The Spellweaver is a warlock who blends magic and the martial arts into one. By combining the art of magic with the art of combat, the spellweaver achieves harmony between his arcane magic and his chosen weapon of specialty. The spellweaver blends both together so well that his weapon literally becomes an extension of his magic.
The first spellweaver was an apprentice to the Woodwitch, Azza. No one knows if Azza taught Willuhm Gyre the secrets of the spellweaver herself, or if he developed them on his own. If Azza is the source of the techniques and abilities, then other spellweavers surely exist. Though Willuhm uses the chain to augment his magic, it is likely that other practitioners will adapt the spellweaver abilities to other weapons as well.
The process for becoming a spellweaver is as yet unkown - there is only one source of that knowledge available. What most suspect is that a spellweaver achieves the special harmony of this prestige class by focusing and controlling his arcane abilities so that the magic flows through his weapon. The mental and emotional discipline required is exacting. There is no room for error.
Wisdom and Strength are the primary abilities for the Shin Faer Calün. They must have the wisdom to know right from wrong, Essea's will from personal desire. Strength, too, is required, both in faith and in tests of arms. The Knights of the Shin Faer Calün are the defenders of all who cannot defend themselves. They are the champions against evil, the last bastion of hope against never-ending night.
Alchemy, Balance, Craft, Concentration, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Scry, Spellcraft, Spot, Tumble, Wilderness Lore.
Arcane Spellcasting Levels (Ex): Every other level that a character gains as a Spell Weaver, his magic skill improves. For spell casting purposes (number of spells per day; difficulty class; range; damage; etc.) the Weaver is considered to have gone up one level in their original spell casting class. This increase in caster level applies only to one spellcasting class. If the character should add an additional spell casting class beyond the Witch/Warlock class, then this improvement only applies to one class. This decision is made at the time the character goes up in level, and can be changed each time he character's level improves.
Armor Proficiency: The spellweaver gains no new armor proficiencies. He does retain any armor proficiencies gained through other classes.
Chain Casting (Su): A Spell Weaver can use the motions of his chain to substitute for any somantic component required when casting a spell. This allows the Spell Weaver to cast spells without provoking an attack of opportunity or dropping his weapon. Additionally, when using Chain Casting, the Spell Weaver only needs to have the material component on his person to cast the spell, although it cannot be stored in an extra dimensional space during the casting. Finally, the Weaver can use Expertise during the round which he used Chain Casting. He cannot, however, perform any attacks or benefit from Expertise on the initiative that he cast his spell (if the spell requires a full round to cast then no attacks or Expertise can be made for the entire casting time).
Channeling (Su): Channeling allows the Weaver to cast a touch spell and channel it through his chain. The Weaver must cast the spell first, which counts as a move equivalent action, then attack with his chain. If the attack misses then the spell is wasted. If it hits, then the target is subject to the normal chain attack and the spell effect. As an option, the Weaver can use Power Attack with this ability to add to the spell's DC instead of the attack's damage. This must be declared before the attack roll is made.
In other words, the Weaver can use the Power Attack feat to take up to a -5 penalty on his base attack bonus, and add up to +5 to his spell's DC.
Deflect Attacks (Ex): This allows the Weaver to apply his Expertise against Ranged Attacks as well as melee attacks. This effect can be used to protect others within the Weaver's reach.
Deflect Spell (Su): Once per round, assuming the Spell Weaver has not taken a full round action, the Spell Weaver can delfect spells in much the same way as the spell "Spell Turning" as a free action. This affects ranged attack spells, including those who target someone within reach of the Weaver's chain or spells with an area of effect. Additionally, the Weaver must see the attack. Thus a Spell Weaver can protect an entire party form the damage of a Fireball. The chart below lists the various effects and the chance for each effect. Note, a caster can only be damaged once by a reflected area of effect attack, no matter how many people the Spell Weaver is protecting.
| D% | Effect |
| 01-70% | The spell drains away without effecting either the target or the caster |
| 71-80% | The spell effects both caster and target at 1/2 strength |
| 81-90% | The spell effects both the target and the caster fully |
| 91-100% | The spell effects the caster at full strength but does not effect the target |
Double Chain (Ex): The Weaver can chose to use his chain as a double weapon instead of a reach weapon. While doing so the chain counts as a one handed and light weapon combination, but cannot be used for Chain Casting. All other applicable abilities can still be used.
Equipment: The spiked chain that a spellweaver uses must be specially prepared by the spellweaver. The Spell Weaver can still use a normal chain as a weapon, and can use any of the non-supernatural abilities as normal regardless of the preparations. To prepare the weapon, the Spell Weaver must treat the chain in an alchemical bath for 8 hours (requiring and alchemy lab and 250 gp worth of materials) and then spend 8 hours uninterrupted engraving the chain. No skill roll is necessary for this preparation.
Further, if the chain that the Spell Weaver is using is enchanted, the bonus (if applicable) is added to both the DC to save against the Weaver's spells and added to the roll to overcome the Spell Resistance of the target of the Weaver's spells while using Chain Casting. For example, a Spell Weaver using a chain enchanted to +2 to hit adds 2 to the difficulty class calculated for all his spells and +2 to any roll to overcome a targets Spell Resistance.
Passing (Ex): If the Weaver takes a standard move (not a run or a hustle), and is not using his chain for casting on that initiative, he gains a +4 deflection bonus to AC against attacks of opportunity caused by his movement. This bonus does not stack with the feat Mobility.
Superior Reach (Ex): The Weaver learns to strike at targets at the limit of his reach, despite intervening allies, without difficulty. When the Weaver attacks over/around an ally, he does not suffer a -4 to the attack due to cover.
Superior Chain Casting (Su): Superior Chain Casting allows the Weaver to attack in a limited fashion while casting a spell. The Weaver can cast spells as attacking by sacrificing an attack for each level of the spell being cast and rolling a Concentration check equal to 10 + the level of the spell + any damage taken thus far in the round. For example, to cast a 1st level spell, the Weaver would take one less attack in that round and make a Concentration check against DC 11 (assuming he has taken no damage in the round). Attacks with the lowest attack bonus are lost first. There are, however, several limitations on this ability. Since Superior Casting requires multiple attacks, it counts as a full attack action. Superior Casting cannot be used with Expertise, Power Attack, Passing, or Double Chain.
Weapon Proficiency: The spellweaver focuses on the spiked chain, so he gains no additional weapon proficiencies. He does, however, retain any weapon proficiencies gained through other classes.
| Level | Base Attack | Fort Save | Ref Save | Will Save | Special Abilities |
| 1 | +0 | +2 | +0 | +2 | Superior Reach, Chain Casting, +1 Caster Level |
| 2 | +1 | +3 | +0 | +3 | Passing |
| 3 | +2 | +3 | +1 | +3 | Bonus Feat; Arcane Spellcasting +1 |
| 4 | +3 | +4 | +1 | +4 | Double Chain |
| 5 | +3 | +4 | +1 | +4 | Bonus Feat; Arcane Spellcasting +1 |
| 6 | +4 | +5 | +2 | +5 | Deflect Attacks |
| 7 | +5 | +5 | +2 | +5 | Bonus Feat; Arcane Spellcasting +1 |
| 8 | +6/+1 | +6 | +2 | +6 | Channeling |
| 9 | +6/+1 | +6 | +3 | +6 | Superior Chain Casting; Arcane Spellcasting +1 |
| 10 | +7/+2 | +7 | +3 | +7 | Deflect Spell; Arcane Spellcasting +1 |