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.
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 SynergyWhen 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 widthYou 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 PointsYou 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 RoundsYou 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 mAs 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
AnchorFeats 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/RWhen 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/RWhen 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).
Arcane Resonance
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
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
AnchorWhen 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 PointsWhen 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 PointsWhen 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 RoundsChoose 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 RoundsYou 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
PassiveWhenever 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 mYou 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
PassiveWhen 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 mWhen 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.
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 PointIf 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 PointsYou 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 mCreate 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 persistsCreate 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
PassiveRiftwalkerWhen a creature fails its Defense Roll against Riftstep, it becomes Silenced for 2 Rounds.
Elemental Conversion
AnchorArcane ConduitWhile Elemental Spike is active, the damage negated through Resistance you gain back as HP.
Full Potential
AP: 1 | QAAlterationsWhen 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 mRiftwalkerWhen 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 PointsShift 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 | CAYou 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 PointsWhen 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 PointsWhen 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 | RConvert between ARC and Weave Points at a 2:1 ratio. (2 Weave = 1 ARC or 2 ARC = 1 Weave.)
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Magic Aid Upgrade
PassiveWhen the ally rolls a Natural 20 on their Spell Attack, you regain 1 Weave Point.
Arcane Fire Upgrade
PassiveYour Arcane Fire Dice increases to a d10.
Arcane Cannon Upgrade
PassiveWhen 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
PassiveYou 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 depletedYou 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
PassiveDuration: 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
PassiveNew 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.
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 SynergyWhen 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 AnchorYou 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 PointsWhile 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
PassiveWhile 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 mMake 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 mOn 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
PassiveIf 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 mChoose 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 mUse 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 RoundsAny 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.
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
AnchorWhen 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 PointsYou 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 PointsWhen 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 RoundsYou 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 PointsWarlockWhile Life Siphon is active the creature is also Restrained.
Utility Feats
Arc Transfer
AnchorYou may transfer a number of your ARC Points to a creature you can touch equal to your Endurance Modifier.
Compression
AnchorWhen 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 | CAYou 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
PassiveYou may destroy a Magic Item or Magic-Fused Object. It becomes mundane and you gain ARC Points equal to your Fortitude Modifier.
Elemental Shift
AnchorYou 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 AnchorYou and a chosen Ally you touch gain +2 to Defense Rolls against Spells and the ally gains your Spell Sight.
Overloaded Anchor
AnchorAfter 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 ActionCreate 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.
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 SynergyWhen 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 PointsYou 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
PassiveWhile 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 RoundsYou 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 mChoose 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 PointsWhen 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, ConcentrationWhile 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
PassiveYou 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
PassiveAll 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 PointsWhen 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 mFor 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 mWhile 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 PointsWhile 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 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
Arcane Overload
AP: 2 | CA | 8 Weave Points | Duration: 5 RoundsFor 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 mWhen 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 MasterWhen Anchor Syzygy ends all hostile creatures within the Radius of your Weave Anchor(s) take 5 Arcane Fire Dice of damage.
Loomed Hydra
PassiveLoom MasterWhen activating Loom Nexus you and your allies also share HP.
Time Lords
AP: 1 | QA | 10 Weave PointsChronoweaverWhen activating Timelock you may choose one ally to benefit from its effects.
Utility Feats
Arcane Superposition
AP: 2 | CA | 6 Weave Points | Duration: 5 RoundsFor 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
PassiveWhenever you modify a spell using your Weave Anchor abilities, the effects are doubled.
Cosmora Anchor
PassiveYou can now Concentrate on a Spell while Concentrating on your Weave Anchor.
Pinnacle Arcane Fire
PassiveYour Arcane Fire Dice are now 1d12 and increase any Ability Score by +2 or any two Ability Scores by +1 each.
Spellform
PassiveChoose 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 PointsWhen 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 mSync 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.