane and Spellcraft checks equal to ½ their Spell Weaver levels (round up)</p><p></p><p><strong>Magic Sight</strong></p><p>A Weaver is trained daily to see the threads of magic. The Weaver gains an ability similar to detect magic (always operating at the 1st round level, with additional round being taken to focus if desired). The range is equal to their normal vision and they do not risk being overwhelmed by it. In addition, they can literally see the strands of magic as magic is being cast. This makes it near impossible for a spell to be cast in their presence without their knowledge and they gain a bonus to identify the spell equal to ½ their Spell Weaver level. They can also identify the caster level of any spell on sight.</p><p></p><p><strong>Unweaving</strong></p><p>Spell Weavers can unweave spells very readily. With a standard action, they can unweave any one spell with a caster level equal to or less than their Spell Weaver level. If the spell has to high a caster level, they can devote a higher level spell to the unweaving. Each spell level devoted increase their effective level by 2. Note that this is only for unweaving individual spells or spell effects, and does not modify the effects of such spells as dispel magic when used to dispel multiple effects or all effects in an area.</p><p></p><p><strong>Spell Casting Enhancement</strong></p><p>This can increase one of two aspects of their spellcasting. The first is to gain access to higher level spells. The Spell Weaver starts being able to cast up to 1st level spells. A Spell Weaver cannot cast spells higher than ½ their level (round up). The other use of the Spell Casting Enhancement is to gain additional “Tired” fatigue levels (this will be explained later).</p><p></p><p style="text-align: center"><strong>Spell Casting</strong></p><p></p><p>Spell Weavers literally weave their spells using the strands of magic that make reality. Under normal casting conditions they are not only not tired by this, but invigorated (needing no food, no sleep, and not tiring). However, while a simple spell may take but a moments thought, a powerful spell can take weeks if not months. For the Spell Weaver, there is no separation between divine and arcane magic, and can cast any spell that they are skilled enough to weave (if a spell has multiple levels, use the lowest). Obvious variations are fine (such as a cold based fireball) as are versions that can be derived using feats (such as a 6th level spell duplicating a maximized fireball). Spells from non-PHB sources require approval before use. Metamagic feats from non-PHB sources must be approved before being used to customize spells. The weaving of spells requires only focus with the aid of either voice or hand motions (choose verbal or somatic and can change during casting, XP is the only other component ever required). Weaving is not subject to spell failure due to armor.</p><p></p><p>Casting Times by spell level (replaces spell descriptions)</p><p><strong>Cantrips</strong> Standard Action</p><p><strong>1st level</strong> 10 minutes</p><p><strong>2nd level</strong> 1 hour</p><p><strong>3rd level*</strong> 1 day (8 hours)</p><p><strong>4th level*</strong> 1 week </p><p><strong>5th level*</strong> 1 month</p><p><strong>6th level*</strong> 1 season (3 months)</p><p><strong>7th level*</strong> 1 year</p><p><strong>8th level*</strong> 1 decade (10 years)</p><p><strong>9th level*</strong> 1 century (100 years)</p><p>* These are almost never used as most spell casters will spend the fatigue to reduce the casting time</p><p></p><p><strong>Reducing casting time</strong></p><p>A Spell Weaver can reduce the time to cast a spell, but it causes fatigue. For each time increment that a spell is reduced, the caster takes 1 degree of fatigue. The fatigue occurs at the end of the first round of spell casting and cannot be recovered until the casting of the spell is finished. Initially, fatigue is recovered at a rate of 1 degree per hour per level (gained steadily throughout the hour if it is an issue). What this means, is that most spells cast in combat will be low level, or possibly 1 or two “big ones”, with a good chance of recovery before the next battle. This should lead to a more strategic use of magic. It is important to note that this is not a physical tiredness, but rather a drain caused by the spell energies and therefore any spell or effect that invigorates you will not help, likewise amount of exercise will not vary the recovery speed.</p><p>Degree 1 = Tired</p><p>Degree 2 = Fatigued, -2 Strength and dexterity, cannot run or charge</p><p>Degree 3 = Exhausted, ½ strength, dexterity, and unassisted movement rate</p><p>Degree 4 = Unconscious (can only occur if casting time is reduced to a standard action)</p><p></p><p><strong>Cooperative casting</strong></p><p>Spell Weavers are able to wield true power only in conjunction with others. With multiple Spell Weavers working together, the time to weave a spell is significantly reduced. Of course, to be able to aid in a spell, all assistants must be able to craft the spell themselves. For each person helping, reduce the casting time by 1 time increment. If the spell is also being reduced in time via fatigue, then the Spell Weavers split the fatigue.</p><p></p><p>ex - 4 Spell Weavers are crafting a 7th level spell. This reduces the casting time from 1 year to 1 week. They decide to all take 1 levels of fatigue each and reduce the time down to 1 standard action.</p><p></p><p><strong>Saving Throws</strong></p><p>Spell Weavers become very good at casting spells, and their spells are harder to resist. The saving throw for spells is equal to: 10 + spell level + Cha modifier + ½ Spell Weaver level (round down). If multiple people are casting a spell, use the highest values for each modifier.</p><p></p><p><strong>Healing Spells</strong></p><p>The healing of a person takes more than just magic, but also life energy. While the cleric can pull this from a god, the Spell Weaver must pull it from living creatures. When healing, the Spell Weaver can only convert damage to subdual. The Spell Weaver has the option of taking some or all of that subdual damage themselves.</p><p></p><p><strong>Metamagic Feats</strong></p><p>All metamagic feats have no real meaning for Spell Weavers for obvious reasons.</p><p></p><p><strong>Magic Items</strong></p><p>Not surprisingly, Spell Weavers make superior crafters of magic items. To a Spell Weaver, a wizard is simply shoving the desired spell effect into an item and then sealing it with their essence. In contrast, The Spell Weavers carefully weaves the magic into the item, making the item much more than it was before. This has two advantages. The first advantage is that the Spell Weaver automatically knows all spell crafting feats with the exception of scribe scroll (they simply do not think of “spells” and “formula”). The second advantage is that they can be more flexible in the requirements of an item. There are three factors in crafting an item; time, XP, cost. You can eliminate either XP or cost, but this doubles the other two factors.</p><p>Bob desires some bracers of protection, however, he is severely short on cash. He decides to not pay the normal cost of materials (other than the base item to be enchanted), but takes double the XP and double the time</p><p>Bob later needs a ring of invisibility. He cannot risk being less so close to his goal of gaining 7th level spells. He decides to not pay the normal XP cost, but doubles the GP cost and time.</p><p></p><p>In addition, like with the casting of spells, multiple Spell Weavers can work together to craft items. Lastly, due to their greater understanding of how magic works, a Spell Weaver can draw the XP needed to complete an item from a willing subject. The subject only needs to be present for the last hour of the process. This “last hour” does not have to be immediate, but must occur within 24 hours (per level of the Spell Weaver) of the rest of the process being finished.</p><p></p><p>Spell Weavers can work together on making magic items. Doing so decreases the time factor. To calculate how much, divide the estimate time by the square of the number of Spell Weavers. This means that if two Spell Weavers are working together, it will only take 1/4th the time, while if three Spell Weavers are working together, it will only take 1/9th the time.</p><p></p><p style="text-align: center"><strong>Multi-Classing</strong></p><p></p><p>If a Spell Weaver multi-classes with a class that gives +1 spell caster level, they only receive very limited benefits. The only benefit they gain is the “Spell Caster Enhancements”. They do not gain increased bonuses to knowledge arcane or spellcraft. They also do not gain the Spell Weaver bonus to spell DCs.</p><p></p><p></p><p style="text-align: center"><strong>Spell Weaver Feats</strong></p><p></p><p><strong>Sturdy Caster</strong></p><p>You are used to casting spells quicker than the average Spell Weaver. Each time this is taken you gain one additional “Tired” fatigue level. You can take a maximum of once plus once per five levels as a Spell Weaver (ex – at 8th level you could have taken this twice).</p><p></p><p><strong>Familiar</strong></p><p>You can have a familiar like a wizard. This counts towards the requirement for taking “Improved Familiar”.</p><p></p><p></p><p></p><p><strong>Balance notes</strong></p><p></p><p>At 20th level, if you took 5 levels of Sturdy Caster (the most you can take) you would have a total of 13 “Tired” levels. This would allow you to cast a grand total of 14 (15 if you went unconscious) spell levels in combat (plus as many cantrips as you want). Your strength will not be in combat casting, but rather in flexibility and strategic use of spells. Their spells will hit hard do to the high DC, but as they may only get 1 powerful one and some small ones off it is important that they have some effect.</p><p></p><p></p><p style="text-align: center"><strong>Custom Spells</strong></p><p></p><p><strong>Locate Weaver</strong></p><p>Level: 1</p><p>This spell gives the Spell Weaver the direction and distance of the nearest Spell Weaver. You can specifically exclude individuals when casting this spell (so you don’t get your friend from across the table). You can also restrict it to a particular Spell Weaves if you are looking for a specific group (or individual).</p></blockquote><p></p>
[QUOTE="Mirage_Patrick, post: 2699760, member: 12641"] This is a class I plan on bringing into the game a good while in the future, so I have some time to work out the kinks. Any helpful input is appreciated ==================== [CENTER][B]Spell Weaver[/B][/CENTER] Spell Weavers focus not on learning spells, but learning and weaving the strands of magic. With a flick of their wrist or arcane word, a foe can be stopped…or some beer levitated over from the bar. Spell Weavers are very flexible, but are simply not able to cast as many powerful spells as other spell casters. Instead of learning individual spells, the Spell Weaver learns the forces behind magic. Training to be a Spell Weaver is unique. Initially, the Spell Weaver simply casts spells and the student watches. Eventually the student develops the ability to see the strands of magic that the Spell Weaver is manipulating (mainly due to the spells the Spell Weaver has been casting, although this eventually becomes natural). During this stage the Spell weaver will continually cast a spell with obvious, but harmless effects, making small variations each time. Gradually (when the student feels he is ready), the student will start aiding in that one spell. Over time, the student will learn how different manipulations of the strands results in actions upon our world. This is a magic of art and participation, not of studying books. Because of the different mindset and skills required, a Spell Weaver cannot learn other forms of magic. Likewise other spell crafters cannot learn Spell Weaving. Adventures – Spell Weavers travel for many reasons. A great number feel that stress is what causes growth. Characteristics – Spell casting is the “who and what” of a Spell Weaver. Spell Weavers disdain the use of manual labor when a spell will satisfy instead. Spell Weavers view themselves as a brotherhood and initial NPC reactions with other Spell Weavers are always positive. They can identify another Spell Weaver as such on sight, and know basic (1st level spells) ways of finding others of their order. Alignment – Almost all Spell Weavers are good. This is for two reasons. The first is that this style requires either time or cooperation to cast powerful spells, and most neutral and evil individuals do not have the required mindset. Second, is that the order has been very selective to whom it will teach this style of magic. Races – Almost any race can learn Spell Weaving. Elves with their love of magic and willingness to take time are very common. Humans are less likely as powerful spells take either time or more cooperation than most humans can handle on a constant basis. Dwarves are not uncommon as they are great with cooperation and do not rush, but are generally more physically minded. Halflings are as common as elves, having a combination of patients, cooperation and love of their craft. Other Classes – Spell Weavers who adventure realize that a balance of classes is essential for any successful adventuring. They clash most with other spell crafters whom they see as being very crude, but do respect their capabilities. [B]Game Rule Information[/B] Hit Die – d6 Class Skills – Appraise(Int), Concentration (Con), Craft(all)(Int), Knowledge-Arcane (Int), Knowledge(All)(Int), Profession (Wis), Spellcraft (Int), Use Rope(Dex) Skill Points at 1st (4 + Int Modifier) * 4 Skill Points each level 4 + Int Modifier Weapon and Armor Proficiency – Spell Weavers are proficient in all simple weapons. They are not proficient in any armor or shields. [B]BAB:[/B] Poor [B]Good Saves:[/B] Reflex and Will [B]Poor Saves:[/B] Fortitude [B]Special:[/B] At first level they gain “Arcane Knowledge”, “Magic Sight” and “Unweaving”. At every level except 1, 5, 9, 13, and 17, the Spell Weaver gains a "Spell Casting Enhancement." [B]Arcane Knowledge[/B] The Spell Weaver gains a bonus to Knowledge-Arcane and Spellcraft checks equal to ½ their Spell Weaver levels (round up) [B]Magic Sight[/B] A Weaver is trained daily to see the threads of magic. The Weaver gains an ability similar to detect magic (always operating at the 1st round level, with additional round being taken to focus if desired). The range is equal to their normal vision and they do not risk being overwhelmed by it. In addition, they can literally see the strands of magic as magic is being cast. This makes it near impossible for a spell to be cast in their presence without their knowledge and they gain a bonus to identify the spell equal to ½ their Spell Weaver level. They can also identify the caster level of any spell on sight. [B]Unweaving[/B] Spell Weavers can unweave spells very readily. With a standard action, they can unweave any one spell with a caster level equal to or less than their Spell Weaver level. If the spell has to high a caster level, they can devote a higher level spell to the unweaving. Each spell level devoted increase their effective level by 2. Note that this is only for unweaving individual spells or spell effects, and does not modify the effects of such spells as dispel magic when used to dispel multiple effects or all effects in an area. [B]Spell Casting Enhancement[/B] This can increase one of two aspects of their spellcasting. The first is to gain access to higher level spells. The Spell Weaver starts being able to cast up to 1st level spells. A Spell Weaver cannot cast spells higher than ½ their level (round up). The other use of the Spell Casting Enhancement is to gain additional “Tired” fatigue levels (this will be explained later). [CENTER][B]Spell Casting[/B][/CENTER] Spell Weavers literally weave their spells using the strands of magic that make reality. Under normal casting conditions they are not only not tired by this, but invigorated (needing no food, no sleep, and not tiring). However, while a simple spell may take but a moments thought, a powerful spell can take weeks if not months. For the Spell Weaver, there is no separation between divine and arcane magic, and can cast any spell that they are skilled enough to weave (if a spell has multiple levels, use the lowest). Obvious variations are fine (such as a cold based fireball) as are versions that can be derived using feats (such as a 6th level spell duplicating a maximized fireball). Spells from non-PHB sources require approval before use. Metamagic feats from non-PHB sources must be approved before being used to customize spells. The weaving of spells requires only focus with the aid of either voice or hand motions (choose verbal or somatic and can change during casting, XP is the only other component ever required). Weaving is not subject to spell failure due to armor. Casting Times by spell level (replaces spell descriptions) [B]Cantrips[/B] Standard Action [B]1st level[/B] 10 minutes [B]2nd level[/B] 1 hour [B]3rd level*[/B] 1 day (8 hours) [B]4th level*[/B] 1 week [B]5th level*[/B] 1 month [B]6th level*[/B] 1 season (3 months) [B]7th level*[/B] 1 year [B]8th level*[/B] 1 decade (10 years) [B]9th level*[/B] 1 century (100 years) * These are almost never used as most spell casters will spend the fatigue to reduce the casting time [B]Reducing casting time[/B] A Spell Weaver can reduce the time to cast a spell, but it causes fatigue. For each time increment that a spell is reduced, the caster takes 1 degree of fatigue. The fatigue occurs at the end of the first round of spell casting and cannot be recovered until the casting of the spell is finished. Initially, fatigue is recovered at a rate of 1 degree per hour per level (gained steadily throughout the hour if it is an issue). What this means, is that most spells cast in combat will be low level, or possibly 1 or two “big ones”, with a good chance of recovery before the next battle. This should lead to a more strategic use of magic. It is important to note that this is not a physical tiredness, but rather a drain caused by the spell energies and therefore any spell or effect that invigorates you will not help, likewise amount of exercise will not vary the recovery speed. Degree 1 = Tired Degree 2 = Fatigued, -2 Strength and dexterity, cannot run or charge Degree 3 = Exhausted, ½ strength, dexterity, and unassisted movement rate Degree 4 = Unconscious (can only occur if casting time is reduced to a standard action) [B]Cooperative casting[/B] Spell Weavers are able to wield true power only in conjunction with others. With multiple Spell Weavers working together, the time to weave a spell is significantly reduced. Of course, to be able to aid in a spell, all assistants must be able to craft the spell themselves. For each person helping, reduce the casting time by 1 time increment. If the spell is also being reduced in time via fatigue, then the Spell Weavers split the fatigue. ex - 4 Spell Weavers are crafting a 7th level spell. This reduces the casting time from 1 year to 1 week. They decide to all take 1 levels of fatigue each and reduce the time down to 1 standard action. [B]Saving Throws[/B] Spell Weavers become very good at casting spells, and their spells are harder to resist. The saving throw for spells is equal to: 10 + spell level + Cha modifier + ½ Spell Weaver level (round down). If multiple people are casting a spell, use the highest values for each modifier. [B]Healing Spells[/B] The healing of a person takes more than just magic, but also life energy. While the cleric can pull this from a god, the Spell Weaver must pull it from living creatures. When healing, the Spell Weaver can only convert damage to subdual. The Spell Weaver has the option of taking some or all of that subdual damage themselves. [B]Metamagic Feats[/B] All metamagic feats have no real meaning for Spell Weavers for obvious reasons. [B]Magic Items[/B] Not surprisingly, Spell Weavers make superior crafters of magic items. To a Spell Weaver, a wizard is simply shoving the desired spell effect into an item and then sealing it with their essence. In contrast, The Spell Weavers carefully weaves the magic into the item, making the item much more than it was before. This has two advantages. The first advantage is that the Spell Weaver automatically knows all spell crafting feats with the exception of scribe scroll (they simply do not think of “spells” and “formula”). The second advantage is that they can be more flexible in the requirements of an item. There are three factors in crafting an item; time, XP, cost. You can eliminate either XP or cost, but this doubles the other two factors. Bob desires some bracers of protection, however, he is severely short on cash. He decides to not pay the normal cost of materials (other than the base item to be enchanted), but takes double the XP and double the time Bob later needs a ring of invisibility. He cannot risk being less so close to his goal of gaining 7th level spells. He decides to not pay the normal XP cost, but doubles the GP cost and time. In addition, like with the casting of spells, multiple Spell Weavers can work together to craft items. Lastly, due to their greater understanding of how magic works, a Spell Weaver can draw the XP needed to complete an item from a willing subject. The subject only needs to be present for the last hour of the process. This “last hour” does not have to be immediate, but must occur within 24 hours (per level of the Spell Weaver) of the rest of the process being finished. Spell Weavers can work together on making magic items. Doing so decreases the time factor. To calculate how much, divide the estimate time by the square of the number of Spell Weavers. This means that if two Spell Weavers are working together, it will only take 1/4th the time, while if three Spell Weavers are working together, it will only take 1/9th the time. [CENTER][B]Multi-Classing[/B][/CENTER] If a Spell Weaver multi-classes with a class that gives +1 spell caster level, they only receive very limited benefits. The only benefit they gain is the “Spell Caster Enhancements”. They do not gain increased bonuses to knowledge arcane or spellcraft. They also do not gain the Spell Weaver bonus to spell DCs. [CENTER][B]Spell Weaver Feats[/B][/CENTER] [B]Sturdy Caster[/B] You are used to casting spells quicker than the average Spell Weaver. Each time this is taken you gain one additional “Tired” fatigue level. You can take a maximum of once plus once per five levels as a Spell Weaver (ex – at 8th level you could have taken this twice). [B]Familiar[/B] You can have a familiar like a wizard. This counts towards the requirement for taking “Improved Familiar”. [B]Balance notes[/B] At 20th level, if you took 5 levels of Sturdy Caster (the most you can take) you would have a total of 13 “Tired” levels. This would allow you to cast a grand total of 14 (15 if you went unconscious) spell levels in combat (plus as many cantrips as you want). Your strength will not be in combat casting, but rather in flexibility and strategic use of spells. Their spells will hit hard do to the high DC, but as they may only get 1 powerful one and some small ones off it is important that they have some effect. [CENTER][B]Custom Spells[/B][/CENTER] [B]Locate Weaver[/B] Level: 1 This spell gives the Spell Weaver the direction and distance of the nearest Spell Weaver. You can specifically exclude individuals when casting this spell (so you don’t get your friend from across the table). You can also restrict it to a particular Spell Weaves if you are looking for a specific group (or individual). [/QUOTE]
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