Savants who utilize a combination of martial combat and magic together to form a deadly fighting style.
Spellswords must have taken Mage at least once and taken any Warrior occupation at least once.
Spellswords increase these skills;
+1 Rank to Arcana, Spellcasting, Remember Detail, Symbology, Chemistry, Brawling, and Weapon (choose one).
Spellswords receive the following skills;
Blacksmithing, Armorsmithing, and Weaponsmithing at Trained Rank.
Spellswords do not receive any special equipment.
Spellswords increase their wage by 28 Silver.
Spellswords learn 2 Martial Spells.
Spellswords and costs 6 TP in order to take it as a Promotion to the Mage.
Spellswords also do well when combined with any Magician occupations.
Enchanted Weapon: Upon taking the Spellsword the first time, choose a weapon in your possession (if any; if not you delay this until you choose to activate it) and after 1 week of downtime you enchant the weapon with a magical special property only available to the Spellsword. Every time you take the Spellsword again you can choose a new weapon to enchant if your previous weapon is lost or destroyed, and you enchant your previous weapon with a new special property (or apply it to your newly enchanted weapon).
Spellsword Special Properties;
Personal: Only you are able to wield this weapon properly and anyone who isn't you is treated as being Untrained with this weapon regardless of weapon proficiencies. In addition, the weapon is unbreakable except by a Supernatural weapon.
Crescent Fang: You attune your weapon to an energy type and let it flow through it, enhancing it as well as allowing for special ranged attacks with the weapon. Activating the attuned energy type costs 5 MP (no Stamina) on your turn, and your weapon deals an additional +2d10 points damage of the energy type. Its ranged attack is a 3 square cone and costs 8 MP in addition to the Stamina required to attack, using your weapon attack roll versus Physical Defense and dealing 6d10 points of the energy type instead of the weapon damage. Once an energy type is chosen, it cannot be changed later. You can only choose Elemental energy types unless you possess Divine Favor in which you can also choose Smiting or Damnation as well. This ability can be taken multiple times, each time choosing a new energy type.
Intellect: Your weapon is intelligent, capable of independent thought (if it wasn't already) and can help you as if it were another person entirely. This weapon has Intellect 10, Wisdom 10, and Charisma 4 (sub-attributes are distributed by you upon taking this) or increases all sub-attributes by +2 if the weapon was already intelligent before taking this ability. It also receives four Knowledge skills at Trained Rank, and one Knowledge skill at Competent Rank.
Bring Forth: Your weapon is able to be summoned or de-summoned by spending 4 MP (no Stamina), storing it safely into a pocket dimension while it's de-summoned. In addition, if your weapon is already summoned but not in your hands, you can spend the MP to instead teleport the weapon into your hand(s), and this can be done regardless of how far the weapon is.
Weapon Chain: Your weapon has an ethereal chain-like substance which elongates at will when thrown. When applied the melee weapon receives the Thrown (4 sq.) property or increases its Thrown range by 2 sq. if it already has it, and also possesses the Returning property if it didn't already. It can also be used as a grappling hook at its thrown distance, pulling you toward the weapon instead of the other way around.
Supernatural Strength: Spellswords can spend 20 MP and upon doing so they choose a weapon in their possession. For a number of rounds equal to their Primary Casting Attribute, the weapon is considered Supernatural when hitting other supernatural objects or creatures.