Path of the Spellsword

The Path of the Spellsword combines the mastery of a fighter with the power of magic.

**Requirements:** Spell Training (Magician), Base Course Set

**Path Completion Bonus**: +1 Dexterity OR +1 Spirit

## Core Abilities

**Arcane Charge**

**Cost**: 400 XP

**Expedited for**: Magic, Finesse

**Activation**: 3 Actions, \* MP

*You infuse a weapon with stored spells.*

Choose a spell with a casting time of 1 Action or 1 Reaction, then choose a melee weapon. The normal-cast casting DL of this spell must be equal or less than your passive casting roll. (Spells without a Casting DL have a DL of 0.) Pay the normal-cast MP cost of the spell. The MP for this spell is consumed immediately and can't be regained until the spell is no longer stored. Upon declaring a basic attack with this weapon, the spell discharges the spell on its target (for targeted and area spells) or on yourself (for personal spells) in addition to the basic attack resolving normally. When this happens, make a casting roll. The casting strength is determined by the highest DL you meet --- if your DL is lower than the half-cast DL, the spell fails. You do not need to pay any MP cost when the spell is discharged. If a spell is not discharged by the next Rest, the magic dissipates and you regain the MP spent infusing the weapon. Only creatures who know **Arcane Charge** can release the Arcane Charges from a weapon. When a weapon with Arcane Charges is destroyed, any remaining Arcane Charges held in the weapon are lost. You can have only one weapon with Arcane Charges at a time. A weapon can hold up to X Arcane Charges where X is the number of abilities purchased in the Path of the Spellsword; all Arcane Charges in a weapon must be of the same spell.

**Greater Arcane Charge**

**Prerequisite**: **Arcane Charge**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

The casting time of the spells infused by **Arcane Charge** can now be up to 2 Actions.

**Split Weapon Spirit**

**Prerequisite**: **Arcane Charge**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

You can infuse up to SPI weapons with **Arcane Charges** at a time.

**Innate Spellstrike**

**Prerequisite**: **Arcane Charge**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

**Activation**: Melee Attack, 5 Vim, \* MP

This ability cannot be used while discharging an **Arcane Charge** from your weapon. Choose a spell you know which you could infuse into a weapon using **Arcane Charge**. Attempt to cast this spell by paying the MP cost for your chosen cast strength and making a casting roll (if the spell has a casting DL). If the cast succeeds, this attack discharges the spell on its target (for targeted and area spells) or on yourself (for personal spells) in addition to the basic attack resolving normally. If the cast fails, the spell backfires and this basic attack does not happen at all.

**Improved Arcane Storage**

**Prerequisite**: **Arcane Charge**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

The **Arcane Charges** you can store in a weapon may be different spells.

**Spellsword Expertise**

**Prerequisite**: **Arcane Charge**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

Add your DEX to your passive casting roll for the purpose of **Arcane Charge**.

**Power Infusion: Might**

**Cost**: 400 XP

**Expedited for:** Magic, Finesse

**Activation**: 1 Action

*You burn spell components to strengthen your combat prowess.*

Spend one dose of spell components. Gain the buff *Power Infusion: Might*: +1 Strength. This buff can stack up to 3 times.

**Power Infusion: Speed**

**Cost**: 400 XP

**Expedited for:** Magic, Finesse

**Activation**: 1 Action

*You burn spell components to strengthen your combat prowess.*

Spend one dose of spell components. Gain 1 Alert and the buff *Power Infusion: Speed*: +1 Speed. This buff can stack up to 3 times.

**Spell Fist I**

**Cost**: 400 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

While you have one hand free, you gain a +1 bonus to damage and casting rolls.

**Spell Fist II**

**Prerequisite**: **Spell Hand I: Spellsword**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

While you have one hand free, you gain a +2 bonus to damage and casting rolls. This ability replaces **Spell Hand I: Spellsword**.

**Sword, Board, and Sorcery**

**Prerequisite**: **Innate Spellstrike**

**Cost**: 500 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

The penalty to casting rolls caused by your Burden is halved.

**Greater Sword, Board, and Sorcery**

**Prerequisite**: **Sword and Board**

**Cost**: 600 XP

**Expedited for:** Magic, Finesse

**Activation**: Passive

The penalty to casting rolls caused by your Burden is reduced to 0. Additionally, all shields you wield gain SPI Shield Bonus.

**Boon of the Spellsword**

**Cost**: 400 XP

**Expedited for:** Magic, Finesse

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions, [ 2 / 4 / 8 ] Vim

**Range**: 12 meters

You or an ally within Range gains the buff *Boon of the Spellsword*: [ + 1 / + 2 / +4 ] Strength and Dexterity.

**Spellsword Mastery**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Path Completion of Path of the Spellsword

**Cost**: 400 XP

**Expedited for:** Magic, Finesse

**Activation**: Free Reaction, X Vim up to DEX

When you purchase this ability, choose one effect for this ability:

* **Innate Mastery**: This ability is usable when you activate **Innate Spellstrike**. Add X to your casting roll and the damage of your basic attack.
* **Charge Mastery**: This ability is usable when you activate **Arcane Charge**. Add X to your passive casting roll for the purpose of infusing this charge; when you discharge this spell, add X to your casting roll.