Spellweavers






Deep in the Highlands of Wendar is the Monastery of Heredon, a small Elven community unlike any other; its initiates and masters - almost all Elves - practice a unique fusion of sorcery and swordplay; a skill, or vocation, they call Spellweaving. There are less than two hundred Spellweavers currently in existence, many of whom spend the greater portion of their lives in and around the Monastery of Heredon. A few have left the Monastery over the years to wander the Known World, and have become legends: for example, the deeds of Alyvara Shieldbane, Folemeran the Singing Blade, and Remelarial Swordmaster have been the subject of song and story for centuries.

In order to cast a dweomer, a Spellweaver must whirl and spin his blade in arcane patterns - the higher-level the spell, the more intricate and difficult the swordplay. As a consequence of this specialised training, Spellweavers can quickly become master swordfighters, and are much sought-after as mercenary warriors. The downside of their training means that Spellweavers may not cast spells without a blade in hand - depriving one of his weapon can render him almost helpless.

Almost.



History: The Spellweaver cult has been in existence for no more than 400 years - less than a generation, in Elvish terms - and for most of its existence, has remained reclusive and secretive. The cult was created under the direction of the Immortal Mealiden Starwatcher, who was both Swordsman and Mage in his mortal life. He assumed a Mortal, Elven form and, calling himself Heredon Spellsword, proceeded to teach his "ancient art" of Spellweaving to select Elves, who formed a community (in what would eventually become Northern Wendar) to study under him. Once his school was well established - about fifty years after his first appearance - Heredon disappeared (the Monastery maintains that he ascended to serve the Immortals; they don't know how right they are...), but his first pupils were sufficiently well-trained and experienced to take over the training of new students. Heredon Spellsword has long been revered by the Monastery as a Great Elder - not quite Immortal-worship, but close enough - giving Mealiden another source of followers. However, in recent times the Cult of Heredon - an order of blade-wielding Clerics - has sprung up in the Monastery, "proving" to the Spellweavers that the Great Elder has indeed attained the ranks of the Immortals.

The Monastery is run today in the same way as it was in Heredon's time, with "classes" of novice trainees in the art (usually several dozen at a time), a number of graduate students (1st-5th level Spellweavers) who both study and teach, a handful of Masters (7th-10th level) who give advanced training and do research under the auspices of the Monastery, and the Revered Mother/Father, leader of the community, a 10th level Spellweaver of great skill and political acumen. The current Revered Mother is Famerien Bladesmith, one of Heredon Spellsword's original pupils, and only the third person to lead the Monastery. The Monastery is served by a number of well-paid servants, and includes a disproportionate number of Weaponsmiths (both Elven and human - usually high-level Spellweavers with smithcrafting skills - and Dwarven). These last produce the training swords, use-blades and magical weapons for the students, and also a number of quality weapons which are sold to partially finance the Monastery - the remainder of its funding comes from mercenary fees earned by some graduate students and substantial grants provided by the Crown.

The Monastery has cultivated a good working relationship with the Crown in Wendar in the last 30 years - it may be called upon to provide a core of skilled Spellweaving fighters to defend the country, if the need arises, in return for which the Monastery is granted perpetual title to the lands surrounding it. The Crown also sends roughly half-a-dozen promising new students to the Monastery each year, although not all of them live up to their promise. 25 years ago, the Monastery began to take in its first non-Elven students - human children were accepted and trained as Spellweavers, becoming the Wendarian equivalent to the Vyalia-sponsored Foresters of Thyatis. The shorter lifespan of these students is offset by the meteoric speed at which they absorb their teachings - the average human will attain 1st-3rd level skills within 7-10 years, as opposed to 25 years for an elven student. Many of these have later achieved some fame as adventurers, and a few have entered the service of the Crown - one of Gylharen's Special Envoys is believed to be a human Spellweaver.

Two decades ago, one of the human novices received visions from Heredon Spellsword, and chose overnight to become a Cleric of the Great Elder; that novice, Sharana Swordsworn, is now Matriarch of the Cult of Heredon, which today numbers almost a dozen full Clerics, and provides Clerical healing to the Monastery from its Shrine within the central complex.



Classes


Spellweavers

Spellweavers function and advance as standard D&D Elves (or Foresters, if human) in most respects; details of these Character Classes are provided in the Rules Cyclopedia. The major differences are as follows:


  1. In addition to normal Elvish requirements, a Spellweaver must have Dexterity of at least 16 and Constitution of no less than 14. Spellweavers only receive experience bonuses (5% maximum) if three of their prime requisites are 17 or more, or two are at 18.

  2. Spellweavers may not be skilled in any weapon other than the sword, although the type of sword used is up to the individual.

  3. Spellweavers cannot use a shield, even if their chosen weapon is one-handed.

  4. Likewise, Spellweavers cannot wear armour heavier than Chain Mail.

  5. Due to their rigorous physical training, Spellweavers receive Acrobatics as a bonus skill at 1st level.
  6. A Spellweaver cannot cast a spell without a weapon in his hand, under any circumstances.

  7. Spellweaver enchantments take longer to cast than normal spells (1 round longer in each case, unless the Spellweaver has Sword Mastery - see below), and cannot be cast in a confined space - the 'weaver must have at least 3' clearance above and around him to swing his blade effectively.

  8. Spellweaver spell-variants do not include a verbal component, therefore a Silence 15' Radius spell cannot interrupt spellcasting (although a Hold Person can).

  9. Spellweavers cannot use or transcribe normal Mage Scrolls; their own system of magic is too different to allow this. They can, however, use other items restricted to Mages or Elves without penalty.


Clerics of Heredon

Only humans may be Clerics of the Cult of Heredon. Heredon grants his Clerics the ability to use Longswords as weapons, and to attain levels of mastery as if they were Fighters, but they cannot use shields. Heredon's Clerics can Turn Undead normally. The Holy Symbol of Heredon is a Longsword with the point facing downwards; most worshippers (Clerics or lay members) wear a small, golden representation of the symbol on a chain about their necks, although a Cleric's Longsword serves the same purpose.

The Cult of Heredon have access to the normal range of spells, which they may cast in the traditional way. Many of the unique spells available to Spellweavers also have Clerical versions, however, and these must be cast using the Cleric's Longsword (weapon, not symbol) as a focus, as per the Magical version. One special Clerical spell is given below:


Entropy's Bane

Level: 3

Range: Touch

Duration: 4d6 rounds

Effect: Enchants Longsword vs. Undead

This spell requires the presence of a Longsword which has been blessed by a Holy Temple or Shrine as a focus - a description which applies perfectly to the weapons used by the Clerics of Heredon Spellsword.

Once cast, the weapon shines with a white, opalescent sheen. If the blade strikes an Undead of any kind, that individual is subject to a Turning attempt at the caster's normal level - consult the Turning tables in the RC for details. If the caster is of high enough level, the blow might well Destroy the Undead. The blade cannot affect non-corporeal Undead unless it is already able to do so, somehow. Unlike a normal Turning attempt, the target Undead is vulnerable to a new attempt every time the blade strikes home.

The wielder of the enchanted blade may continue to attack once per round until the spell expires. Once the duration ends, the weapon loses its blessed status, and must be reconsecrated before this spell can be used again.

Note: If the Cleric who casts this spell has attempted to Turn the Undead already during the same combat, the spell will fail the moment the blade touches one of them.



Spellweaver Magic


Most Mage spells of 1st-5th level are available, in adapted form, to Spellweavers (as are the Forester spells Deadwood Blade and Enchanted Blade). Like other Elves, Spellweavers use spellbooks; however, these contain pictographic representations of the dance-like sword-strokes needed to release the spells, rather than written notation. Only Spellweavers can use such books. A Spellweaver must go through the motions of the spell (literally) to "memorise" it; this ritual is considered beautiful to behold by many onlookers.

In its centuries of existence, the Monastery has managed to devise a number of unique spells for use by Spellweavers. Any of these might be adapted for use by non-Spellweaver Elves or Magi, however. A sampling of these spells is provided below.


Jagged Edge

Level: 1

Range: Touch

Duration: 1d6 + 3 rounds

Effect: Increases damage caused by bladed weapon

One of the first spells taught to novice Spellweavers, this spell surrounds the blade with a nimbus of yellow light; one round later, the aura hardens into a jagged, amber-like coating with numerous barbs and edges protruding from it.

The effect of this encasement is to increase the damage done by each blow of the weapon. At 1st-3rd level, the caster adds +1 to damage caused; at 4th-6th, +2; 7th-9th, +3; and at 10th level, +4 - the maximum additional damage caused by this spell. Jagged Edge adds nothing to chances to hit, only damage; and the blade itself does not become magical - a normal blade under this spell's effects still cannot damage a creature harmed only by magical weapons.

When the spell expires, the coating shatters instantly, becoming a fine powder which vanishes before it hits the ground.

This spell is also available to Clerics of Heredon Spellsword.


Warjump

Level: 2

Range: 0' (caster only)

Duration: see below

Effect: Enables caster to make superhuman leaps

This spell is the source of certain specific tales associated with the Spellweavers - the ability to make impossible leaps and jumps in battle.

When cast, the spell grants the caster the ability to jump as if wearing a pair of Boots of Travelling and Leaping, to maximum heights of 10' and distances of 30'. A Spellweaver of 5th Level or above is experienced enough that he may attack in the same round he makes a leap; those of lower level may not attack until the next round. The spell lasts for 1 round per level of the caster, or until three leaps have been made, whichever comes first.

The caster must hold a weapon in hand at all times for the duration of this spell, or he cannot Warjump; however, this need not necessarily be the casting-blade.

This spell is also available to Clerics of Heredon Spellsword.


Battle-Mend

Level: 3

Range: Touch

Duration: 1 battle

Effect: Temporarily repairs 1 weapon

This spell was designed to allow the spellcaster to repair a broken weapon for the duration of a combat. The caster must have all the fragments of the weapon available, or the spell will not function. The caster places the pieces roughly in the correct position, then cast the spell; the pieces will magically join together as if they had never been parted. If the blade was magical, it has a flat 75% chance of regaining its powers for the duration; otherwise, it is a normal, nonmagical blade.

The spell may be cast up to 1 Turn before combat; if not used in battle before then, the spell ends abruptly (It is fortunate that Spellweavers are usually honourable folk, otherwise this spell could be used to sell a temporarily-repaired weapon to an unsuspecting warrior - the seller would have to be quick on his feet, however...). Once the weapon has seen a battle, the spell ends, although it may be used on the same blade an unlimited number of times. The spell can also return ancient, rusted blades to a pristine state for the same period.

Unlike most Spellweaver dweomers, Battle-Mend does not require a sword to cast it (although one may be used), since it is often the Spellweaver's sword which needs the repair. Instead, a simple dagger (a backup weapon) may be utilised. Whichever weapon is used must have its blade dipped in fresh water, which drips onto the broken weapon as it passes back and forth across the latter.

This spell is also available to Clerics of Heredon Spellsword, who must use Holy Water in the casting. The spell is otherwise identical to the Mage version.


Blood Vision

Level: 4

Range: Special

Duration: 1d6 rounds + 2 rounds/level

Effect: Allows clairvoyant viewing of known person or location

This spell, the Spellweaver's equivalent of the standard Clairvoyance dweomer, enables the caster to view anyone whose blood he has spilt, or any location upon which his own blood has fallen. This is not necessarily as grim as it sounds; "spilt blood" can refer to something as small as a single drop from a fingertip, and many Spellweavers (and their friends) will "prepare" people and places in advance using this loophole.

When casting, the Spellweaver must ritually anoint his blade with blood from any source - his own, a foe's, a dead animal's, etc - and meditate for 1 whole Turn on the person or place he wishes to view. He then performs slow, languid manoeuvres in the air with his sword. The blood coating the sword will boil and steam, forming a roiling cloud of red-brown mist in the air which parts to show the image of the place or person sought as they are now.

The image is visual only; sound is not transmitted. The spell is cancelled if the Spellweaver stops his manoeuvres. The spell can seek out anyone, or anywhere, within 5 miles per level of the caster (a 10th-level caster can see up to 50 miles away); it will reveal nothing if the target is out of range, on a different Plane, protected by non-detection magic or concealed behind an Anti-Magic Shell or Protection from Evil/Good effect.


Bladesummon

Level: 4

Range: 1 mile/level of caster

Duration: 1 week

Effect: summons 1 weapon

This spell was devised to counteract the one major weakness of the Spellweaver - take away his sword, and you deny him both weapon and magic. The spell takes 1 hour to cast, and requires a non-magical blade (the weapon to be summoned) as the focus. Thereafter, at any time during the next week (if the sword is within range), the caster may summon the blade by an act of will; this takes 1 round. If blade and caster are too far apart, the attempt will fail, although another attempt may be made at a later time; the spell ends when the blade is successfully summoned, or when a week has passed from the casting.

Bladesummon may be cast several times concurrently, on different blades. Spellweavers of sufficient skill and ability may have three or four such blades prepared and stored in different places.


Bladequake

Level: 5

Range: See below

Duration: Instantaneous

Effect: causes localised earthquake

This high-level spell, first devised and used by Heredon Spellsword himself, allows the Spellweaver to call upon the forces of nature to embody themselves in his blade.

As befits such a powerful spell, Bladequake requires the caster to perform an intricate and exhausting dance with his sword, taking 1d4 +2 rounds to complete. During the casting, storm clouds gather above him; at the end of casting, the Spellweaver thrusts the point of his blade to the heavens, which calls a single bolt of lightning down to strike and charge the weapon. The caster must immediately drive the blade of his weapon in the earth, or the power of the lightning strike will deal 6d6 damage to him (no save).

As he earths the charged weapon, the caster selects a target area within 50' of his current location; this must be a patch of ground no more than 5' across. The power of the spell explodes from that spot, causing 6d6 damage to anyone standing there (no save for half damage, as the blast happens too fast for the target to even attempt avoiding it). Those within 10' of the affected area must Save vs. Spells or be showered with loose rocks thrown up by the blast, taking between 1d4-3d4 damage (DM's call, but a save for half damage is permitted in this instance).

Due to the tremendous physical and mental exertion involved in casting this spell, the Spellweaver must rest for 1d6 + 2 rounds afterwards; until he does this, he will suffer -2 to hit or damage in combat.


The Death of Craft

Level: 5

Range: see below

Duration: 3 rounds maximum

Effect: Converts magical plusses into firepower

This portentously-named spell was recently created by Abaron Shatterblade, one of the highest-level human Spellweavers produced by the Monastery. It is intended as both a weapon of last resort and a way of permanently removing the danger posed by many powerful blades, a task to which Abaron has dedicated his life.

The Death of Craft requires a magical weapon (not necessarily a sword, or even a bladed weapon) as both the focus and the target of the spell, which must be wielded by the caster. Each "plus" of the weapon is converted into a "charge" by the spell; for instance, a Dagger +3 will have three charges. Weapons without plusses are unaffected by this spell. Twice per round, the caster may fire a Magic Missile-like bolt of power from the weapon's tip or head; these function in all ways as Magic Missiles, save that they cause only 1d4 damage upon striking their target. Each charge thus released reduces the magic of the weapon by one plus. Once the weapon is reduced to +0, it becomes entirely non-magical - even non-plus-related magical effects are destroyed when the last charge is released. Any charges unused when the spell's duration ends convert back into plusses.


Gate of Light and Steel

Level: 5

Range: see below

Duration: 2 rounds

Effect: creates limited teleportation-field

This spell, first devised by the long-dead Spellweaver Uldrael Banedagger over 200 years ago, has been variously described as a variant Dimension Door spell or a weak Gate enchantment. It grants the caster a limited form of Teleportation akin to the former spell.

Gate of Light and Steel requires the marking out of either a circle or a door-shape on a nearly-vertical surface, such as a wall, a large tree, a steep hillside, etc. This may be done at any time, and by anyone (not necessarily the caster), but an iron or steel blade-point must be used, or the spell will not function. When casting, the Spellweaver must face the prepared area and perform intricate motions with his sword, while concentrating on the desired destination (which must be within 360'). The casting takes 1d3 rounds, and is cancelled if the caster is interrupted. During casting, the Spellweaver's blade glows ever more brightly; when casting is complete, he points the blade at the target area, causing the light to pour out of the blade and fill the "gateway", which becomes a roiling, sparkling portal of light. For the next 2 rounds, the caster and/or any number of others may pass through the portal, appearing safely at the destination; at the end of that time, the portal fades. The marked area remains, however, and may be reused in future castings of the spell.

To cast this spell safely requires the use of a magical sword of at least +1 enchantment. Non-magical swords have a 25% chance of exploding for 5d6 damage during casting, due to the stresses of holding the magical energy generated; should they survive this, there is a 90% chance of them melting down into slag once the portal is charged.



Spellweaver Swords


The Spellweavers of Wendar (and their Dwarven allies) have been known to create special swords to enhance their already-impressive capabilities. Example types are shown below.


Spellbreakers

These are longswords of fine steel, with traceries of electrum running along the flat of the blade. Twice per day, the wielder may whirl the sword in a figure-eight pattern before him, causing the air to flash and sparkle; this can be maintained for as many consecutive rounds as the wielder has levels. Should an opposing Mage cast a spell at the wielder, he may attempt to ward it off with the blade. The wielder makes a Save vs. Spells with +2 to the roll; if successful, the spell is repelled. The spell is reflected back at the caster, with full effects, if suitable; otherwise, it is negated totally. If the save fails, the spell affects the wielder as normal. Once a spell has been reflected, that "charge" of the sword is cancelled, and the wielder must stop twirling it. If a charge remains, however, the wielder may activate the sword's magic again immediately, if he so wishes.

Spellbreakers have no other abilities apart from the above power; they function as normal swords in terms of to hit and damage rolls. A very few might have +1 enchantments, but these are the exception, rather than the norm.


Fireblades

These are invariably shortswords, with blades of blackened iron and hilts of leather-wrapped bronze. Whenever desired, a Fireblade will burst into flame at the wielder's command, becoming +1 to hit and damage (when doused, a Fireblade has no plusses); the flaming blade may be used to ignite flammable materials at will, and causes permanent damage to regenerating creatures (Trolls, for example).

Twice per day, the wielder may command a lit Fireblade to release a small Fireball from its tip, causing 1d6 damage (+1 per level of the wielder) to one individual. This extinguishes the blade's flames; the Fireblade cannot re-ignite until the next round. Note: the "commands" for these blades, as with all Spellweaver magics, are actually sword strokes - no vocalisation is required.


Dagger-Swords

These appear to be simple steel daggers of average make, with plain, crossguarded hilts. They rarely have any distinguishing marks on them, have no plusses to hit or damage, and radiate magic only faintly under a Detect Magic spell.

Whenever desired, the wielder may trigger a Dagger-Sword's magic by making three sharp strokes in the air before him (diagonally down left to right, diagonally down right to left, straight down top to bottom - resembles an asterisk (*) in pattern); this causes the blade to magically lengthen, changing from dagger to Longsword in moments. The weapon may be reduced back to dagger-size by repeating the pattern, although it will naturally change back after an hour in sword-form. A Dagger-Sword may be transformed in this manner (and back) up to five times per day.

Dagger-Swords are often used in situations where carrying a regular sword is difficult or frowned upon - a dagger is usually acceptable as a belt-knife, and (if necessary) can be concealed with ease - to enable a Spellweaver to retain access to his casting-weapon, although these devices are becoming popular with Fighters and Thieves throughout Wendar, and beyond.

Most Dagger-Swords are non-magical, apart from their metamorphic qualities. A tiny number of +1 Dagger-Swords exist, but none of these weapons can take any greater enchantment than that.


Living Blades

These are unique items, created individually by Dwarven and Spellweaver-Smiths of the highest level, and presented to the most promising student of a "class" upon his or her graduation (to 1st level). Not every class produces a Spellweaver of sufficient quality and ability to qualify for such a blade; receipt of one is considered the highest of honours, and indicates that the recipient is destined for great things.

The recipient of a Living Blade must bind it to him by means of a blood-ritual; a nick is cut in the wielder's left forearm, and the blood from the wound is permitted to run down the length of the blade, where it forms into a Rune of Binding. This denotes that the Blade will function only for its master, becoming a "dead" weapon in the hands of another.

Thereafter, each time the wielder goes up in level (or achieves a new Attack Rank), he may choose to attempt another blood-ritual; there is a 20% chance (+1% per level, +2% per previous successful ritual) per attempt that another Rune will form. This will (70% of the time) provide a +1 to hit or damage, up to a maximum of +4; of the other 30%, 25% will be a Primary Power, and 5% an Extraordinary Power (see the Rules Cyclopedia for details of Sword powers). However, each attempt - successful or otherwise - at a blood ritual after the first will cost the wielder permanent hit points (1 permanent hp if the attempt fails; if it is successful, the cost is 1d4 hp).

Given time and good fortune, a Living Blade can become a mighty weapon indeed - for the lifetime of its master; when the one the Blade is bound to dies, the Blade loses all magic forever (unless that wielder is Resurrected or Reincarnated by suitable spells, in which case it regains its power).


The Spellswords of Heredon

These are the greatest treasures of the Spellweaver community: a longsword, a two-handed sword, and a bastard sword of incredible quality, forged by the Great Elder himself during his mortal existence.

Each sword has a blade of a bright, silvery alloy, unknown elsewhere on Mystara - indeed, even the smithcrafters of the Monastery are unable to recreate it - which is chased in gold, forming intricate runes along its length. The three hilts were carved from a single, huge emerald, and glisten with inner fire; the grips are wrapped tightly with dragonhide to protect the wielder's hand.

All three swords are +2, and are further enchanted to be nearly weightless - they even float on water. In addition, each Spellsword contains a number of spells which may be accessed by a Spellweaver wielder, once per week each. These spells are more powerful than those available to even the most skilled 'weaver today - a constant reminder that no Spellweaver has ever reached the heights of skill or power that the Great Elder achieved*. Knowledge of the activation-patterns is impressed on the mind of the wielder the first time he picks up a Spellsword.

*It is possible that Clerical versions of these spells may be granted to Clerics of Heredon Spellsword when they reach a sufficiently-high level of experience. Currently, however, the highest-level Cleric of Heredon - Sharana Swordsworn, the Matriarch of his nascent Cult - is only 9th Level.

The swords are:

Hereth, Longsword +2. Contains the spells Shieldbreaker, Slay Spirit, and Astral Sacrifice.

Galatine, Two-Handed Sword +2. Contains the spells Death Blow, Breach, and Throwback.

Morel, Bastard Sword +2. Contains the spells Shieldbreaker, Death Blow, and Tertiary Strike.


In each case, the spell may only be cast on the Spellsword which contains it; should adaptations of these spells be created by other, non-'weaver Mages, the spells will no doubt be useable on any blade.

Hereth, originally Heredon's personal blade, is currently the property of the Revered Mother, Famerien Bladesmith. Morel lies in the Monastery's treasure-chambers, awaiting a suitable wielder. Galatine, however, was lost in battle, up in Denagoth, nearly 70 years ago - despite frequent searches and scrying attempts, no trace has been found of the Spellsword since.



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