Spellsword

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Spells for enhancing weapons have long been known to those who practice in the arcane aspects of the Al'Noth, however it is more often than not the weapon of another that becomes enhanced. This is not a universal truth, of course, as those who have such interests and are physically capable have combined martial prowess with arcane ability on the field of battle. Among such individuals, a relative few have sought to truly meld both sets of abilities, taking the benefits of both without having to sacrifice for either. Such individuals have become known collectively as Spellswords.

The exact origin of the Spellsword has been lost to history. For those who have sought the origins of such practices, there are several legends and stories that range from plausible to ridiculous, though none of them have more than the barest thread of proof. Some believe a single individual of renown began calling himself “Spellsword”, while others put stock in a forgotten and very old Lucindite sect of “knights” or a small band of mercenaries that all trained themselves in magic and swordplay. Whatever the origin of the name, it is commonly believed that the practices common to Spellswords predated each and every known legend about them.

While the common name for such people implies an affinity toward using a sword, Spellswords are not limited to any particular weapon, and it is a common thing to find all sorts of weapons in the hands of Spellswords. Whether a Spellsword uses a sword of some variety, a staff, mace, dagger or any other sort of melee weapon tends to be a matter of personal preference. The choice of melee weapon is unimportant.

Through practice and training, a Spellsword learns to imbue his weapon with magical energies. This is different than a spell that temporarily enhances a weapon in that the energies flow from the Spellsword and permeate the weapon. A Spellsword's weapon becomes an extension of the Spellsword, and by extension, it becomes a conduit for the Spellsword's power rather than simply a convenient container. To the untrained observer, the end results may seem similar, but to a Spellsword, the difference is profound.

In addition, Spellswords tend to train to fight while armored, as the use of melee weapons necessitates a closer proximity to one's enemies. Similar to how casters may train themselves to cast without moving, a Spellsword learns to cast while in the thick of battle and while wearing armor that may otherwise be too restrictive for the proper delivery of spells.

A Spellsword's abilities come solely from training oneself and practicing repeatedly over time. This is a common aspect of all Spellswords, regardless of whether the Spelllsword has learned or innate magical abilities. It is equally common for a would-be Spellsword to seek training from another Spellsword as it is for one to pursue such a mixing of talents on one's own. Ultimately, the most effective training for a Spellsword involves time and practice.

Because of their particular mixing of seemingly opposite talents, Spellswords are often viewed with disdain and fear, but also awe and respect, depending upon the viewpoint of the observer.

Requirements:

  • Arcane Spellcasting: Level 2 or higher
  • Feats:
    • Weapon Proficiency (Simple)
    • Weapon Proficiency (Martial)
    • Armor Proficiency (Light)
    • Armor Proficiency (Medium)
    • Armor Proficiency (Heavy)
  • Skills: Lore 6 or more ranks
  • BAB: 4 or higher

Abilities:

  • Level 1
    • Imbue I
  • Level 2
  • Level 3
    • Ignore Spell Failure 25%
  • Level 4
    • Imbue II
  • Level 5
    • Ignore Spell Failure 30%
  • Level 6
    • BONUS FEAT
  • Level 7
    • Ignore Spell Failure 35%
  • Level 8
    • Ignore Spell Failure 45%
  • Level 10
    • Imbue III

Bonus Spells: Spellswords gain one caster level every other level after the first (respectively at 1,3,5,7,9) gaining all benefits of durations and improved spellcasting, but not any other benefits from their spellcasting class.

Name Spellsword
Plural Spellswords
Player Class Yes
Spell Caster No
Hit Die d8
Skill Points / Level 2
Primary Ability INT
Recommended Ability Array STR 12, DEX 16, CON 14, WIS 8, INT 14, CHA 12
Alignment Restriction None
Max Level 10
Multiclass XP Penalty No
Arcane Spell Level Modifier 2
Divine Spell Level Modifier 0
Epic Class No
Attack Bonus Table CLS_ATK_2
Saving Throw Table CLS_SAVTHR_CLER
Feats Table CLS_FEAT_SPELLS
Bonus Feats Table CLS_BFEAT_SPELLS
Skills Table CLS_SKILL_SPELLS
Prerequisite Table CLS_PRES_SPELLS
Script Constant CLASS_TYPE_SPELLS
Icon IR_SPELLS
Description (PRESTIGE CLASS)
The dream of melding magic and weapon play is fulfilled in the person of the Spellsword. A student of both arcane rituals and martial techniques, the Spellsword gradually learns to cast spells in armor with less chance of failure. Moreover, she can cast spells through her weapon, as well as store spells there for later use. Feared by mages for her ability to cast in armor and by the common people for her ability to use spells, the Spellsword often walks the world alone.

- Hit Die: d8.
- Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Arcane Spellcasting: Level 2 or higher.
Feats: Weapon Proficiency Simple, Weapon Proficiency Martial, Armor Proficiency Light, Armor
Proficiency Medium, Armor Proficiency Heavy.
Skills: Lore 6 or more ranks.
Base attack bonus: 4 or higher.

ABILITIES:

Level
1: Imbue I - This allows the Spellsword to temporarily imbue his weapon with an element of his choice once per day.
2: Ignore Spell Failure 20%
3: Ignore Spell Failure 25%
4: Imbue II - This allows the Spellsword to temporarily imbue his weapon with an element of his choice twice per day, and the effect is stronger over Imbue I.
5: Ignore Spell Failure 30%
6: Bonus Feat
7: Ignore Spell Failure 35%
8: Ignore Spell Failure 45%
10: Imbue III - This allows the Spellsword to temporarily imbue his weapon with a special ability once per day, they can choose from wounding, vampiric, and vorpal. This also increases the damage done by Imbue II.

BONUS CASTER LEVELS

Every other level in Spellsword, starting at level 1, is treated as a level in the characters arcane spellcasting class for the purposes of determining spell duration, damage and any other level-dependent properties.

Custom Layonara content (no stock NWN:EE equivalent).

Auto-generated from nwn-haks (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.