Spellblade - Tier 4
Spellblade - Tier 4 (Subtype)
200 lbs
35
19403.37

190 / 190
27 / 27
15
23
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24
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60
60
4
5
2

Leather Jerkin
Bracers, Leather
Cloak, Cloth
Boots, Leather
Longsword
 


  • Passive Abilities:
  • Weapon Enchantment +3
    10000 gp
  • Extra Weapon Damage - Force (2d8)
    14.44 48500 gp
  • Magical AC +3
    30 16000 gp
  • Heavy Armor Ward
    30 500 gp 1
  • Aether
    1
  • Light Armor Warpstep
    5 500 gp 1
  • Trained in Bending
    15 500 gp 1
  • Medium Armor Absorption
    85 500 gp 1
  • Momentum Channel
    29.32 3000 gp 7
  • Arcane Parity
    3000 gp 7
  • Advanced Armor Training - Light
    75 2000 gp

  • Full Abilities:
  • Aether Exchange
    25
  • Aether Meditation
    31

  • Abilities:
  • Aether Skinned
    15

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    24.8 1000 gp
  • Untapped Potential
    21
  • Limit Break: Blade of the Weave
    14.44 35
  • Aether Piercing
    390 39

  • Attack Abilities:
  • Elemental Attack
    0.09 1000 gp 1
  • Pommel Strike
    4.89
  • Short Draw
    400 gp
  • Hasted Attack
    2500 gp 3
  • Arcing Slash
  • Measured Cut
    500 gp
  • Lacerating Strike
    1.67
  • Bloodhound's Step
    13.42 750 gp
  • Aether Reckoning
    23.7 2500 gp 7
  • Sunder Form
    6.59 1500 gp
  • Aether Strike
    2500 gp 11
  • Greater Elemental Strike
    47.46 3000 gp 19

  • Reaction Abilities:
  • Lock Blades
    30 1000 gp
  • Aether Barrier
    0.04 7
  • Aether Avoidance
    7
  • Aether Resistance
    250 7
  • Aether Obscuration
    13
  • Blade Anchor
    100 29

  • Opportunity Attack Abilities:
  • Spellblade Reflex
    5.62 2500 gp 7


  • Spellcasting |
  • Spells Prepared:
  • | Blazing Cleave Aether Blast Elemental Burst Fire Bolt Prestidigitation Ray of Frost Shocking Grasp Aether Palm
  • | Strengthen Gravity Acid Bolt Aether Lance Arcane Barrier Arcane Riposte Armor of Frost
  • | Arcane Lock Worldcut Battlefield Surge Blurry Distortion Draining Star Gravity Sink Hold Person Aether Combo Spell Braid
  • | Gravitational Missile Fireball Dispel Magic Arcane Burst, Adept Arcane Eruption Chain of Conviction Continuous Gravity Well Counterspell
  • | Dimension Door Conjure Private Sanctum Arcane Enhancement Arcane Sentinel Electrocharge Force Bolts Forceful Missile Invisibility, Adept Meteor Orbit Missile Phalanx
  • | Echo of Armageddon Dimensional Reap Dead Magic Shield Hold Monster Mote Bolts True Invisibility


  • Monster Bits:
  • 60 Humanoid Blood
    0.15 gp
  • 150 Animal Bone
    0.03 gp
  • 100 Animal Fat
    0.5 gp
  • 350 Animal Meat
    0.05 gp
  • 50 Soft Skin
    0.05 gp

Blue sigils crawl up your sword arm as the blade hums in your grip. Steel meets steel, then bursts with stored flame and sparks, the impact kicking heat and bright embers across your armor.

Spellblade - Tier 4 (Subtype)
Creature Sub Type
17296.28

⚔️✨ Spellblade: Tier 4 Arcane Paragon

A Tier 4 Spellblade is a supreme hybrid combatant whose weapon mastery, arcane channeling, and bonded martial sorcery place it among the most dangerous close-range threats in the setting. At this tier, the spellblade does not merely combine steel and magic—it turns them into a single perfected mode of warfare.

📘🗡️ Training and Foundation

Tier 4 Spellblades represent the highest expression of martial-arcane discipline. They are shaped by elite war colleges, ancient dueling lineages, relic weapon traditions, battlefield survival, and years of practice fusing incantation with motion. Their casting and combat are no longer separate arts used together. They are one seamless combat language.

🪬⚔️ Appearance and Armament

These creatures usually appear as legendary mage-knights, sovereign duelists, relic-bound champions, supreme spellguard, arcane warlords, or final guardians entrusted with enchanted arms of great value. Their equipment is often exceptional in both craft and enchantment: runed plate, sigil-bound blades, warded gauntlets, spell-etched scabbards, and weapons that visibly function as arcane conduits as much as instruments of war.

🔥🌀 Combat Style

A Tier 4 Spellblade fights with extraordinary fluidity, layered pressure, and total combat integration. It can strike with a blade carrying stored spellwork, release destructive or controlling magic on impact, maintain defensive wards without losing offense, and shift between martial exchanges and arcane punishment with almost no wasted motion. Every engagement becomes dangerous because the enemy must answer both weapon skill and spell timing at once.

🧠📐 Tactical Ability

Its tactical ability is exceptional within direct combat, duel control, and high-pressure battlefield exchanges. A Tier 4 Spellblade reads spacing, timing, magical commitment, enemy habits, and momentum changes with remarkable clarity. It knows when to hold stored force, when to discharge overwhelming pressure, and when to let defense become retaliation. While not always the overall battlefield commander, it often becomes the decisive local authority wherever it engages.

🗡️🔮 Arcane Channeling

At this tier, arcane channeling becomes encounter-defining. Tier 4 Spellblades can store powerful magic in weapon, aura, or body, cast through strikes with exceptional reliability, recall bonded arms instantly, and sustain active enchantments through prolonged combat. Their weapon bond is absolute enough that the armament feels like an extension of will, body, and spellcraft all at once. The blade is no longer carrying magic. It is part of the caster.

🛡️⚡ Defense and Endurance

Tier 4 Spellblades are extremely difficult to break because their martial defense and magical reinforcement operate together at peak efficiency. They can answer pressure with wards, layered protections, retaliatory surges, and perfectly timed counters that preserve their rhythm while disrupting the enemy’s. They are not simple tanks, but they are far harder to overwhelm than most foes expect because every failed attempt to corner them risks magical punishment.

🏰👥 Common Roles

These creatures are commonly found as legendary arcane champions, high spellguard commanders, relic-blade grandmasters, royal war mages who fight in the front rank, final duelists of magical orders, or elite enforcers used against threats too dangerous for ordinary knights or ordinary wizards alone. They are rarely minor combatants. In most encounters, they are centerpiece threats, final defenders, or named champions.

👑🪄 Place in a Group

A Tier 4 Spellblade often serves as the adaptable killing edge of a group. Even when another figure leads politically, spiritually, or strategically, the spellblade is often the one trusted to meet enemy champions, break magical defenses, hold dangerous pressure points, or destroy high-value targets directly. Allies rely on it because it can solve elite martial and arcane problems without needing support to bridge the gap.

📈✨ Tier Meaning

Tier 4 represents the spellblade at the height of the class fantasy: supreme weapon skill, master-level arcane channeling, powerful bonded armament control, layered magical defense, and encounter-defining close-range pressure. This is the final form of the spellblade role—an arcane paragon capable of dominating battles through steel and sorcery fused into one flawless art.


  • Spellcasting |
  • Spells Prepared:
  • | Blazing Cleave Aether Blast Elemental Burst Fire Bolt Prestidigitation Ray of Frost Shocking Grasp Aether Palm
  • | Strengthen Gravity Acid Bolt Aether Lance Arcane Barrier Arcane Riposte Armor of Frost
  • | Arcane Lock Worldcut Battlefield Surge Blurry Distortion Draining Star Gravity Sink Hold Person Aether Combo Spell Braid
  • | Gravitational Missile Fireball Dispel Magic Arcane Burst, Adept Arcane Eruption Chain of Conviction Continuous Gravity Well Counterspell
  • | Dimension Door Conjure Private Sanctum Arcane Enhancement Arcane Sentinel Electrocharge Force Bolts Forceful Missile Invisibility, Adept Meteor Orbit Missile Phalanx
  • | Echo of Armageddon Dimensional Reap Dead Magic Shield Hold Monster Mote Bolts True Invisibility

  • Speed:
  • Walking Speed: +40
  • Teleport: +30

  • Special Senses:
  • Nightsight: +60
  • Spellsight: +60

  • Contesting Roll ADV vs Spells:Contesting Roll ADV vs Spells:
  • Any Contesting Roll caused by a spell is rolled with ADV

Leather Jerkin
Bracers, Leather
Cloak, Cloth
Boots, Leather
Longsword
 

  • Extra Attack: +3

  • Passive Abilities:
  • Heavy Armor Ward
    30 500 gp 1
  • Aether
    1
  • Light Armor Warpstep
    5 500 gp 1
  • Trained in Bending
    15 500 gp 1
  • Medium Armor Absorption
    85 500 gp 1
  • Momentum Channel
    29.32 3000 gp 7
  • Arcane Parity
    3000 gp 7

  • Full Abilities:
  • Aether Exchange
    25
  • Aether Meditation
    31

  • Abilities:
  • Aether Skinned
    15

  • Quick Abilities:
  • Untapped Potential
    21
  • Limit Break: Blade of the Weave
    14.44 35
  • Aether Piercing
    390 39

  • Attack Abilities:
  • Elemental Attack
    0.09 1000 gp 1
  • Hasted Attack
    2500 gp 3
  • Aether Strike
    2500 gp 11
  • Greater Elemental Strike
    47.46 3000 gp 19

  • Reaction Abilities:
  • Aether Barrier
    0.04 7
  • Aether Obscuration
    13
  • Blade Anchor
    100 29

  • Skill Tier 10:
  • Archery Weapon Skill
  • Attention
  • Balance
  • Bending Weapon Skill
  • Empathy
  • Fortitude
    47.23
  • Frighten
    33.68
  • Heavy Armor Skill
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Magic
  • Medium Armor Skill
  • Navigation
  • One-Handed Melee Weapon Skill
  • Psyche
  • Shield Armor Skill
  • Sneak
  • Two-Handed Melee Weapon Skill
  • Willpower

d100
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