Spellbenders have an affinity for the shape and flow of magic. Instead of learning spells, they hone the knack of countering or controlling the spells of others.

RESTRICTIONS: Spellbenders use four-sided dice (d4) to determine their hit points. They may not employ armor or shields, and may only use a dagger for a weapon.

SPECIAL ABILITIES: Spellbenders gain a +4 bonus to saving throws against magic due to their understanding of magical energies. They may also use any magical item that can be employed by magic-users or clerics. In addition, a spellbender may employ the warp spell ability when any character within 60' casts a spell, uses a magical item or otherwise creates some magical effect, or when the spellbender encounters the manifestation of a magical effect, such as an area of magical light or a wall of fire. (Note that this counts as the spellbender's action for the turn, and that the spellbender must win initiative to affect a hostile caster's magic.) The spellbender may only make one attempt to affect any given magical effect. The spellbender rolls 2d6 and consults the following table:

Level of Spellbender 1st Level Effect 2nd Level Effect 3rd Level Effect 4th Level Effect 5th Level Effect 6th Level Effect
1 M7+ - - - - -
2 M6+/D11+ - - - - -
3 M5+/D10+ M7+ - - - -
4 M4+/D9+ M6+/D11+ - - - -
5 M4+/D8+ M5+/D10+ M7+ - - -
6 M4+/D7+/C11+ M4+/D9+ M6+/D11+ - - -
7 M4+/D6+/C10+ M4+/D8+ M5+/D10+ M7+ - -
8 M4+/D5+/C9+ M4+/D7+/C11+ M4+/D9+ M6+/D11+ - -
9 M4+/D5+/C8+ M4+/D6+/C10+ M4+/D8+ M5+/D10+ M7+ -
10 M4+/D5+/C7+ M4+/D5+/C9+ M4+/D7+/C11+ M4+/D9+ M6+/D11+ -
11+ M4+/D5+/C6+ M4+/D5+/C8+ M4+/D6+/C10+ M4+/D8+ M5+/D10+ M7+

An "M" result indicates that the spellbender may modify the chosen spell or spell effect. The modification must be relatively limited in nature, but is otherwise limited only by the player's imagination and the DM's discretion. Examples include creating a small gap in a wall of fire or a fireball, adding or subtracting two pips from each die of damage inflicted by a lightning bolt or healed by cure light wounds, increasing the range of a magic missile spell from 150' to 200', enhancing a sleep spell so it affects targets of up to six hit dice, or transforming the targets of massmorph into rocks instead of trees.

A "D" result indicates that the spellbender has successfully dispelled the chosen spell or spell effect.

A "C" result indicates that the spellbender may control the chosen spell. When a spellbender controls a spell as it is being cast, the spell originates from her rather than from the caster, and she makes all decisions called for by the spell — the target(s) of a hold person spell, the location of a wall of ice, the form she will assume for polymorph self, and so forth.

On a roll of "2" or "3", the spellbender fails critically, suffering a number of points of damage equal to the spell's level from magical backlash.

A spellbender who obtains a "C" or "D" result can choose to take a lower result. She may modify or dispel a spell instead of controlling it, she may modify a spell instead of dispelling it, and she may always decline to affect the spell at all.

SAVING THROWS: As magic-users.


ADVANCEMENT: As per the cleric advancement table.


A rare few magic-users also possess the talent for spellbending. These spellbender-mages function exactly as normal magic-users, but they may also use the spellbender's warp spell ability. A spellbender-mage may try to warp her own spells in hopes of obtaining a modify result, allowing her to alter a spell's effects.

ADVANCEMENT: As per the elf advancement table.

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