Small, blue-skinned beings with serpentine bodies, linked across great distances by their telepathic community.
The adventurer’s field guide
Spell Weaver scorecard
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Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR2/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 8
DEX5/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 5
CON2/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 8
INT7/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 3
WIS6/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 4
CHA2/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 8
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Needs brighter light
You need more light than most races to see. Carry a light when exploring.
Magic endurance Major
Holds deeper, faster-refilling casting reserves.
Magic resistance Major
Hostile magic loses some of its bite.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
6
Below human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
7
Below human · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
30
Above human · Human 15
Spell points fuel your magic.
PSP
Psi points
15
Above human · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two guilds that suit this race’s attributes. Their skills and abilities develop as you train.
Spell Weaver mage
Mages of Valkor
Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.
The spell weavers are not originally from Aegic, but arrived to the planet from another dimension, fleeing evil creatures which had almost extincted them in their own world. They are only vaguely humanoid and short, seldom more than 65 centimeters tall. Their lower body is snakelike, with no legs, and their long, slim arms could be mistaken for tentacles, although they have hands with long and delicate fingers. Their head is oval-shaped, with two very large and all black eyes. Spell weavers have blue skin and quite frail bodies.
The spell weavers have adjusted well to life in Icesus. They do not live in any organized communities that anyone else could notice, but their great telepathic abilities allow them to communicate with each other over long distances and form one big community in that way. When communicating with other races, they usually use normal speech. They were named 'spell weavers' when their talent for learning and using magic was discovered, and are now respected because of that ability. They dislike using their magic to harm, but will not hesitate to do so if needed. Because of their familiarity with magic, they are immune to the condition known among other races as magical weakness, that comes with exhausting your magic powers. They have also natural ability to defend themselves against offensive magic.