Sword Wielding Hexen Revisited
Yet another adaptation of the Hexblade, this time for AD&D. This adaptation takes the original article whole cloth for some portions, but repositions the order as an AD&D class, possibly making this my most revised and recycled article to date, and also making the hexblade a class functionally usable in no less than 5 game systems now if you look at all the versions so far. Still, with my rekindled interest in AD&D I arguably had no choice but to do it!
Since this is an AD&D optional class, it
is only fair to carry out the time-honored ancient tradition of presenting this
as an NPC class even though we all know the players are going to totally roll
up a bunch of characters with it.
The Order of the Hexblades
The concept of the hexblade is a master of
witchcraft, who relies on a special relationship with his uniquely forged
weapon to cast and focus magic through. Hexblades gain their power through dark
pacts, and seek to learn power from spirits both malevolent and benign. Some
hexblades are good natured and seek to help those around them with their unique
gifts; others fall quickly to the potential corruption of the power they seek
and walk a darker path.
Hexblades have a loose fraternity of
association, for the easiest way to become one is through a practice of
apprenticeship to a master. Much like shamans, hexblades rely on knowledge of
the spirits and the planes to tease out their magical talents. Some civilized
lands may have entire knighthoods or magical orders dedicated to the practice
of the hexblades, but in most lands they are reclusive fellows who gather in
large groups only on rare occasion.
The concept of the Hexblade started with a
class which appeared in Dungeons & Dragons 3rd edition first,
and later as a warlock variant in 4th edition. Literary and game
inspiration for this archetype can be found in the fiction of Adrzej
Sapkowski’s “The Witcher,” and similar concepts of a man with a special blade
can be found in Moorcock’s Elric novels. I also suggest the Kane stories by
Karl Edward Wagner.
Joining the
Ranks of the Hexblades:
This process is as simple as finding a
teacher willing to take one on, who is willing to teach the art. A character is
assumed to begin play having completed his basic apprenticeship training.
Hexblades in Golmadras and Lingusia
The Eldritch Knights of Zelkarod are a
dedicated order of knighted hexblades that serve the emperor himself on various
dark errands. There are other hexblade orders in the land as well, including
the Elder Lords of the Solemn Tower, a group of elite hexblades dedicated to
the mastery of their blade through the defeat of greater opponents than
themselves. The dark elves of Golmadras have adopted the way of the hexblade as
their own, and an entire division of hexblade warriors serve the regent of
Modra as her so called Demon Knights.
Hexblades Elsewhere in Lingusia are less
common but some strong orders have risen to notoriety. The Emerald Blades of
Hymyskos are an order of hexblades in the service of the Western Queen. The
so-called Red Knights of Pheralin defend the westerlands of Valance against the
invading Zatacani of the coast. Finally, it is rumored that the city of
Senempar holds a cabal of hexblades in the service of the Red God, though this
is a recent event sprung up within the last year or so. The stories say that a
number of ronin hexblades were drawn in visions to journey to the Red God’s
temple under construction and to pledge their allegiance to the enigmatic god.
Random Hexblade Origin
Roll on this chart for an exotic origin to
your hexblade training, or make one of your own:
D12 Hexblade
Origin
1 You met a witch as a child who
gave you the gift of your first hexblade to aid you in unlocking your natural
talent.
2 During a hunt as a young man you
stumbled across an ancient tree which had grown up around the skeleton of a
dead warrior. As you approached, the skeleton came to life, able to move just
enough to hand you your hexblade. “The curse is yours….” It muttered as the
skeleton fell to dust.
3 You had always had a knack for
minor spell casting but due to accident of birth or poor luck were overlooked
for any proper training. One day not long after a shooting star passed overhead
the local smithy showed you a fine weapon he had made from the recovered
meteorite. You found that the blade called to you, and your true talent was
unlocked.
4 You have a residual infernal
heritage which has always given you an extra spark thanks to your devilish
ancestor. This was spotted by a wandering hex knight who came to the village
one day looking to recruit a new apprentice.
5 You were born on the night of the
Blood Moons, which happens but once a generation. The omens imbued you with
talent, and you eventually sought out a hexblade willing to take you on as an
apprentice.
6 You were a slave in the arenas who
fought unusually well, and your penchant for your self-forged blade and unusual
magical talent was at last noticed by a wealthy hexblade master in the audience
who purchased your contract that day.
7 Your village is deep in the
wilderness, and one day you encountered an enigmatic elvish maiden by the lake
who granted you your weapon and with a magic word you found yourself swimming
in arcane knowledge. She disappeared, with the whispered promise that your
talent would be vital to the future.
8 Your village sent you on a vision
quest into the deep hills and mountains, to last as long as it took for your
vision of your future to come to you. Days later you return, half mad and
starving but the vision was true: you seized the tools in the smithy and began
your task of forging the weapon the gods had burned into your mind.
9 You were the young apprentice of a
local apothecary who relied too heavily on you for his errands and duties. One
day you were carrying his traveling case when you stumbled and fell, the
contents of the box dousing you thoroughly. Despite the burns, the chemicals
unlocked your hexer’s talent.
10 You were the sole survivor of a
massacre by orcs on your town, though even then you’re not sure if you lived,
for an angelic seraph descened from the sky to restore your health, then took
the time to begin training you in the arts of sword and magic after imbuing you
with hexer’s sorcery. The seraph sought to empower you with the skills to exact
your revenge.
11 You are part of a long line of nobles
who have inherited the legacy of hex magic for generations now, and were
indoctrinated into the hex knight society of your family at a young age.
12 You were born to the parents of an
infernal cult, and at a young age you were forced to commune with and become
possessed by devilish spirits. The repeated abuse changed you, and the exposure
to the infernal energies imbued you with hex magic. The cult leader sold you
off when he felt threatened by your emerging talent, and you’ve been seeking
your parents (or revenge) ever since.
Hexblade Requirements
Requisite Attributes: Dexterity 12 or
better and Strength 9 or better. Must have Intelligence 13 or better. A
hexblade with 16 or better in either Strength or Intelligence gains a +5% to
experience and a +10% bonus if both attributes are 16 or greater.
Hit Die: D8; hexblades gain +2 hit
points per level starting at level 10.
Alignment: any, though chaotic
hexblades tend to be ronin and lawful hexblades tend to belong to an order.
Combat Advancement: Hexblades use the
same chart as clerics and druids for attack rolls (1.A).
Racial Limits: Humans have unlimited
advancement. Elves can advance to 12th level, half-elves to 14th
level, and half-orcs to 10th level. Gnomes can advance to 8th
level as hexblades. If you allow level advancement past normal racial maximums,
then it is suggested that human hexblades be granted 1 extra spell slot for
each level tier (i.e. 1 bonus 1st level slot, 1 bonus 2nd
level slot, and so forth).
Optional Proficiencies:
Hexblades advance as wizards for purposes of nonweapon proficiencies and as
fighters for purposes of weapon proficiencies.
Weapons: hexblades are martial warriors
and can learn to fight with any weapon, but they must specifically choose a
type of sword to serve as their hexblade unless the DM permits otherwise.
Armor: any, but see armored caster,
below.
Abilities: Hexblade Spellcasting,
Hexblade Bond, Armored Caster, Weapon Mastery, Combat Caster
Hexblade Spellcasting: Hexblades are
arcane magic-users and have their own spell lists, from which they can draw
their magic. Hexblades begin play with three 1st level spells from
the list. They must roll on they chance to know based on Intelligence, but do
not have minimum spells known, though they do have maximum spells known.
Hexblades learn new spells through their practice with weapons, as all hexblade
spells require the weapon as a focus component. As such, they may roll on
chance to know to acquire 1 new spell at each level of advancement
automatically. Hexblades can otherwise learn new spells as a wizard through
conventional means. At the DM’s discretion a hexblade can attempt to learn a
wizard spell not on the hexblade list. Such an attempt can be performed once
per copy of the spell (either a scroll or book), requiring a check for chance
to learn, with a penalty to chance to know equal to 5 times the level of the
spell being studied (so a level 6 spell would incur a -30% penalty to learn).
If the hexblade makes the check then he can copy the spell into his own spell
book and has learned it; unlike hexblade spells he can’t imbue these in his
weapon. In this fashion hexblades are like amateur spell casters. Hexblades are
not studied enough to learn spells higher than 6th level (unless
they multi-class).
Hexblade Bond: An initiate hexblade must procure a unique
weapon which he forges or finds on his own. At first level this weapon is a
normal blade of his choice forged from cold iron. Later on the hexblade may try
to forge a new weapon of more fantastical metals or enchantments. The weapon
must be of no common origin, either being made of an exotic metal, being unique
in some fashion (i.e. a king’s blade, or the weapon was used in the past to
slay a powerful extraplanar opponent) or it must be forged by the initiate
himself out of exotic metals and imbued with a sacrifice of 1D6 damage of his
own blood during the forging process. If an exotic weapon material is needed,
it defaults to cold iron.
A hexblade must ultimately spend a minimum
of 1D10X50 gold pieces and 1D6 days on the material and time to create his
weapon. If he finds a weapon he wishes to bond with, then he must spend the
time in meditation and sacrifice experience points equal to the following
formula. If he forges his own weapon and enchants it, he must also expend
experience as follows but at half the total cost:
Cost to Forge a Hexblade Weapon: equal
to 1D10X50 GP for base cost and 1D6 days time. The cost is X1 for cold iron, X2
for silvered, X5 for mithril and X8 for adamantine weapon materials. This is
then multiplied by the hexblade’s level times the number of bonuses plus
effects being permanently imbued in the bonded weapon for the final cost.
Cost to Enchant a Hexblade Weapon:
sacrifice of hexblade’s level times the number of imbuements plus the number of
invested effects times 100 = total XP cost. This is divided by half if the
hexblade is imbuing a weapon he forged himself.
Investing Effects: any effect on an
existing magical weapon could be invested with the DM’s permission, as could
any effect a hexblade knows by way of spell. The effect becomes a weapon
enchantment with a permanent duration when done in this fashion.
One Blade Limit: Hexblades can only ever forge one such weapon to which they are bonded, and they can not forge such weapons for others. Making a new hexblade weapon destroys the old hexblade weapon.
Example: A 12th level hexblade
makes himself an admantine Long Sword +3 of Blood Drinking. His base cost ends
up being 57,600 GP (rolling a 3 gets him 150 GP, times 8 for adamantine, times
48 for his level times # of imbuements and effects of 4, below) and it takes 5
days of forging. Then his experience cost is 12 (his level) times 4 (+3 bonus
and 1 for a single effect) times 100, for an experience sacrifice of 4,800 XP.
So, for 5 days’ time, 57,600 GP in expenditures on arcane materials and a
personal sacrifice of 4,800 GP….plus 1D6 hit points of injury inflicted in the
final process…he now has a bonded hexblade long sword +3 of Blood Drinking.
Once a hexblade has this weapon, he
undergoes an initiation ritual of bonding with the blade. This imbues himself
and the weapon with a unique connection; he may now use the blade to channel
his magic, and all spells he cast must use the blade as a material component
(but he may now substitute his weapon for any normal material component a spell
requires, and the blade is never “used up” like normal materials). The hexblade
weapon grants a bonus spell slot in which can be memorized an additional spell
(this is reflected as the “+1” on the list above). The hexblade loses access to
those bonus spells so memorized if he loses his blade.
The hexblade also serves as a spell book of
sorts; so long as the hexblade has his bonded weapon in hand, he has innate
access to all of his learned hexblade spells. He must keep a normal spell book
for any regular arcane magic he manages to learn while adventuring (see above).
Does a hexblade need to bond with a sword
specifically of some sort? That’s the DM’s call, but the presumption is that
the nature of the weapon is highly conducive to channeling magic, and other
weapons are not. Alternatively, there could be branches of the order that
specialize in hexed axes, pole arms or even hammers and maces.
A hexblade who loses his weapon permanently
must restore it with an equally significant weapon. If he fails to do so after
one year and one day, he is cast out of the order. For the time he is missing
his hexblade he loses his bonus spell slot and is limited to the spells in his
spell book. When a new hexblade is forged, however, all of the hexblade’s
spells are restored; the idea is that they are still imbued within his own mind
and soul, but a hexblade weapon is the key that unlocks them.
Should a hexblade for whatever reason
permanently lose his connection to his hexblade and be unable to replace it for
a long period (1D6 years) he will eventually lose his hexblade affinity
entirely and must then pay an XP cost equal to 20% of his current XP total,
after which he reverts to either a fighter or a magic-user in nature (attaining
all of the class elements of such) and loses his hexblade features permanently.
Armored Caster: Hexblades learn to cast
their spells with armor, and as such are not restricted like wizards in what to
wear when they cast spells. However, hexblades who are wearing armor can only
use their specific hexblade spells while so encumbered; they are unable to
properly evoke any arcane non-hexblade magic while wearing armor.
Weapon Mastery: Hexblades may
specialize in their chosen hex weapon as a fighter or ranger (see Unearthed
Arcana for details; this requires 2 proficiency slots, granting a +1 to hit and
+2 to damage). Hexblades advance as rangers for purposes of calculating attacks
per round, or as specialists if this option is chosen. A hexblade must choose
this option at 1st level and if so chosen starts with access to 1
less spell at first level to reflect the additional effort put into martial
mastery over spell mastery.
Combat Caster: Hexblades are used to
fighting in battle and trying to retain spell concentration. If a hexblade
takes damage or is otherwise interrupted during combat he may make a Save vs.
paralyzation, and if he succeeds then he may continue to cast as if the spell
had been retained.
Hexblade Advancement:
Experience Points Level Hit Dice
0-2,400 1 1D8
2,401-4,800 2 2D8
4,801-9,600 3 3D8
9,601-19,200 4 4D8
19,201-38,400 5 5D8
38,401-85,000 6 6D8
85,001-170,000 7 7D8
170,001-270,000 8 8D8
270,001-400,000 9 9D8
400,001-550,000 10 9D8+2
550,001-700,000 11 9D8+4
700,001-1,000,000 12 9D8+6
+300,000
XP per level above 12th +2
per level after 12th
Hexblade Spells Usable by Class and Level
Hexblade Level 1st 2nd 3rd 4th 5th 6th
1 0+1 - - - - -
2 1+1 - - - - -
3 2+1 - - - - -
4 2+1 0+1 - - - -
5 2+1 1+1 - - - -
6 3+1 1+1 - - - -
7 3+1 1+1 - - - -
8 3+1 2+1 0+1 - - -
9 4+1 2+1 1+1 - - -
10 4+1 2+1 1+1 - - -
11 4+1 3+1 1+1 0+1 - -
12 5+1 3+1 2+1 1+1 - -
13 5+1 3+1 2+1 1+1 - -
14 5+1 4+1 2+1 1+1 - -
15 6+1 4+1 3+1 1+1 0+1 -
16 6+1 4+1 3+1 2+1 1+1 -
17 6+1 5+1 3+1 2+1 1+1 -
18 7+1 5+1 4+1 2+1 1+1 -
19 7+1 5+1 4+1 3+1 2+1 0+1
20 7+1 6+1 4+1 3+1 2+1 1+1
Maximum Number of Active
Hexblade Level Effects on Hexblade Weapon
1 1
2 1
3 1
4 1
5 1
6 2
7 2
8 2
9 2
10 2
11 2
12 3
13 3
14 3
15 3
16 3
17 3
18 4
19 4
20 4
Hexblade Spell List: (Note: This list may include spells from Unearthed
Arcana; spells in Bold are new)
1st Level:
Arcane Imbuement, Cantrips (any), Dancing
Lights, Detect Magic, Identify , Imbued
Alignment , Jump, Light, Mending, Minor Imbuement, Read Magic, Shield,
Spider Climb, True Strike, Unseen Servant
2nd Level:
Elemental Blade, Hexblade’s Defense, Locate Object, Mirror Image,
Pyrotechnics, Scare, Shatter, Strength
3rd Level:
Bane Weapon, Blink, Dispel Magic, Fly, Haste, Hexblade’s Luck, Protection from Normal Missiles, Paralyzing Strike, Slow
4th Level:
Blood Drinker, Dimension Door, Enchanted Weapon, Fear, Fire Shield, Minor
Globe of Invulnerability, Shout, Stoneskin, Ultravision
5th Level:
Distance
Distortion, Holy/Unholy Blade, Passwall,
Telekinesis, Teleport, Wounding Blade
6th Level:
Antimagic
Shell, Blade Barrier*, Guards and Wards, Globe of Invulnerability, Iron Body, Mage’s Sword, Mordenkainen’s
Sword**
*Same as the 6th level cleric
spell
**Same as the 7th level
magic-user spell
Hexblade Progression
Hexblade Apprentice:
All hexblades are considered apprentices at
1st level, and as such are expected to defer to or show respect
toward hexblades of greater skill (and thus higher level).
Hexblade Acolytes:
A hexblade initiate who reaches 4th
level is eligible to attain the rank of acolyte. He must have demonstrated an
act of servitude to the credo of his specific order or mentor (which can vary;
an evil order may require that he have slain an honest man; a benevolent branch
may require that he saved an innocent under threat of harm). Hexblades who
eschew titles are considered a form of ronin.
Hexblade Adepts:
After 7th level a hexblade
apprentice may elect to become an adept. Adepts may take on apprentices but are
not required to do so.
Hexblade Masters:
Hexblades who reach level 10 may graduate from adept rank to master rank.
A Hexblade master must have earned a reputation for himself; if his name is
known and either feared or respected by a noted ruler or leader of the land,
such that the other senior masters of the order feel his reputation is
engrained, then he may be entertained for membership at his highest rank. He
must then commit one truly great deed, worthy of the skalds to sing about, such
as slaying a hydra or dragon, liberating an oppressed kingdom, slaying a
corrupt king, or even conquering his own domain. The task may depend on the
ethical skew of the hexblade himself. At this level, however, it is his
demonstrable proficiency and efficiency, not his ethical leanings, that are
most important.
Should the hexblade attain the rank of
master, he is required to take on a new apprentice to teach his skills to if he
has not done so already. This apprentice will be a 1st level
hexblade, of the following race (D10): 1-5 human, 6-7 half-elf, 8 elf, 9, half
orc, 10 gnome.
Hexblade ronin who reach level 12 are
unofficially called “silent masters” by other ordered hexblades. Some hexblades
seek out these silent masters as they are often known to have spells and
secrets unknown to the regular hexblade orders.
By 12th level the hexblade master
or ronin has gained such a formidable reputation that he or she gains a body of
dedicated followers. There is a 50% chance that there will be 2D12 hexblades
(of levels 1D4) in this group, otherwise roll on the fighter followers table
for a leader and unit (see DMG). At each level thereafter there is a 35% chance
the hexblade gains an additional 1D4 hexblade followers as above.
Hexblade Artifacts
Tome of the Fey Courts
Although the Tome of the Hexblade is the
grimoire of study for the order, there are rumors of an older tome, written in
the lost history of the Fey Court by the elven prince Aritroskis, which
contains even more potent secrets. Such a tome is a coveted prize for a dedicated
Hexblade, for it contains the secrets of teleportation. This tome include the Teleport spell, which any hexblade can
learn from studying this tome. It also contains Teleport Without Error and Vanish.
The wielder of this tome can cast any combination of these three spells once
per day by using the tome.
Adamantine Hexblades:
A weapon crafted of adamantine is impervious
to harm, or so it is said. Furthermore, it is said to weigh less and be more
nimble in one’s hands. Adamantine is a natural superior metal but functions for
purposes of bypassing magical resistance as if it were a +1 weapon. An
enchanted adamantine blade acts as if it were +1 better on its enchantment for
purposes of determing its ability to bypass magic resistance (see DMG chart on
page 75). Thus, a +2 adamantine long sword would function as a +3 weapon for
purposes of bypassing damage.
The Hand of Zoromast
There are rumors of this infernal talisman,
a mummified hand capped in a gold clasp and chain from the first and most
legendary hexblade of a lost era. Rumor has it that a hexblade who wears the
Hand of Zoromast around his neck will gain even more impressive fighting talent
and a closer bond with his blade. The stories also suggest that Zoromast’s
spirit will attempt to possess the wielder, but that a sufficiently
strong-willed hexblade can defeat the spirit and tame it to his use.
An ordinary man wearing the Hand will feel
nothing, though the spirit may seek to possess him. A hexblade immediately
notices that he treats his caster level as 1 higher as a result of wearing the
hand (for purposes of spell casting). In addition, he discovers that he now
innately knows the hexblade spell Arcane Imbuement and may cast it once per day
for free through the talisman. If he removes the Hand, knowledge of the spell
also evaporates.
While worn, the Hand’s spirit will emerge
and try to possess the bearer. Zoromast’s spirit is a malevolent ancestral
spirit, a spectre (HP 58, MM page 89) with one special property: the spectral
spirit can seek to possess a target instead of energy draining it; each
possession attempt works in place of energy drain, and if it hits the spirit
deals 1D6 INT damage. When the target reaches 0 INT the spectre can immediately
enter his or her body and take possession. At this point the INT of the
character is restored to normal, and the victim is otherwise back to normal,
albeit with a permanent +1 attack and damage bonus when wielding any sword, and
a keen knowledge of ancient history (an INT check may be made to recall
historical events). However, while possessed the bearer develops a very evil
and self-serving disposition, and tends to call himself Zoromast a lot.
The artifact will be destroyed should
Zoromast’s spirit ever be exorcised or destroyed. Under normal circumstances if
his spirit is destroyed by mundane or lesser magical means his essence will
return to the hand and he will recover his strength in 2D6 weeks. A spell of 7th
level or greater may permanently banish him at the DM’s discretion.
Notes on Hexblade Weapons and Spells
A Note on the Material Component: All
hexblade spells below require the bonded hexblade weapon as the material
component. Without the hexblade’s bonded weapon in hand, these spells can’t be
cast.
Imbuing
Hexblade Bonded Weapons: Most hexblade spell effects stack, but there is a
limit to what a weapon can take. If an imbuement collectively adds up to a
modifier of 5 or better then new imbuements will overwrite old imbuements (the
hexblade decides which effect is released). If the spell effect is not a point value increase
(such as with arcane imbuement or hexblade’s defense) then the weapon can
sustain 1 effect for every 6th level of the hexblade. Thus, a level
1 hexblade could maintain 1 active effect, a level 6 hexblade can sustain two
effects, a level 12 hexblade can get 3 and a level 18 hexblade can manage 4.
Example 1:
a level 13
hexblade casting hexblade’s defense on his weapon which already has an arcane
imbuement of +4 can choose to gain +1 to AC or he can get his full +4 bonus but
in doing so it overwrites the arcane imbuement (as it was already +4 and he can
only reduce it at time of casting).
Example 2: A 15th level
hexblade could cast Arcane Imbuement at +2, then hexblade’s defense at +3, then
layering bane weapon, elemental blade and blood drinker for three active
effects.
Example 3: A 3rd level
hexblade casts Arcane Imbuement for a +1 modifier, then True Strike for his one
effect.
All spells that follow include a
descriptor indicating if they are an effect, imbuement, or neither for purposes
of managing the limits of hexblade
casting.
New Hexblade Spells
ARCANE
IMBUEMENT, Hexblade 1 (imbuement)
Casting Time 1 turn, Range
touch (hexblade weapon only), Duration 1 hour/2 levels, Save none, Comp V, S, M
The hexblade imbues his chosen
weapon with magical force, making it a +1 magical weapon for the duration of
the spell. This weapon gains an additional +1 magical imbuement for every five
levels thereafter, so it is a +2 weapon at level 6, +3 at level 11, +4 at level
16, and +5 at level 21. The hexblade may choose to cast the spell up to his
maximum ability, or less as needed. This spell only function on the bonded
hexblade weapon of the caster, and to imbue other weapons with enchantment the
hexblade must learn Enchanted Weapon.
BANE WEAPON,
Hexblade 3 (effect)
Casting Time 1 phase,
Range touch, Duration 1 round/level, Save none, Comp V, S, M
The hexblade imbues
his weapon with potent energy against one type of target. Choose one enemy type
for the duration of the effect (i.e. orcs, humans, elves, dragons). For the
duration of the spell the weapon acts as a Bane weapon of +1 against that
target, dealing a base of +1 to attack and damage against all foes and an
additional 1D6 damage against the chosen bane type. The weapon improves with
every four additional levels of the hexblade; at level 12 it is a +2 weapon; at
level 16 it is +3, at level 20 it is +4 and at level 24 it is +5.
BLOOD DRINKER,
Hexblade 4 (effect)
Casting Time 1 phase,
Range self, Duration special, Save negates, Comp V, S, M
Your weapon is
imbued with vampiric qualities. Your next weapon attack deals its usual damage
plus 1D4 damage per three hexblade levels. You heal yourself for damage equal
to the total damage dealt to your target. If you miss your target you do not
lose this spell, and it remains in effect until you make a successful strike.
This spell fails against nonliving or animated targets and is lost.
ELEMENTAL
BLADE, Hexblade 2 (effect)
Casting Time 1 round,
Range touch to weapon, Duration 1 minute/level, Save none, Comp V, S, M
This spell imbues a weapon with elemental force (choose one of fire,
cold, acid, electricity) and deals an additional 1D6 damage on a strike of that
damage type. For every five additional hexblade levels the damage increases by
1D6 (so at level 9 it deals 2D6, at level 14 3D6, and at level 19 4D6).
HEXBLADE’S
DEFENSE, Hexblade 2 (imbuement)
Casting Time 1 round,
Range personal hexblade, Duration 1 hour/3 levels, Save none, Comp V, S, M
The hexblade imbues his weapon with the power of
arcane defense. While wielding the weapon the hexblade gains a +1 bonus to
armor class for every 3 levels of the hexblade (thus +1 to AC at level 3, +2 at
level 6, +3 at level 9, +4 at level 12 and a maximum of +5 at level 15), and he
may choose the value of the bonus up to his limit.
HEXBLADE’S
LUCK, Hexblade 3 (effect)
Casting
Time 1 round, Range personal hexblade, Duration 1 minute/level, Save none, Comp
V, S, M
The hexblade imparts
a bit of luck into his blade. For the duration of the spell the hexblade may
add the weapon’s magical bonus (even one which is imbued by another enhancement
spell) to any saving throws he makes.
HOLY/UNHOLY
BLADE, Hexblade 5 (effect)
Casting Time 1 phase,
Range personal hexblade, Duration 1 minute/level, Save none, Comp V, S, M
This spell imbues the hexblade’s weapon with holy (good) or unholy
(evil) force according to the alignment of the caster. The weapon will now
deals double damage against foes of opposite alignment for the duration of the
effect, and imbues the hexblade with spell resistance of 5 times the hexblade
level against incoming magic (this effect is lost if the hexblade drops the
weapon).
IMBUED
ALIGNMENT, Hexblade 2 (effect)
Casting Time 1 phase,
Range touch, Duration 1 minute/level, Save none, Comp V, S, M
This spell imbues
the weapon with the lawful or chaotic alignment of its user. Once aligned, it
deals additional 1D6 damage per strike to targets of opposite alignment. If the
weapon is dropped by the user and then grabbed by another character, if that wielder’s
alignment is opposite the imbuement then the weapon will deal 1D6 damage to the
user per combat round of use until the spell wears off. The weapon never deals
additional damage to neutral targets.
IRON BODY,
Hexblade 6
Casting Time 1 round,
Range personal, Duration 1 minute/level, Save none Comp V, S, M
This spell
transforms your body into living iron, which grants you several powerful
resistances and abilities.
You gain damage
resistance as if you were immune to attacks from all weapons except those of +3
or better and adamantine weapons. You are
immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect
your physiology or respiration, because you have no physiology or respiration
while this spell is in effect. You take only half damage from acid and fire of
all kinds. However, you also become vulnerable to all special attacks that
affect iron golems.
You are treated as
having an 18/00 Strength, but you take a -6 penalty to Dexterity as well (which
may affect your reaction modifier) to a minimum of 1 Dex, and your speed is
reduced to half normal. Any efforts as spell casting while in this form have a 50%
chance of failure, and abilities to swim and climb are impaired just as if you
were clad in full plate armor. You cannot drink (and thus can’t use potions) or
play wind instruments.
Your unarmed
attacks deal damage equal to a club, and you are considered armed when making
unarmed attacks.
Your weight increases by a factor of ten, causing you to
sink in water like a stone. However, you could survive the crushing pressure
and lack of air at the bottom of the ocean—at least until the spell duration
expires.
MAGE’S SWORD,
Level 6 Hexblade
Casting Time 1 round,
Range 50 ft, Duration 1 minute/level, Save none, Comp V, S, M
This spell brings
into being a shimmering, sword-like plane of force. The sword strikes at any
opponent within its range, as you desire, starting in the round that you cast
the spell. The sword attacks its designated target once each round on your
turn. Its attack bonus is equal to a 15th level fighter. As a force
effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3
points of force damage.
The sword always
strikes from your direction. If the sword goes beyond the spell range from you,
if it goes out of your sight, or if you are not directing it, the sword returns
to you and hovers.
Each round after
the first, you can choose to switch the sword to a new target. If you do not,
the sword continues to attack the previous round’s target.
The sword cannot be
attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of
annihilation, or a rod of cancellation affects it. The sword’s AC is 7.
If an attacked
creature has spell resistance, the resistance is
checked the first time Mage’s sword strikes it. If the sword is successfully
resisted, the spell is dispelled. If not, the sword has its normal full effect
on that creature for the duration of the spell.
MINOR
IMBUEMENT, Hexblade 1 (imbuement)
Casting Time 1 phase,
Range weapon wielded, Duration see below, Save none, Comp V, M
You gain a +1 bonus
to damage and attack rolls with your next melee or ranged attack. This spell
will dissipate after 10 rounds if not used and is recovered in the hexblade’s
memory. The effects of this can be combined with other hexblade effects (like
arcane imbuement).
PARALYZING STRIKE,
Hexblade 3 (effect)
Casting Time 1 phase,
Range weapon wielded, Duration 1 round/level, Save negates, Comp V, S, M
The hexblade
imbues his weapon with paralyzing force. The next successful strike against a
target imparts paralysis for one round per level of the hexblade. The save vs.
this spell effect is against paralysis.
TRUE STRIKE,
Hexblade 1 (effect)
Casting Time 1 phase,
Range weapon wielded, Duration see below, Save none, Comp V, M
You gain temporary, intuitive insight into the immediate
future during your next attack. Your next single attack roll (if it is made
before the end of the next round) gains a +20 attack bonus.
WOUNDING BLADE,
Hexblade 5 (effect)
Casting Time 1 phase,
Range personal hexblade, Duration 1 minute/level, Save negates, Comp V, S, M
For the duration of
this spell, the hexblade imbues his weapon with the power to cause unstoppable
bleeding in his foes’ wounds. A wounded foe hit with this weapon takes 1D6
points of bleeding damage per combat round in addition to the usual damage of
the weapon. If the creature fails a saving roll vs. death when struck by this
effect, it will continue to bleed until it can receive magical healing from a
spell of 5th level or greater to stop the blood loss. A creature
which makes its save will take bleeding damage for 1D6 rounds. This power does
not work on creatures which do not bleed.
Mage’s Sword, True Strike and Iron Body
adapted from the D20 SRD at: http://www.d20srd.org/indexes/spells.htm
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