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Spellstriker

“Magic always has relied on those with blades, I just prefer not to delegate.”
Spellstrikers represent a societal pinnacle in arcane military development. Societies that produce spellstrikers will typically have powerful spellcasters working alongside their soldiers, to a point that their presence is expected as standard among the armed forces. In the Ivory Throne, spellstriking techniques are used among nobility of areas also associated with a heavy Mageflame presence.
Spellstrikers utilize and manifest the power of magic directly through their movements and their weapons.

Overview

This is a transformation class based on the Savage by Martin Killman (DarkPacts & Ancient Secrets p.69–80), although there are multiple areas where the spellstriker differs from the savage. Most of the powers have been renamed and many altered. Reckless Charge and Born in the Saddle are removed, and some new powers added. Most of the significant new text is highlighted in blue, not least of which is that mana dies are collected via low rolls unlike frenzy via hits.

Play style: In combat, spellstrikers can go into melee or fire missiles at range, dealing high damage. They can heal themselves and otherwise cultivate powers that increase their durability, but they’re not able to sustain the attacks of large groups of enemies.
Ability scores: Your primarily used attribute is either Strength or Dexterity. You can also choose to use Intelligence in place of Constitution for calculating your spellstriker Armor Class, hit points, recoveries and PD defence as described under Mens Agit Molem.
Kin: Elves are a natural kin to associate with a lightly armored class that magically empowers their weaponry. Tieflings too could flavour spellstriker powers to have a hellish taint.
Backgrounds: Multiple paths could lead you to the path of magically enhancing your fighting style and weaponry. Possible backgrounds include: Blade Dancer of the Elven Court, Guardian of the Magflame’s towers, mercenary spellblade, standard bearer of the Ivory Throne, scavenger of the Hell Gates, escaped trainee lich guard, faithful avenger of the Godspeaker.
Icons: The Mageflame and the Elven Court would both be likely to employ magically empowered warriors.

Gear

Spellstrikers start with a melee weapon, a ranged weapon if they want it, armor and any mundane gear that is suggested by the character’s backgrounds.
Spellstrikers also begin 1st level with a healing potion.

Spellstriker Armor

Spellstrikers will typically wear light armor, possibly decorated with magical symbology. Spellstrikers are not able to use a shield without penalty by default.

Armour Type Base AC Atk Penalty
None 10
Light 12
Heavy 13 -2
Shield +1 -1

Spellstriker Weapons

Spellstriker weapons are the tools used to deliver the battle magic that spellstrikers are renowned for. You can flavor the weapons as having runes or other magical markings.

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 longsword, flail 1d10 greatsword, lance
Two-weapon fighting Two 1-H weapons, hit w/nat 2
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 heavy crossbow(-1 atk) 1d8 longbow (-2 atk)

Level Progression

Spellstriker Level Total Hit Points Recovery Dice Total Feats Spells Known Mana Dice on low roll Maximum Mana Dice Level-up Ability Bonuses* Damage Bonus From Ability Score
Level 1 (7 + CON mod) x 3 1d6 or 1d8 + CON mod 1 adventurer 3 1d4 3d4 ability modifier
Level 2 (7 + CON mod) x 4 2d6 or 2d8 + CON mod 2 adventurer 4 1d6 3d6 ability modifier
Level 3 (7 + CON mod) x 5 3d6 or 3d8 + CON mod 3 adventurer 4 1d8 3d8 ability modifier
Level 4 (7 + CON mod) x 6 4d6 or 4d8 + CON mod 4 adventurer 5 1d10 3d10 +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 5d6 or 5d8 + (CON Mod x 2) 4 adventurer 1 champion 5 2d6 6d6 2 x ability modifier
Level 6 (7 + CON mod) x 10 6d6 or 6d8 + (CON Mod x 2) 4 adventurer 2 champion 6 2d8 6d8 2 x ability modifier
Level 7 (7 + CON mod) x 12 7d6 or 7d8 + (CON Mod x 2) 4 adventurer 3 champion 6 2d10 6d10 +1 to 4 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 8d6 or 8d8 + (CON Mod x 4) + 10 4 adventurer 3 champion 1 epic 7 4d6 12d6 4 x ability modifier
Level 9 (7 + CON mod) x 20 9d6 or 9d8 + (CON Mod x 4) + 20 4 adventurer 3 champion 2 epic 7 4d8 12d8 4 x ability modifier
Level 10 (7 + CON mod) x 24 10d6 or 10d8 + (CON Mod x 4) + 30 4 adventurer 3 champion 3 epic 8 4d10 12d10 +1 to 5 abilities 4 x ability modifier

* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores and add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.

Stats

Key Ability Scores Strength or Dexterity and Intelligence or Constitution
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8 for Dexterity Melee spellstrikers and 9 for Strength Melee spellstrikers
Recovery Dice (d6 or d8* per Level) + Con mod (5th level: Con mod × 2; 8th level: Con mod × 4)
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (See level progression chart)
Feats 1 per Level

* Spellstrikers who use Dexterity as their melee attack ability use d6 recovery dice; spellstrikers who use Strength as their melee attack ability use d8 recovery dice.

Spellstriker Basic Attacks

The spellstriker basic melee attack and spellstriker basic ranged attack are the weapon attacks you’ll use when you’re not using one of your spellstriker attack powers. Like most attacks, they require a standard action and can interact with any of the spellstriker’s talents, feats, and powers.
Most of the spellstriker’s attack powers are based on the basic attack.
No-trigger attacks: When your spellstriker gets an opportunity attack or is granted a bonus attack action, that’s usually called out as a no-trigger attack. No-trigger attacks are exactly like your basic attacks, except they can’t trigger or make use of your own powers.

Spellstriker Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Strength/Dexterity + Level vs. AC
Hit: Weapon + Strength/Dexterity damage
5th–7th level: Weapon + (Str/Dex mod × 2)
8th level: Weapon + (Str/Dex mod × 4) + 5
9th level: Weapon + (Str/Dex mod × 4) + 10
10th level: Weapon + (Str/Dex mod × 4) +15
Miss: Damage equal to your level.

Spellstriker Basic Ranged Attack

Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Class Features

Spellstrikers have the following class features:

Arcane Attack Powers

You learn a number of arcane attack spells, which are magical powers fueled by your melee attacks. Most of them can be used once per battle. You start with the 2 at-will attacks below, and three limited use spells at first level. You can switch out the limited use spells when you take a full heal-up.
Most of your spells burn mana dice. After using the spell, discard the listed number of mana dice from your pool. If you don’t have enough mana dice to burn, you can’t cast the spell.

Arcane Melee Attack

Melee weapon spell; At-Will
Target: One enemy
Attack: Strength/Dexterity + Level vs. AC
Hit: Weapon + Strength/Dexterity damage + Mana
5th–7th level: Weapon + (Str/Dex mod × 2)
8th level: Weapon + (Str/Dex mod × 4) + 5 + Mana
9th level: Weapon + (Str/Dex mod × 4) + 10 + Mana
10th level: Weapon + (Str/Dex mod × 4) +15 + Mana
Miss: Damage equal to your level.

Arcane Ranged Attack

Ranged weapon spell; At-Will
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage + Mana
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5 + Mana
9th level: Weapon + (Dex mod × 4) + 10 + Mana
10th level: Weapon + (Dex mod × 4) +15 + Mana
Miss: Damage equal to your level

Arcane Shielding

Every Spellstriker has the Arcane Shielding power:

Arcane Shielding

Close-quarters power; At-will; Free action at the end of your turn after gaining mana dice for a low roll and before discarding mana dice above maximum.
Effect: Burn any number of mana dice. Roll the dice and gain that many temporary hit points.

Hit Point Threshold

Some spellstriker powers have either a stronger effect when used, or a targeting restriction limiting them to be used, against enemies whose current hit point total is at or below a certain number, the hit point “threshold”. The number is as below.

1st Target with 34 hp or fewer
2nd Target with 40 hp or fewer
3rd Target with 52 hp or fewer
4th Target with 68 hp or fewer
5th Target with 80 hp or fewer
6th Target with 104 hp or fewer
7th Target with 136 hp or fewer
8th Target with 208 hp or fewer
9th Target with 268 hp or fewer
10th Target with 272 hp or fewer
11th Target with 320 hp or fewer
For higher levels, double the number 3 levels lower.

Mana Dice

With each low attack roll, you build up a pool of mana dice. You add these dice to damage on a hit, but you can also expend them to add magical effects to your attacks.
You start each battle with zero mana dice.
At the end of each of your turns, if you have rolled a melee or ranged weapon attack that turn, and your lowest natural roll with an attack was between 4 and 10, you gain mana dice as per the level advancement table, starting with 1d4 at first level, and if your lowest roll was between 1 and 3, you gain double that. You only gain mana dice from your lowest weapon attack roll in a turn. Having magical weapons or armor increases the ranges you gain mana dice on, as shown under the Spellblade feature below.
Mana dice increase in size by one step each level, as per the level progression table. At 5th level, you gain two dice, and at 8th level, four. The mana dice you gain are added to your mana pool.
You also have the Arcane Melee Attack and Arcane Ranged Attack powers, which allow you to deal extra damage on a hit equal to your current pool of mana dice. Mana dice rolled for these attacks remain in your pool.
Your mana pool is limited by your maximum number of mana dice, which is three times the dice you get for a hit. At the end of your turn, after you gain mana dice for your lowest roll, any excess dice over the maximum are removed from the pool.

Mens Agit Molem

If you are a single class spellstriker, you can use Intelligence in place of Constitution for calculating your Armor Class hit points, recovery rolls and Physical Defence.

Strength Melee or Dexterity Melee

You have a choice of whether Strength or Dexterity is the ability score you'll use to make melee attacks. Dexterity pays off frequently in 13th Age, so the spellstriker who chooses Strength Melee instead of Dexterity Melee gets some unique benefits.
If you choose Strength:

Spellblade

Once per battle you can expend a mana die as a free action prior to making an attack to target PD instead of AC.
Adventurer Feat: If you have magical weapon or armor, you can use the default bonus of either your weapon OR armor to expand the range of attack rolls that allow you to collect mana dice. As long as you are equipped with a +1 or higher magic item, you gain mana dice on a natural 5 - 10 and gain x 2 dice on a natural 1 - 4.
Champion Feat (requires Adv): As per Adventurer feat, and if you are equipped with a +2 or higher magic item, you gain mana dice on a natural 6 - 10 and gain x 2 dice on a natural 1 - 5.
Epic (requires Champ): As per Champion feat, and if you are equipped with a +3 or higher magic item, you gain mana dice on a natural 6 - 10, gain x 2 dice on a natural 2 - 5, and x 3 dice on a natural 1.
Zenith Feat: You begin each battle with 2 mana dice.

Fighting Style Talents

These are grouped together as you probably only want 1 fighting style talent, if any.

Arcane Aegis Fighting Style Talent

Special: Requires Strength Melee.
You gain the Shield Bash, Shield Guardian and Spiked Shield feats for free.
Adventurer Feat: Once per battle you can burn a mana die to take half damage when you are hit by an enemy you are engaged with.
Champion Feat: Once per battle as an interrupt action, you can force an enemy to reroll a melee attack against you that is not a critical hit. You get another use of this action when the escalation die reaches 4+.
Epic Feat: Twice per arc, as a free action, you can add the number of recoveries you’ve used to a save you roll.

Arcane Archer Fighting Style Talent

You can use heavy ranged weapons with d8 damage dice without penalty.
You can use your melee attack arcane spells as ranged weapon attacks instead. You can target a nearby enemy that way, and a far-away enemy at a -2 attack penalty.
Adventurer feat: Reroll natural 2s on the attack roll with ranged weapons.
Champion feat: You no longer suffer a -2 attack penalty against far-away targets.
Epic Feat: Your crit range with ranged weapon attacks expands by 1, usually to 19+

Blade Dancer Fighting Style Talent

Special: Requires Dexterity Melee.
When you wield a weapon in each hand, add your mana pool to miss damage with melee attacks.
Adventurer feat: Once per arc make a no-trigger attack as a quick action for half damage.
Champion feat: Once per battle, when wielding two weapons, reroll a natural even miss.
Epic feat (requires Adv): As per Adventurer feat, except this is now once per battle.

Duelist Adeptus Fighting Style Talent

You gain the Single Weapon Fighting feat for free (this balances against the 2-weapon fighting all spellsingers have).
If your first melee attack roll on your turn is a hit, deal mana pool force damage to a different nearby enemy.
Adventurer feat: Once per battle when the Escalation Die is 2+, as an interrupt action, daze an enemy that misses you with a natural attack roll of 1-5 until the end of its next turn.
Champion feat: Once per arc turn a move action into a standard action. If this action is used to make an attack, you can gain mana dice from that attack roll in addition to any other mana dice you may otherwise generate this turn.
Epic feat: Your crit range with melee weapon attacks expands by 1 (usually to 19+) against enemies you are engaged with that you have already been engaged with in previous rounds this battle.

Montane Magus Fighting Style Talent

Special: Requires a 2-handed weapon.
Once per battle when an enemy moves into engagement with you, as an interrupt action, make a no-trigger attack against that enemy for half damage.
Adventurer feat: Your montane magus attack now deals full damage.
Champion feat: Once per battle as a free action, when you roll a natural odd hit with a melee attack, after the attack is resolved, you can burn 1 mana die to deal 2 mana die of damage to a nearby enemy (5th: 2 mana can be burned for 4 mana die of damage; 8th: 3 or 4 mana die can be burned for 6 or 8 mana die of damage respectively).
Epic feat: Once per battle when you crit with a natural 20, deal triple damage instead of double.

Spellstriker Talents

Arcane Assassin

At the beginning of combat, choose a non-mook enemy. This enemy is vulnerable to your attacks (deal bonus damage equal to twice your level) until the end of the battle.
Adventurer feat: The first time you miss the target this battle, you can reroll the attack once.
Champion feat: All staggered enemies are vulnerable to your attacks.
Epic feat: Gain a +2 bonus to your critical range against the target.

Bio Bolster

When you rally in a battle, gain a +2 bonus to attacks and defenses until the end of your next turn. When you rally in a battle, also roll a d10, you gain mana dice as if you had rolled a natural roll matching the d10 result with a melee attack this turn.
Adventurer feat: When you rally, regain an expended arcane attack spell.
Champion feat: When you rally, a nearby ally can use a recovery to heal.
Epic feat: When you rally, gain resist non-melee attacks 16+ until the end of your next turn.

Crucible of Suffering

While staggered, increase your mana dice by one step (d4 -> d6 -> d8 -> d10 -> d12).
Adventurer feat: The first time you are staggered in a battle, gain a mana die (two at 5th level, four at 8th).
Champion feat: The first time you are staggered in a battle, you can spend a recovery to heal, adding your mana pool to the amount healed.
Epic feat: The next attack to hit you after you become staggered deals half damage.

Death Pool

Whenever you gain a skull, also gain a mana die (5th level: two dice; 8th level: four dice). When you start a battle with skulls, also start it with that many mana dice (x2 at 5th level; x4 at 8th).
Adventurer feat: As long as you have a mana die in your mana pool, gain a +2 bonus to death saves.
Champion feat: When brought below 0 hp, roll your mana pool. You don’t fall unconscious as long as your negative hit point total is lower than that roll. Other effects for being below zero hp still apply (skulls, death saves).
Epic feat: Once per arc, you can spend all skulls you have as you would spend mana dice.

Elemental Conduit

At the start of each arc, choose a damage type from this list: Cold, Fire, Lightning, Poison. When you roll a natural even hit with an Arcane Attack, deal additional damage of that type equal to your level x 2.
Adventurer feat: Once per arc as a standard action you can burn a mana die to make a no-trigger close-quarters attack that will target 1d6 nearby enemies in a group. This attack will deal your chosen damage type.
Champion feat: Once per arc you can cast the Shaman spell Elemental Blessing. You target only yourself with this casting, and the damage type must be the type you chose at the beginning of the arc.
Epic feat (requires Adv): As per the Adventurer feat, except this now an arcane attack and you can now do this twice per arc (but not in the same battle).

Mage-Killer

Once per battle, when attacking a creature of type caster, add 1d6 to the attack roll (after making the roll).
If there are no caster type enemies in the battle, you can apply this talent to enemies of type Spoiler OR Leader (in that order).
Adventurer feat: Once per battle, when a creature of type caster misses you with an attack, it becomes vulnerable to your attacks (save ends).
Champion feat: Once per battle, turn a natural even hit against a creature of type caster into a critical hit.
Epic feat: Add the escalation die to your defenses against creatures of type caster.

Mage Knight

You don’t take an attack penalty while wearing heavy armor.
Adventurer feat: Gain a +1 bonus to PD in heavy armor.
Champion feat: Once per battle, while wearing heavy armor, turn a critical hit against you into a normal hit.
Epic feat: Gain a +1 bonus to your spellstriker class AC while wearing heavy armor.

Mental Bastion

You gain a +2 bonus to MD. If you are hit by an attack against MD with a temporary effect other than damage, immediately make a save against that effect.
Adventurer feat: Once per battle, when an attack against MD misses you, gain a mana die (2 at 5th level; 4 at 8th).
Champion feat: Increase the MD bonus to +3.
Epic feat: You are immune to the dazed and confused conditions.

Quicksilver Striker

Gain a d6 bonus to initiative rolls. On your first turn in a battle, you can move to engage a nearby enemy as a quick action. This movement cannot be intercepted.
Adventurer feat: Gain a 1d6 bonus to defenses versus the first attack against you in a battle.
Champion feat: If you attack an enemy that has not acted yet on your first turn, add 1d6 to your attack roll.
Epic feat: Your first move in a battle is an epic stunt. Leap across a lava pit, climb atop a behemoth, run up a vertical wall etc.

Source Feeder

When you use the Arcane Shielding class feature while staggered, gain extra hit points equal to your Constitution or Intelligence modifier (x2 at 5th level; x4 at 8th).
Adventurer feat: Gain a bonus recovery.
Champion feat: Twice per battle, make a save against a save ends effect when you use Source Feeder.
Epic feat: Add your Constitution or Intelligence modifier even when not staggered.

Tranquist

Once per battle, during your turn, you can ignore the effects of one temporary condition during that turn. (This includes being unconscious for having 0 hp or less).
Adventurer feat: You gain a +1 bonus to saves against temporary conditions.
Champion feat: You can now use this talent twice per battle.
Epic feat: You can now choose any number of conditions to ignore with this talent.

Spellstriker Feats

Arcane Agility

Adventurer feat: You can expend a mana die as a free action to reroll a disengage check once.

Mana Drain

Adventurer feat: If you landed a critical hit with a natural 20 during your turn, gain mana dice as if you had rolled a natural 7.

Single-Weapon fighting

Adventurer Feat: If you are wielding a one-handed weapon in one hand, and no weapon or shield in your other hand, deal double damage on a natural 19. This is not a crit. If you already have an effect that increases your crit range, or duplicates this effect, you add an additional instance of your damage on a natural 19 (see Crits, Critical Hits HH p.302).

Shield Bash

Special: Requires shield.
Adventurer Feat: 2/battle. When an enemy moves to intercept you, roll a save. On a success, deal damage equal to your level to that enemy, and their movement stops
short of intercepting you.

Shield Guardian

Special: Requires shield.
Adventurer Feat: 2/battle. When an enemy hits an ally within your reach, as an interrupt action, reduce the damage by an amount equal to your level, or equal to the Escalation Die, whichever is higher (5th: ED x 2; 8th: ED x4)..

Spiked Shield

Special: Requires shield.
Adventurer Feat: 2/battle. Gain a +2 bonus to hit with your next weapon attack roll, but suffer a -1AC penalty until the start of your next turn.

1st Level spells

Arcane Arrow

Same as Arcane Ranged Attack except …
Once per battle; Burn 1-3 mana dice
Special: For each burned mana die, increase the critical range of the attack by 2. If you have the Arcane Archer talent and burn at least 2 mana dice, the target is also vulnerable to your attack.
Adventurer feat: Deal half damage on a miss.

Bladestrike

Same as Arcane Melee Attack except …
Once per battle; Burn 1 mana die
Special: The escalation die must be 2+ to use this spell.
Hit: Same damage as arcane attack. Set any rolled damage die rolls lower than the escalation die to equal to the escalation die.
Adventurer feat: Add your mana dice to miss damage.

Burning Blade

Same as Arcane Melee Attack except …
Once per battle; Burn 1 or more mana dice
Hit: Same damage as arcane attack. Roll any burned mana dice and deal that much ongoing fire damage. For each burned mana die, increase the difficulty of the save against the ongoing damage by 1 (starting from 11+), up to a maximum of 16+.

Chosen of Power

Same as Arcane Melee Attack except …
Special: You can only choose this spell at character creation, and you shouldn’t be able to unlearn it easily. Choose either holy or necro damage at character creation. This choice cannot be changed but for exceptional circumstances.
If you choose this spell for your character, your character is tapping into a source of magic in the campaign world that will be aware your character exists. Other creatures may recognise the source of your power, even if you don’t know it yourself.
Once per battle; Burn 1 or more mana dice
Hit: Same damage as arcane attack as either holy or necro damage.
If the damage was holy, roll any burned mana dice and heal one nearby ally that many hit points.
If the damage was necro, roll any burned mana dice and deal that much necro damage to 1d2 other nearby enemies.
Miss: Damage equal to your level x 2.
Champion feat: You also heal hit points equal to half the burned mana dice roll.

Duelists Challenge

Same as Arcane Melee Attack except …

Once per battle; Burn 1 mana die

Special: You can engage a nearby enemy as part of the attack. If you are wielding a one-handed weapon in one hand, and no weapon or shield in your other hand, you can apply the attack penalties on a miss as well.
Hit: Same damage as arcane attack. Until the end of your next turn, the enemy you engaged has a -4 penalty to attack your allies, and all other nearby enemies have a -4 penalty to attack you.
Adventurer feat: You can use this spell without burning mana dice on your first turn in a battle.

Icy Blade

Same as Arcane Melee Attack except …
Once per battle; Burn from between 2 mana dice up to a maximum equal to either 3, OR the Escalation Die..
Hit: Same damage as arcane attack as cold damage, the target loses its next move action and if it meets the hit point threshold after taking damage, it takes a penalty to its next attack roll equal to the number of mana dice burned.
Champion feat: If you hit with icy blade, the target is vulnerable to the next attack made against it.

Iron Will

Close-quarters spell; Once per battle; No action when you fail a save against a temporary effect or a death save; Burn 1 or more mana dice
Effect: Reroll the save. Add +1 for each burned mana die to the reroll.
Adventurer feat: If the reroll fails, you don’t expend the spell (but you can’t use it again this turn).

Repelling Strike

Melee attack; Once per battle; Quick action; Burn 1 or more mana dice
Attack: Strength or Dexterity + Level vs. AC; if you wield a shield, gain a +2 bonus to the attack roll.
Hit: Roll the burned mana dice and deal that much force damage. The target pops free from you.
Miss:
Adventurer feat: If you hit, you can also move to engage a different nearby enemy.

Skipping Strike

Same as Arcane Melee Attack except …
Once per battle; Interrupt action when an engaged enemy misses you with an attack; Burn 1 or more mana dice
Target: The triggering enemy
Hit: Half damage of an arcane attack.
Natural even hit: If you are wielding two melee weapons, deal full damage instead.
Adventurer feat: When you are not engaged, you can burn an extra mana die to use this spell when missed by a nearby enemy with any attack. Move to engage the enemy as part of the attack.

Soul-Fueled Rally

Close-quarters spell; Once per battle; Quick action; Burn 1 or more mana dice.
Effect: You rally. Roll any burned mana dice and add them to the amount healed.
Adventurer feat: For each burned mana die, gain a +1 bonus to attack rolls this turn up to a maximum equal to either 3, the Escalation Die, or the highest number of Skulls either you or a nearby ally has.

Sparking Blade

Same as Arcane Melee Attack except …
Once per battle; Burn 1 or more mana dice
Even Hit: Same damage as arcane attack as lightning damage. Roll any burned mana dice and deal that much lightning damage to up to 2 other nearby enemies.
Odd Hit: Same damage as arcane attack as lightning damage. Roll any burned mana dice and deal that much lightning damage to 1 other nearby enemy.
Odd Miss: You and the target both take lightning damage equal to your level.
Adventurer feat: Also deal lightning damage equal to your level to 2 other nearby enemies on an even miss, and 4 other nearby enemies on an odd miss.

Spring-Heeled Step

Close-quarters spell; At-will; Move action; Burn 1 or more mana dice
Effect: Pop free from all enemies and move yourself to a nearby location. For a long or risky leap, the GM can require a Strength or Dexterity-based skill check. Roll and add any burned mana dice to the skill check. If you are fighting with a one-handed weapon in one hand, and no weapon or shield in your other hand, double the result of the mana dice roll.
Adventurer feat: Once per battle, you can use this spell as a quick action.

Vampiric Touch

Close-quarters spell; Once per battle; Free action when you reduce a non-mook enemy to zero hp; Burn 1 or more mana dice
Effect: Spend a recovery to heal. Roll any burned mana dice and add them to the amount healed.

3rd Level spells

All-in Strike

Same as Arcane Melee Attack except …
Once per battle; Burn ALL mana dice
Special: Gain a +1 bonus to the attack roll for each burned mana die. Add your mana dice to damage twice.
Adventurer feat: Add your mana dice to damage on a miss.

Arcane Ablation

Close-quarters spell; Once per battle; Interrupt action when you take damage; Burn 2 or more mana dice
Effect: Roll the burned mana dice and reduce the damage by that amount. If you wield a shield, reduce the damage by twice the rolled amount instead.
5th level: You now reduce the damage by 2 x the amount, and 3 x if you wield a shield.
Adventurer feat: You can use this spell at will. (Still limited by one interrupt action between your turns.)

Blood Magic

Close-quarters spell; Once per battle; Quick action; Burn 2 or more mana dice
Target: 1d4+1 nearby enemies; make a single attack roll
Attack: Constitution or Intelligence + Level vs. the highest MD of all targets.
Hit: Roll the burned mana dice and deal that much damage. Until the end of your next turn, nearby allies gain a +2 bonus to attack rolls against the targets.
Miss:
Adventurer feat: Deal double damage.

Explosive Strike

Same as Arcane Melee Attack except …
Once per battle; Burn 2 or more mana dice
Special: Choose a damage type from this list: Cold, Fire or Lightning.
Hit: Same damage as arcane attack as damage of the chosen type. Roll any burned mana dice and deal damage of the chosen type equal to half the amount rolled to 1d4 + 1 nearby enemies in a group.
Miss: Force damage equal to your level x 2 to 2 nearby enemies.
Epic Feat: The burned dice now deal full damage.

Guided Strike

Close-quarters spell; Once per battle; Free action when you miss with a melee attack; Burn 2 or more mana dice
Effect: Reroll the attack. If you are fighting with a one-handed weapon in one hand, and no weapon or shield in your other hand, gain a +2 bonus to the attack roll.
Adventurer feat: If the reroll is a miss, the spell is not expended and you don’t burn mana dice. You can’t use the spell again this turn.

Invigorating Strike

Same as Arcane Melee Attack except …
Once per battle; Burn 2 or more mana dice
Hit: Same damage as arcane attack. Spend a recovery to heal. Roll any burned mana dice and add them to the amount healed.
Adventurer feat: Also gain a bonus to your next attack roll this battle equal to the number of mana dice burned.

Pinning Arrow

Same as Arcane Ranged Attack except …
Once per battle; Burn 2 or more mana dice
Target: One enemy meeting the hit point threshold
Hit: Same damage as arcane attack, and the target is stuck (save ends).
Adventurer feat: On a miss you don’t burn mana dice.

Thunderous Strike

Same as Arcane Melee Attack except …
Once per battle; Burn 2 or more mana dice
Special: If you are using a shield, gain a +2 bonus to the attack roll.
Hit: Same damage as arcane attack as thunder damage, and your allies can pop free from the target.
Adventurer feat: Until the start of your next turn, you can roll twice on opportunity attacks against the target and choose the result.

5th Level spells

Blood Fueled Strike

Same as Arcane Melee Attack except …
Once per battle; Free action when you reduced a non-mook enemy to zero hp; Burn 3 or more mana dice
Target: One nearby enemy
Always: Move to engage the enemy; if you are wielding a two-handed weapon, gain a +2 bonus to the attack roll.
Miss: Damage equal to your level x 3.
Champion feat: If you are wielding a two-handed weapon, also gain a +2 bonus to your critical range.

Crucible of the Elements

Close-quarters spell; Once per battle; Interrupt action when you take damage from an attack; Burn 3 mana dice
Effect: You take half damage from the attack. If the attack had a type of damage associated with it, such as fire, you gain resist that type 16+ until the end of the battle.
Champion feat: If you wield a shield, and the attack had multiple targets, you take no damage from the initial attack.

Dance of Blades

Same as Arcane Melee Attack except …
Once per battle; Burn 3 mana dice
Special: You must be wielding two weapons. Make two attack rolls against the same target.
One hit: Same damage as arcane attack.
Two hits: Double the weapon damage dice.
Adventurer feat: If the escalation die is 3+, make three attack rolls and discard one.

Haze of Hopelessness

Close-quarters spell; Once per battle; Quick action; Burn 3 or more mana dice
Target: One nearby standard strength or weakling foe you hit with an attack this turn
Attack: Constitution or Intelligence + Level vs. MD
Hit: Mana + Constitution or Intelligence psychic damage. The target is hindered (can only make basic attacks) normal save (11+) ends.
Miss:
Adventurer feat: Haze of Hopelessness can now be used on double or greater strength targets that meet the hit point threshold.
Champion feat: On a hit, also gain a +1 bonus for each mana die you burned to your next attack roll against the target this battle.

Karmic Vengeance

Same as Arcane Melee Attack except …
Once per battle; Interrupt action when a nearby ally is hit by an enemy; Burn 3 mana dice
Special: If the ally was reduced to 0 hit points or less, you can use this spell without spending mana dice.
Always: Pop free from all enemies, engage the opponent that has attacked your ally.
Target: The attacker
Hit: Same damage as arcane attack, and the ally adds the escalation die to death saves this battle.
Champion feat: You can use this spell twice per battle.

Merciless Missile

Same as Arcane Ranged Attack except …
Once per battle; Interrupt action when an enemy disengages or pops free from you; Burn 3 mana dice
Champion feat: You can use this spell without burning mana dice if you take a -3 penalty on the attack roll.

7th Level spells

Armor-Piercing Missile

Same as Arcane Ranged Attack except …
Once per battle; Burn 4 mana dice
Attack: Strength or Dexterity + Level vs. PD
Champion feat: When the escalation die is 2+, reduce the cost to two mana dice.

Horrors of the Blood Mist

Close-quarters spell; Once per battle; Free action when you reduce a non-mook enemy to 0 hp; Burn four or more mana dice.
Target: One nearby enemy or one nearby group of mooks per mana die you burned.
Attack: Make a single attack roll; Constitution or Intelligence + Level vs. the highest MD of all targets
Hit: If the target is a group of mooks, or a non-mook enemy meeting the hit point threshold, it is dazed until the end of your next turn, and must move or disengage away from you if and when it is able to. Otherwise, the target takes a -2 penalty to attacks targeting you until the end of your next turn.
Miss:
Champion feat: You can also use this spell after scoring a critical hit.

Iconic Invocation

Close-quarters spell; Once per battle; Quick action; Burn 4 mana dice
Effect: You attract the enmity of an icon. Gain a temporary negative relationship with that icon, and you can use a combat connection with that icon this battle. Roll for twist normally.
Champion feat: If you hit with an attack this turn, gain a d6 bonus to the roll to avoid a twist.

Magus Riposte

Close-quarters spell; Once per battle; Interrupt action when you are hit by an attack from an enemy you are engaged with; Burn four or more mana dice.
Effect: Take half damage from the attack. Make a no-trigger melee attack against the attacker, except it deals force damage.
Champion feat: If you are wielding a shield, take no damage from the attack.
If you are fighting with a one-handed weapon in one hand, and no weapon or shield in your other hand, gain a bonus to the no-trigger attack roll equal to the number of dice burned, up to a maximum of either 3, OR the Escalation Die.

Twin Strike

Same as Arcane Melee Attack except …
Once per battle; Burn 4 or more mana dice
Special: Must be wielding two weapons
Target: Two enemies you are engaged with
Champion feat: On a miss, deal your level damage for each mana die you burned.

Whirlwind of Blades

Same as Arcane Melee Attack except …
Once per battle; Burn 4 mana dice
Natural even hit: Burn an additional mana die to make another melee attack. Keep attacking until you roll odd or run out of mana dice. You can pop free and engage other nearby enemies between attacks.
Natural odd hit: If you are wielding a two-handed weapon,your allies can pop free from the target.
First Miss: Damage equal to your level x 4.
Champion feat: On a natural even miss, you can expend two mana dice to keep going.

9th Level spells

Blade Storm

Same as Arcane Melee Attack except …
Once per battle; Burn four or more mana dice.
Special: If you wield two weapons, you can make this attack as a free action when you miss with a melee attack.
Target: One nearby enemy per four mana dice you burn.
Special: You can pop free and engage targets as part of this spell.
Epic feat: Target one enemy per three mana dice.

Comeback of the Undying

Close-quarters spell; Once per battle; Free action when you are reduced below zero hit points by an attack; Burn 5 or more mana dice.
Special: If you wield a shield, halve the damage taken from the attack.
Effect: Heal using a recovery. Roll any burnt mana dice and add them to the amount healed. Then make a no-trigger melee or ranged attack against your attacker.
Epic feat: Make an arcane melee or ranged attack instead.

Fire Storm Strike

“Sometimes you emerge from the smoke, sometimes you stay in it”
Same as Arcane Melee Attack except …
Once per battle; Burn four or more mana dice.
Hit: Same damage as arcane attack as fire damage, and for every 4 mana dice burned, deal fire or lightning (choose which) ongoing damage equal to your level x 2 to 2 nearby enemies. You can choose the same enemies with every group of 4 dice.
Even hit: You are also invisible to the target until the end of your next turn.
Miss: Fire damage equal to your level and deal ongoing lightning damage equal to the number of mana dice burned to a different nearby enemy.
Epic feat: Each time one of the enemies taking ongoing damage from fire storm strike fails a save against the ongoing damage with a natural roll of 1-5, deal ongoing damage of the same type and amount to another nearby enemy in the battle who has not yet taken ongoing damage from this spell during the battle.

Glacial Preservation

Close-quarters spell; Once per battle; Quick Action; Burn five or more mana dice.
Special: You must be staggered.
Effect: Until the start of your next turn, you are immune to all damage except from melee attacks and critical hits.
Epic feat: Roll any burned mana dice and deal that much cold damage to all enemies you are engaged with, then pop free from all enemies.

Headshot

Same as Arcane Ranged Attack except …
Once per battle; Burn five or more mana dice.
Natural even hit: The attack deals maximum damage.
Natural odd hit: The target is dazed (save ends).
Miss: Damage equal to your level x 4.
Epic feat: On a natural odd hit, if the target meets the hit point threshold after taking damage, it is weakened instead.

Multiclass Spellstriker

Key Modifiers

Key Modifier Other class
Str/Dex Abomination, Barbarian, Dragonthane, Fighter, Juggernaut, Monk, Paladin, Ranger, Rogue
Str or Dex/Int Artificer, Necromancer, Occultist, Psion, Swordmage, Wizard
Str or Dex/Wis Cleric, Druid, Fateweaver, Shaman
Str or Dex/Cha Bard, Chaos Mage, Commander, Emotive, Sorcerer, Warlock

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