Code:
+------------------------------------------------------------------------+
| Spells for Spellsword: |
+------------------------------+----------------------+------------------+
| Level Spell | Minimum Casting Cost | Prerequisite |
+------------------------------:----------------------:------------------+
| [ 1] detect magic | 2 Power Points | |
| [ 3] magic missile | 4 Power Points | |
| [ 5] infravision | 3 Power Points | |
| [ 8] shield | 4 Power Points | |
| [ 11] detect invisibility | 5 Power Points | |
| [ 14] refresh | 8 Power Points | |
| [ 17] weakness | 8 Power Points | |
| [ 20] monsum one | 8 Power Points | |
| [ 23] blindness | 8 Power Points | |
| [ 26] strength | 8 Power Points | weakness |
| [ 29] charm person | 10 Power Points | |
| [ 32] levitation | 8 Power Points | |
| [ 36] teleport | 8 Power Points | |
| [ 40] invisibility | 10 Power Points | detect invis |
| [ 44] fear | 3 Power Points | |
| [ 48] scry | 6 Power Points | |
| [ 52] dimension door | 10 Power Points | |
| [ 56] monsum two | 12 Power Points | monsum one |
| [ 60] calm | 4 Power Points | fear |
| [ 64] sleep | 5 Power Points | |
| [ 68] thunder storm | 10 Power Points | |
| [ 72] translook | 8 Power Points | |
| [ 76] monsum three | 16 Power Points | monsum two |
| [ 80] minor portal | 15 Power Points | teleport |
| [ 84] improved strength | 10 Power Points | strength |
| [ 88] stoneskin | 20 Power Points | shield |
| [ 92] anti-magic shell | 25 Power Points | |
| [ 98] dispel magic | 25 Power Points | |
+------------------------------+----------------------+------------------+
+----------------------------------------------------------+
| Skills for Spellsword: |
+-------------------------------------+--------------------+
| Level Skill | Prerequisite |
+-------------------------------------:--------------------+
| [ 1] item lore | |
| [ 2] identify magic | |
| [ 5] kick | |
| [ 10] riding | |
| [ 15] tame | |
| [ 20] metallurgy one | |
| [ 25] mounted combat | riding |
| [ 30] imbue weapon, lesser | |
| [ 35] rescue | |
| [ 40] metallurgy two | metallurgy one |
| [ 45] appraise | |
| [ 50] armory | |
| [ 55] imbue weapon | imbue weapon, less |
| [ 60] weaponry | armory |
| [ 75] imbue weapon, greater | imbue weapon |
+-------------------------------------+--------------------+
+----------------------------------------------------------+
| Proficiencies for Spellsword: |
+-------------------------------------+--------------------+
| Level Proficiency | Prerequisite |
+-------------------------------------:--------------------+
| [ 1] short sword | |
| [ 10] long sword | |
| [ 15] broad sword | long sword |
| [ 20] rapier | long sword |
| [ 25] falchion sword | long sword |
| [ 30] khopesh sword | falchion sword |
| [ 40] bastard sword (2H) | broad sword |
| [ 50] scimitar | rapier |
| [ 60] sword (2H) | long sword |
+----------------------------------------------------------+
Available races: Turien human, rocksport human, half-elf, drow elf, moon elf, golden elf.
Class Pros: A good assortment of support type arcane magics. A more vast weapon selection over other arcane spell casters. An unique skill, imbue weapon. A larger selection of skills than most arcane spell casters.
Class Cons: Not nearly the selection of spells that a mage or llusionist would have, most prominently noticed in the offensive spell department. The lack of the skills magic mending and recharge. The inability to use any other weapon type but sword types. Little knowledge of repairing, as opposed to other hybrid classes. Inability to sharpen weapons.
Class skill, Imbue Weapon: This skill is much like the sharpen skills, in that it grants a small magical bonus to the amount of damage a weapon deals. There are three levels of imbue weapon, each more powerful than it's predecessor. Any weapon may be imbued, but a material component, a precious gemstone to act as a focaling tool, is needed, and is consumed upon usage. Imbue weapon is cumulative with sharpening.
Spellswords are much like rangers or paladins, being a hyrbid class. Thus, like the other hybrids of the game, they progress much the same. They would have attack prompts like rangers or paladins, have similar hit points, and would gain power points like paladins or rangers gain mana points. They receive more spells than either paladins or rangers, but lack an assortment of skills and proficiencies that they get.
All in all, I think the way I've put this together so far is fairly balanced out. Feel free to nitpick it apart, though. My main concern is to hopefully add some new flavors to DL. So feel free to provide constructive criticism, suggestions, et cetera.
Warmest regards,
Jorlain
PS: Sorry about the crappy parsing. Apparently the fonts are different between this and notebook, mostly noticeable with the dashes. I just don't have the energy at the moment to try and fix it.
