Neophyte icon

Neophyte

“Magicians always hated being called a Neophyte…as if you could label and consolidate one who wields the ancient, awe-inspiring magic of the Weave into a mere designation.”

The Neophyte

Spell Weavers known as Neophytes are rooted in the ancestry of Druids, Mages, Wizards, and Witches. These once common orders have become a time-lost memory, muddled by war and modernization. Some embrace the change, knowing magic will never be the same post-Sundering, and some cling to lingering remnants of ancient magic.

Whether those who choose this path are descendants of these old orders, or are just magically gifted souls who've found a fascination in old legends and forgotten texts, a Neophyte is a canvas of potential, with a path that is as varied as it is nuanced.

A Neophyte's journey is one of discovery, innovation and transformation, as they navigate a world where magic is not just an ethereal force, but an integral part of the inevitable advancement of technology.

HP Dice

+1d6 per level

HP at 1st Level

Base HP + 6 + Endurance Modifier

HP at Leveling

1d6 + Endurance Modifier

Optimal Abilities

Intuition & Cognition

Aptitude Dice

1d4

MAB

4

Gear Aptitude

Light Armor and Simple Weapons.

Magic Aptitude

At level 2 you gain Aptitude in the Magic Skill. If you already have it, gain +2 to your Aptitude Points in the Magic Skill.

Level Summary

LevelAptitude DiceBase Class Feats
1d4Neophyte Path
2d4Neophyte Magic, Base Bracket Pool
3d4Neophyte Dedication, Base Bracket Pool
1

Neophyte Path

You begin your journey as a Neophyte. Each path before you offers a choice of unique feats — choose only one.

Arcane Circuitry

Passive

You reroute surge energy into your core reflexes, charging your spells with a snap-response buffer. Gain +1 to your Spell Attack Rolls and deal +1d4 bonus damage with Spells.

Damage Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 3d4, Level 16 = 5d4.

Intuitive Surge

Passive

You briefly amplify your mind’s processing power, bridging instinct and logic with magical precision. Gain +1 to your Spell Weaving Checks.

Bonus increases: Level 5 = +2, Level 8 = +3, Level 12 = +4, Level 16 = +5.

Spell Feedback Loop

Passive

When you Weave a spell that deals damage, you store part of its energy. The next time you Weave a Spell of the same Damage Type, add +1d6 bonus damage and regain 1 ARC.

Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 4d6, Level 16 = 5d6.

Weave Negation

AP: 1 | R | 1 ARC

When taking Magical Damage you can negate 5 points of damage from the attack.

Bonus increases: Level 5 = +10, Level 8 = +15, Level 12 = +20, Level 16 = +25.

2

Neophyte Magic

Upon reaching level 2, you awaken your connection to the arcane forces that flow through the world. You gain the ability to learn and Weave Innate and Novitiate Spells.

Spell List Access

You may weave Innate and Novitiate Spells from the General Spell List.

Weaving Ability Modifier

Use Cognition or Intuition (whichever is higher) for Spell Effects, Encoding, and the Spell Loom.

Arcane Points (ARC)

Your ARC Pool: 5 + your level + Intuition Modifier.

Memorized Spells

You may memorize a number of spells equal to: 4 + your level + Cognition Modifier.

Spell Weaving Check

Some spells require the target to roll against your Spell Weaving to determine if an effect takes hold or how strong the effect is. Targets must make a Defense Roll against your Spell Weaving: d20 + MAB.

Spell Level & Cost

TypeLevel UnlockCost (ARC)
Innate01
Novitiate21
Mystagogue42
Ascendant63
Thaumaturge84
Magus105
Arcanum126
2

Base Bracket Pool

At level 2, you gain one Feat from the Base Bracket Pool. At level 3, you gain a second. These Feats are categorized to support a variety of playstyles.

Defensive Feats

Neural Boost

AP: 1 | R | 1 ARC

Use your smarts to boost your magic! Roll a Cognition or Intuition based Skill Check or Will Defense Roll at +1.

This bonus increases with your level: Level 8 = +2, Level 12 = +3, Level 16 = +4.

Offensive Feats

Cybernetically Charged

Passive

At the end of a Long Rest, choose one Energy Damage type: Cryo, Electric, Hydro, Sonic, or Thermal. Until your next Long Rest: your spells that deal this Damage Type gain +1 to Spell Attack Rolls. You gain Resistance to this Damage Type from area effects. If already Resistant, gain +2 to related Defense Rolls instead.

Dream Bolt

AP: 2 | CA | 1 ARC

Range: 10 m. Select a target within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they take 1d6 Psychic Damage and suffer -2 to their next Defense Roll.

Dream Fissure

AP: 2 | CA | 2 ARC

Duration: 3 Rounds, Concentration. Range: Self | Radius: 3 m sphere. You create a ball of broken reality centered on you. Allies inside gain +2 to Attack and Defense Rolls. Hostile creatures entering or exiting the Radius suffer -2 to all Defense Rolls. While Concentrating, you cannot move or take Actions.

Utility / RP / Mobility Feats

Amplify Magic

Passive

Tap into the very essence of magic. You may now spend ARC to Amplify the effects of a Spell. See each spell’s description for any relevant effects of the Amplify Feat.

Arcane Insight

Passive

Your deeper understanding of magic enhances both control and precision. You gain a +1 to Spell Attack and Spell Weaving Checks.

Gearhead

AP: 1 | QA/R | 1 ARC

When you Weave a spell that heals or deals damage to a Construct, AI, or Non-Sentient Machine: the effect automatically rolls maximum value (e.g., a healing spell heals max HP).

Luddite

Passive

You forgo technological devices for a traditional spellbook. Your spellbook starts with one Novitiate Spell of your choice. Copying spells takes 25% less time. Once per Long Rest, you may Weave a Novitiate spell without spending ARC. Gain +2 to Aptitude Points in the Magic and Recall Skills.

Magic Efficiency

AP: 0 | FA | 1 ARC

When Weaving from an object (scroll, device, spellbook), it now costs the normal AP instead of double.

Techmage

Passive

You bond with a custom device (tablet or better) that replaces your spellbook. Can Object Weave spells stored in it. Starts with two Novitiate Spells of your choice. Gain +2 to Aptitude Points in the Technology Skill and halve the time to copy spells into your device.

Virtual Weaver

AP: 2 | CA | 2 ARC

Duration: Until your next Rest. You activate a magical Augmented Reality overlay, enhancing your adaptability and temporarily gaining Aptitude in any one Toolkit, Skill, Weapon, Armor, or Vehicle.

3

Magic Dedications

Choose one of the following Neophyte Magic Dedications — this choice will decide your Subclass at level 4. You also select your second Feat from the Base Bracket Pool.

Dreamwalker Path

Dedication of the Dreamwalker

You have attuned your Elohim to the unseen currents of the Ethereal Realm, calling forth a companion shaped from dreams and forgotten whispers.

Gain +1 to your Cognition or Charm Ability Score.

Ethereal Companion
AP: 1 | QA | 1 ARC

Summon an Ethereal Companion that assumes the shape of a creature you’ve seen. Appears within 8 m of you. Can be dismissed with a Quick Action or Reaction.

Size / Type

Tiny (Ethereal)

Aptitude Dice

d6

Creature Skill

d20 + 6

Morale

5

HP

3d8 + your WAM (+1d8 per level)

Speed

Fly 5 m

Senses

20 m Superior Darkvision

Initiative

+3

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Languages

Telepathic, any distance

Special Abilities

Ethereal Form: Able to pass through solid objects. Invisible to those who cannot see the Ethereal Plane. Cannot be the target of an attack in this form.

Gift of the Ethereal: Grants you a +2 to all Awareness Skill Checks. You can’t be taken by Surprise. While your Ethereal Companion is summoned you can Weave one Novitiate Spell without expending ARC once per Encounter.

Actions

Shared SensesAP: 1 | QA

You can use the Visual and Auditory senses of the Ethereal Companion from any distance.

Hextăru Path

Dedication of the Hextăru

Upon gaining your powers, a Hextăru acquires a Tutelary Spirit, a guardian comprised of pure electromagnetic energy with an innate connection to the Weave.

Gain +1 to your Cognition Ability Score.

Tutelary Spirit
AP: 2 | CA | 2 ARC

Summon your Tutelary Spirit that assumes the shape of a creature you’ve seen. Appears within 1 m of you. Shares your Initiative and has 1 Core Action, Quick Action, and Reaction per Round. Can be dismissed with a Quick Action.

Size / Type

Small (Elohim)

Aptitude Dice

d4

Creature Skill

d20 + 4

Morale

6

HP

3d8 + your WAM (+1d8 per level)

Speed

8 m, Fly 15 m

Senses

20 m Shadow Sight

Aptitudes

Persuasion, Coercion

Immunities

Electric

Languages

Communicates in languages you speak

Defense Rolls

FORT -1REX +4WILL +4

Ability Scores

STR 4 (-1)END 6 (+0)AGI 15 (+3)COG 8 (+1)INT 12 (+2)CHA 12 (+2)

Special Abilities

Stream Connection: The Spirit is constantly connected to the Internet granting you access no matter where you are located.

Magic Weapons: Its Attacks are considered Magical.

Gift of the Net: While your Tutelary Spirit is summoned you can Weave one Novitiate Spell without expending ARC once per Encounter.

Actions

Energy BurstAP: 2 | CA

Tutelary Spirit makes a Ranged Spell Attack, range 8 m. On hit, the target takes 2d6+2 Electrical Damage.

Spiritual AidAP: 2 | CA | 1 ARC

The Tutelary Spirit touches a creature and grants it THP equal to 1d8 + your Cognition Modifier. Target can only benefit from one use of this THP at a time.

Neomachinist Path

Dedication of the Machine

You have pledged yourself to the perfection of form through steel and spark, forging a living bond with your first construct—your nanite-born companion.

Gain +1 to your Intuition or Endurance Ability Score.

Nanite Familiar
AP: 2 | CA | 2 ARC

Summon a magical nanite swarm that assumes the shape of a creature you’ve seen. Appears within 2 m of you. Shares your Initiative and has 1 Core Action, Quick Action, and Reaction per Round. Can be dismissed with a Quick Action.

Size / Type

Tiny (Construct)

Aptitude Dice

d6

Creature Skill

d20 + 6

Morale

5

HP

3d8 + your WAM (+1d8 per level)

Speed

Fly 5 m

Senses

20 m Superior Darkvision

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Languages

Telepathic, 20 m

Defense Rolls

FORT +1REX +3WILL +0

Ability Scores

STR 6 (+0)END 10 (+1)AGI 14 (+3)COG 7 (+0)INT 8 (+1)CHA 5 (-1)

Special Abilities

Gift of the Machine: While your Nanite Familiar is summoned you can Weave one Novitiate Spell without expending ARC once per Encounter.

Actions

Shared SensesAP: 1 | QA

You can use the Visual and Auditory senses of the Construct from any distance.

SlamAP: 2 | CA

Melee Attack, Range 1 m, 2d4 Bludgeoning Damage.

Repair CircuitryAP: 1 | QA

Can repair itself or other Constructs and devices for 2d4 points.

Evasive ManeuversAP: 1 | R

Can take the Dodge Action until the start of its next Turn.

Subclass Options

At Level 4, you choose your subclass — the specialization that defines your Neophyte's identity and unlocks unique paths, feats, and ultimate powers.

Dreamwalker icon

Dreamwalker

Walk the line between the Material and Ethereal plane, and break reality as you see fit.

Full subclass details coming soon

Hextăru icon

Hextăru

Masters of Technomancy, unleash your devastating magical powers upon modern technology to exploit its weaknesses.

Full subclass details coming soon

Neomachinist icon

Neomachinist

Embrace your Druid ancestry, and blend the power of mother nature with the inevitability of modern technology.

Full subclass details coming soon