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  1. Notes

2.1 Class - Spell Sword

Core Rule System

Spell Sword

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The Spell Sword is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the Spell Sword unlocks powerful forms of arcana that allow him to combine his skills further, and at the pinnacle of his art, the Spell Sword becomes a blur of steel and magic, a force that few foes would dare to stand against.

Role: Spell Swords spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Theme: Battle Mage, 

Alignment: Any

Attribute Bonus
Body +1 
Mind +1

Health: Body x 4 
Power: Mind x 2

Armour Proficiency: Cloth, Leather and Mail (Spell Swords cannot cast spells in plate armour)
Starting EquipmentLeather brigandine, a weapon of choice, a dagger, a spell component pouch and a Spellbook.

Skill Priority
Primary: Combat
Secondary: Basic
Tertiary: Advanced

Basic Skills

Appraise +10%
Athletics +10%
Concentration +10%
Endurance +10%
Evade +10%
General Knowledge +10%
Perception +10%
Choose 2 at +10%

Combat Skills 

2 at +20%
2 at +10%

Advanced Skills

Spellcraft at +20%
Choose 4 at +10%

Craft
Expert
Gambling
Investigation
Knowledge
Language
Logic
Navigation
Philosophy
Riding
Scientific

Spells
Spells known: A Spell Sword begins with 3 Arcane Spells up to a Power equal to their Mind modifier, he can hold in memory a number of spells equal to his Mind attribute score.

Spell Sword Talents

Spellcasting
Casting Time 0, Power 0, Self
Trained in the art of Spellcraft this talent allows the Spell Sword to use Spells. This talent gives access to the Spellcraft skill.

Arcane Strike
Cost: 2 per +5%
A Spell Sword may channel his Power into his weapon adding his Mind modifier to hit with the weapon he is using. For example with a Mind of 16(4) he can add +20% to weapon skill tests at 8 Power.

Spellstrike
Cost: Double the cost of the spell level
Whenever the Spell Sword strikes with his weapon he may deliver any spell as a free action through his weapon; the weapon causes normal damage plus the spell effect (bear in mind area of effect spells will also affect the Spell Sword). Resistances apply normally.

Counter Attack
Cost: Double the cost of the spell level
Whenever the Spell Sword is targeted by a spell, as long as he knows the same spell may as a free action (spends double the power cost) cast that spell and counter its effect. This does leave the Spell Sword open to attacks of opportunity.