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
| Level | Aptitude Dice | Base Class Feats |
|---|---|---|
| 1 | d4 | Neophyte Path |
| 2 | d4 | Neophyte Magic, Base Bracket Pool |
| 3 | d4 | Neophyte Dedication, Base Bracket Pool |
Neophyte Path
You begin your journey as a Neophyte. Each path before you offers a choice of unique feats — choose only one.
Arcane Circuitry
PassiveYou 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
PassiveYou 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
PassiveWhen 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 ARCWhen 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.
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
| Type | Level Unlock | Cost (ARC) |
|---|---|---|
| Innate | 0 | 1 |
| Novitiate | 2 | 1 |
| Mystagogue | 4 | 2 |
| Ascendant | 6 | 3 |
| Thaumaturge | 8 | 4 |
| Magus | 10 | 5 |
| Arcanum | 12 | 6 |
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 ARCUse 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
PassiveAt 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 ARCRange: 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 ARCDuration: 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
PassiveTap 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
PassiveYour 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 ARCWhen 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
PassiveYou 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 ARCWhen Weaving from an object (scroll, device, spellbook), it now costs the normal AP instead of double.
Techmage
PassiveYou 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 ARCDuration: 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.
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 ARCSummon 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
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 ARCSummon 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
Ability Scores
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
Tutelary Spirit makes a Ranged Spell Attack, range 8 m. On hit, the target takes 2d6+2 Electrical Damage.
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 ARCSummon 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
Ability Scores
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
You can use the Visual and Auditory senses of the Construct from any distance.
Melee Attack, Range 1 m, 2d4 Bludgeoning Damage.
Can repair itself or other Constructs and devices for 2d4 points.
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
Walk the line between the Material and Ethereal plane, and break reality as you see fit.
Full subclass details coming soon
Hextăru
Masters of Technomancy, unleash your devastating magical powers upon modern technology to exploit its weaknesses.
Full subclass details coming soon
Neomachinist
Embrace your Druid ancestry, and blend the power of mother nature with the inevitability of modern technology.
Full subclass details coming soon