Merkabah icon

Yokai Subclass

Merkabah

Chosen of the Tsulah

History

It is said that Arcanium, the fabled Realm of Magic, pulsates with pure arcane energy, where magic is a living essence that shapes reality. Crystal spires adorned with magical runes pierce the sky, and radiant formations echo ancient spells, creating a landscape where the impossible becomes reality. Legends further propose that within Arcanium lies the Cosmora, the Universal Library, a vast repository of infinite magical knowledge.

This place is populated by the Tsulah, living embodiments of magic, their forms fluid and ever-changing, adorned with runes that pulse with ancient power. They navigate the Cosmora, safeguarding its secrets and guiding those deemed worthy to deeper understanding.

When a mortal delves deeply into the arcane, pushing the boundaries of magic and seeking its purest form, they may inadvertently send ripples through the very essence of Arcanium. Such dedication and passion can capture the attention of a Tsulah. These beings, drawn to exceptional magical resonance, will manifest before the ardent practitioner. They offer a silent invitation to their chosen; bear the mantle of a Merkabah, be entrusted to guard and preserve the ancient forces of magic.

The Merkabah draw directly from Arcanium’s infinite wellspring of arcane energy, making them unique among Spell Weavers, able to see the magical Weave that binds the universe together. Their mandate transcends mere power; they are tasked with safeguarding magic’s purity. They wield this raw magic to shield the innocent, fight against corruption, and conjure tempests that echo the universe’s primordial roars.

Each Merkabah, in their deep understanding and fervor for magic, have gained unique skills in the manipulation of the Weave. Their Spells are malleable and powerful. Their Arcane Fire is fueled by their intense connection to magic itself. They pull from the Weave as easily as they breathe.

Even if the stories of the Tsulah and Arcanium are not true, Merkabah are seen as the Guardians of Magic. They do not just wield magic, but protect the Weave from forces that would corrupt it or seal it away. A responsibility few understand the true depths of, but if you ever heard the whispers in between threads of magic you know something lurks deep within. Another guardian or perhaps the very corruption Merkabah fight against?

To be a Merkabah is to embrace a solemn vow — to uphold ancient traditions, to shield magic’s essence, and to stand as a bulwark against its potential corruption. They are not merely Spell Weaver; they are the guardians of an ancient covenant between the universe and the primal magic, drawing fervor from Arcanium’s unyielding embrace.

Subclass Breakdown

As a Merkabah, you are a master of arcane manipulation, capable of altering the very fabric of reality. You harness ancient resonances and raw cosmic power, blending them to rewrite the universe’s code. Through your bond with the Tsulah, beings of pure Arcanium, you reshape the battlefield with devastating precision. Whether empowering your attacks with elemental fury, duplicating spells, extending their reach, or uncovering hidden ley energies, you stand at the intersection of magic and cosmic forces—rewriting existence to suit your will.

Base Class

Yokai

Core Ability

Endurance

Aptitude Dice

d6

MAB

6

Aptitude

Add one Toolkit Aptitude of your choice. You gain +2 Aptitude Points for the Magic Skill.

The Weave

Weave Points

Total: 5 + Level + Endurance Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Arcane Fire Dice

Choose Energy Type: Thermal, Cryo, Sonic, or Hydro. Spend ARC or Weave Points.

Spell Weaving

1d20 + MAB

Key Mechanics

Chosen of the Tsulah (Passive)

Entrusted with the mantle of Merkabah, guardian of the ancient and untainted Weave. The Tsulah gift the ability to alter magic at its core.

Spell Sight (Passive)

Range 20 m. See lingering threads of magic. Make Magic Skill Check vs Encoding DC to learn spell name, target, and purpose.

Tsulah Prodigy (Passive)

+3 bonus Memorization Slots. Once per Long Rest: attempt to learn a spell from any other Subclass Spell List (Magic Skill Check vs Encoding DC).

Arcane Fire (Passive)

When using Arcane Fire you can choose one Energy Type: Thermal, Cryo, Sonic, or Hydro. You may spend ARC or Weave 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 Weave Points. Some Merkabah Feats require you to roll your Arcane Fire Dice for additional effects. This does not count as using Arcane Fire.

4

Guardian of Magic

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Magic Aid

AP: 1 | RCore Synergy

When an ally you can see makes a Spell Attack Roll, you may grant them a bonus equal to your Fortitude Modifier to the roll.

Arcane Cannon

AP: 2 | CA | 2 Weave Points | Range: 10 m line, 1 m width

You turn your Arcane Fire into a burst of high-energy magical particles that travel at nearly the speed of light. Specify a direction and all creatures caught in the line must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 2 Arcane Fire Dice of damage directly to HP and are knocked Prone.

Energy Conversion

AP: 1 | R | # Weave Points

You have learned to harness the arcane energy of magic directed at you, converting it into raw power. When you would take damage from any source, you may spend Weave Points to absorb some of the incoming energy. For each Weave Point spent, you reduce the incoming damage by 1 Arcane Fire Dice. If you reduce the incoming damage to 0, you immediately gain 1 ARC Point. If the source was Magical or Elemental, you also gain +2 Movement Speed for 1 Round.

Loomed Weapon

AP: 2 | CA | 2 Weave Points | Duration: 3 Rounds

You can summon a Spell-Loom Crafted version of a weapon you have Aptitude in. While active, the weapon has the following: +1 to your Attack Rolls and +1 Arcane Fire Dice bonus to Damage Rolls. Is considered Magical, for overcoming Resistances and Immunities. You may only maintain one Loomed Weapon at a time.

Weave Anchor

AP: 2 | CA | 3 Weave Points | Duration: 3 Rounds, Concentration | Range: 6 m | Radius: 3 m

As a Merkabah, you have the ability alter and enhance magic and energy on a subatomic level, allowing you to rewrite the very code of the universe. You summon a crystalline glyph of power—a luminous Anchor that warps the battlefield. Place the Anchor in an Unoccupied Space within Range. You may only have one Anchor active at a time. While within Range of the Weave Anchor: Allies gain +1 to Defense Rolls. Hostile creatures suffer –1 to Defense Rolls against Spells and Arcane Fire.

Weave Anchor Effects

Anchor

Feats labeled as Anchor can only be used while within the Range of the Weave Anchor. Each Effect costs 2 Weave Points unless otherwise specified and may be activated as a Quick Action or Reaction.

Clone Effect

Anchor | 2 Weave Points | QA/R

When you Weave a Spell targeting a single creature, you can simultaneously target a second creature within Range.

Far Reaching Effect

Anchor | 2 Weave Points | QA/R

When you Weave a Spell (other than Self), double its Range. Touch based Spells gain a Range of 5 m.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Arcane Resonance

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your arcane 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 Alterations

Spell manipulation and refinement. You are adept at the intricate art of spell manipulation, allowing you to reshape and refine your magical abilities with unparalleled precision.

Passive: You may re-roll any 1s or 2s on Damage Dice while you are within Range of your Weave Anchor.

Spell Sculptor

Anchor

When you Weave or have Woven a Spell, or use Arcane Fire you may choose one: Widen the effect: Increase its Radius or Area by +2 m. Focus the effect: +2 to your Spell Weaving Check against a single chosen target. Shift the effect: Move the point of origin up to 3 m without changing your position.

Level 8

Forced

Anchor | # Weave Points

When you Weave a Spell that forces a creature to make a Defense Roll, you may spend Weave Points to increase your Spell Weaving Check by +1 per Point spent.

Level 10

Empowerment

Anchor | # Weave Points

When you deal damage with a Spell you may spend Weave Points to increase the impact: +1 Arcane Fire Dice per Weave Point spent. If you spend three or more Weave Points in a single activation, the Spell ignores Resistances. If you spend five or more Weave Points in a single activation, the Spell ignores Immunities.

Path of Arcane Conduit

Amplifying spells and warping the battlefield. Harnessing the raw flow of magical energy, your Weave Anchor becomes a living conduit of arcane power, amplifying spells, bolstering allies, and warping the battlefield with unleashed resonance.

Passive: Whenever you spend Weave Points on an Anchor Effect, you gain +1 to Spell Weaving Checks until the end of your next Turn.

Arcane Saturation

Anchor | Duration: 3 Rounds

Choose one when you activate: Amplify: Increase all Healing and Damage dealt by Spells in the Radius by +1 Arcane Fire Dice. Suppress: All hostile creatures in the Radius have –2 to all Spell Weaving Checks. While active: The Radius around your Anchor becomes Challenging Terrain for hostile creatures.

Level 8

Elemental Spike

Anchor | Duration: 2 Rounds

You and all allies within Range of your Weave Anchor gain: Resistance to one Elemental Damage Type of your choice (Thermal, Cryo, Hydro, Sonic, or Electric). +2 to all Spell Attack Rolls.

Level 10

Reverberation

Passive

Whenever you or an ally deals damage while inside the Radius of the Weave Anchor, all hostile creatures within the Anchor Radius take 1 Arcane Fire Dice of Force Damage. Whenever you or an ally gains HP while inside the Radius, all allies within the Anchor Radius heal 1 Arcane Fire Dice.

Path of the Riftwalker

Warping through space with arcane devastation. Harnessing the volatile power of raw magic, you warp through space, leaving a trail of arcane devastation in your wake.

Passive: Whenever you teleport yourself or an ally by any means, hostile creatures within 1 m of the starting location lose all Movement for the Turn.

Riftstep

AP: 2 | CA | 4 Weave Points | Range: 10 m | Radius: 2 m

You tap into and unleash the aberrant power of raw magic. You teleport to an Unoccupied Space you can see within Range, upon arrival, all creatures within the Radius of your destination must make a Fortitude Defense Roll against your Spell Weaving. On a failure, creatures take 2 Arcane Fire Dice of damage and are knocked Prone.

Level 8

Friends, Not Bombs

Passive

When you use Riftstep, you may instead target a willing ally you touch and teleport them instead of yourself. After teleporting them, you and the ally both gain +2 to your next Attack or Defense Roll until the end of your next Turn.

Level 10

Volatile Vortex

AP: 1 | QA | 2 Weave Points | Duration: 2 Rounds | Radius: 5 m

When you use Riftstep, you may leave behind a Volatile Vortex at your original location. Hostile creatures within the Radius take 1 Arcane Fire Dice of damage at the start of each of their Turns and suffer –2 to Attack and Defense Rolls. Allies within the Radius gain +1 to Attack and Defense Rolls.

7/9

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

Arcane Redirect

AP: 1 | R | 1 Weave Point

If you absorb damage using Energy Conversion, you may immediately redirect the absorbed energy back at the attacker: Make a Ranged Spell Attack (with a +1 bonus). On hit, deal the absorbed damage +1 Arcane Fire Dice of bonus damage.

Spell Preservation

AP: 1 | R | # Weave Points

You can protect and preserve spells, making them more resilient to Nullification or Counter attempts. When one of your Spells would be Nullified or Countered, you may immediately spend Weave or ARC Points equal to the Spell’s original cost to protect it, causing the Nullification attempt to fail.

You Shall Not Cast

AP: 2 | CA | 4 Weave Points | Duration: 3 Rounds, Concentration | Range: 6 m | Radius: 3 m

Create an Anti-Magic Ward centered on a point within Range: Spells of your level or lower that originate from or target within the area are automatically Nullified. You may still Weave normally.

Weaved Barrier

Anchor | # Weave Points | Duration: While THP persists

Create a magical barrier around the Radius of the Weave Anchor. The barrier’s THP is equal to 1 Arcane Fire Dice per Weave Point spent.

Path-Specific Feats

Nullified Fallout

PassiveRiftwalker

When a creature fails its Defense Roll against Riftstep, it becomes Silenced for 2 Rounds.

Elemental Conversion

AnchorArcane Conduit

While Elemental Spike is active, the damage negated through Resistance you gain back as HP.

Full Potential

AP: 1 | QAAlterations

When a creature fails a Defense Roll against a Spell you used Forced on, you can add Arcane Fire Dice to the damage equal to half of the points you spent.

Teleporting Fury

Passive | Range: 10 mRiftwalker

When using Friends, Not Bombs, you may instead target a hostile creature and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are teleported to an Unoccupied Space that you can see within Range and are Restrained until the end of their next Turn.

Utility Feats

Anchor Drift

AP: 1 | QA | 2 Weave Points

Shift your Weave Anchor up to 10 m in any direction leaving behind a shimmering trail. Until the end of your next Turn: Hostile creatures moving through it treat it as Challenging Terrain. Allies moving through it gain +5 m Movement until the end of their Turn.

Life Exchange

AP: 2 | CA

You may spend 5 HP to gain 1 ARC or Weave Point. You may exchange up to 50 HP per Long Rest. If you exceed this limit, you suffer 1 Level of Exhaustion for every additional 5 HP spent. You cannot exceed your maximum ARC or Weave Point pools.

Reshape

Anchor | 2 Weave Points

When you Weave a Spell that creates an area (Line, Cone, Sphere, Cube, Radius), you may spend 2 Weave Points to increase its area by half.

Spell Theft

AP: 1 | R | 3 Weave Points

When you use Energy Conversion to reduce damage from a hostile spell, you can attempt to steal it. The Spell Weaver must make a Will Defense Roll against your Spell Weaving. On a failure, you learn the spell temporarily (24 hours). The original Weaver cannot Weave it again during that time. You may Weave the stolen spell once for free (no ARC cost) during the 24-hour window. If you beat the spell’s Encoding DC during this time, you permanently learn it.

Weave Exchange

AP: 1 | R

Convert between ARC and Weave Points at a 2:1 ratio. (2 Weave = 1 ARC or 2 ARC = 1 Weave.)

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Magic Aid Upgrade

Passive

When the ally rolls a Natural 20 on their Spell Attack, you regain 1 Weave Point.

Arcane Fire Upgrade

Passive

Your Arcane Fire Dice increases to a d10.

Arcane Cannon Upgrade

Passive

When using Arcane Cannon, you may spend an additional 2 Weave Points to: Double the Range (20 m) and Width (2 m) of the line. Increase the Damage by +2 Arcane Fire Dice. Hostile creatures that fail their Defense Roll are also Stunned.

Energy Conversion Upgrade

Passive

You may choose to forego your Defense Roll before knowing the Damage Dice. If you do, the damage is halved, and you gain ARC equal to your Fortitude Modifier.

Loomed Armor

AP: 2 | CA | 2 Weave Points | Duration: Until THP is depleted

You can summon a Spell-Loom Crafted version of armor or a shield you have Aptitude in. While active, the armor has the following: THP equal to the mundane version of the armor. You may only maintain one Loomed Armor at a time. You can not wear other armor while this is active.

Weave Anchor Upgrade

Passive

Duration: Increases to 5 Rounds. Activation Cost: Reduced to 1 AP. Range: Increased to 8 m. Radius: 5 m. New Benefits While Active: Gain +2 to Defense Rolls. When allies enter the Weave Anchor’s Range for the first time, they gain +1 ARC.

Weave Anchor Effects Upgrade

Passive

New Anchor Effects unlocked: Enduring: You can extend the Duration of any of your Spells by 1 Round. Time Lapse: When you Weave a Spell with a Weaving time of a Core Action, you can change the Weaving time to a Quick Action or Reaction.

11

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: The Spell-Loom).

Spell Eater

AP: 1 | R | Range: 8 mMaster Synergy

When an ally within Range takes damage from a Spell, you may instantly swap places with them, taking the damage instead.

Path of the Secret Fire

Cosmic energies and stellar destruction. Conjuring the forces that birth stars, you merge cosmic energies to produce the secret fire within.

Passive: Whenever you spend 5 or more Weave Points during a single Turn, you gain Resistance to Force and Thermal Damage until the start of your next Turn.

Stellar Confluence

Anchor | 6 Weave Points | Duration: Weave Anchor

You conjure a seething sphere of stellar energy around your Weave Anchor. Hostile creatures that enter or start their Turn within the Anchor’s Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 3 Arcane Fire Dice, are thrown out of its Radius, and knocked Prone.

Level 13

Black Hole Sun

Anchor | 3 Weave Points

While Stellar Confluence is active: Hostile creatures within the Anchor’s Radius who fail a Defense Roll against any Spell or Magic Effect are pulled 2 m closer to its center and are Restrained until the start of their next Turn. Allies within the Range gain Resistance to all Elemental Damage Types.

Level 15

Mass Conversion

Passive

While Stellar Confluence is active you may activate Energy Conversion on an ally within the Weave Anchor’s Radius.

Path of the Volatile Mage

Arcane explosives and catastrophic detonations. Channeling unstable magic, you plant arcane explosives in your foes, building up volatile energy until it detonates in a catastrophic burst of destruction.

Passive: Whenever a creature fails a Defense Roll against your Spells or Subclass Feats they become Vulnerable to all magic until the end of their next Turn.

Arcanium Bomb

AP: 2 | CA | 5 Weave Points | Duration: 3 Rounds, Concentration | Range: 20 m

Make a Spell Attack against a target within Range. On hit, implant a volatile magical core inside them. Each Round that you hold Concentration, add 2 Arcane Fire Dice to the final detonation damage. Detonation: Detonate at any time by breaking Concentration. Target takes accumulated total Arcane Fire Damage.

Level 13

Spell Shrapnel

AP: 1 | QA/R | 3 Weave Points | Range: Target | Radius: 3 m

On detonation of Arcanium Bomb, all hostile creatures within Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take the same damage as the original target, are thrown 3 m, and are knocked Prone.

Level 15

Etheric Feedback

Passive

If your Weave Anchor is active and you detonate Arcanium Bomb, all hostile creatures within the Weave Anchor’s Radius suffer half the damage of Spell Shrapnel.

Path of the Warlock

Death magic and life siphoning. Delving into forbidden arts, you wield death itself as a tool, siphoning life force to fuel devastating necrotic power.

Passive: Whenever you regain ARC your next damage dice roll gains +1 Arcane Fire Dice of bonus damage.

Life Siphon

AP: 2 | CA | 5 Weave Points | Duration: 3 Rounds, Concentration | Range: 10 m

Choose a target within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, each Round they take 1 Arcane Fire Dice of damage and you regain 1 ARC Point. If the target dies, you regain 3 Weave Points instead.

Level 13

Dark Harvest

AP: 1 | QA | 3 Weave Points | Duration: 4 Rounds, Concentration | Radius: 3 m

Use the Brace Action and force all hostile creatures within Range to make a Will Defense Roll against your Spell Weaving. On failure, effected creatures are Paralyzed, taking 1 Arcane Fire Dice of Damage and you receive 1 ARC or 5 HP from each. Dark Harvest ends early if you end the Brace Action or an effected creature takes damage.

Level 15

Death Magic

Passive | Duration: 3 Rounds

Any creature effected by Life Siphon or Dark Harvest that drops below half HP must make a Will Defense Roll against your Spell Weaving. On failure, they are Dominated by you for the Duration.

12/14

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

Anchor Pulse

Anchor

When you place a Weave Anchor, force all creatures of your choice within its Radius to make a Will Defense Roll against your Spell Weaving. On failure, they lose half their Movement and –1 to Attack Rolls until the start of your next Turn.

Spellstorm

AP: 2 | CA | 10 Weave Points

You unleash a torrent of arcane fury, Weaving three different spells you know simultaneously without expending ARC. The Spells resolve in the order you choose. You can not Amplify these Spells.

Subatomic Shift

AP: 1 | R | 4 Weave Points

When you are targeted by an attack choose one effect: Delayed Damage: Take half the damage now, the other half at the end of the Encounter. Reactive Resistance: Gain Resistance to that Damage Type for 4 Rounds. Quantum Slip: Instantly teleport up to 30 m to an Unoccupied Space you can see.

You Call That Magic?

Anchor | Duration: 3 Rounds

You create a protective ward to shield areas from unwanted magic or intrusion. Choose a creature or object within Range. For the Duration all Spells of your level or lower targeting the creature are Nullified. Once per Round, you may reflect one incoming Spell back at its original Weaver and force them to roll their own Defense Roll against the effect.

Path-Specific Feats

Bound by Magic

AP: 1 | QA | 2 Weave PointsWarlock

While Life Siphon is active the creature is also Restrained.

Utility Feats

Arc Transfer

Anchor

You may transfer a number of your ARC Points to a creature you can touch equal to your Endurance Modifier.

Compression

Anchor

When you Weave an area effect spell you can instead choose to target specific creatures. Choose a number of creatures up to your Endurance Modifier.

Cosmic Balance

AP: 2 | CA

You may end one Spell or Magical Effect on a target creature or object you can see by spending a number of Weave Points or ARC equal to the original Spell’s cost.

Devourer of Magic

Passive

You may destroy a Magic Item or Magic-Fused Object. It becomes mundane and you gain ARC Points equal to your Fortitude Modifier.

Elemental Shift

Anchor

You may change the Elemental Damage Type of any Spell you Weave to another Elemental Type (Thermal, Cryo, Electric, Hydro, Sonic).

Gifted Sight

Anchor | Duration: Weave Anchor

You and a chosen Ally you touch gain +2 to Defense Rolls against Spells and the ally gains your Spell Sight.

Overloaded Anchor

Anchor

After placing your Weave Anchor, its Duration is reduced to 1 Round but all Anchor Effects cost 0 Weave Points.

Rainbow Bridge

AP: 2 | CA | 4 Weave Points | Duration: 1 hour, dismissed as a Quick Action

Create a visible magical passage up to 2 m wide, 3 m tall, 30 m long. If the bridge collapses while creatures are inside, they are ejected to the nearest Unoccupied Space.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your arcane mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Loom-crafting (See Core Rule Book: The Spell-Loom).

Spell Shield

AP: 1 | R | Range: 15 mPinnacle Synergy

When an ally within Range is targeted by an attack, you grant them Resistance to the triggering effect’s Damage Type.

Path of the Arcanist

Pure magical energy conduit. Harnessing the boundless potential of the Arcanium, you become a conduit of pure magical energy.

Passive: Whenever you or an ally successfully Weaves a Spell within the Weave Anchor’s Radius, you gain 1 ARC (up to a maximum of your Fortitude Modifier per Encounter).

Conflux of Power

AP: 2 | CA | 6 Weave Points

You fuse with your Weave Anchor, becoming its radiant nexus. You become the center of your Weave Anchor’s Radius, gaining all of its abilities: You can only move at half your Movement Speed. All your ARC costs are halved, rounded down. Your Spells deal +1 Arcane Fire Dice of bonus damage.

Level 18

Arcane Mastery

Passive

While Conflux of Power is active, when an ally within the Radius Weaves a Spell, they may use their Subclass Points to activate your Anchor Effects.

Level 20

Tsulah’s Gift

AP: 2 | CA | 15 Weave Points | Duration: 4 Rounds

You absorb latent magical energy and ascend into a being of pure cosmic force. Immediately regain all ARC Points and for the Duration: Gain +2 AP per Round. Gain +5 to all Defense Rolls. Gain Resistance to all Magic Damage Sources. Your Spells ignore all Resistances and Immunities. Allies within 5 m of you are Immune to your Spells’ negative effects. When a hostile creature targets you, they must succeed on a Will Defense Roll against your Spell Weaving or choose a different target or lose the Action.

Path of the Chronoweaver

Bending time and causality. You unravel the Weave and restitch it. With a mere thought, you accelerate allies, delay your enemies’ turns, and bend causality around your Anchor like thread through a loom.

Passive: You may use your Movement at any time without AP Cost.

Time Fracture

AP: 2 | CA | 7 Weave Points | Duration: 3 Rounds, Concentration | Range: 20 m | Radius: 5 m

Choose a point that you can see within Range. For the Duration within the Radius: Hostile creatures must make a Will Defense Roll against your Spell Weaving at the start of their Turn. On failure, they are Delayed and suffer –1 AP. Allies Gain +1 AP and +3 to Movement Speed.

Level 18

Premonition Pulse

AP: 1 | R | 3 Weave Points

When a creature effected by Time Fracture targets you or an ally with an attack they must make a Will Defense Roll against your Spell Weaving. On failure, you may redirect the effect to another target within 6 m and the attacker is Stunned until the start of their next Turn.

Level 20

Timelock

AP: 2 | CA | 16 Weave Points | Duration: 3 Rounds, Concentration

While active: Gain +4 to Reflex Defense Rolls. You may take two Turns per Round—one at the top of the Initiative, and another at your normal Initiative. Your Spells and Feats cannot be Countered or Nullified. You may re-roll one failed Spell Weaving Check per Turn. At the end of the Duration, choose: Rewind: Regain HP equal to half your maximum. Collapse: Hostile creatures within 10 m of you must make a Will Defense Roll against your Spell Weaving. On failure, take 6 Arcane Fire Dice and lose 1 AP next Round.

Path of the Loom Master

Mastery of the Weave itself. You have mastered the warp and weft of the Weave, guiding it with steady hands to change the fabric of the magic around you. Your arcane threads know no bounds.

Passive: While within your Weave Anchor you may Weave one Novitiate Level Spell without ARC cost.

Anchor Syzygy

Passive

You may now place and maintain two Weave Anchors at once. While standing within the overlapping Radius of both all bonuses and penalties from the Weave Anchors are doubled. You may activate two different Anchor Effects per Turn by spending +1 Weave Point. Allies within the Radius can access each others Spell Lists.

Level 18

Loom Nexus

Passive

All allies within the Radius of your Weave Anchor(s) share one pool of ARC and Subclass Ability Points.

Level 20

Spell Fortress

AP: 2 | CA | 10 Weave Points

When a hostile creature uses an Ability or Weaves a Magus or lower Spell within the Radius of a Weave Anchor they must make a Will Defense Roll against your Spell Weaving. On failure, you may choose from the following: It is Nullified and you gain 2 ARC. It is redirected at a target within Range. You can learn the Spell or Ability and use it once during this Encounter.

Path of the War Weaver

Delivering magic with destructive force. Where others shape spells like flowing currents, you deliver magic with destructive force and blinding accuracy. With your weapon in hand, the war is over before it has even began.

Passive: While Loomed Armor is active you gain Resistance to one Damage Type of your choice.

Loomed Armory

AP: 2 | CA | 5 Weave Points | Duration: 5 Rounds | Range: Weapon’s Range | Radius: 5 m

For the Duration: Loomed Weapon | AP: 1 | QA | When making an attack with your Loomed Weapon force all creatures within the Radius of the target to make a Reflex Defense Roll against your Spell Weaving. On failure, they take 3 Arcane Fire Dice of damage and are either pulled or pushed 5 m from them. Loomed Armor: You gain a Flying Speed equal to your Movement Speed. When you are dealt damage by an attack, the attacker takes half the damage.

Level 18

Arc Rush

AP: 1 | QA | 4 Weave Points | Range: 2 m

While Loomed Armory is active you can use your Movement Speed to relocate to an Unoccupied Space you can see. All creatures that you pass within Range must make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures take 2 Weave Dice of Force Damage and are knocked Prone and Confused.

Level 20

Woven Berzerker

AP: 2 | CA | 5 Weave Points

While Loomed Armory is active, for each creature you deal damage to, you gain +1 AP and +1 ARC (Max +4 AP and ARC per Round). Additional AP does not carry over to your next Round.

Resonate Spell-Loom

Passive | Level 20

At 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.

17/19

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

Arcane Overload

AP: 2 | CA | 8 Weave Points | Duration: 5 Rounds

For the Duration, all your Spell Attacks bypass any form of Resistance or Immunity. Additionally, your Spell’s Damage deal +3 Arcane Fire Dice, and you gain +2 to your Spell Attack Rolls.

Repulsion

AP: 1 | R | 6 Weave Points | Radius: 5 m

When you take damage, you create a burst of repulsive energy forcing all hostile creatures within the Radius to make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures are pushed back 3 m and take 6 Arcane Fire Dice of damage and you absorb 1 ARC for each creature affected.

Path-Specific Feats

Anchor’s End

PassiveLoom Master

When Anchor Syzygy ends all hostile creatures within the Radius of your Weave Anchor(s) take 5 Arcane Fire Dice of damage.

Loomed Hydra

PassiveLoom Master

When activating Loom Nexus you and your allies also share HP.

Time Lords

AP: 1 | QA | 10 Weave PointsChronoweaver

When activating Timelock you may choose one ally to benefit from its effects.

Utility Feats

Arcane Superposition

AP: 2 | CA | 6 Weave Points | Duration: 5 Rounds

For the Duration you maintain Concentration on two Spells at once. Once during the Duration, you can choose to collapse the superposition, immediately reweaving the last spell you Wove without ARC cost or AP.

Cosmic Amplification

Passive

Whenever you modify a spell using your Weave Anchor abilities, the effects are doubled.

Cosmora Anchor

Passive

You can now Concentrate on a Spell while Concentrating on your Weave Anchor.

Pinnacle Arcane Fire

Passive

Your Arcane Fire Dice are now 1d12 and increase any Ability Score by +2 or any two Ability Scores by +1 each.

Spellform

Passive

Choose one spell you know—it becomes your Spellform. You may Weave your Spellform once per Encounter as a Free Action, without expending ARC or AP. Your Spellform always rolls with +3 on Spell Attack Rolls. It cannot be Nullified.

Subatomic

Anchor | # Weave Points

When you see or hear a creature weaving a spell, you may spend Weave Points to alter it. The Weaver must make a Will Defense Roll against your Spell Weaving. On failure, for each Weave Point spent, choose to Increase/decrease: The damage of the Spell by 1d8. The Duration by 1 Round. The Range by 3 m.

Weave Sync

AP: 2 | CA | 6 Weave Points | Duration: 5 Rounds | Range: 12 m

Sync up to three allies within Range: Synced allies may activate your Weave Anchor Effects at no Weave Point cost. Spells woven by Synced allies gain +2 Arcane Fire Dice to damage.