Magic & Spell Weaving

Chapter 3 of Einsol's Razor — how raw magical energy is shaped into spells, the cost of weaving, and the paths to mastering the arcane arts.

Spell Weaving

Spell Weaving transforms raw magical energy into specific, directed, tangible outcomes. The Spell Weaver fulfills a Spell's vocal, somatic, or material components to focus arcane energy.

Magic Skill Requirement

To use magic beyond Level 0, you MUST choose “Magic” as one of your Skill Aptitudes. Without it, you can't cast spells at higher levels.

Spell Weaving Flow

1

Vocal

Speak the incantation aloud to channel the Weave.

2

Somatic

Perform the required gestures to shape the energy.

3

Material

Provide physical components (reagents, herbs, talismans) to anchor the spell.

Spell Levels & Cost

Spells are organized into tiers that unlock as your character gains levels. Each tier increases in Arcane Point cost and Encoding difficulty.

TypeLevelCost (ARC)Encoding DCDescription
Innate0110Elemental and intuitive, these Spells form the bedrock of magical practice.
Novitiate2111A deeper understanding of magical principles, more refined and versatile.
Mystagogue4212Specific to your Subclass, increased potency and complexity.
Ascendant6313Transformative power, capable of altering reality.
Thaumaturge8414Formidable, weaving intricate magical patterns for awe-inspiring effects.
Magus10515The epitome of magical mastery, commanding forces that shape destinies.
Arcanum12616Rediscovered in ancient ruins, the deep web, and old tomes.

Innate Spells

Can be used immediately without Memorization, costing 1 ARC. At level 4, Innate Spells cost 0 ARC. Start with up to 4 Innate Spells at level 0.

Novitiate Spells

Available to Spell Weaver Base Classes (Neophyte, Sylváeia, Yokai). Cost 1 ARC, take up a MEM slot, and must be learned.

Subclass Spell Lists

From Mystagogue (level 4) to Arcanum (level 12), Spell Weavers use only their Subclass List.

Magic Mechanics

Arcane Points (ARC)

The resource spent to cast spells. Base ARC: 5 at level 0. Maximum increases as you level.

  • Short Rest: Recover half your ARC (rounded up).
  • Long Rest: Recover all ARC.
  • Non-Weavers (Chaya, Kymara, Luminary): Magic stagnates at level 2.

Weaving Ability Modifier (WAM)

Your spellweaving modifier, derived from one of four Ability Scores as specified by your Base Class:

Endurance
Cognition
Intuition
Charm

Spell Weaving Check

1. You Roll

d20 (Level 0) or d20 + MAB (Level 2+)

2. Target Rolls Defense

Target makes a Defense Roll using Will, Fortitude, or Reflex (determined by spell).

3. Compare

Your roll > Target = Success. Target You = Resisted.

Magic Action Economy

Most Spells require a Core Action. Others can be a Quick Action, Reaction, or have longer Weaving times specified in the spell description.

Elements of Magic

Vocal

Incantations spoken aloud to channel the Weave. Silenced or gagged characters cannot fulfill this component.

Somatic

Specific gestures required to shape arcane energy. At least one free hand is needed.

Material

Physical objects such as reagents, herbs, and talismans consumed or used to anchor the spell.

Targeting & Range

Targets must be within clear Line of Sight. Spell range types include:

Self

Touch

Area of Effect

Ranged

Area of Effect Shapes: Cubes, Cones, Lines, and Waves.

Duration

Spell effects range from Instantaneous to Permanent, with various lengths in between as specified by each spell.

Concentration

Only one Concentration spell or feat active at a time. Taking damage requires a Concentration Check:

d20 + Will Modifier vs. Spell's Encoding DC

Amplify Magic

Enhances spell effects beyond their base power. Must be learned through Feats. Amplification increases the spell's ARC cost.

Object Weaving (Unmemorized)

Spells can be cast from objects such as Hymn Books, Scrolls, and Spellbooks. Object Weaving costs double AP and requires a Concentration Check vs. the spell's Encoding DC.

Acquiring Spells

Spell Weavers don't gain spells automatically. Magic must be found, learned, and memorized.

Finding Magic

Searching the Internet

Make a Technology Skill Check (DC set by GM) to locate spell information online.

Finding Spell Scrolls / Spellbooks

Buy in shops, loot from enemies, or find in libraries and ancient ruins.

Teachers

Find someone to teach you the spell. This can be another player character or an NPC.

Communing

Meditate to connect with the Weave, cosmic forces, or deities to receive magical knowledge.

Experimentation

Make a Critical Thinking, Magic, or Performance Skill Check vs. DC (2× Encoding DC). Spend ARC. On failure, roll on the Backlash Table.

Learning Magic

Memorization (MEM)

Novitiate and higher spells must be memorized. MEM Slots are granted by your Base Class. You can change memorized spells during a Long Rest.

Methods: Long Rest Memorization (automatic) or Instant Encoding Check (during play).

Object Transcribing

Copy a spell from an object (scroll, spellbook) into your own collection. Requires a Critical Thinking, Magic, Faith, or Crafting Skill Check vs. the spell's Encoding DC.

Granted

Make a Faith or Persuasion Skill Check when Communing. On success, memorize the spell during a Long Rest or attempt an Encoding Check to learn it immediately.

Encoding Check

d20 + WAM vs. Spell's Encoding DC

You can attempt this a number of times per day equal to your WAM.

Magic Items & Arcane Bonding

Items forged with magical energy have dormant power until an Arcane Bond is formed between the item and its wielder.

Will as Conduit

Your Will Modifier determines how many items you can bond with simultaneously (minimum 1).

Long Rest Bonding

Bonding occurs automatically at the end of a Long Rest, provided all prerequisites are met.

Bonding Roll

d20 + Will Modifier vs. Item's Bonding DC

Failure means you can't retry until after a Long Rest.

Bonding Rarity Table

RarityDCDescription
Worthless / Junk5Barely any magical essence
Standard Grade10Run-of-the-mill magical item
High Quality15Powerful, requires solid Will
Rare18Highly sought-after, real challenge
Exotic22Top-tier, only exceptional Will

Bond Limit Break

Attempting to bond beyond your limit increases the DC:

DC = Bonding DC + 5 per item beyond limit

Failure triggers Backlash.

Breaking a Bond

You can voluntarily end an Arcane Bond with any item during a Short Rest, freeing up a bond slot for a new item.

Explore the Spell-Loom

Ready to see the full spell list and the Spell-Loom system? Dive deeper into the arcane.