Weavespinner

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Weavespinners are a special order of Wizards native to the Forgotten Realms during the days of Advanced Dungeons & Dragons, charged by Mystra with protecting and promoting magic in the mortal world. Think of them as gardeners, with magic's many expressions - from magical items and spellbooks to wizards themselves - being the flowers they cultivate and protect. If you've ever wondered why there are random magical books or items lying around in dungeons? These guys put them there.

Weavespinners were detailed in the splatbook "Secrets of the Magister" for Advanced Dungeons & Dragons 2nd edition.

Role[edit | edit source]

A weavespinner's charges include:

  • Destroying (or at least diminishing) dead magic zones.
  • Discouraging or containing wild magic.
  • Recharging magical items.
  • Placing spells and minor magical items where they'll soon be found and put to use.
  • Working against those who slay mages, hoard magical items, or otherwise seek to deny magic to others.
  • Slaying monsters that exist to destroy magical items or practitioners, such as magebanes, magedooms, disenchanters, nishruu, hakeashar, eaters-of-magic, and the like.
  • Hosting and organizing Mage-Fairs (gatherings of mages, where arcane magic-workers can come together to talk shop, bargain, gossip, and generally socialize).

"Secrets of the Magister" goes to considerable length to explain that weavespinners do not seek to establish a magocracy. They simply seek to keep magic freely available and free to grow. They don't object to people slaying mages as fairly earned foes, but somebody going on a "Let's kill all them mages!" warpath will be either persuaded to stop or stopped by force. Laws prohibiting the use of magic in the name of common safety are okay, but laws that are basically used to force mages out of society are to be opposed, and so forth.

Mechanics[edit | edit source]

A weavespinner functions as a normal wizard, but gains a number of extra magical abilities. A weavespinner must seek this role out, and can renounce it voluntarily - if they do, however, they will probably never be accepted back into her service.

A weavespinner of any level can manifest a special holy symbol of Mystra in the form of an animated, glowing flame on their palm, with seven stars forming a half-circle over the flame. This symbol can be either an illusory glow, or a mote of real fire that can't hurt flesh, but can ignite flammable objects - weavespinners using this to light candles & campires, or even burn through rope bindings, are well known.

From 1st level, a weavespinner has the following powers:

  • Can Locate Object (20ft range) at will.
  • Can tell roughly how long enchantments have been active in a place or on an item they touch.
  • Can sense the presence of untriggered magic in a place or an item they touch.
  • Can Identify an item (as per a casting of the Identify spell) by handling it for 1 continuous turn.

At 6th level, a weavespinner gains complete immunity to all 1st level wizard spells, priest spells, spell-like abilities, and similar magical item effects. They gain a similar immunity to 2nd level spells at 8th level, 3rd level spells at 10th level, and finally to 4th level spells at 12th level. A weavespinner can designate individual spells as exceptions (for example, to be able to benefit from healing spells), but each exception is permanent - they can't then become immune to it again.

At 24th level, weavespinners are immune to all magical wards and fields, including antimagic and prismatic barriers.

Weavespinners have a unique option for recharging magical items: they can act as a conduit to transfer magic from a being or object with magic (such as a person with memorized spells, a being with a spell-like ability, or a magical item) into the item they seek to recharge. This requires simultaneously touching the two and costs the weavespinner 2 hit points in damage (which can be healed normally) per charge given to the item.

For every year they have lived, a weavespinner gains the ability to Augment or Inhibit a single spell.

Augmentation can be used to lengthen a spell's duration by 1d4+1 rounds, increase a spell's area of effect by 1 cubic foot or 1 target or affected item per weavespinner level, or increase damage by 1-2 points per level.

Inhibition has the exact opposite effects to Augmentation.

At 20th level, a weavespinner can attempt to Augment or Inhibit the spellcasting of another being within physical reach. Doing this without the target being aware or an ally of the weavespinner requires that the weavespinner succeed on both an Intelligence check and a save vs. spell.