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Spellweaver

The songs of the Ainur, created by Eru Iluvatar, are the most awesome of all the magics never fully seen by the Children of Iluvatar. Not even the greatest of the Ainur fully understands the scope of Eru' masterpieces. Yet deeply rooted in everything, from the mightiest of dragons to the wee-folk, from the majestic oceans to the meandering streams there exists a reservoire of Iluvatar's Essence. With their musical prowess, some fortunate few Children are capable of unleashing these fonts to work magic to their own ends. Spellweavers are a rare-breed in Middle Earth, at times mistaken for Istari or even Maia. Most Spellweavers revere Nessa, Lady of Dance, above all other Ainur; though all call Eru Iluvatar their one-true God, paying Eru homage with every note of music they use.

Alignment: Any
Hit Die: 1d6

Class Skills
The Weaver's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st level
(4 + INT Modifier) x4

Skill Points at Each Additional Level
4 + INT Modifier


TABLE: The Spellweaver

 

LVL     BAB     FORT    REFL    WILL    SPECIAL       

01      +0      +0      +2      +2      Essence Magic, Spellweaver Music, Countersong, Fascinate, Inspire Courage +2

02      +1      +0      +3      +3      Focused Performance

03      +2      +1      +3      +3      Bonus Feat, Inspire Competence

04      +3      +1      +4      +4     

05      +3      +1      +4      +4     

06      +4      +2      +5      +5      Suggestion    

07      +5      +2      +5      +5     

08      +6      +2      +6      +6      Bonus Feat, Inspire Courage +3

09      +6      +3      +6      +6      Inspire Greatness

10      +7      +3      +7      +7     

11      +8      +3      +7      +7

12      +9      +4      +8      +8      Song of Freedom

13      +9      +4      +8      +8      Bonus Feat

14      +10     +4      +9      +9      Inspire Courage +4

15      +11     +5      +9      +9      Inspire Heroics

16      +12     +5      +10     +10    

17      +12     +5      +10     +10

18      +13     +6      +11     +11     Bonus Feat, Mass Suggestion

19      +14     +6      +11     +11    

20      +15     +6      +12     +12     Inspire Courage +5

 

CLASS FEATURES
All of the following are class features of the Spellweaver


WEAPON AND ARMOR PROFICIENCY
Spellweavers are proficient with all Simple and Martial Weapons, with all types of armor (light, Medium, and Heavy) and with shields (except Tower Shields). NOTE: Inorganic materials worn by the Spellweaver, such as metal-armor and shields, have double the listed chance of causing Arcane Spell Failure.



ESSENCE MAGIC (SP)
The Essence Realms utilizes the power that exists in everyone and everything of and in Arda and, in particular, Middle-Earth. Essence in Middle-Earth has its source in The Song (The Ainulindale) which created Arda and the order of things. Casting spells of the Essence Realms taps this power, molds it, and diverts it into magic. Most of the truly powerful Essence spells deal with forces elemental in nature; Earth, Fire, Wind, Light, Cold, Water, etc. The more inert material that is on the person of someone casting Essence spells, the more difficult it becomes to manipulate the Essence. Thus, when casting or using an Essence spell, no armor should be worn.

Spellweavers are able to cast Arcane Spells, which are drawn from BARD list of spells. A Spellweaver does not prepare his spells in advance, casting any spell he knows without preparing it ahead of time. Spellweaver Spells always have a 'Sonic' Component, usually created by a music instrument, in lieu of any other Spell Component. This Component a portion of the Song of the Ainur.

To cast a spell, the Spellweaver must have a Charisma Score equal to at least 12 + the Spell Level. The Difficulty Class for a Saving Throw against a Spellweaver's spell is 10 + Spell Level + the Spellweaver's Charisma modifier.

Like the Channeler, the Spellweaver is able to cast only a certain number of spells of each level per day. His base daily spell alottment is as per the BARD Class. In addition, he receives bonus spells per day if he has a high charisma score.


Spellweaver Music
Once per day per Spellweaver level, a Spellweaver can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Spellweaveric music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Spellweaver level and a minimum number of ranks in the Perform skill to qualify; if a Spellweaver does not have the required number of ranks in at least one Perform skill, he does not gain the Spellweaveric music ability until he acquires the needed ranks.

Starting Spellweaver music effect is a standard action. Some Spellweaver music abilities require concentration, which means the Spellweaver must take a standard action each round to maintain the ability. Even while using Spellweaver music that doesn’t require concentration, a Spellweaver cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Spellweaver has a 20% chance to fail when attempting to use Spellweaver music. If he fails, the attempt still counts against his daily limit.


Countersong (Su)
A Spellweaver with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Spellweaver (including the Spellweaver himself) that is affected by a sonic or language-dependent magical attack may use the Spellweaver’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Spellweaver’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Spellweaver may keep up the countersong for 10 rounds. NOTE: All Mortal Magics draw in some way on the Song of the Ainur, which can be adversely affected by the Countersong ability of a Spellweaver


Fascinate (Sp)
A Spellweaver with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Spellweaver, and able to pay attention to him. The Spellweaver must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Spellweaver attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a Spellweaver makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Spellweaver cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Spellweaver continues to play and concentrate (up to a maximum of 1 round per Spellweaver level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Spellweaver to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.


Inspire Courage (Su)
A Spellweaver with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Spellweaver sing. The effect lasts for as long as the ally hears the Spellweaver sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. At 8th level, and every six Spellweaver levels thereafter, this bonus increases by 1 (+3 at 8th, +4 at 14th, and +5 at 20th). Inspire courage is a mind-affecting ability.


Focused Performance (EX)
So dedicated to the music of creation, the Spellweaver can forgo a Concentration Check and use a Perform Check in its place. The Spellweaver may perform in this manner as often as desired. Additionally, the Spellweaver can sacrifice a daily Music use to exchange a Performance Check for a Saving Throw. This decision is made before the Saving Throw is checked. Any modifications to the Spellweaver's Saving Throw are not included during a Focused Performance.


Bonus Feat
At 3rd, 8th, 13th, and 18th level the Spellweaver gains a Bonus Feat. This feat is limited to Metamagic Feats or Item Creation Feats.


Inspire Competence (Su)
A Spellweaver of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Spellweaver. The Spellweaver must also be able to see the ally.

The ally gets a +4 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Spellweaver’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Spellweaver concentrates, up to a maximum of 2 minutes. A Spellweaver can’t inspire competence in himself. Inspire competence is a mind-affecting ability.


Suggestion (Sp)
A Spellweaver of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the Spellweaver’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a Spellweaver’s daily limit on Spellweaver music performances. A Will saving throw (DC 10 + Spellweaver’s level + Spellweaver’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.


Inspire Greatness (Su)
A Spellweaver of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Spellweaver attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Spellweaver must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Spellweaver sing and for 5 rounds thereafter. A creature inspired with greatness gains 3 bonus Hit Dice (3d10 total), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +5 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.


Song of Freedom (Sp)
A Spellweaver of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Spellweaver level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Spellweaver can’t use song of freedom on himself.


Inspire Heroics (Su)
A Spellweaver of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Spellweaver levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Spellweaver must sing and an ally must hear the Spellweaver sing for a full round. A creature so inspired gains a +5 morale bonus on saving throws and a +5 dodge bonus to AC. The effect lasts for as long as the ally hears the Spellweaver sing and for up to 10 rounds thereafter. Inspire heroics is a mind-affecting ability.


Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a Spellweaver of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.