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Class record

Spellblade

Tier
2
Difficulty
2 / 5
Roles
MainStriker

Entry

Requirements

Have at least 1 spell, Have one element mastered, Be proficient in 1 weapon.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Athletics, Intimidation, Magic, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Spellblades are melee fighters that enchant their weapons with magic.

Tactical guidance

Playing Spellblade

The spellblade is a melee class that relies on its versatility of its weapon enchantments to gain an edge in battle.

Imbue Weapon allows you to always do damage that an enemy is weak to if you're aware of it. Greater Imbue Weapon is similar, paying 1 mana cost for +1 power bonus. Most of the time, if you are planning to stick with 1 enchantment, you will want to use the Greater version. In fights where you are constantly swapping your enchantment, it may be more worth to stick with the normal version.

Draw Elements is what allows the spellblade to pick whatever element they want. Outside of elemental damage bonuses, this is mostly relevant for Elemental Strike.

Elemental Strike is a light attack that can apply a whole variety of effects, based on what your weapon is currently enchanted with. Which one of these is the most effective depends heavily on the situation.

Spellstrike lets you use attack magic despite being in melee combat. It is effectively the same as casting a spell without provoking attacks of opportunity, but since it is applied through your weapon it does benefit from Greater Imbue Weapon or similar weapon related buffs.

Spellblade

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Unlocked ability

Draw Elements

0 AP1 MP
Granted byDraw Elements
Range-
You may choose an element. Until the start of your next turn, you are considered to have mastered that element.

Requirements

-
1 AP
RangeSelf
Keywords
You enchant your melee weapon with an element you mastered. Your weapon now deals the chosen element’s damage instead of its normal damage. If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

Requirements

-
1 AP1 MP
RangeMelee Weapon Range

You make a Light Attack against the target. On damage, your attack applies an additional effect based on one of your attack's damage type. (If you are able to have multiple damage types on the attack such as through Holy weapon, you may pick any of the effects).


Arcane: The target loses 1 mana. 
Fire: The target becomes Burning X, where X equals your Power x 3. 
Water: The target becomes Soaked X, where X equals your power/2 (rounded down), until they take Lightning damage.
Lightning: The target is afflicted with Static X, where X equals your Power x 3.
Frost: The target becomes slowed until the start of your next turn.
Earth: The target becomes Sundered X, where X equals your Power, until the next time they take damage.
Wind: You may push the target back 10ft. 
Holy: You gain temporary hit points equal to your Power + 3.
Dark: The target becomes Blinded 5 until after their next attack.

Requirements

-
No listed cost
RangeMelee Weapon Range

You choose an ability with the Spell keyword that you can use. You make a melee attack against a target in range for the same AP and mana as the Spell. 

Your attack functions like the chosen Spell does, but does not provoke an Attack of Opportunity and is not treated as casting a Spell (meaning it can be used while Raging and Anti-Spell effects don't work). If the chosen spell was an AoE effect, the target point would be the target you strike with the spell. The requirements for applying any effects remain the same. 

The spell you chose cannot be used again in the same round like normal, and if used with Secret Arts it counts as your Secret Art use for that encounter.

Only works with Spells that are attacks.

Requirements

-
1 AP1 MP
RangeSelf
Keywords

You may enchant your weapon as though you had used Imbue Weapon, but it also gains a +1 Power bonus in addition to the normal benefits. If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

Requirements

-

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.