Spell-weaver (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Rating: Not rated
(Rate this class)
Status: Finished just about but just missing Epic and fixing the grammar
Editing: Grammar edits only


Spell-weavers are Guardians of magic and they are those who calls themself those who deliver justice to those who are trying to cause a fall into darkness to occur in areas to consume area's just to increase their own influence over dark magic such as Necromancy.

Making a Spell-weaver[edit]

A Spell-weaver is a highly respected frontline or long range fighter with their magic no matter the range it's often how well they work togther with other members of their party also how reckless they are or if they get overconfident and rushes in alone.

Abilities: The most valued abilities for a spell-weaver is a high DEX, a high Cha and a decent CON.

Races: Humans mostly takes this class but there are a lot of many other races that takes it

Alignment: Any. few spell-weavers are of the Lawful alignment.

Starting Gold: 5d4×10 gp (200 gp).

Starting Age: Moderate As fighter

Table: The Spell-weaver

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Spell weaving, Spell creation 3 1
2nd +1 +0 +0 +3 The Path of Magic, improved Unarmed strike 4 2
3rd +2 +1 +1 +3 Original Spell creation 1 4 2 1
4th +3 +1 +1 +4 Empowerment of spells 4 3 2
5th +3 +1 +1 +4 Unique Style 4 3 2 1
6th +4 +2 +2 +5 Stability for Orignal Spells 4 3 3 2
7th +5 +2 +2 +5 Orignal Spell creation 2 4 4 3 2 1
8th +6/+1 +2 +2 +6 Redirect Spell 4 4 3 3 2
9th +6/+1 +3 +3 +6 Nullify offensive spell 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Original Spell creation 3 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 Magi Soul 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 Magic Over-spell 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 Magic Drive 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Magic Breakdown 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Magi Force 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Original Spell creation 4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Original Spell creation (Grimore type) 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Mirror Spell 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Original Spell Creation 5 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Magic Augmented form 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Craft (Int), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Profession (Int), Ride (Dex), Spellcraft (Int)

Class Features[edit]

All of the following are class features of the Spell-weaver.

Weapon and Armor Proficiency: A Spell-weaver isn't proficent with any armour other then normal clothing and mage armour, Spell-weavers are on the other hand proficent with all simple and martial weapons.

Spells: A Spell-weaver is similar to a walking arsenal of spells as they pick their basic spells from the Evocation and Universal schools however as soon as he has made his own original spells they replace the basic spells of the same level as the original spells has. This gives the Spell-weaver a upperhand in combat as they aren't like other spellcasters and have unique and original spells that other wizards can only dream off having.

To learn or cast a spell, a spell-weaver must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell-weaver’s spell is 10 + the spell level + the spell-weaver’s Charisma modifier.

Spell weaving (Ex): The Most fundimental techninque of a Spell weaver is the techninque to weave spells into his body or make his spells apper without out long chants this techninque is a variant of the quicken spell but relies more on the body and the user's speed.

Spell creation (Ex):The Spell-weaver during his time in training have learnt the basic of creating spells however putting them to a practical use is hard as such he only use this level of creation to refine normal spells to fit them with added on effects like freezing or burning their opponent.

Original Spell creation (Ex): Over the course of his lifetime he comes up with unique spells for him to use to add onto his impressive ability to cast spells although he can only create a certain amount of original spells at certain points in time however although as they may be his own original spells they are Unstable and if interupted they will back fire onto him. For each level of spell creation the spell-weaver can only create a maximum of 4 spells for each level, with the exception of the Grimore type which you can only make a maximum of 2 spells per spell level from 7 - 9.

Original Spell creation 1: The first level of original spells are made from using other spells as a referencial source giving him a orignal spell that has a diffrent ability but works in similar ways to other magic spells that wizards can cast.

Original Spell creation 2: The Second Level of original spells are striving for a more unique standpoint that doesn't use a reference from a diffrent exsisting spell although the second level of spells are still makes the spell-weaver a still target to be aimed at.

Original Spell creation 3: The Third Level of the spell-weaver's original spells have been given mobility meaning that he can cast the new Original Spells the spell-weaver have made whilst they have a impressive speed they lack a devastating or a high amount of power.

Original Spell creation 4: The Fourth level of the original spells are fast and stronger then the three previous however they aren't fully complete yet and can be broken into pieces or grabbed by the target of the spell.

Original Spell creation 5: The fifth level of the original spells gives the spell-weaver spells that are vastly more faster and powerfull then the other four levels of course this means that they have some drawbacks for being used but at this level the spells are stable and can be interupted with little to no major backfire.

Original Spell creation Grimore Type: These level of spells requires a catalyst to work properly, the catalyst can be pretty much anything from a candle to blood or crystals, however these spells are a double edged blade to use as they will inflict harm on the user aswell.

Empowerment of spells (Ex): A Spell-weaver usually adds a little extra to his own spells power although this does cause a little harm to him, spell level 1 to 4 [not original spells] do 1d6 non-lethal damage and spell level 5 to 9 [including original spells and Grimore types] do 1d8 damage + whatever drawback damage the spell has.

Unique Style (Ex): A spell-weaver has a own type of style that no other spell weaver unless the spell-weaver have taken a pupil then the pupil learns the spell-weaver's unique style he has.

Magic Over-spell (Ex): Every so often a spell-weaver can run out of casts of magic, he can however if he pays 1/8 to 1/3 of his HP cast additional spell when he needs it.

Magic Breakdown (Ex): A spell-weaver has the ability to cause a breakdown in his opponents spells to learn how the spell itself is constructed and how to counter it properly but they can't copy it using his Magic Breakdown techninque.

Mirror Spell (Sp): A spell-weaver has the ability to cast a "mirror" version of his opponent's spell however if it's a original Spell the spell-weaver can only do half of the damage of what the original spell does.

Stability for Orignal Spells (Sp): A spell-weaver's original spells are fully stable when made so as it is need the spell-weaver adds more stability into his original spells to lessen the backfire damage to him if he's interupted.

Redirect Spell (Sp): A Spell-weaver has the ability to respond and redirect the opponent(s) spells however the reflex DC is 10+number of enemies+ the spells combined level.

Nullify offensive spell (Sp): Every spell-weaver has a techninque to nullify offensive spells in a similar manner to Anti-magic but only towards the offensive type of spells although they need to pass a will DC of 15+enemy's spell's level.

Magic Augmented form (Sp): A ancient techninque passed down from Generation to generation of spell-weavers, in this form the spell-weaver he gains the ability to jump in mid-air and his speed goes up to 2 times of his normal speed and he gains a natural ac of 3 in this form.

Magi Soul (Su): A Spell-weaver once in his lifetime becomes attuned to the essence of Magic and understands the source of his own spells power.

Magic Drive (Su): A Spell-weaver can trigger bursts of Magic and life energy to give them improved speeds however this damages them alot 2d6 damage is dealt to the spell-weaver.

The Path of Magic (Su): A Spell-weaver choose a path to set out on later in their life or journey as they need it, there are four types of paths a Spell-weaver can choose.

Mage Path: This Path leads the spell-weaver to a more traditional way of casting their spells like a wizard but with certain exception of they aren't fully effected by their type of magic as they aren't fully limited to certain schools of magic.

Sword spell-weaver Path: A Spell-weavers take on combining a Fighter and a Wizard using his own spells as a way to bring out their full potential when fighting with swords and other types of weapons.

Magic Fighter Path: This path leads the spell-weaver to a upfront and personal range of fighting against his opponents bringing out the full power of his spells when they are inserted into his own body this also includes his own original spells and deal far more damage then without having inserted his own spells, this path is a powerfull fighter as they add his own spells damage onto his unarmed damage.

Mystic Spell-Weaver Path: This Path is a dangerous path for a Spell-weaver to walk even for the most experinced of all spell-weaver's, slowly but surely the spell-weaver's mind would start to lose his grip of reality and be sent into a berserk rage or a streak of insanity and would be unable to control his own acts fully and slowly turn evil.

Prism Augmentation/Chromatic Path: This Path is a powerfull path which early on gives the Spell-weaver the ability to augment their own body with various colour prism that releates to Element such as a Burning red is linked towards the element Fire and so on. Although most of the Augmentation spells are straining on the body and once the spell-weaver hits Chromatic drive the body becomes more corrupted towards one element and becomes more powerfull in one element but weaker against another one.

Dragon Strider Path: The Path of a Lighting swift warrior that focuses on quick armor shattering moves and spells with highly accurate filled with Armor passing Spells in their slashes with their modified swords so they can use their own fighting style. A ancient style of fight deviced to fight Dragons and even the hardest of material for any material.

Defender Path: The path of Ultimate defense a Spell-weaver that can Redirect or shatter any spells or any attacks towards the spell-weaver and their allies. This is the least stressing or effecting against the body of course this means they are capable of launching their opponents directly into walls or anything else.

Zero Path: The Path of absolute Destruction both in the terms of Magic and physical, their original Spells are basically consistant of spells that will deal absolute destruction to equipment or Magic or surroundings that they touch will come into contact with the Spell-weaver or anything they touch will be vaporized but it can't vaporize a living being however their offensive spells are consistant of heavy spells to deal heavy physical damage or mental damage.

Shadow Gun Path: The Path of using Shadows for Long range attacks that will pierce through anything the target and cause damage that will leave big holes in the target. However the Shadow Gun path isn't only limited to heavy wound creating but it can be used in close combat as a Shadow sword or a Scythe aswell however the close combat spells are pretty much single swipes but can limit the opponents as how it stop people in their tracks.

Halberd Path: The Path of a heavy Splitting spells which were deviced to fighting larger creatures or Constructs that are made to be big and used for various things however as a fighting style against medium sized creature it's far more dangerous then most paths.

Truthseeker Path: The one path that focuses on Truth, any spells sent at the Spell-weaver will wither away infront and around the spell-weaver, the one sole path that will demolish anyone that stands up against the Spell-weaver with the knowledge of the universal truths of anything around the spell-weaver, In a battle they are feared due to them seeing a body's truths which includes the weak spots.

Nature's Tempest Path: The second fastest path for any Spell-weaver however it's carries the pride of being the outmost strongest when it boils down to it in combat as a Spell-weaver of this Path can make a building shatter from a lv.6 original spell or adding a power of nature to their own strength into every blow they land.

Scarlet Lock Path: The Scarlet Lock path is a dual-edged blade for the spell-weaver as it uses the most potent cataclyst for it's spell even when basic spells, the spell-weavers own blood and their opponents blood to crush their opponents. The stronger the host of the blood was the more potential can be drawn out from the spells and they are by far the most lethal even in places where conventional magic is sealed.

Ashura Path: The Epitome of strength and mentally preparing Path for all Spell-weavers that focuses on bringing out the power of Ki mixing it with Magic to create a road to travel inbetween two realms of powers. It's the hardest path to walk as it requires perfect balance between Ki and Magic, their spells are also far more powerfull however they are limited to how their spells are.

Azure Flame Crosser Path: A Path that focuses on brining out the flames from every spell-weaver body and create beautifull attacks and spells however they are also highly power depending on the Spell-weavers own soul's strength. Their spells are highly powerfull but also far more complex often requiring some sort of movement to be fired in a motion towards the enemy.

Flash Dancer Path: This path is only open to female Spell-weavers as it requires the natural agile body of a female however do to this a Flash Dancer focuses on more to create instantous movement using their spells and giving them a speed similar to that of a Lighting bolt and near undetectable strikes. However due to this they have a more larger drawback in their fighting as soon as they stop moving their body will easily be destroied in one accurate move.

Flash God Path: This path is the counter part of the Flash Dancer path however most Spell-weavers that take this path have a more focus on power, endurance and techninque rather then overcoming your opponent in sheer speed they will crush their opponents with their incredble strength, the drawback remains the same for this path as with the flash dancer path's drawback.

Soul Eater Path: The most strangest Path of all Spell-weavers as it draws it's strength from the soul however they are able to modify their bodies to do some crazy spells that can enlargen their own body parts to do heavy damage and crush their opponents, They can also detect souls and eat them to heal 1d3 HP and restore 1 cast per soul for all their spells.

Master Path: The final and most traditional path for a Spell-weaver that has a overall open array from every path the spell-weaver knows about however there are few that actually strive to achive Master path however every master needs a apprentice to fully become a master.

Magi Force (Su): A Spell-weaver has the ability to cast spells from the most unexpected angle or even Delay spells when he have learnt how to bring out the source of his power into his spells.


A spell-weaver becomes exiled from his class when he loses his mind to insanity completly and is unable to control his own actions, when this happens his alignment towards his own source of magic becomes limited such as he can't use the Magi Soul effects and Magi Force skills he can still use his original spells. Until he becomes sane he can't gain any levels in the class until his sanity is regained and has done acts to redeem himself.

Epic Spell-weaver[edit]

Table: The Epic Spell-weaver
Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Spell-weaver Bonus Feat List: <-list of bonus epic feats->.

Human Spell-weaver Starting Package[edit]

Weapons: Longsword (1d8, 19-20/×2, 4 lb., Slashing)

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Spellcraft 4 Int
Ride 4 Dex
Handle Animal 4 Cha
Craft 4 Int

Feat: Endurance.

Bonus Feats: Diehard.

Gear: Standard Adventurer's Kit, Spell Component Pouch, Bedroll, Sack, one day trail of rations.

Gold: 150 GP

Campaign Information[edit]

Playing a Spell-weaver[edit]

Religion: Spell-weavers doesn't tend to pray to deities however there are still some that do follow some sort of belief.

Other Classes: Most Spell-weavers are socially great however this isn't the case for everyone, whilest they interact with other classes great they often get scared or confused around other classes they don't know or have had a bad experince with.

Combat: A Spell-weaver fights on two fronts both as a ranged fighter and as a Close combat fighter with or without weapons, however they aren't tanks in the party but they can deal alot of damage.

Advancement: A Spell-weaver usually takes up a multi-class after his own path such as Mage path would mean he takes up a spell focused class such as Wizard.

Spell-weavers in the World[edit]

How dare you twist the flow of magic into darkness, you foul necromancer
—Lily Carmine, Human Spell-weaver

Spell-weavers can be run into at pretty much any corner of any nation or any kingdom however finding one that will help you with certain things are hard as most tend to be loners.

Daily Life: A Spell-weaver can be pretty much anyone in the world when it comes to their daily life routines however when it boils down to it, it's in combat they show their fangs.

Notables: Micheal "Illusion Fang" Devnin, Lily "Nature's Angel" Carmine

Organizations: Spell-weavers are Organized into enclaves and factions that go about to increase their number and to find those who do evil deeds and defiles nature with necromancy.

NPC Reactions: Those who knows about the Spell-weavers are gratefull for what they do for the people of towns and villages which their own leaders won't touch because of the necromancy.

Spell-weaver Lore[edit]

Characters with ranks in Arcana and History can research Spell-weavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
10 They are using a diffrent approach of magic.
15 Their skills in magic are that of a top class Wizard and archmage when fully trained.
20 Masters of a old way of getting a stronger body by adding magic spells into their bodies.
25 They feel how the flow of magic is changing as they use their own spells to keep the balance between the light and the dark.
30 Spell-weavers are Ancient Guardians of magic that contiune to serve the mission that was laid out by their masters before them to protect the Magic's flow between light and darkness.
DC Result
10 Spell-weavers? Oh those guys yeah there are a few of them here.
15 Certain spell-weavers have gone into hiding or taken up a diffrent job to watch over a town or a certain area which problems with balancing the flow of good and evil magic is happening.
20 All Spell-weavers have their own unique title depending on their own original spells and what changes when they use them.
25 The PC learns of various deeds of Spell-weavers that have gone unnoticed by the common eyes.
30 The PC Learns of Hidden locations of Spell-weavers factions bases.

Spell-weavers in the Game[edit]

Spell-weavers are guardians of the balance of Magic's general flow when it comes down to the good or evil aspect, they strive to have it as balanced as much or tilt as much towards the light as possible.

Adaptation: More paths is one variant, that can be used for making it more openly to variations or making it more focused on melee then spells.

Sample Encounter: Lily has asked the party to do a investigation on a villa that is said to be occupied by a Insane spell-weaver and would like to know if this is true, if so the party have been given the allowance to kill the insane spell-weaver

EL: 5

Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors