Spellweavers , continued
Spell details for the swords are as follows:
Shieldbreaker
Level: 6
Range: Touch
Duration: 1 Turn (or see below)
Effect: Enchants 1 weapon to shatter shields
This powerful spell causes the Spellweaver's blade to vibrate swiftly, emitting a soft hum. The spell is designed to shatter the shields of the Spellweaver's foes, hence its name. For the duration of the spell, any non-magical shields (from bucklers to tower shields) struck, or even touched, by the enchanted blade must Save vs. Crushing Blow or shatter into tiny shards, causing 1d4 damage to the wielder of the shield. This Save must be made each time the shield is struck. Magical shields get bonuses to the roll equivalent to their plusses (e.g. a Shield +2 gets +2 to its saving throw). A Shieldbreaker-enchanted blade can destroy any number of normal shields, but the spell ends prematurely once a magical shield has been destroyed.
Note: To determine whether a blow actually strikes the shield, consider any attack which misses the shield-bearer's THAC0 by 1 to have hit the shield instead. If the Spellweaver is deliberately aiming for the shield, he must make a successful Dexterity roll to hit it.
Slay Spirit
Level: 6
Range: Touch
Duration: 1 Turn
Effect: Damages Ethereal beings
This spell was designed to allow the Spellweaver to combat Ethereal creatures (such as Spirits) on an equal footing while still on the Prime Plane.
The spell can only be cast on weapons of at least +1 enchantment. When cast, this spell renders the target blade misty and translucent; while still able to affect creatures on the Prime Plane, the blade effectively loses one "plus" for the duration of the spell (a Longsword +2, for example, is reduced to +1). Formerly-+1 weapons cause only normal damage, but retain their ability to hit creatures affected only by magical weapons. In exchange, the blade becomes solid on both Prime and Ethereal planes simultaneously, and may freely damage creatures in both solid and Ethereal forms.
Note: Although weapons enchanted with Slay Spirit "lose" one plus from their hit and damage rolls, they affect creatures as if they were still of the higher level. For example, the above-mentioned Longsword +2, when affected by Slay Spirit, will be +1 for hit and damage purposes, but can still harm creatures which are only affected by +2 or greater weapons.
Astral Sacrifice
Level: 6
Range: Touch
Duration: See below
Effect: Astral travel
This spell permits the caster to abandon his body and allow his spirit to travel on the Astral Plane; however, its power is offset by a fairly high cost and gruesome method of operation.
When cast, Astral Sacrifice causes the blade of the caster's sword to turn matt black and completely non-reflective, although the hilt remains unaffected. The blade is no longer part of the Prime Plane; it will pass harmlessly through material objects. When plunged into the heart of a living creature, however - in most cases, the caster himself - the blade severs the ties binding the target's spirit to the fleshly body, thrusting it into the Astral Plane.
Once upon the Astral, the caster may return at will - he is connected to his body by a silver cord, as with any other means of Astral projection - or he may explore his new surroundings. If the caster has journeyed on the Astral plane before, he can have some influence on where he appears (if the DM permits); otherwise, his location is random. The caster's astral body will carry copies of all gear currently on the material form, except the sword itself - if a weapon is desired, a second one must be carried.
Back on the Prime Plane, the caster's material form is completely helpless; it is advised that the caster have companions on hand to protect his mortal body. Additionally, long-term usage of the spell is inadvisable for all but the hardiest users; the physical body takes 1d6 damage when the blade is buried in its heart, and a further 1d4 per hour of use. If the physical form reaches 0 hp or less, the caster dies and the Astral form dissolves into nothing. The duration of the trip can be prolonged if magical healing is applied to the body during the caster's sojourn on the Astral. If the blade is pulled from the body by another person, the spell ends, and the Astral form is sucked rudely back into it.
Death Blow
Level: 6
Range: Touch
Duration: Special (1 combat)
Effect: Increases damage
This spell is designed to allow the wielder of the weapon to strike for maximum damage in battle, and is generally cast just before entering combat. When cast, the blade takes on a bright, silvery sheen. For the duration of the battle, each blow landed with this weapon causes maximum damage (i.e. a Longsword causes 8 hp damage per hit); the spell provides no bonuses to hit, unless the blade is magical already, in which case the plusses are added to the total.
Once per casting, the wielder may choose to strike a Death Blow - the effect which gives the spell its name. This is triggered mentally by the wielder, and causes the weapon to flare up into a silvery rod of light. The next strike he makes with the enchanted weapon does maximum weapon damage x2, excluding magical plusses, and grants +1 to hit rolls (only). Whether or not the Death Blow lands, this attempt ends the spell after the strike is made.
Breach
Level: 6
Range: Touch
Duration: 1 Turn
Effect: Causes structural damage
This spell enchants the blade with a dull red aura, which causes the weapon to become heavy and unbreakable (Strength 16+ required to wield it). Although it may still be used in battle, the Breach-enchanted blade suffers -1 to hit due to its unwieldiness. Breach is designed to enable the blade's bearer to cause damage to man-made structures like walls and buildings, or even ships and other large vehicles.
The wielder may strike his chosen target a mighty blow once every two rounds; this causes 1-2 points
of structural damage (roll 1d6; 1-3 = 1 point, 4-6 = 2 points) per blow. The wielder is exposed to attack during this process, and may not easily defend himself - it is advisable for the wielder to have companions to defend him while he hacks away at the target.
Since the weapon is rendered unbreakable by this spell, inventive users of the spell have been known to use the enchanted weapon to lever open locked doors and chests with no fear of breakage, or to attack creatures of flame or cold without worrying about the weapon shattering.
Throwback
Level: 6
Range: Touch
Duration: 1 Turn
Effect: Absorbs and returns magical energies
This spell allows the wielder to absorb magical energies hurled against him, storing them for later release.
When cast on a bladed weapon, that weapon shimmers with bands of light and shadow. If held before the bearer, the blade will absorb any spell cast at the wielder. Note: The blade cannot absorb established spells in this way; for instance, it could not dispel a Force Field, nor could it drain the magical paralysis of a Hold Person spell. The spell also cannot absorb innate spell-like powers (a Dragon's breath, for example, or a Nagpa's spell-like abilities).
A Throwback-enchanted blade can hold up to 9 spell levels before it is full; once that state is reached, it cannot absorb more magic until the power is released (the blade cannot absorb part of a spell whose total levels exceed its remaining capacity). At any time after absorbing its first spell, the wielder may will the blade to expel the totality of its stored energy (partial discharges are not possible) at a single foe within 50'; this causes 1d4 hp damage per spell level stored.
The blade may continue to absorb and release magic until the spell expires. Any energy left within the blade at the moment of expiry fades away harmlessly.
Tertiary Strike
Level: 6
Range: Touch
Duration: 1 Turn (and see below)
Effect: Splits magical weapon into 2 or 3 duplicates
This spell was designed to allow the bearer of an enchanted weapon to temporarily grant arms to his colleagues, with a commensurate loss of power.
The target of the spell must be an enchanted weapon of at least +2 enchantment, and must be in the caster's possession - this spell cannot be used to split an enemy-wielded weapon into three, for example. The caster chooses how many duplicates are created during casting, either two or three; this affects how powerful the duplicates are.
If the caster splits the blade into two, each duplicate will bear a +1 enchantment; if three, the blades will have no plusses, but will retain the ability to affect creatures only harmed by magical weapons. In both cases, any non-plus-related magical ability (and any weapon intelligence) goes dormant for the spell's duration. Should weapons of greater enchantment be used, the plusses are rounded down (a +3 sword creates two +1's or three +0's, a +4/+5 sword creates two +2's or three +1's).
If two or more of the duplicate blades are touched together during the period of the spell, they merge back into one. If still separate when the spell expires, the duplicated weapons will remain separate indefinitely until touched together; however, they become normal, powerless swords until this is done.
[Note: This spell, if the DM wishes, might form the basis for an interesting quest; the Party obtain an ancient sword, which is one-third of a powerful blade split by a Tertiary Strike spell centuries ago - in this case, the spell was either cast by Heredon Spellsword himself, or it actually existed long before he was "born" - and must seek out the other two copies in order to reform the original sword. Perhaps the sword is a legendary item, and the only weapon which can kill an ancient evil; or perhaps an NPC patron (or one of the PCs) needs the reformed blade to validate a claim to a noble/royal title. In either case, the remaining blades are most likely long-lost, or held by powerful beings or creatures, who may or may not know the truth behind their blades...]
Spellweaver Weapon Mastery
Due to their intensive training, a Spellweaver can rise through the ranks of Weapon-Mastery much more quickly than other classes, although this is counterbalanced by their limited range of available weapon-choices.
When determining the Primary and Secondary opponent types (Rules Cyclopedia, page 76), the Spellweaver must choose their own weapon type (Hand-held, rarely thrown, either one- or two-handed weapon) as the Primary opponent, since this is the weapon type which they have studied best. The Secondary opponent may be whatever the Spellweaver wishes.
DMs should use the Weapons Mastery Table (Rules Cyclopedia, pages 78-79) to determine the particular benefits provided by each level of Mastery the Spellweaver attains. Additional benefits, unique to Spellweavers, are outlined below:-
1st level: The young Spellweaver gains Basic-level Mastery in his or her chosen weapon (Short Sword, Longsword, Bastard Sword or Two-Handed Sword), and also in Dagger-fighting. Note: the Spellweaver may never progress beyond Basic Mastery in the Dagger, and all other weapons are forever wielded at the "Unskilled" level.
3rd level: The Spellweaver attains Skilled level in sword-fighting. A +2 is added to Attack Rolls against Primary opponents, +1 versus Secondary opponents.
5th level: The Spellweaver gains Expert rank in sword-fighting. At this point, the Spellweaver no longer takes an additional round to cast a spell when using his sword. The Spellweaver gains +4/+2 Attack roll bonuses against Primary/Secondary opponents. All Spellweavers (except Two-Handed Sword wielders) may throw their chosen weapon in an attack, if desired, although this tends to be a desperation move (unless the Spellweaver has a spare handy).
7th level: The Spellweaver reaches Master level. From this point on the Spellweaver always gains the initiative, no matter what his weapon-type, unless facing a Spellweaver of equal or greater level; and is only surprised on a roll of 1 on 1d6, unless asleep or unconscious. Primary/Secondary opponent Attack Roll bonuses are +6/+4, respectively.
9th level: The Spellweaver becomes a Grand Master. The Spellweaver may both attack and cast a single spell of level 1 or 2 in the same round at this level, so long as the spell is cast first. Attack Roll bonuses are at +8/+6 versus Primary/Secondary opponents.
[Note: DMs who feel that this accelerated route to Grand Mastery - and the benefits that rank entails - is overpowered should feel free to modify the progression as desired, either by placing other restrictions in the way or by increasing the number of levels (or Attack Ranks) required to attain each level. Make whatever adjustments are required to fit the power-level of your campaign.]
NPCs
The following are some important Spellweaver - or Monastery-connected - NPCs that any Spellweaver PC will know (or know of). Below each description is a paragraph on ways non-Spellweavers might come across these people.
Famerien Bladesmith, the Revered Mother. (Picture) Female Elven Spellweaver 10, Attack Rank F. Age 533. AC -2, hp 46, STR 14, DEX 17, CON 15, INT 16, WIS 15, CHA 12. AL L (LN). Dmg 1d8+3 (Longsword +2, Strength bonus) or by spell. Skills: Acrobatics, Singing, Music (Harp), Craft (Weaponsmith), Profession (Politician). Languages: Elvish (Wendar Dialect), Wendarian, Gnollish, Hobgoblin-speak, Orcish, Dwarvish (Rockhome Dialect).
Magic Items: Hereth, Longsword +2 (see Spellwords of Heredon, above); Leather Armour +1 (permanent Protection from Normal Missiles effect); Elven Cloak; Wand of Magic Missiles (23 charges remaining).
Spells:
1st Level: Jagged Edge (x2), Protection from Evil.
2nd Level: Levitate, Warjump, Web.
3rd Level: Battle-Mend, Dispel Magic, Haste.
4th Level: Bladesummon, Blood Vision, Charm Monster.
5th Level: Bladequake, Gate of Light and Steel.
Appearance: The Revered Mother is well over 500 years old, although her years show only if one looks deeply into her calm grey eyes; at first sight, she appears to be a not-unattractive Elfmaid in the prime of life. Her features are somewhat squarer and more angular than many elves, and her body is corded with heavy muscle, by Elven standards. Her hair is white-blonde, and hangs to her waist - when it is not bound tightly into a bun at the base of her neck, as is her custom.
Famerien is only the third leader of the Monastery since Heredon's "death", and the first female to take that post. The Revered Mother rarely teaches now, devoting more time to the political realities of her position - a close friend to Gylharen, she is a staunch supporter of his policies - but her occasional classes are always well-attended, and her few personal apprentices are utterly devoted to her.
History: Born in the woodlands of what would one day be the land of Wendar, Famerien's first century of life was spent in idle pursuits; she had little interest in the world at large, preferring to sing, dance, and play on her harp - as she now wryly admits, she lived up fully to the Elven stereotype. All that changed when she met Heredon Spellsword; awed by his skill and presence, she left her home without a second thought, joining his growing band of followers and helping to construct his Monastery. She learnt both Spellweaving skills and the art of smithcrafting from Heredon himself, and absorbed the tenets of his philosophy thoroughly. After he vanished, she left the Monastery for several decades, working out her grief and loss by offering her services to any just cause she came across. This period of wandering opened her eyes to the existence and worth of the "younger" races - Humans, Dwarves, Halflings - making her far more accepting than many of her insular people. In Rockhome, she refined her weaponsmith skills under the finest Dwarven crafters, making lifelong friendships there. She eventually returned to the monastery, becoming a master smith, and teaching her skills to generations of students.
Famerien became leader upon the death of her predecessor, Grondian Silver-Knife, thirty years ago. During his century in office, the Monastery had become reclusive, withdrawn, and run-down, accepting new students only occasionally; Famerien realised that the survival of the Monastery was dependent on change, and the acceptance of new blood. One of her first acts - which shocked the more conservative elements within the hierarchy - was to open the formerly Elf-exclusive Monastery's doors to other races; humans were accepted as students for the first time, and Dwarf artisans (many of them longtime friends of hers) were invited to practise their skills within the complex. She also negotiated the first treaty of mutual assistance with Gylharen, offering the services of her people in exchange for his support. The results of her progressive policies are apparent today; the Monastery now has more students - and famous alumni - than at any time since Heredon Spellsword disappeared.
Encountering Famerien Bladesmith: Famerien is a very "hands-on" leader; visitors to the Monastery are likely to encounter her at some point, either during a greeting ceremony or an unofficial meeting. She has been known to travel on important missions occasionally, although her usual destination is the capital city. Those seeking to harm her, however, will have to go through her devoted followers to get at her - and if anyone is suicidally stupid enough to attack her at the Monastery, they will have to battle dozens of angry Spellweavers in the process...
Sharana Swordsworn, Matriarch of the Cult of Heredon. Female Human C9 (of Heredon Spellsword). Age 35. AC -1, hp 44, STR 14, DEX 16, CON 14, INT 13, WIS 17, CHA 10. AL N (NG). Dmg 1d8+2 (Longsword +1, Strength bonus) or 1d6/2d6 (Staff of Striking), or by spell. Skills: Ceremony (Heredon Spellsword), Healing, Danger Sense, Leadership, Law and Justice (Wendar), Profession (Scribe). Languages: Wendarian, Elvish (Wendarian Dialect).
Magic items: A' Kel' Darovan, consecrated Longsword +1; Chain Mail +2; Staff of Healing; Holy Symbol of Heredon Spellsword (creates Light effect 1/day, casts Cure Light Wounds 2/day, functions as Ring of Protection +2).
Spells:
1st Level: Cure Light Wounds, Detect Magic, Jagged Edge.
2nd Level: Bless, Resist Fire, Warjump.
3rd Level: Battle-Mend, Entropy's Bane, Striking.
4th Level: Cure Serious Wounds, Dispel Magic.
Appearance: Sharana is a slim, graceful woman in her mid-thirties, with shoulder-length brown hair that is normally worn in a pony-tail down her back. She dresses in soft woollen robes of pale grey (her Holy vestments) and stout leather boots. She wears her Holy Symbol in plain view at all times, and carries her Longsword +1 (which she has named A' Kel' Darovan, an Elvish term meaning "Keeper of the faith") belted about her waist whenever she leaves Heredon's Shrine.
A studious woman, Sharana's Wisdom - and her knowledge of the intricacies of Wendarian law - have made her one of Famerien's most important and trusted advisors. Sharana will usually accompany the Revered Mother when she travels to the capitol, although she is uncomfortable until she can return to the peace of her Shrine
History: Sharana's parents were an odd coupling; her mother was a Guard-Captain at the Palace, her father a Scribe and Archivist in the Royal Courts. As a consequence, Sharana and her siblings received both weapons-training and a scholarly education from a young age. Sharana herself was training to be a Legal Scribe when, at age 13, she was selected by the Crown as one of the half-dozen lucky children chosen to attend the legendary Monastery of Heredon Spellsword that year. Since the education - both physical and mental - that she would receive there far outstripped anything her parents could give her, they readily agreed to let her go.
Excited and apprehensive, Sharana and her year-mates soon settled in to the "routine" of training, and for three years she excelled in her novice classes. The night before her sixteenth birthday, however, Sharana had an experience which would change the course of her life forever.
In her dreams, she found herself standing in the Monastery's Great Hall, before the Revered Mother's seat. Instead of Famerien, however, an elderly male Elf was sitting there, with a plain longsword resting on his lap, and the seat itself - a large, stone construction - was glowing with an inner light. The Elf told her that he had been waiting for her for a very long time (at which point Sharana tried to apologise, thinking she was at fault, but found herself unable to speak) and that he had a special task for her to perform. She would be the first of his Clerics, and would help to combine his earthly teachings with the edicts of his Immortal state. To seal the pact, he handed her the longsword, which glowed brightly and shrank in her hands to become a tiny golden medallion in the shape of a sword. He then looked her in directly the eyes, somehow filling her soul with new knowledge - and those eyes were the last thing she saw, before awakening from her dream…to discover that two things had changed; firstly, that she was now a 1st-level Cleric, with all the knowledge that entailed, and clenched in her hand was the same, tiny medallion - the Holy Symbol of her master - that she had held in the dream.
In the two decades since that night, Sharana Swordsworn has grown into a fine, compassionate woman, and a talented leader. Her shrine, situated in one of the central buildings of the Monastery, serves as a focal point for the faith, which now includes a dozen Clerics of 1st-6th level and dozens of lay members amongst the Monastery's inhabitants. Sharana is devoted to her Immortal Patron and his tenets, and works alongside Famerien Bladesmith in helping the Monastery's reputation and influence to grow.
Encountering Sharana Swordsworn: Sharana can usually be encountered in or near the Shrine; she rarely leaves its precincts, unless someone needs guidance or healing. She has been known to accompany the Revered Mother to Wendar's capitol as an advisor; if PCs became involved with the Monastic Delegation for some reason, they would almost certainly be introduced to her.
Durgal Steelmaker, Dwarven Smith. Male D12, Attack Rank D. AC -2, hp 79, STR 16 (18), DEX 9, CON 15, INT 12, WIS 10, CHA 7. AL N (N). Dmg 1d8+6 (War Hammer +3, Gauntlets of Ogre Power) or 1d4 (1 punch, Gauntlets of Ogre Power). Skills: Craft (Weaponsmith) +2, Storytelling, Muscle, Knowledge (Dwarven History), Mountaineering, Endurance, Gambling. Languages: Dwarvish (Rockhome Dialect), Gnomish (Highforge Dialect), Goblin-Speak, Kobold-Speak, Wendarian.
Magic Items: Jorum, War Hammer +3 of Returning (returns to thrower's hand the round after being thrown, unless blocked); Plate Mail +3; Gauntlets of Ogre Power; Potion of Superhealing.
Appearance: Durgal is 4' 2" tall, and broad even for a Dwarf; his arms are heavily muscled and bare of hair from years of working at the forge. Aged 327, he is well into Dwarvish middle-age, and has been mostly bald for the better part of a century now - although his thick, black, luxuriant beard more than makes up for this lack (and is kept neatly platted, tucked safely within his leather apron, whenever he is working in the forge).
History: Born and raised in Rockhome, a member of the Skarrad Clan, Durgal was apprenticed to the Clan's Forge-Keeper at the age of 45 (barely out of childhood, for a Dwarf). Although he learnt much during the next ten years, Durgal and his Master both realised eventually that Durgal was not cut out to be a Keeper, and he was granted an amicable release from his apprenticeship. He spent the next few decades as an adventurer, guide, caravan guard and (unusually) mountaineer, before returning to Rockhome and resuming his training, although this time as a simple Smith.
Due to his experiences in other lands, Durgal was a natural choice to serve as liaison when the Elf Famerien arrived in Rockhome, seeking to learn the ways of the Forge (although an Elf, Famerien was not one of the untrustworthy denizens of Alfheim, and therefore deemed deserving of the chance to study under "superior" Dwarf Smiths). Durgal's initial reluctance - and smug superiority in his skills - evaporated within the first week of Famerien's arrival, during which she displayed a mastery of weaponsmithing which eclipsed his own. During the next fifteen years, he learnt as much from her as she did from him, and the pair were firm friends (and Sworn Siblings, a bond which they kept very quiet about) long before she left Rockhome to return to her homeland of Wendar. Both swore promises that, should there ever be need, either one would rush to the aid of the other. Durgal had no idea, at the time, just what that oath would lead to...
Durgal received occasional letters from Famerien over the years, although the great distance between their homes made correspondence difficult to maintain. However, when a letter came from her informing him of her elevation to Revered Mother, and, asking him to join her at the Monastery as a teacher and Chief Smith, he packed up his workshop (and a few bold apprentices) and set off for Wendar with barely a second thought. he has served in his dual capacity for nearly thirty years now and is highly respected by every resident of the monastery, be they human, Dwarf, or Elf.
Durgal is the top-ranked Weaponsmith at the Monastery, and is responsible for supervising the other Smiths, for training advanced students of Smithcraft, and for overseeing the creation of the magical weapons which the Monastery is famed for. He does not tolerate foolishness or frivolity in his forge, and those who treat his workplace with less than total respect receive the full impact of his rough and eloquent tongue - even Famerien has experienced Durgal's tongue-lashings on occasion, a fact which scandalised the rest of the Monastery at the time.
Despite his somewhat curmudgeonly exterior, Durgal loves children of all races, a fact which quickly endeared him to the youngsters at the Monastery (and eased the suspicion and paranoia of the elder Elves) when he first arrived. Newly-arrived novices almost invariably gravitate to his forge within a few weeks of his arrival, captivated by the tales of wonder the gruff-seeming Smith can weave. A child who displays a genuine interest in both Durgal's stories and his profession will be treated as if he were the Dwarf's blood-kin, and given the full benefit of Durgal's teaching, from then on.
Encountering Durgal Steelsmith: Durgal never leaves the Monastery, these days, and only those who have business with him directly - those who seek to have a magical weapon repaired, for instance - will ever get to meet him. Spellweaver PCs will know him, of course, and if they have learnt the Weaponsmith Skill under him, will be treated as welcome guests at any time. Likewise, anyone seeking to learn the craft at his feet will - after a very exacting interview and tryout - find him ever-approachable.
Abaron Shatterblade. Human Male Spellweaver 9. AC1, hp 48, STR 15, DEX 16, CON 14, INT 16, WIS 9, CHA 11. AL N (NG). Dmg 1d8+3 (Longsword +2, Strength bonus) or by spell. Skills: Acrobatics, Healing, Craft (Weaponsmith), Danger Sense, Nature Lore, Survival (Forest), Survival (Mountains), Riding (Horse), Alternate Magics. Languages: Wendarian, Elvish (Wendar Dialect), Denagothian.
Magic items: Fon'Derral, Longsword (Living Blade)+2 (Primary powers: Find Traps, See Invisible; Extraordinary power: Telekinesis); Boots of Travelling and Leaping; Chain mail +2; three Throwing Knives +1; Potion of Healing (6 doses).
Spells:
1st Level: Detect Magic, Jagged Edge, Shield.
2nd Level: Detect Evil, Entangle, Locate Object.
3rd Level: Battle-Mend, Dispel Magic, Lightning Bolt.
4th Level: Bladesummon, Blood Vision.
5th Level: The Death of Craft.
Appearance: Abaron Shatterblade is a tall, lean human male, usually clean-shaven, with long black hair. He looks considerably younger than his 37 years, although those who look closely can see fine lines at the corners of his eyes and mouth. These lines show pain, rather than laughter - he never smiles now. His eyes are hard and grey, and he appears as emotionless as a stone most of the time.
History: Abaron was one of the first humans ever accepted as a student at the Monastery, at the callow age of 12; he quickly outstripped his fellow novices, displaying a rare aptitude for both spellcraft and weaponscraft. His talents proved so great that, ten years later, he graduated first in his class and was presented with a Living Blade (see entry elsewhere), the very first human to receive this honour.
After graduation, Abaron (called "Abaron Swiftblade" at this time) travelled the length and breadth of Wendar - and beyond - both as a hired mercenary and a representative of the Monastery. He was noted for his open, friendly manner and the ease at which he made friends wherever he went. All that changed, however, six years ago, on his first trip to the North - to Denagoth.
Abaron and his companions - including his lover and fellow 'weaver, the Elf-maid Paelira Silver-Edge - had been sent North to follow up fresh rumours of a magical blade which might, or might not, be the long-lost Spellsword Galatine. Their quest took them to the heart of Denagoth, into a hidden vault wherein lay the blade; but this was not Galatine, as the unfortunate Paelira discovered, for upon touching the hilt she was attacked psychically, her mind overwhelmed and destroyed by the blade's malevolent, inhuman intelligence. Only Abaron escaped with his life from that vault, thanks to Fon'Derral, his Living Blade, but he was badly wounded and sick at heart over the loss of his friends and companions. Eventually, he managed to limp back to the Monastery, where he spent long months recovering - and many more months brooding, studying and training for his inevitable rematch with the being now animating his beloved's form. Two years after their first encounter, Abaron faced down and slew his enemy's stolen body - and then picked up the sword itself.
Protected by magic from its possession power, Abaron cast The Death of Craft, a spell of his own creation, for the first time - and released the charges of energy created into a wall, thereby destroying the sword's magic forever. It is said that, as it "died", the sword pleaded with him to spare its existence, promising anything - even the freedom of Paelira's soul - but Abaron simply drained the sword of all power, broke it against the wall, and walked away without a second glance.
Since that time, Abaron has returned to the Monastery only once, to leave copies of his spell in the Monastery's keeping; he spends his time tracking down powerful, Evil (or misused) magical weapons, and rendering them forever harmless. He carries several small, magical knives +1 at all times, for use as backup weapons - or as one-shot "batteries" for use with The Death of Craft, since he would never dream of using the spell on Fon'Derral.
Encountering Abaron Shatterblade: Abaron might be met anywhere, usually on some mission of his own choosing, but occasionally as a mercenary in someone else's employ. A party of adventurers might cross his path while looking for a lost treasure - and if that treasure contains a powerful magical weapon, might find themselves locked in mortal combat with the Spellweaver over the very item they seek!
Copyright @ 2000, Carl Quaif, based on material copyright TSR/WotC, Inc. All rights reserved. Webmastered by Jennifer Guerra.