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Essence is the most basic form of magic. Pure, unshaped aether that can be directed as one sees fit, empowering their body and soul with its power. From essence sprang the ability to tap into the akashic record, and pull from it the knowledge of the past in the form of veils. Eventually this study of the record and the magic stored within allowed mortals to tap into arcane magic as it is known today, recording this knowledge in spellbooks and mastering it through study and perseverance.

Between these two states there was a period of flux wherein spellcasters utilized the magic power stored within their shaped veils to cast these spells. This practice, known as spellweaving, eventually grew out of favor and its knowledge was lost to all but the most dedicated members of the antiquated craft. These anachronistic mages dubbed themselves spellweavers to honor the tradition they continue to uphold and continue to make amazing strides in the ancient art of spellweaving.

Role: The spellweaver’s role is primarily determined by the spells they choose to learn and the veils they choose to shape. They can adequately perform many combat roles, from a more martial-focused caster, to a ranged support, to battlefield controller.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills: The spellweaver’s class skills are Appraise (Int), Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Class Features[]

Level Base Attack Bonus Fort Save Reflex Save Will Save Special Veils Essence Max Spell Level
1st +0 +0 +2 +2 Veilweaving, Spellweaving, Cantrips 2 1 1
2nd +1 +0 +3 +3 Low chakra binding, tempered veils +1 2 2 1
3rd +2 +1 +3 +3 Combat casting, improved essence capacity +1 2 3 1
4th +3 +1 +4 +4 Bonus Feat 2 4 2
5th +3 +1 +4 +4 Low chakra binding, tempered veils +2 3 5 2
6th +4 +2 +5 +5 Metaweaving 3 6 2
7th +5 +2 +5 +5 Bonus Feat 3 7 3
8th +6/+1 +2 +6 +6 Tempered veils +3 3 8 3
9th +6/+1 +3 +6 +6 Improved combat casting, improved essence capacity +2, middle chakra binding 4 9 3
10th +7/+2 +3 +7 +7 Bonus Feat 4 10 4
11th +8/+3 +3 +7 +7 Tempered veils +4 4 11 4
12th +9/+4 +4 +8 +8 Metaweaving 4 12 4
13th +9/+4 +4 +8 +8 Bonus feat, middle chakra binding 5 13 5
14th +10/+5 +4 +9 +9 Tempered veils +5 5 14 5
15th +11/+6/+1 +5 +9 +9 Greater combat casting, improved essence capacity +3 5 15 5
16th +12/+7/+2 +5 +10 +10 Bonus Feat 5 16 6
17th +12/+7/+2 +5 +10 +10 High chakra binding, tempered veils +6 6 17 6
18th +13/+8/+3 +6 +11 +11 Metaweaving 6 18 6
19th +14/+9/+4 +6 +11 +11 Bonus Feat 6 19 7
20th +15/+10/+5 +6 +12 +12 Pinnacle chakra binding, spellweaver’s ascendence 6 20 7

Proficiencies[]

A spellweaver is proficient with all simple and martial weapons and light and medium armor. They can cast spells using their spellweaving ability while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellweaver wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Veilweaving[]

A spellweaver learns to shape the magical power known as akasha into powerful veils, which are drawn from the vizier veil list. They know and can shape any veil from this list. The spellweaver uses their Intelligence as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the spellweaver’s veils are equal to 10 + the essence invested in the veil + the spellweaver’s veilweaving modifier. Spellweavers do not gain the ability to shape Ring-slot veils.

The spellweaver can only shape a limited number of veils per day. They can shape 2 veils at 1st level, and gain the ability to shape 1 additional veil each day at 5th, 9th, 13th and 17th level.

At 1st level, the spellweaver gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The spellweaver gains 1 point of essence at each class level.

Spellweaving[]

Spellweavers utilize an ancient form of spellcasting originating before the modern variation, known colloquially as spellweaving. Rather than using spell slots to cast their spells, they cast prepared spells using the power of one of their veils to fuel it, temporarily shattering it in the process. The spellweaver uses spells drawn from the magus (additional magus spells can be found here) and wizard lists (additional wizard spells can be found here). Only wizard spells of 7th level or lower and magus spells are considered to be part of the spellweaver spell list. The veilweaver has no spell slots, and uses their Intelligence as their casting ability score. The DC for saving throws against spellweaver’s spells is 10 + the spell’s level + the spellweaver’s Intelligence modifier.

Rather than preparing a number of spells of each spell level each day, the spellweaver can prepare a total number of spellweaver spells each day equal to their class level + their spellcasting modifier. They can only prepare spells of a maximum level based on their class level. At 1st level, they can only learn and prepare 1st level spells. This increases to 2nd level spells at 4th level, 3rd level spells at 7th level, 4th level spells at 10th level, 5th level spells at 13th level, 6th level spells at 16th level, and 7th level spells at 19th level. This includes any spells prepared with metamagic. For example, a 1st level spell prepared with the Silent Spell metamagic feat would count as a 2nd level spell for this purpose. A spellweaver can spontaneously apply any metamagic feat they possess with a +0 level adjustment as part of casting a spell using this ability without an increase to its casting time. To learn and cast a spellweaver spell, the spellweaver must have an Intelligence score equal to or greater than 10 + the spell’s level.

The spellweaver uses a spellbook to learn and prepare their spells, and must do so each day while they shape their veils. They cannot prepare any spell not recorded in their spellbook except for read magic, which all spellweavers can prepare from memory. If the spellweaver does not have the cantrips class feature, they can prepare read magic as a 1st level spell. A spellweaver begins play with a spellbook containing three 1st-level spellweaver spells of their choice, and all 0-level spellweaver spells. The spellweaver also selects a number of additional 1st-level spellweaver spells equal to their Intelligence modifier to add to their spellbook. At each new spellweaver level, they gain two new spellweaver spells of any spell level or levels that they can cast (based on their new spellweaver level) for their spellbook. At any time, a spellweaver can also add spells found in other spellbooks to their own. A spellweaver can learn spells from a magus’ or wizard’s spellbook, just as a wizard or magus can from a spellweaver’s spellbook. The spells learned must be on the spellweaver spell list.

The spellweaver can cast any spellweaver spell they have prepared by shattering one of their shaped veils gained from their spellweaver levels. The spellweaver can use this ability to cast the same prepared spells multiple times each day.

They cannot shatter any veils gained from abilities, feats, racial features, or from other classes using this ability. A shattered veil has its effects completely suppressed for 10 minutes, and all of the essence invested in it at the time of its shattering is burned. This burned essence is not able to be normally recovered, but is recovered automatically when the veil is no longer suppressed. If the burned essence was bound to the shattered veil, it remains bound to the veil after this duration. The spell is then cast normally, gaining a bonus based on the chakra slot the shattered veil was shaped in, and the amount of essence burned, as per Table: Spellweaving Chakra Effects.

If a spell cast using spellweaving has a duration longer than 10 minutes (including spells with a duration of permanent, such as permanency, but not spells with an instantaneous effect, such as animate dead or wall of stone), the spellweaver must choose whether to end the effects of the spell after this 10 minute period, or whether they leave the veil suppressed for the remaining duration. At any time, as part of investing their essence, the spellweaver can choose to end the duration of one of these effects and unsuppress the veil (only after the initial 10 minutes has passed). The spellweaver must provide all of the components of a spell cast using their spellweaving ability, as normal for casting the spell. A spellweaver can never shatter a minor veil as part of their spellweaving ability.

Table: Spellweaving Chakra Effects
Chakra Slot Effect
Hands The spellweaver gains a +1 insight bonus to the attack roll of the cast spell per point of essence burned as part of the shattering.
Feet The spellweaver may teleport a total of 5 feet per point of essence burned as part of the shattering before or after the spell is cast. If they teleport 10 feet or more, they can divide this teleport before or after casting the spell.
Head The spellweaver gains a +1 insight bonus to their AC per odd point of essence burned as part of the shattering (1, 3, 5, etc) which lasts for the duration of the spell, or until the end of their next turn for a spell with an instantaneous duration. This bonus applies to the spellweaver’s touch AC, but not their flat-footed AC.
Wrists The spellweaver gains a +2 insight bonus to the damage rolls of the cast spell per point of essence burned as part of the shattering. That damage is the same type as the spell.
Shoulders The spellweaver gains a +1 insight bonus to all of their Saving Throws per odd point of essence burned as part of the shattering (1, 3, 5, etc) which lasts for the duration of the spell, or until the end of their next turn for a spell with an instantaneous duration.
Headband The spell effect produced by the shattering has any of its Will saving DCs increased by +1 per odd point of essence burned as part of the shattering (1, 3, 5, etc).
Neck The spell effect produced by the shattering has any of its Fortitude saving DCs increased by +1 per odd point of essence burned as part of the shattering (1, 3, 5, etc).
Belt The spell effect produced by the shattering has any of its Reflex saving DCs increased by +1 per odd point of essence burned as part of the shattering (1, 3, 5, etc).
Chest The spellweaver is blurred by magic, granting them 10% concealment per odd point of essence burned as part of the shattering (1, 3, 5, etc) which lasts for the duration of the spell, or until the end of their next turn for a spell with an instantaneous duration. This does not stack with other sources of concealment.
Body The spellweaver gains a +1 natural armor bonus per odd point of essence burned as part of the shattering (1, 3, 5, etc) which lasts for the duration of the spell, or until the end of their next turn for a spell with an instantaneous duration. This stacks with other sources of natural armor.

Cantrips[]

At 1st level, the spellweaver can prepare a number of cantrips per day. They can prepare 3 cantrips per day at 1st level, increasing to 4 cantrips per day at 2nd level, and 5 cantrips per day at 6th level.

Low Chakra Binding[]

At 2nd level, the spellweaver gains access to a low chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Feet or Hands slot. At 5th level, they additionally can choose between the Head slot, and can choose two binds rather than one.

Tempered Veils[]

At 2nd level, the constant shattering and reforming of their veils has granted the spellweaver insight into tempering them against further shattering against their will. The spellweaver treats their veilweaving level as +1 higher when determining the hardness and hit points of their veils. This increases by a further +1 at 5th level, and every 3 levels thereafter, to a maximum of +6 at 17th level.

Combat Casting[]

At 3rd level, the spellweaver gains Combat Casting as a bonus feat. If they already have this feat, they gain a bonus feat of their choice instead.

Improved Essence Capacity[]

The spellweavers practice and improvements on their spellweaving has improved their ability at investing essence. At 3rd, 9th, and 15th level the maximum essence capacity of all of the spellweaver’s essence receptacles increases by 1.

Library Addendum: Maximum Essence Capacity
Level Essence Capacity
1st 1
3rd 2
6th 3
9th 4
12th 5
15th 6
18th 7

(Editor's Note: This table is Library-original material and assumes you are not multiclassing. For more information, see the Akashic Rules page.)

Automatic Heightening[]

At 4th level, the spellweaver automatically heightens the spells they cast using their spellweaving ability to the maximum spellweaver spell level available to them, as the Heighten Spell feat.

Alternatively, they can replace any spell level increase from this ability to spontaneously apply any metamagic feats they know to the spell using those adjusted levels. For example: At 10th level, a spellweaver who casts a 1st level spell using their spellweaving ability would automatically Heighten it to 4th level, or they could instead cause it to be cast at 1st level, with a +3 level adjustment metamagic feat applied spontaneously, 2nd level with a +2 level adjustment, or 3rd level with a +1 level adjustment. They can divide this adjustment amongst multiple metamagic feats, as long as the total level adjustment causes the spell to be equal to or less than their maximum heightening level. This does not increase the casting time of the spell.

Bonus Feat[]

At 4th level, and every three levels thereafter, a spellweaver gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as akashic, combat, item creation, or metamagic feats. When acquiring combat feats, the spellweaver counts 1/2 their total spellweaver level as their fighter level for the purpose of qualifying for feats. If they have levels in fighter, these levels stack. They must otherwise meet the prerequisites for these bonus feats as normal.

Metaweaving[]

At 6th level, the spellweaver’s ability to mix spell and veil together further improves, allowing them to strengthen any spell they cast that shares a descriptor with the veil shattered to cast it. The spellweaver gains a single metamagic feat with a +1 level adjustment as a bonus feat. They must meet the other prerequisites of the feat as normal. Whenever the spellweaver shatters a veil to cast a spell with which they both share a descriptor (such as the spell and veil both having the Fire descriptor), they may apply a metamagic feat with a +1 level adjustment to the spell without increasing the spell’s level, or casting time.

At 12th level, they gain a metamagic feat with an adjustment of +2 or +1 as a bonus feat, and can apply up to +2 level adjustment worth of metamagic to the spell instead. this can be divided between two +1 metamagic feats, if they wish.

At 18th level, they gain a metamagic feat with an adjustment of +3, +2, or +1 as a bonus feat, and can apply up to +3 level adjustment worth of metamagic to the spell instead. This can be divided amongst multiple metamagic feats with a total level adjustment of +3, if they wish.

Improved Combat Casting[]

At 9th level, the spellweaver increases the bonus provided by their Combat Casting feat by +4.

Middle Chakra Binding[]

At 9th level, the spellweaver gains access to a middle chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Wrists, Shoulders or Headband slots. At 13th level, they choose two binds rather than one.

Greater Combat Casting[]

At 15th level, the spellweaver can choose to take 10 on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

High Chakra Binding[]

At 17th level, the spellweaver gains access to a high chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Neck, or Belt slot.

Pinnacle Chakra Binding[]

At 20th level, the spellweaver gains access to a pinnacle chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Chest, or Body slot.

Spellweaver’s Ascendance[]

At 20th level, the spellweaver has achieved total mastery of their art. Their veils can no longer be dealt enough damage to be sundered, and they cannot be suppressed by any effects weaker than a mage’s disjunction or antimagic field. Whenever the spellweaver shatters one of their veils to cast a spell, the spellweaver gains the chakra benefits for the shattered veil as if it were shaped in all of the slots that it could be shaped in. For example, if the veil is shaped in their Wrists slot, but could also be shaped in their Hands slots, they gain both the Wrists and Hands benefits for shattering it. This otherwise functions as normal for veils shattered using the spellweaving ability. In addition, the time it takes to recover one of their veils suppressed from shattering it is reduced to 1 minute.

Favored Class Bonuses[]

Spellweavers belonging to an indicated species below can gain the listed benefit in place of normal benefits (if it is that character’s favored class). All spells gained by these benefits must be of a level that the spellweaver can currently cast. These benefits are:

  • All Species: Gain +1/4 point of essence.
  • All Species: Gain +1/6 of an akashic or metamagic feat.
  • Aasimar: +1 [light] spell known to their spellbook.
  • Ceptu: +1/6 to the DCs of spells or veils with the [illusion] descriptor.
  • Changeling: +1 [transmutation] spell known to their spellbook.
  • Creeper: +1/6 to the DCs of veils or spells with the [darkness] or [shadow] descriptors.
  • Dhampir: +1/6 to the DCs of veils or spells with the [necromancy] or [death-effect] descriptor.
  • Dwarf: +1 [earth] spell known to their spellbook.
  • Elf: +1 [enchantment] spell known to their spellbook.
  • Fetchling: +1/5 of a Shape Veil feat to learn a veil with the [darkness] or [shadow] descriptor.
  • Gnome: +1/5 of a Shape Veil feat to learn a veil that can be bound to the Head chakra.
  • Goblin: +1/5 of a Shape Veil feat to learn a veil with the [fire] descriptor.
  • Halfling: +1/6 to the DCs of any spell or veil with the [light] descriptor.
  • Half-Elf: +1/5 a Shape Veil feat.
  • Human: +1 spell known to their spellbook.
  • Ifrit: +1/6 to the DCs of veils with [fire] descriptors.
  • Judow: +1/6 to the DCs of any spell or veil with [fear] or [evil] descriptors.
  • Kitsune: +1/6 to the DCs of [mind-affecting] spells.
  • Mirrorkin: +1 [transmutation] spell known to their spellbook.
  • Morphbear: +1/6 to the DCs of any spell or veil matching the energy type of your current elemental affinity.
  • Orc: Add +½ damage to any spell or veil with the [fire] descriptor.
  • Oread: +1/6 to the DCs of any spell or veil with the [acid] or [earth] descriptors.
  • Rhyzala: -1% less of the time required to reform veils used to cast a spellweaver spell.
  • Shadow Fey: +1/6 to the DCs of any spell or veil with [darkness] or [shadow] descriptors.
  • Sylph: +1/6 to the DCs of any spell or veil with the [air] or [electricity] descriptors.
  • Tiefling: +1/5 of a Shape Veil feat.
  • Undine: +1/6 to the effective level of any veil or spell with the [cold] or [water] descriptors.
  • Vanara: +1 foot to movement speeds when shaping a veil bound to the foot chakra, apply at 5’ increments.
  • Veryx (amoxa):+1/6 to hit with touch attacks.
  • Veryx (semxi or semoxa):+1/5 of an Access Charka feat (Low, Middle, or High).
  • Wolger: Add +½ damage to any spell or veil with the [electricity] descriptor.
  • Wyrmkin: +1/5 of a Shape Veil feat to learn a veil that can be bound to the feet chakra.
  • Xodai: +1/6 to the DCs of any spell or veil matching the energy type of their hellcore.

Alternate Class Feature[]

Minor Veils: The spellweaver gains the ability to shape 2 minor veils each day and adds all minor veils to their veil list.

This replaces the spellweaver’s cantrips class feature.

Archetypes[]

Arsenalist

Disruptor

Entwined

Faithweaver

Formshaper

Geoweaver

Hexen

Impassioned

Infuser (Spheres)

Loreweaver

Martial Spellweaver (Spheres)

Mightweaver (Spheres)

Mindweaver

Ordainer

Psiweaver (Psionics)

Reshaper

Runic (Words of Power)

Sphereweaver (Spheres)

Witchweaver

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