Spellweaver (3.5e Prestige Class)
Spellweavers are wizards who have studied the tapestry of magic so deeply that they have learned to manipulate its strands in ways that allow them to establish a mystical connection with their comrades. This connection, which they refer to as an arcane tapestry, allows them to affect multiple creatures with a single spell, greatly enhancing their ability to buff and enhance their friends and allies in battle.
Armies across the realms welcome spellweavers into their ranks as they excel at enhancing their allies in times of war. Their relatively low numbers and high demand allows them to turn a tidy profit, too, leaving most of them to retire early; a fact that only exacerbates the problem. Some nations, particularly those of an evil nature, often resort to less-than-savory techniques to "encourage" spellweavers to remain in service, even going so far as to kidnap and enslave them whenever possible.
Becoming a Spellweaver[edit]
Spellweavers are traditionally wizards, though other classes capable of preparing and casting arcane spells are also welcome. They tend to be either altruistic or commanding, supporting their allies or enhancing their subordinates depending on one's world view.
Skills: | Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks, and Use Magic Device 5 ranks. |
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Feats: | Skill Focus (Spellcraft), Spell Focus, and at least two metamagic feats |
Spellcasting: | You must be able to prepare and cast 4th level arcane spells. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | ||
---|---|---|---|---|---|---|
Fort | Ref | Will | ||||
1st | +0 | +0 | +0 | +2 | Arcane Tapestry, Spontaneous Metamagic, Woven Items | — |
2nd | +1 | +0 | +0 | +3 | Bonus Feat, Spellweaving | +1 level of existing prepared arcane casting class |
3rd | +1 | +1 | +1 | +3 | Easy Metamagic | — |
4th | +2 | +1 | +1 | +4 | Bonus Feat | +1 level of existing prepared arcane casting class |
5th | +2 | +1 | +1 | +4 | Enhanced Tapestry | +1 level of existing prepared arcane casting class |
Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), Survival (Str).
Class Features[edit]
All of the following are class features of the Spellweaver.
Weapon and Armor Proficiencies: Spellweavers do not gain any additional weapon or armor proficiencies.
Spellcasting: Whenever a spellweaver gains one of the indicated class levels, they gain new spells per day (and new spells for their spellbook, if applicable) as if he had also gained a level in a previous arcane spellcasting class. They do not, however, gain any other benefit a character of that class would have gained. If a character had more than one applicable class before becoming a spellweaver, they must decide to which class they add a spellcasting level to.
Arcane Tapestry (Su): Upon becoming a spellweaver, you gain a deeper understanding of the Weave. You can thread together unseen strands of magic to connect willing allies into a magically resonant network known as an arcane tapestry. Doing so takes 10 minutes and requires a Spellcraft check with a DC of 15 + the number of allies you include in the tapestry, up to a maximum number of allies equal to your Intelligence modifier. Creatures must be within line of sight to have their life force woven into an arcane tapestry, and they must be living creatures. An arcane tapestry lasts until you weave a new one or voluntary sever your current one. You're always connected to your own arcane tapestry, and you don't count against the limit of allies that can be connected. You cannot, however, remove specific individuals from an existing arcane tapestry without creating a new one.
Once you have woven an arcane tapestry, you can send your spells across it to your allies, just as if you were touching them and within line of sight. Although you cast but a single spell, you can have it affect every creature in your arcane tapestry as if the group were a single creature. The maximum level of spell you can cast into an arcane tapestry is equal to ⅓ your arcane spellcasting level rounded down (thus 1st level spells if your caster level is 5th level or lower, 2nd level spells if it is 8th level or lower, and so on).
Only spells with the "harmless" designation in their saving throw entry or ones requiring willing targets can be cast into an arcane tapestry. In addition, spells with a range of personal cannot be cast through an arcane tapestry unless another feature allows you to do so (such as affecting your familiar if it is part of your arcane tapestry). If a spell has a costly material component or an XP cost, you only need expend a single casting's worth regardless of how many creatures you have in your tapestry.
If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast protection from energy through the arcane tapestry, you must choose the same energy type for everyone affected by the spell.
An arcane tapestry doesn't allow your spells to affect illegal targets. You can only affect objects with spells cast into your arcane tapestry if a living subject is holding them, and only within the constraints of the original spell. For example, you can use arcane tapestry to deliver a greater magic weapon spell, affecting a single weapon being held by each creature in your tapestry. It would not, however, be able to affect every weapon possessed by each creature, let alone weapons not currently in their possession.
Spontaneous Metamagic: You can spontaneously apply any metamagic feats you know to prepared arcane spells without increasing the casting time of the spell. You must have a spell of the appropriate level prepared, sacrificing it in place of the modified spell. Doing so only consumes the sacrificed spell, leaving the original spell still fresh in your memory and available for casting at a later time. This feature applies whether you are casting the spell through your arcane tapestry or not.
Woven Items (Su): Your ability to manipulate the strands of magic to weave yourself together with your allies also extends to your magic items. You can choose to use your personal arcane spellcasting level, spell attack bonus, and saving throw DCs in place of the set values (if any) used by any spell completion or spell trigger magic items you personally use, such as with most scrolls, potions and oils, or rods. Thus if using a scroll of shocking grasp, you would use your own caster level and saving throw DC instead of the scroll's preset values. For reasons not fully understood, this does not extend to items used by other characters, even those who are part of your arcane tapestry. For example, you would use your own caster level when quaffing a potion of cure light wounds, but if you were to give it to an ally, it would only use the minimum caster level of the spell (1st) as normal for a potion.
In addition, you can use your magic to recharge magic items that have charges by channeling one or more of your arcane spells. This takes one full minute and you must be physically holding the item, but you can channel multiple spells into the item during this time. Doing so allows the item to regain a number of charges equal to ½ the total level of spells used to recharge the item, rounded up. For example, channeling both a 2nd- and 5th-level spell into a staff of divination would allow the staff to regain 4 charges ([2+5]÷2, rounded up).
If you channel more spell energy into a charged item that exceeds its maximum number of charges, you must make an immediate Spellcraft check with a DC equal to 20 + the number of excess charges. A natural 1 is always a failure for this particular check. If you fail the check, the item immediately explodes as if you had performed a retributive strike with a staff of power. Affected creatures and objects, including yourself, receive the standard Reflex saving throw (DC 17) for half damage. Even if you succeed on this check, the excess magic is lost; you cannot give a magic item more than its normal maximum of charges.
Bonus Feat: At 2nd level and again at 4th level, you gain a bonus feat from the list available to wizards.
Spellweaving (Su): By weaving strands of ambient mana into your spells, you can power them with the very essence of magic itself rather than your personal reserves. You can use a swift action to lower the XP cost of any arcane spells you cast by 10% per class level, to a maximum of 50% at 5th level. Note that since this requires a swift action, it cannot be used with quickened spells or spells with a swift casting time.
Easy Metamagic: At 3rd level, the required increase in spell level (if any) when applying a metamagic feat to a spell is reduced by one (to a minimum of +1, or 0 if it is already 0). For example, a spellweaver could cast a quickened fireball as a 6th-level spell instead of a 7th-level spell. This applies whether the spellweaver is casting the spell through their arcane tapestry or not
Enhanced Tapestry: Whenever you cast a spell through your arcane tapestry—and only through your arcane tapestry—the level increase for any metamagic feats you apply to the spell is lowered by an additional 1, to a minimum of 0. This stacks with the lowered spell slot cost of other similar abilities, including your Easy Metamagic class feature.
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