Yokai Subclass
Abyssal Warden
Guardians of the Boundary
History
“You think I found this? That I went looking? No one looks for the Tet. The Tet finds you—in the moment you are most empty, it fills you with something worse than nothing. It fills you with the knowledge that nothing was always there.” — Name Unknown, recovered journal entry
When the Disavowed enacted the Seal of Mortal Sanctity, they severed the cosmic passages between the Material Worlds and the Inner Planes. The act saved Adamah. But sealing a door does not destroy what presses against it, the Tetorlaious—the No-Plane, a vast expanse of non-existence, the membrane through between worlds.
Over centuries, the weight of sealed planes grinding against each other created fractures: hairline cracks in the barrier between what is and what is not. And through those fractures, the Tetorlith, ever-shifting forces of chaos born from the Tet itself, slip into reality to feed on unsuspecting life and ambient energy.
But fractures do not appear at random. Mortals who carry deep, unresolved severance—grief without closure, exile without end, abandonment without answer—thin the barrier around them without knowing it. Their pain creates the crack. The Tetorlith comes looking.
The Hollow Breath
Every Warden remembers the moment. The details vary—a soldier over a mass grave, a child in a cellar waiting for someone who will never return. What matters is the state: a living being so saturated with grief that the wall between them and the Tet becomes thin as parchment.
The Tetorlith comes through the fracture the mortal doesn't know they've made. And between one heartbeat and the next, the mortal experiences the Tetorlaious directly—not as a place, because it is not a place. As an absence. Sound stops. Thought empties. For an instant the body registers as a single breath and the mind registers as eternity, they cease to fully exist. This is the Hollow Breath.
Most die. The Elohim is torn loose, and the Tetorlith feeds. But some breathe out—and no Warden has ever identified why. There is no hidden strength, no secret quality. Survival appears to be arbitrary. This is the first lesson every Warden learns and the one that never stops haunting them: there is no reason they lived.
Those who survive do not return whole. A fragment of the Tet crosses the threshold during the Hollow Breath and lodges inside them—a splinter of nothing nested in a living Elohim. From that moment forward, the Warden is not entirely real. Their shadows move wrong. Their voice occasionally drops into a register that unsettles without explanation. The Arcane Fire that marks all Yokai burns different in a Warden: cold, dark at the edges, described by witnesses as “light that makes things harder to see.”
The Shape of the Wound
No two Wardens wield the Tet identically, because no two fractures are the same. A Warden born from violent sudden loss, or exile, or rage will channel the void differently.
This is why there are no masters, no academies, no curriculum. A Warden who survived through stillness cannot teach a Warden who survived through fury. What keeps one alive would consume another.
Wardens who draw too deeply, too often, do not die the way other Yokai fail. They do not burn out or shatter. They disappear—between one moment and the next, simply ceasing to be, leaving behind a cold spot and a silence that takes hours to fade. The Tet reclaiming what was always its property.
Other Spell Weavers give Wardens distance, and the distance is not courtesy. They can feel it—standing near a Warden is described as “standing next to a hole in the world shaped like a person.” The fear is not irrational. The respect is earned the hard way.
Wardens who survive long enough to be called veterans share a trait other Yokai find deeply unsettling: a calmness that does not look like peace. It looks like someone who has already accepted an ending and is simply determining how long they can delay it.
Subclass Breakdown
Guardians of the boundary between worlds, wielding dark energy of non-existence from the Tetorlaious (boundless emptiness between realms). They walk the razor's edge between sanity and oblivion, blending into darkness, teleporting between shadows, and striking with the chilling touch of entropy itself.
Base Class
Yokai
Core Ability
Endurance
Aptitude Dice
d6
MAB
6
Aptitude
Aptitude in Stealth Skill, 1 Toolkit Aptitude of your choice, and 2 additional Martial Weapons of your choice.
The Void
Void Points
Total: 5 + your Level + Endurance Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
Arcane Fire Dice
Modified Yokai class die. Deals Entropy Damage. Spend ARC or Void Points.
Spell Weaving
1d20 + MAB
Key Mechanics
Warden of the Dark (Passive)
Arcane Fire reshaped into a weapon of entropy and shadow.
Abyssal Sense (Passive)
Connection to Tetorlaious allows perception in Dim Light/Darkness up to 20 m. Sense movement as subtle shifts in shadow/light. +3 to Awareness Skill Checks. Detect illusory/hidden magical effects within 5 m (even Invisible).
Arcane Fire Dice (Passive)
Your Arcane Fire now deals Entropy Damage. You may spend ARC or Void Points to activate Arcane Fire and to increase its Damage for each additional point spent. If you have Amplify Magic any Spell or Feat that uses Arcane Fire Dice can now also be Amplified using ARC or Void Points. Some Abyssal Warden Feats require you to roll your Arcane Fire Dice for additional effects. This does not count as using Arcane Fire.
Abyssal Awakening
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Helpful Shadow
AP: 1 | RCore SynergyWhen an ally you can see makes a Stealth Skill Check, you may grant them +2 to their roll.
Dimensional Tear
AP: 1 | QA | 1 Void Point | Range: 10 m | Radius: 5 mYou rip open a small rift to the Tetorlaious, disrupting the battlefield. Choose an Unoccupied Space within Range, hostile creatures within the Sphere must make a Reflex Defense Roll against your Spell Weaving. On failure, they are pulled to the center of the Radius, are Restrained, and take 1 Arcane Fire Dice of damage.
Shadow Puppeteer
AP: 2 | CA | 1 Void Point | Duration: 3 Rounds | Range: 10 mCreate a Medium-sized illusionary creature or object and force all hostile creatures who see it to make a Critical Thinking or Rationalism Skill Check against your Spell Weaving Roll. On failure, they are Frightened of the illusion. Once per Round you may move the illusion up to 6 m as a Free Action.
Shadowmeld
AP: 1 | QA | 1 Void Point | Duration: Until end of your next Turn or take a hostile ActionYou have an innate affinity for the manipulation of shadows, allowing you to blend seamlessly into dim light or darkness. When standing in Dim Light or Darkness, you become Invisible and gain +2 on your next Attack Roll.
Voidtouched Arsenal
AP: 1 | QA/R | 2 Void Points | Duration: 3 RoundsYou infuse a weapon you have Aptitude in with the power of the Tetorlaious, transforming it into a Void-Touched Weapon. While active, the weapon gains the following effects: +1 to your Attack Rolls and +1 Arcane Fire Dice of damage. Is considered Magical, for overcoming Resistances and Immunities. On hit, the creature’s Speed is halved and they are Confused until the end of their next Turn. After hitting a creature, you may teleport up to 3 m into an Unoccupied Space you can see. You may only maintain 1 Void-Touched Weapon at a time.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Embrace the Abyss
You gain all remaining Core Subclass Feats you did not select at level 4, and +1 to any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you wield your void power. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Adept Loom-craft (See Core Rule Book: The Spell-Loom).
Path of Distortion
Shadow Duplicates and Illusions. You are able to manipulate shadows and create illusory duplicates, making it difficult for enemies to pinpoint their true location. With Loom-craft, weave custom spells that amplify your deceptions.
Passive: Gain +1 to your Spell Weaving Checks.
Shadow Duplicate
AP: 1 | QA | 6 Void Points | Duration: 3 Rounds, Concentration | Range: 10 mYou create a shadowy duplicate of yourself in an Unoccupied Space within Range. The Shadow Duplicate: Takes its Turn immediately after you. Uses your AP, Base Stats, Attack Rolls, and Spell Weaving, shares your HP, ARC, and Void Points, but has no Armor THP. Is Immune to Buffs, Healing, Conditions and Effects. If it moves out of the Range for an entire Turn, it dissipates. You may only have one Shadow Duplicate active at a time.
Level 8
Solid Shadow
PassiveWhen Shadow Duplicate is active you gain +2 AP.
Level 10
Multiplicative
PassiveYou can create a number of Shadow Duplicates equal to your Fortitude Modifier.
Path of the Nightblade
Darkness as Weapon and Shield. You can manipulate the natural ambient darkness around you to obscure your presence, using darkness as both weapon and shield. With Loom-craft, forge spells that blend shadow strikes with entropic power.
Passive: When you are within Dim Light or Darkness your Attacks deal +1 Arcane Fire Dice of damage.
Umbral Blade
AP: 2 | CA | 3 Void Points | Duration: 5 Rounds | Range: 2 mYou summon a swirling void-forged blade to orbit you, slashing at your foes. When you take or deal damage to a creature within Range, they take +1 Arcane Fire Dice of damage. If you reduce a creature to 0 HP from any Blade damage, regain 1 Void Point.
Level 8
The Reaping
AP: 1 | QA/R | 4 Void PointsWhen your Umbral Blade deals damage to a creature you gain 1 Arcane Fire Dice of ARC or HP.
Level 10
Shade Guard
AP: 1 | QA/R | 3 Void PointsYour Umbral Blade deals damage when a creature moves into or out of your Melee Range.
Path of the Shroud
Enveloping Sphere of Darkness. The Tetorlaious enshrouds you creating an enveloping sphere of darkness. With Loom-craft, craft spells that extend your protective darkness to allies.
Passive: You do not provoke Opportunity Attacks when moving through spaces within Dim Light or Darkness.
Cloak of Shadow
AP: 1 | QA | 2 Void Points | Duration: Rounds equal to your Fortitude Modifier | Range: Self | Radius: 5 mYou summon a swirling sphere of darkness centered on yourself: The area is considered to be in Darkness. You and all allies inside the Cloak gain +2 to Attack and +2 to Defense Rolls.
Level 8
Shadow Defenses
AP: 1 | R | # Void PointsYour connection to The Tetorlaious allows you to manipulate incoming attacks while inside your Cloak of Shadow. When an attack is made against you or an ally within Cloak of Shadow you may reduce it by 1 Arcane Fire Dice for each Void Point spent.
Level 10
Shrouded
AP: 2 | CA | 2 Void PointsYou may grant an ally affected by Cloak of Shadow use of either Shadowmeld or Voidtouched Arsenal.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defensive & Offensive Feats
Amplifier of the Dark
AP: 1 | QA | 1 Void PointWhen you deal damage to a creature while Shadowmeld is active, the target must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Paralyzed until the end of their next Turn.
Drain
AP: 1 | R | 1 Void Point | Range: 10 mWhen an ally makes an Attack Roll against a creature within Range, you may impose a -2 penalty to that creature’s Fortitude Defense Roll.
Grasp Beyond the Veil
AP: 1 | R | 2 Void PointsWhen a creature you can see teleports or otherwise moves magically, you may force them to make Will Defense Roll against your Spell Weaving. On failure, the creature’s movement is canceled, and they are Paralyzed until the end of their next Turn.
Shadow Prison
AP: 2 | CA | 4 Void Points | Duration: 3 Rounds, Concentration | Range: 10 mYou attempt to imprison a target creature of Threat Level Significant or lower within Range. The target must make a Will Defense Roll against your Spell Weaving. On failure, they vanish and are considered Incapacitated for the Duration.
Voidstep
AP: 1 | R | 3 Void PointsWhen you take damage from an attack, you may instantly vanish into the void. You teleport up to 15 m to an Unoccupied Space you can see.
Path-Specific Feats
Eclipsing Shadow
AP: 1 | QA | 2 Void Points | Range: 10 mShroudWhile Cloak of Shadow is active, you may end it early by attaching it to a hostile creature within Range. The cloak moves with that creature and retains its remaining Duration. All hostile creatures, including the target, that enter or start their Turn within the Radius must make a Will Defense Roll against your Spell Weaving. On failure, they are Blinded and their Movement is halved until the start of their next Turn.
Rift Echo
AP: 1 | RShroudWhen a creature enters or exits the Radius of Cloak of Shadow, they take 1 Arcane Fire Dice of damage.
Shadow Switch
AP: 1 | QA/R | 2 Void PointsDistortionYou and your Shadow Duplicate can switch places.
Umbral Shield
PassiveNightbladeWhen you summon Umbral Blade you gain +15 THP for the Duration. Duration: While THP persists.
Utility Feats
Enveloping Shadows
PassiveShadowmeld is now considered a Passive.
Sacrifice of the Void
AP: 2 | CAYou convert life force into ARC or Void Points at a cost to your body. Spend 5 HP to gain 1 Point (Void or ARC). You may convert up to 50 HP per Long Rest. If you exceed this limit, you take 1 Level of Exhaustion per additional 5 HP spent.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement (see page 54/264).
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5. You also gain the capstone ability from your chosen Adept Path.
Helpful Shadow Upgrade
PassiveWhen you use Helpful Shadow, the ally also gains +2 to Reflex Defense Rolls until the start of their next Turn.
Arcane Fire Upgrade
PassiveYour Arcane Fire Dice increases to a d10.
Dimensional Tear Upgrade
PassiveDamage: Increases to 2 Arcane Fire Dice. If a creature critically fails their Reflex Defense Roll they are Restrained until the end of their next Turn.
Shadow Puppeteer Upgrade
PassiveDuration: Increased to 3 Rounds. Is now as a Quick Action. Can now create a Large-Sized illusion within 15 m. The illusion can produce minor sensory effects (sight, sound, breeze, warmth, scent). On failure against Shadow Puppeteer creatures take 1 Arcane Fire Dice of Psychic Damage.
Shadowmeld Upgrade
PassiveWhile active, you can make one Attack Action or Weave one Spell without breaking Invisibility.
Voidtouched Arsenal Upgrade
PassiveDamage: Increases to +2 Arcane Fire Dice of damage. Distance: Increase teleportation Range to 5 m. You may now maintain 2 Void-Touched Weapons at a time.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book APPENDIX E: The Spell-Loom).
Shaded Strike
AP: 1 | RMaster SynergyWhen an ally you can see enters an area of naturally occurring Dim Light or Darkness, you may grant them +3 to their next Attack Roll.
Path of the Shadow Trickster
Intricate and Powerful Illusions. You delve deeper into the art of illusions, creating intricate and powerful shadows. With Master Loom-craft, weave spells that blur the line between illusion and reality.
Passive: While within Dim Light or Darkness, you gain +2 to all Coercion, Dishonesty, Thievery, and Disguise Skill Checks.
Shadowscape
AP: 2 | CA | 7 Void Points | Duration: 5 Rounds, Concentration | Range: Self | Radius: 5 mForce all hostile creatures within the Radius to make a Critical Thinking or Rationalism Skill Check against your Spell Weaving. On failure, they are afflicted by one illusionary effect of your choice for the Duration: Weightlessness: All damage they deal is halved. Immobility: Their Speed becomes 0. Transformation: They believe they are transformed into another form and lose access to their Spells, Feat, and Abilities.
Level 13
Realm of Shadow
AP: 1 | QA/R | 3 Void PointsChoose one creature within the Shadowscape, they take 3 Arcane Fire Dice of damage and must make a Will Defense Roll against your Spell Weaving. On failure, they are Frightened for 2 Rounds and roll twice, taking the lower on its next Attack Roll.
Level 15
Mind’s Eclipse
PassiveAt the start of each creature’s Turn inside the Shadowscape, they must repeat their Critical Thinking or Rationalism Check against your Spell Weaving. On a failure, they become afflicted with two illusion effects of your choice and you no longer need to maintain Concentration on Shadowscape.
Path of Tetorlith
Harnessing the Power of Void Creatures. Your time spent with the Tetorlith, creatures who inhabit the void, has shown you new ways to harness the power of the empty black. With Master Loom-craft, forge devastating entropic spells.
Passive: Whenever you deal damage to 2 or more hostile creatures you regain 1 Void Point (once per Round).
Dark Eruption
AP: 2 | CA | 5 Void Points | Duration: 3 Rounds, Concentration | Range: Self | Radius: 2 mYou unleash a burst of dark energy exploding around a hostile creature. All creatures that start or end their Turn within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures take 3 Arcane Fire Dice + 1d8 Force in damage and are pushed back 5 m and are knocked Prone.
Level 13
Voided
AP: 1 | QA/R | 2 Void PointsWhen a creature takes damage from Dark Eruption, until the end of their next Turn: Their attacks deal half damage. They lose 1 AP. They suffer -2 against all Spell Weaving Checks.
Level 15
Void Nova
PassiveWhile Dark Eruption is active you gain the following: +5 Movement Speed. +2 to Reflex Defense Rolls. +20 THP. Deal +1 Arcane Fire Dice of damage from attacks and Spells.
Path of the Warden’s Chains
Extending Abyssal Influence Through Restraint. Your prolonged exposure to The Tetorlaious has empowered you with the ability to extend your abyssal influence further. With Master Loom-craft, bind enemies with entropic chains of your own design.
Passive: Whenever you deal damage to a Restrained creature they are Stunned until the end of their next Turn.
Binding Tendrils
AP: 2 | CA | 4 Void Points | Duration: 5 Rounds, Concentration | Range: 10 m | Radius: 3 mYou summon writhing tendrils of abyssal darkness at a point within Range. Choose one creature within the Radius and force them to make a Fortitude Defense Roll against your Spell Weaving Roll. On failure, the target is Restrained for the Duration and take 1 Arcane Fire Dice of damage at the start of each of its Turns. If the target dies or succeeds on an Overcome Action, you may choose another creature within Range to attempt the effect immediately at no additional cost.
Level 13
Entropic Chains
AP: 1 | QA | 3 Void Points | Duration: 3 Rounds | Radius: 10 mWhile Binding Tendrils is active, chains burst forth from the tendrils. Each hostile creature within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures are dragged 3 m toward the tendrils, are Grappled and Prone, and takes 1 Arcane Fire Dice of damage at the start of their next Turn.
Level 15
Consuming Abyss
AP: 2 | CA | 4 Void Points | Duration: 3 Rounds | Range: 5 mFor the Duration: You gain +1 Arcane Fire Dice to all your Damage Rolls for each creature Restrained or Grappled by your effects. You regain HP equal to half the Entropy Damage you deal. You gain 1 Void Point at the end of your Turn if at least one creature remains Restrained.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defensive & Offensive Feats
Shadow Dodge
AP: 1 | R | 2 Void PointsYou become a blur of motion and darkness. Until the start of your next Turn: Gain +2 to all Defense Rolls. If you fail on a Defense Roll against an Area of Effect, you only take half damage. Gain +2 Movement Speed.
Lingering Darkness
AP: 1 | QA/R | 1 Void PointWhen you deal damage with a Void-Touched Weapon the target suffers –2 to their next Attack and Defense Roll.
Shadowmeld Shield
AP: 1 | R | 5 Void PointsWhen you succeed on a Defense Roll while in Dim Light or Darkness you gain Immunity to all Physical Damage Types until the start of your next Turn or until you take a hostile Action or Weave a Spell.
Siphoning Shadows
AP: 1 | QA/R | 2 Void PointsWhen you deal damage with a Void-Touched Weapon, regain HP equal to half the damage dealt.
Warden’s Grasp
AP: 1 | QA | 2 Void PointsWhen you damage a creature with Arcane Fire or a Spell, they are Restrained until the end of your next Turn.
Path-Specific Feats
Friend of Shadow
AP: 1 | QA | 1 Void PointShadow TricksterAll allies within the Radius of Shadowscape gain the benefits of Shadowmeld until the end of their next Turn, or until they make a hostile Action.
Void Pulse
PassiveTetorlithWhen you activate Dark Eruption or Void Nova, all allies within the Radius gain THP equal to your Fortitude Modifier + Level.
Utility Feats
Ferry to the Void
10 Void Points | Duration: 10 minutesYou gain the ability to sequester yourself and your allies on the Tetorlaious. Transport yourself and up to 10 willing creatures into the Tetorlaious. Your allies benefit from a Full Short Rest without time passing in the Material Plane. Afterwards you return to your original location.
Riftwalker
PassiveWhen magically moving, teleporting, or shifting, in any way, you may bring one willing creature with you, provided you can touch them.
Shadowless
PassiveYou may now activate Shadowmeld regardless of lighting conditions. Gain +2 to Stealth Skill Checks in all environments. You may move at full Speed while Invisible.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement (see page 54/264).
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your void mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Loom-crafting (See Core Rule Book APPENDIX E: The Spell-Loom).
Shadow Shift
AP: 1 | R | Range: 5 mPinnacle SynergyWhen an ally within Range is targeted by an attack they can add your Fortitude Modifier to their Defense Roll.
Path of Endless Shade
Silent, Deadly Shadow Strikes. You are your own shadow, silent and, to your foes, extremely dangerous. With Loom-crafting, create spells that strike from the void itself.
Passive: You automatically succeed on Stealth Skill Checks while in Dim Light or Darkness.
Arcane Shadow
PassiveEach time you deal damage, you gain a stacking bonus +1 Arcane Fire Dice bonus damage for each consecutive hit. Maximum of +5 bonus Arcane Fire Dice. The bonus resets to 0 if you miss an attack or take a Rest. While at maximum stacks, hostile creatures within 2 m suffer –2 to all Defense Rolls against you.
Level 18
Apex of Silence
PassiveWhile at 5 stacks of Arcane Shadow: Regain 1 Void Point at the start of each of your Turns to a maximum of half. You may spend 1 Void Point as a Free Action once per Round to teleport up to 6 m into an Unoccupied Space you can see.
Level 20
Blade in The Night
AP: 2 | CA | 5 Void Points | Duration: 3 RoundsWhile active: Your Spells no longer require the Vocal Component. +3 m of Movement Speed. +2 to your Reflex Defense Rolls. +2 to your Attack Rolls. Once per Turn you are able to teleport to any space of Dim Light or Darkness within your Movement Speed. When dealing damage to a creature, they are Silenced until the end of their next Turn. You cannot be targeted by Opportunity Attacks.
Path of the Dark World
Shadow for Havoc and Destruction. You gather the shadow to wreak havoc and destruction upon your enemies. With Loom-crafting, forge devastating area-denial spells of pure darkness.
Passive: While you are standing in an area of Dim Light or Darkness gain +2 to all Defense Rolls.
Drowned by Darkness
AP: 2 | CA | 5 Void Points | Duration: 5 Rounds, or until dismissed as a QA | Range: Self | Radius: 8 mYou call forth a seething mass of pure darkness, enveloping the battlefield. For the Duration the Radius is considered Magical Darkness and is treated as Significant Cover: Allies inside the Radius can see normally. Hostile creatures that enter or start their Turn within the Radius take 1 Arcane Fire Dice of damage and must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Blinded for the Duration. On success, creatures are ejected from the darkness.
Level 18
Unrelenting Darkness
PassiveWhile Drowned by Darkness is active, if a creature attempts to leave the Radius they must make a Fortitude Defense Roll against your Spell Weaving. On failure, the creature cannot leave and are Restrained. On success, they escape but suffer 1 Arcane Fire Dice of damage.
Level 20
Entropic Coil
AP: 1 | QA/R | 6 Void Points | Range: 15 mChoose a creature you can see within Range outside of the Radius of Drowned by Darkness and force it to make a Fortitude Defense Roll against your Spell Weaving. On failure, They are pulled into the nearest Unoccupied Space inside the Radius of Drowned by Darkness, suffer 4 Arcane Fire Dice of damage, and are Blinded until the end of their next Turn.
Path of the Hungry Void
Living Shadows that Devour Enemies. You summon and manipulate living shadows, Tetorlith, to devour your enemies. With Loom-crafting, create spells that feed on your foes’ life force.
Passive: When dealing damage to a creature that is Frightened, Restrained, or Stunned you deal +1 Arcane Fire Dice of bonus damage to them.
Shadow Feast
AP: 2 | CA | 6 Void Points | Duration: 3 Rounds | Range: 12 mYou summon jagged tears in reality, unleashing ravenous Tetorlith to attack your enemies. Choose up to three creatures within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are Frightened and take 2 Arcane Fire Dice of damage at the start of each of their Turns for the Duration. You receive HP for half the damage dealt.
Level 18
Void Maw
AP: 2 | CA | 4 Void Points | Duration: 5 RoundsYou tear open a massive rift—a yawning Maw of Entropy. Choose one creature affected by Shadow Feast and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Dominated and you receive half of any damage they deal as HP. Additionally they suffer -2 when attempting to Overcome.
Level 20
Devoured by the Dark
AP: 2 | CA | 8 Void Points | Duration: 4 Rounds, Concentration | Radius: 8 mAll hostile creatures within Radius of a creature affected by Void Maw must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 5 Arcane Fire Dice of damage and become Restrained. At the end of each of their Turns they take 1 Arcane Fire Dice of damage and are pulled 4 m, toward the center of the Radius. If a creature reaches the center they are Devoured, becoming Incapacitated for the Duration. They continue to take 1 Arcane Fire Dice of damage at the end of each Turn. They can not use Overcome. For each creature Devoured, you regain 2 Void Points.
Path of the VoidWalker
Transcending the Laws of a Single World. “You are not bound by a single world—or by its fragile laws.” With Loom-crafting, weave spells that tear the fabric of reality itself.
Passive: When a creature fails a Defense Roll against you they lose 1 AP for the Round.
Tear Reality
AP: 2 | CA | 10 Void Points | Duration: 5 Rounds | Range: 15 m | Radius: 10 mSelect an Unoccupied Space within Range and force all hostile creatures within the Radius to make a Will Defense Roll against your Spell Weaving. On failure, they are teleported into the Tetorlaious along with you and your allies. For the Duration: Hostile creatures become Confused and only have 2 AP. Your allies gain Resistance to Entropy Damage, +1 AP, and +1 Arcane Fire Dice of damage to their Damage Rolls. You may grant Shadowmeld to an ally you can touch.
Level 18
Fractured Fields
AP: 1 | QA/R | 4 Void PointsWhile Tear Reality is active choose a hostile creature you can see and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are teleported to an Unoccupied Space of your choice and they suffer 3 Arcane Fire Dice of damage. Additionally you can choose to teleport a willing ally in the same way.
Level 20
Breach Collapse
Passive | Duration: 3 RoundsYou tear open the boundary completely for a brief instant, threatening to erase existence around you. When Tear Reality ends all hostile creatures return to the Material Plane and must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 4 Arcane Fire Dice of damage, and for the Duration they become Vulnerable to Non-magical Physical Damage and are Frightened.
Resonate Spell-Loom
Passive | Level 20At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defensive & Offensive Feats
Tether of Kalabel
AP: 1 | QA/R | 6 Void Points | Range: 15 mChoose a hostile creature within Range and until the end of the Encounter: They take an additional Arcane Fire Dice of damage each time they are damaged. They must succeed a Fortitude Defense Roll against your Spell Weaving to teleport, become Invisible, or enter an alternate plane. On failure, their Action fails and they take 2 Arcane Fire Dice of damage.
Void Echo
AP: 1 | QA/R | 6 Void Points | Duration: 5 RoundsFor the Duration, whenever you deal damage with Void-Touched Weapon or Arcane Fire, at the start of the creature’s next Turn they suffer 2 Arcane Fire Dice of damage.
Path-Specific Feats
Ally of the Shadow
Passive | Range: 6 mEndless ShadeWhen an ally within Range of you deals damage to a creature you have attacked you gain a stack of Arcane Shadow.
If I Was a Shadow
AP: 1 | QA/R | 3 Void Points | Duration: 3 Rounds | Range: 10 mEndless ShadeYou may choose to lose all of your stacks of Arcane Shadow and grant an ally within Range its’ benefits.
Terror of the Shadows
PassiveDark WorldWhenever a creature succeeds on their Defense Roll against Drowned by Darkness, they suffer –2 to all Attack Rolls until the end of their next Turn.
Opening the Rift
AP: 2 | CA | 4 Void Points | Range: 20 mVoidWalkerChoose a creature outside of the Radius of Tear Reality within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are teleported randomly to an Unoccupied Space within Tear Reality.
Void Conversion
AP: 1 | QA/R | 2 Void PointsHungry VoidYou may forgo receiving HP from Shadow Feast or Void Maw and instead regain 2d4 ARC.
Utility Feats
Tet Step
AP: 2 | CA | 10 Void Points | Range: Self | Radius: 10 mYou and all willing allies within Radius are phased into the Tetorlaious and reappear up to 1 km away in a space you can see or are familiar with.
Pinnacle Arcane Fire
PassiveYour Arcane Fire Dice are now 1d12 and increase your Fortitude Modifier by +1.
Shadow Weaver
PassiveWhen you create an Entropic-based Destruction Spell using the Spell-Loom crafting system, add +1d12 Force Damage to the spell’s total damage.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement (see page 54/264).