Cropped image from Dark Classics |
I was recently browsing the Pathfinder Ultimate Magic book. Inspired by the magus class, I decided to create a magic-user that primarily delivered spells through a weapon. The result is this class, which should be useable with OD&D, B/X, and various simulacra.
Spellblades use magic to enhance their attacks. In fact, they may only cast spells through their weapon during combat, which they use as a magical focus. Spells must be prepared beforehand, just as for a magic-user. This preparation involves complicated weapon forms that partake of arcane geometries.
Class details:
- Attack as cleric
- Hit dice as cleric
- 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
Spells are as follows:
- Burning fan strike (all within 15′ cone save or take 1d6 fire damage)
- Corrosive strike (+1d6 acid damage)
- Nod strike (target must save versus magic or fall into enchanted slumber)
- Arcane strike (+1d6 on attack roll, strike considered as a magic weapon)
- Abjuration stance (as protection from evil)
- Shielding stance (+4 AC, may terminate to absorb 1 offensive damage spell)
- Defensive stance (next 1d6+1 damage during current combat is cancelled)
- Obfuscating stance (raise an obscuring fog, 10′ radius per level)
- Paralytic strike (humanoid target paralyzed)
- Blinding strike (target is blinded for 10 minutes per level of spellblade)
- Vampiric strike (+1d6 damage vs. living, recover same HP, target weakened)
- Searing strike (+1d6 damage, set alight if flammable, save ends fire damage)
- Ward stance (2d6 damage resistance versus specified element, roll per attack)
- Strengthening stance (+1 to melee damage from great strength)
- True seeing stance (see the true form of creatures, including those invisible)
- Mirror image stance (1d3 decoys, determine target of hits against caster randomly)
- Flaming strike (1d6 fire damage/level, max 10d6, 20′ radius, caster is epicenter)
- Lightning strike (1d6 lightning damage/level, max 10d6, 120′ straight line)
- Disenchanting strike (as dispel magic)
- Freezing strike (+1d6 cold damage per round, immobile encased in ice, save ends)
- Cloud stance (flight)
- Neptune stance (water breathing and free movement underwater)
- Whirlwind stance (normal missiles are flung away by swirling winds)
- Counter stance (save versus magic to counter any spell; this ends the stance)
- Terror strike (all within 15′ cone save or flee)
- Blizzard strike (1d6 cold damage/level, max 10d6, 30′ cone)
- Ethereal strike (+1d6 damage, avoids armor, hits insubstantial creatures)
- Wasting strike (1d6 damage first round, 2d6 second, 3d6 third, etc)
- Fire shield stance (attackers must save or take 1d6 fire damage)
- Greater abjuration stance (as protection from evil, 10′ radius)
- Repulsion stance (attacking caster in melee: save or be flung 1d6 * 10′ back)
- Morning stance (daylight 60′ radius, undead take 1d6 damage per round)
- Reanimating strike (if target dies, it will animate to serve caster, same HD zombie)
- Death strike (against the living, save or die)
- Dispelling strike (save versus magic or banish/destroy demon/undead)
- Mind-kill strike (save versus magic or consciousness destroyed)
- Anti-magic stance (magic does not function within 10′ of caster)
- Power of the heavens stance (as control weather)
- Reciprocal stance (attackers take similar damage when damaging the caster)
- Aspect of beyond stance (all within 30′ save or go insane)