Available Spells By Class
Cleric
Level | Spell Listing |
---|---|
1 | Armor of Alnarius*, Hand of Mercy, Neversleep*, Peace, Red Sun Rises*, Serenity |
2 | Calm, Chattering, Glare of the Djinn*, Mystic Bulwark* |
3 | Berserk, Dance of the Desert Wind*, Dazzling Light, Healing Mist, Life Funnel, Mindbreak* |
4 | Divine Aid, Sands Gave Shelter, Transcendent Meditation* |
5 | Coat of Darkness*, Funnel Aura, Marching Powder, Soothing Tides |
6 | Astral Dance, Crimson Plague, Eternity Awaits* |
7 | Ex Machina*, Twisted Requiem*, Vengeful Spirit |
Convoker
Level | Spell Listing |
---|---|
1 | Armor of Alnarius*, Corrosive Bolt, Elenuator's Boots, Magic Egg: Scorpion*, Poison Weapon, Red Sun Rises*, Serenity, Stonewall*, Summon Rat, Summon Spider, Wasp Assault* |
2 | Abyssal Gaze*, Calm, Crypt Opening: Skeleton*, Identify, Jump*, Mystic Bulwark*, Never Seen, Summon Kobold, Summon Wolf, Unbearable Heat |
3 | Crypt Opening: Ghoul*, Crypt Opening: Skeleton Archer, Dance of the Desert Wind*, Mindbreak*, Pool of Blood, Summon Goblin, Summon Kobold Warrenwarden* |
4 | Crypt Opening: Skeleton Halberdier, Handful of Sparks*, Sands Gave Shelter, Summon Goblin Vexer*, Summon Lurker |
5 | Crypt Opening: Wight*, Marching Powder, Summon Dire Wolf, To The Rescue |
6 | Natural Instinct, Summon Ogre*, Summon Writher |
7 | Ex Machina*, For the Master |
Druid
Level | Spell Listing |
---|---|
1 | Elenuator's Boots, Hand of Mercy, Magic Egg: Scorpion*, Serenity, Summon Spider, Wasp Assault* |
2 | Entangle, Glare of the Djinn*, Summon Boar, Summon Wolf |
3 | Dance of the Desert Wind*, Dazzling Light, Healing Mist, Soul Twist* |
4 | Sands Gave Shelter, Summon Lurker, Transcendent Meditation*, Verdant Growth |
5 | Enemy to Friend*, Funnel Aura, Gale Shroud*, Incense of Sariah*, Soothing Tides, Summon Dire Wolf, To The Rescue |
6 | Astral Dance, Eternity Awaits*, Natural Instinct, Summon Writher |
7 | Ex Machina*, Raging Sandstorm, Vengeful Spirit |
Necromancer
Level | Spell Listing |
---|---|
1 | Corrosive Bolt, Death Pulse*, Fever, Peace, Poison Weapon, Predator's Fangs, Red Sun Rises*, Stonewall*, Summon Spider |
2 | Abyssal Gaze*, Chattering, Crypt Opening: Skeleton*, Drain Life, Identify, Never Seen, Ride the Lightning*, Severine's Sparkle, Unbearable Heat |
3 | Berserk, Crypt Opening: Ghoul*, Crypt Opening: Skeleton Archer, Dance of the Desert Wind*, Fireball*, Gundemund's Freezing Fingertips, Life Funnel, Mindbreak*, Pool of Blood, Soul Twist*, To Dust |
4 | Acid Rain*, Brickfall, Chain Lightning, Crypt Opening: Skeleton Halberdier, Handful of Sparks*, Melt Away |
5 | Coat of Darkness*, Crippling Ray, Crypt Opening: Wight*, Funnel Aura, Incense of Sariah*, Infernal Wave*, To The Rescue |
6 | Crimson Plague, Dune Ripple, Summon Writher, Wildfire* |
7 | Celestial Barrage*, For the Master, Raging Sandstorm, Twisted Requiem*, Vengeful Spirit |
Ranger
Level | Spell Listing |
---|---|
1 | Elenuator's Boots, Hand of Mercy, Magic Egg: Scorpion*, Serenity, Summon Rat, Summon Spider, Wasp Assault* |
2 | Entangle, Glare of the Djinn*, Summon Boar, Summon Wolf |
3 | Dance of the Desert Wind*, Dazzling Light, Healing Mist, Soul Twist* |
4 | Sands Gave Shelter, Summon Lurker, Transcendent Meditation*, Verdant Growth |
5 | Enemy to Friend*, Funnel Aura, Gale Shroud*, Incense of Sariah*, Soothing Tides, Summon Dire Wolf, To The Rescue |
6 | Astral Dance, Eternity Awaits*, Natural Instinct, Summon Writher |
7 | Ex Machina*, Raging Sandstorm, Vengeful Spirit |
Shaman
Level | Spell Listing |
---|---|
1 | Armor of Alnarius*, Elenuator's Boots, Fever, Hand of Mercy, Neversleep*, Peace, Red Sun Rises* |
2 | Abyssal Gaze*, Calm, Chattering, Entangle, Glare of the Djinn*, Mystic Bulwark* |
3 | Berserk, Crypt Opening: Ghoul*, Dance of the Desert Wind*, Healing Mist, Life Funnel, Mindbreak*, Pool of Blood, Soul Twist* |
4 | Crypt Opening: Skeleton Halberdier, Sands Gave Shelter, Transcendent Meditation* |
5 | Coat of Darkness*, Enemy to Friend*, Funnel Aura, Gale Shroud*, Incense of Sariah*, Marching Powder |
6 | Astral Dance, Eternity Awaits*, Natural Instinct |
7 | Raging Sandstorm, Twisted Requiem*, Vengeful Spirit |
Spellweaver
Level | Spell Listing |
---|---|
1 | Armor of Alnarius*, Corrosive Bolt, Death Pulse*, Elenuator's Boots, Fever, Hand of Mercy, Magic Egg: Scorpion*, Neversleep*, Peace, Poison Weapon, Predator's Fangs, Red Sun Rises*, Serenity, Stonewall*, Summon Rat, Summon Spider, Wasp Assault* |
2 | Abyssal Gaze*, Calm, Chattering, Crypt Opening: Skeleton*, Drain Life, Entangle, Glare of the Djinn*, Identify, Jump*, Mystic Bulwark*, Never Seen, Ride the Lightning*, Severine's Sparkle, Summon Kobold, Summon Wolf, Unbearable Heat |
3 | Berserk, Crypt Opening: Ghoul*, Crypt Opening: Skeleton Archer, Dance of the Desert Wind*, Dazzling Light, Fireball*, Gundemund's Freezing Fingertips, Healing Mist, Life Funnel, Mindbreak*, Pool of Blood, Soul Twist*, Summon Goblin, Summon Kobold Warrenwarden*, To Dust |
4 | Acid Rain*, Brickfall, Chain Lightning, Crypt Opening: Skeleton Halberdier, Divine Aid, Handful of Sparks*, Icicle Lance, Melt Away, Sands Gave Shelter, Summon Goblin Vexer*, Summon Lurker, Transcendent Meditation*, Verdant Growth |
5 | Coat of Darkness*, Crippling Ray, Crypt Opening: Wight*, Enemy to Friend*, Funnel Aura, Gale Shroud*, Incense of Sariah*, Infernal Wave*, Marching Powder, Soothing Tides, Summon Dire Wolf, To The Rescue |
6 | Astral Dance, Crimson Plague, Dune Ripple, Eternity Awaits*, Natural Instinct, Summon Writher, Wildfire* |
7 | Celestial Barrage*, Ex Machina*, For the Master, Raging Sandstorm, Vengeful Spirit |
Templar
Level | Spell Listing |
---|---|
1 | Armor of Alnarius*, Hand of Mercy, Neversleep*, Peace, Red Sun Rises*, Serenity |
2 | Abyssal Gaze*, Calm, Chattering, Mystic Bulwark* |
3 | Berserk, Dance of the Desert Wind*, Dazzling Light, Healing Mist, Life Funnel |
4 | Divine Aid, Melt Away, Sands Gave Shelter, Transcendent Meditation* |
5 | Coat of Darkness*, Funnel Aura, Marching Powder, Soothing Tides |
6 | Astral Dance, Eternity Awaits* |
7 | Ex Machina*, Twisted Requiem*, Vengeful Spirit |
Wintermage
Level | Spell Listing |
---|---|
1 | Corrosive Bolt, Death Pulse*, Elenuator's Boots, Fever, Poison Weapon, Predator's Fangs, Serenity, Snow, Stonewall* |
2 | Abyssal Gaze*, Chattering, Drain Life, Glare of the Djinn*, Identify, Never Seen, Ride the Lightning*, Severine's Sparkle |
3 | Dance of the Desert Wind*, Gundemund's Freezing Fingertips, Mindbreak*, Pool of Blood, Soul Twist*, To Dust |
4 | Acid Rain*, Brickfall, Chain Lightning, Handful of Sparks*, Icicle Lance, Melt Away, Transcendent Meditation* |
5 | Crippling Ray, Gale Shroud*, Incense of Sariah* |
6 | Crimson Plague, Dune Ripple, Eternity Awaits*, Glacial Rush |
7 | Celestial Barrage*, For the Master, Permafrost, Vengeful Spirit |
Spells By Category
Natural Spells
Name | Level | Description |
---|---|---|
Corrosive Bolt | 1 | This spell conjures a corrosive bolt of acid to be launched towards the caster's target. Scales up to level 9. |
Hand of Mercy | 1 | Natural energy issues forth from the caster's hands to heal their target. |
Poison Weapon | 1 | This spell enchants the caster's attacks with magical poison, making opponents think twice before approaching them. |
Snow | 1 | Conjure the very elemental essence of cold. Then throw it at someone you don't like. Scales up to level 9. |
Magic Egg: Scorpion | 1 Elevated | A large egg appears on the battlefield, followed soon by the scorpion inside. Scales up to level 9. Summons Greater Scorpions on higher levels. |
Entangle | 2 | This spell conjures strong vines that spring forth from the ground, entvining their target. Scales up to level 11. |
Severine's Sparkle | 2 | A ball of concentrated nature energy is conjured at the caster's fingertips. This swirling ball of force can be hurled at a target to inflict serious damage Scales up to level 11. |
Ride the Lightning | 2 Elevated | Move like lightning, and leave some behind for anyone unfortunate enough to be nearby. The caster quickly jumps away to a targeted location in range, while discharging a blast of lightning in a circular area around them. Scales up to level 11. |
Gundemund's Freezing Fingertips | 3 | Said to be a favorite technique of the ancient demigod Gundemund, this spell conjures an array of sharp pointed icicles over a target area, then lets them loose on whoever happens to stand underneath them. |
Healing Mist | 3 | The caster is surrounded by a pleasant mist which closes the wounds of any allies inside it. For 3 turns, each ally within 4 meters of the caster is healed for 10-12 Health Points. |
Fireball | 3 Elevated | This spell sends forth an immense ball of fire that explodes at the target location, damaging anyone that might be caught in the blast. |
Chain Lightning | 4 | Upon being cast, a crackling stream of lightning springs forth from the caster's palms, damaging the target on arrival. The stream will then jump to further hostile targets in range, damaging them in the process. |
Icicle Lance | 4 | This spell conjures a sharp-pointed lance of ice, that is sent to impale the target at high speed. |
Verdant Growth | 4 | This spell summons a group of verdant roots around the target, imbuing them in the natural healing energies of Tilindia. Health regained each turn is increased between turns. |
Acid Rain | 4 Elevated | Calls forth a cloud of corrosive, poisonous fumes to rain down on the caster's enemies in a wide range. |
Soothing Tides | 5 | The caster sends forth a wave of crystal clear, enchanted water in a straight line, to douse all allied targets in its way. |
Gale Shroud | 5 Elevated | This spell summons a dome of gale force winds to shield an area from ranged attacks. Any ranged attacks made against friendly targets inside the dome gain an increased chance to Miss. Additionally, all hostile creatures that enter the dome gain Slowed. |
Infernal Wave | 5 Elevated | This spell hurls a series of infernal flames in front of the caster in quick succession, damaging all creatures caught in the area. Affected targets take Heat damage and gain Burning. |
Infernal Wave | 5 Elevated | This spell hurls a series of infernal flames in front of the caster in quick succession, damaging all creatures caught in the area. Affected targets take Heat damage and gain Burning. |
Glacial Rush | 6 | One of the most devastating spells from the arsenal of Wintermages, this spell conjures a huge slab of ice above the target that is slammed down against them with sheer force. |
Natural Instinct | 6 | This spell imbues allied creatures in the targeted area with wild natural energy. |
Wildfire | 6 Elevated | This spell summons an incendiary boulder at the target area that bursts into flame on impact, covering an area in a wildfire. The fire spreads over several turns to cover a wide area in flames. |
Permafrost | 7 | One of the most devastating tricks of a Wintermage, this spell drains away all warmth from the target area, freezing and coating it in brittle ice. Targets that spend two or more consecutive turns in the area of effect are Frozen instad of Freezing. |
Celestial Barrage | 7 Elevated | Summons a hail of molten rocks to pellet a wide area, each impact dealing damage in a circular area. |
Unnatural Spells
Name | Level | Description |
---|---|---|
Fever | 1 | This spell sends a spell induced fever to attack its target, causing a sense of intense heat engulfing its body. Scales up to level 9. |
Predator's Fangs | 1 | This spell lets the user tap into the life force of the target of their next attack, restoring their own Health. Scales up to level 9. |
Death Pulse | 1 Elevated | This spell conjures a wave of necrotic energy around the caster, damaging anyone caught in it. Scales up to level 9. |
Demonic Gift: Dreadful Scream | 1 Elevated | |
Neversleep | 1 Elevated | This spell causes a heightened sense of alertness in its target, waking them up from sleep. The induced stress that borders anxiety will also keep the target awake for a while. Scales up to level 9. |
Chattering | 2 | It can be hard to stay on target when all the warmth seems to leave the world. This spell causes intense shivering that disrupts physical activities. Scales up to level 11. |
Drain Life | 2 | This spell can be used to leech the life force of a target creature in range. Until level 11, an additional 1-6 Slashing Damage is dealt and an additional 6 Health is healed for every 2 levels of the caster above level 3. |
Drain Life | 2 | This spell can be used to leech the life force of a target creature in range. Scales up to level 11. |
Abyssal Gaze | 2 Elevated | This spell fills the heart of its target with fear by making them peer into the horrible depths of ethereal planes. Scales up to level 11. |
Crypt Opening: Skeleton | 2 Elevated | A whisper goes out to the souls of the dead. and skeletons answer. This spell animates a skeleton equipped with a sword to aid the caster in combat. Scales up to level 11. |
Crypt Opening: Skeleton Archer | 3 | This spell animates a skeleton equipped with a bow to aid the caster in combat from afar. |
Life Funnel | 3 | This spell expends the caster's own life force to heal another target in range. |
Pool of Blood | 3 | The caster of this spell summons a wide pool of coagulating blood at the target area, hindering the movement of all creatures inside. |
To Dust | 3 | This spell summons a swathe of unnatural flames to torture its target. Scales up to level 14. |
Crypt Opening: Ghoul | 3 Elevated | A whisper goes out to the souls of the dead. and ghouls answer. |
Mindbreak | 3 Elevated | This spell fills its target's mind with horrible thoughts and delusions. |
Crypt Opening: Skeleton Halberdier | 4 | This spell animates a skeleton equipped with a halberd to aid the caster in combat. |
Melt Away | 4 | This spell envelops its target in a cloud of corrosive fumes. |
Call of Greed | 4 Elevated | Summons an Undead Miser to aid the caster. Undead misers summoned by this spell become stronger as the caster and world greed progresses. |
Handful of Sparks | 4 Elevated | The caster of this spell calls down a handful of small, glowing gems from the sky that can be used as throwing weapons. The gems themselves explode upon impact with the target, dealing Pulse and Blow and Heat damage to the target. The conjured gems take over the active weapon slot of the caster, and stay active until all charges are expended or until the caster takes rest. The remaining inventory slot can still be used if the caster desires. |
Crippling Ray | 5 | Using this spell, the caster can aim a beam of concentrated unnatural energy at the target, damaging and disabling them. |
Summon Miser | 5 | Calls upon an Undead Miser to aid the user in combat. |
Coat of Darkness | 5 Elevated | The caster is enveloped in a coat of thick, churning fog to gain defense from close ranged attacks. Attacks made against the target gain extra chance to Miss, while hostile targets in close proximity may gain Panicking each turn. |
Crypt Opening: Wight | 5 Elevated | Controlling a Wight is one of the penultimate challenges of a studying necromancer. These maleficent souls of arcane power carry their own set of spells to battle. |
Crimson Plague | 6 | The caster lets loose a horrible disease on the target. The disease opens festering wounds on the affected target's body that bleed intensely. Each turn, the disease spreads forth to up to two unaffected targets in a short range. |
Twisted Requiem | 7 Elevated | Often believed to be the pinnacle of the Unnatural spell school, this spell can cheat death and return the allies of the caster in an area to life. An immense amount of life force must be sacrificed by the caster however, that can quickly lead to their demise if the spell is not used carefully. All party members in the targeted area are revived at 75% Health and gain Strengthened and Indomitable. The caster takes damage equal to 80% of their Health as the spell takes effect. Allies are resurrected even if the caster dies in the process. |
Spiritual Spells
Name | Level | Description |
---|---|---|
Peace | 1 | This spell takes away the will to cause harm to others from its target. Scales up to level 9. |
Serenity | 1 | This spell can be used to restore the combatant nature of creatures to its original state. Scales up to level 9. |
Armor of Alnarius | 1 Elevated | Alnarius will protect his children in their hour of need, dressing the caster in brilliant armor made of light. This armor requires no proficiency and does not interfere with spellcasting. Scales up to level 9. |
Calm | 2 | By channeling their own concentrated spiritual energy into the target, the caster can strengthen their mental posture and restore their spirits. Scales up to level 11. |
Mystic Bulwark | 2 Elevated | This spell focuses a field of divine energy to surround its target, sheltering them from harm while the spell is active. Attacks made against the target are absorbed by the shield, until it's overpowered or the effect ends. Scales up to level 11. |
Dazzling Light | 3 | The caster calls down a massive wave of dazzling light to weaken any hostile creatures in range. |
Soul Twist | 3 Elevated | This spell calls forth a malevolent spirit to haunt a hostile target. Each turn, the spirit meddles with the target's mind, causing alternating waves of panic or apathy to wash over them. |
Divine Aid | 4 | This spell conjures a great amount of divine force to restore the target's health. |
Transcendent Meditation | 4 Elevated | The caster conjures deep mental energy using this spell, to stay focused on their following tasks. |
Funnel Aura | 5 | This spell latches onto the spiritual energies of hostile targets around the caster, and drawing their energies inwards. Grants one of the following effects to the caster for each hostile creature in range for one turn: Strength, Invigoration, Quickness, Inspiration and Indomitability. Inflicts Weakness on hostile creatures present in the area of effect. |
Funnel Aura | 5 | This spell latches onto the spiritual energies of hostile targets around the caster, and drawing their energies inwards. Grants one of the following effects to the caster for each hostile creature in range for one turn: Strength, Invigoration, ; Quickness, Inspiration and Indomitability. Inflicts Weakness on hostile creatures present in the area of effect. |
Enemy to Friend | 5 Elevated | Do you even need allies when your enemies are this helpful? |
Astral Dance | 6 | By shifting partially into the astral plane, the spell's target becomes more likely to evade enemy attacks. In turn however, their ethereal forms may have a hard time carrying out physical attacks themselves. |
Vengeful Spirit | 7 | This spell summons a malefic spirit to torment its target. The spirit attaches itself to its prey, causing a horrific experience. It enjoys causing mayhem and havoc, and will seek out new targets to afflict. |
Ex Machina | 7 Elevated | This spell envelops its target with divine energy, preventing them from becoming sources of incoming attacks and harmful effects, at the cost of preventing the target from performing any such actions as well. The target can still move for the duration, but cannot be the target or source of damaging, healing or disabling effects. |
Oriental Spells
Name | Level | Description |
---|---|---|
Elenuator's Boots | 1 | This spell enchants the target's feet with the quickness of Elenuator, granting them increased movement speed. Scales up to level 9. |
Red Sun Rises | 1 Elevated | Conjures a blood-red sun to rise over a target, granting them bravery and restoring their will to fight. Scales up to level 9. |
Stonewall | 1 Elevated | Sometimes all you need is a good, thick wall to solve your problems. Creates one of those, which blocks movement. Scales up to level 9. |
Stonewall | 1 Elevated | Sometimes all you need is a good, thick wall to solve your problems. Creates one of those, which blocks movement and projectiles. |
Unbearable Heat | 2 | Bakes well-armored foes in their armor like a hot day in the sun, dealing progressively more heat damage over time to those wearing heavier armor. For 5 turns, deals 1-2 damage to lightly armored, 1-4 damage to medium armored, and 2-6 damage to heavily armored enemies each turn. Has no effect on targets without armor. An additional 1-4 Heat Damage is dealt for every 4 levels of the caster above level 3. |
Glare of the Djinn | 2 Elevated | This spell summons the mind-numbing force of a Djinn's eyes to hinder the caster's target. |
Jump | 2 Elevated | This spell teleports the caster to a desired point in range, to get away from danger or gain tactical advantage over their opponents. |
Berserk | 3 | This spell magically fills its target with otherworldly rage, turning them into a rampaging menace. |
Dance of the Desert Wind | 3 Elevated | Like a storm through the wastelands, you begin to move with vicious grace. |
Brickfall | 4 | Summons a rain of bricks to fall onto your enemies for 3 turns. Don't think too hard about whose wall they came from. |
Sands Gave Shelter | 4 | This spell summons the protective forces of the desert to envelop its target in swirling waves of enchanted sand that defends from attacks both physical and elemental in nature. |
Marching Powder | 5 | This spell summons a cloud of fine powder that filters down from above in a circulating area. The powder has a stimulating effect over allied targets when coming into contact with their skin. |
Incense of Sariah | 5 Elevated | Sariah, the Rillow songstress, they say, could sing a whole company of mercenaries to sleep in mere moments. The truth is, she had some magical help. |
Dune Ripple | 6 | The caster of this spell commands a wave of thick sand to rush forth in a target direction. |
Eternity Awaits | 6 Elevated | This spell sets up a vision of cosmic endlessness around the target, affecting their sense of sight, hearing, motion and touching. The effects caused by this spell are applied in a chain, one at a time. |
Raging Sandstorm | 7 | The caster of this spell summons a thick, enchanted sandstorm at the target area to disable enemies caught in it. |
Summoning Spells
Name | Level | Description |
---|---|---|
Summon Rat | 1 | Rats are not overly powerful on their own, but a swarm may be scary. Rat bites have a chance to inflict disease on their targets. Scales up to level 9. |
Summon Spider | 1 | Spiders are fragile, yet useful allies in combat. Spider bites have a chance of poisoning opponents. Scales up to level 9. |
Wasp Assault | 1 Elevated | This spell conjures a swarm of angry wasps to attack the caster's target and any enemies in their vicinity. Scales up to level 9. |
Brickfall | 2 | Summons a rain of bricks to fall onto your enemies and deal 3-6 Pulse and Blow damage twice every round for 2 rounds to all in the area. Don't think too hard about whose wall they came from. |
Summon Kobold | 2 | Kobolds summoned by this spell are relatively tough for their size, but one should not expect too much heroism from them. |
Summon Wolf | 2 | Wolves summoned by this spell are agile and powerful combatants. Scales up to level 11. |
Summon Goblin | 3 | Goblins are vicious little creatures, reveling in the act of killing. They do not last long in combat, but are very dangerous if left unchecked. |
Summon Kobold Warrenwarden | 3 Elevated | Kobolds summoned by this spell are equipped with bows and flaming arrows to help them clear out tunnels and warrens. |
Summon Lurker | 4 | The Lurkers summoned by this spell have a rather venomous bite. They are also much tougher than their smaller counterparts. |
Summon Goblin Vexer | 4 Elevated | The goblins summoned by this spell are equipped with slings for ranged combat, and are well armored compared to their regular counterparts. |
Summon Dire Wolf | 5 | Dire Wolves are the greater, stronger, and a lot more menacing than their siblings from the forest. |
To The Rescue | 5 | In danger, a summoner can call out for help to the creatures they previously summoned. |
Summon Writher | 6 | The White Writhers summoned by this spell are vicious creatures. They are slow, but their fangs are covered in acid, and their attacks are capable of stunning their opponents. |
Summon Ogre | 6 Elevated | Ogres are fierce opponents, even on their own. They are highly resistant to enemy attacks, and are devastating in combat themselves. |
For the Master | 7 | This spell encourages all creatures previously summoned by the caster to give their all to the fight. |
Last edited by WhatIsSol on
https://docs.google.com/document/d/1lOyNFJtISJlAyDosh2KQfLi9pxCfOFlc
And I think I chose poorly.
For me, the main additions spellweaver had over W+T are fire spells as I was never interested in summons in this game. After beating the game, while wintermage has increased frost damage, I think:
1) The enemies resist cold better than fire.
2) The Snow and Glacial rush are both single target spells, will hit only once and considering the big damage range on the spells, they are not too great. Snow is quite useful in early to mid game, but base damage stops scaling at that point. Icicle Lance partially deals piercing damage which I think is well resisted by the enemy too. And it takes the same slots as Chain Lightning. You'll also likely want to share the tier 6 slots between Glacial Rush and Dune ripple.
3) Your only real relatively cheap mob clearing spells in Wintermage+Templar build are Tier 4 Chain Lightning and Acid Rain spells. Meanwhile you'll get Fireball at tier 3 if you'll pick Spellweaver instead. And tier 5 infernal wave, which isn't too great, but not bad either.
4) Tier 6 Wilfire is very cool.
If I knew this, I'd had chosen to play Warrior+Spellwaver instead.
4)