The Spell-Loom

An inner lattice of runic threads that lets Spell Weavers design custom spells — choosing Threads, layering Filaments, and shaping raw Arcane energy into something entirely new.

How The Spell-Loom Works

Starting at Level 6, Spell-Weaving subclasses (except Heralds and Disavowed) unlock the Spell-Loom — an inner lattice of runic threads that lets you design new Spells during a Long Rest.

Spell Loom Check

d20 + WAM + Aptitude Dice vs DC (10 + sum of all DC alterations)

Success = add spell to list. Failure = roll on Backlash Table.

Crafting Steps

1

Choose a Thread

Select the primary effect type for your spell.

2

Add Filaments

Layer on spell properties like range, duration, and targeting.

3

Pay ARC Cost

Total = filaments + thread costs.

4

Make Spell Loom Check

Roll to see if your design succeeds.

Uses per Long Rest: Equal to your WAM (Weaving Ability Modifier).

Spell-Loom Progression

LevelLoom TierARC CapUnlocks
6Apprentice6Threads: Protection, Destruction, Restoration
11Master10Collaborative Loom. New Threads: Debilitation, Evolution, Illusion, Transformation. Persistent Filament.
16PinnacleN/ADual Loom. New Threads: Psionics, Nature, Shadow & Light, Space. Chain Filament.
20ResonantN/ALive Fusion Loom. New Threads: Death, Time.

Arcane Filaments

Filaments define the shape, range, duration, and targeting of your loomed spell. Each Filament adds to both the ARC cost and the DC of the Spell Loom Check.

FilamentARC Cost+DCNotes
Duration: Instant0Non-instant needs Concentration
Duration: Sustained1 ARC per Round+1/Round
Form: Area/Wall/Beam/Cone1 ARC+1Area uses Radius; Wall/Beam/Cone uses Length/Height/Width
Range: Touch0
Range: Short+1 m per ARC+1/step
Range: Long+5 m per 2 ARC+1/step
Radius+1 m per ARC+2/step
Length/Height/Width+5 m per 2 ARC+2/step
Target: Self0
Target: Specified2 ARC per target+2 eachCan select targets in AOE
Action: Core Action0
Action: Quick/Reaction2 ARC+3
Persistent4 ARC+2Unlocks at Level 11, no Concentration
Chain2 ARC per target after initial+2 eachUnlocks at Level 16. Arcs to targets within 5m

Apprentice Tier (Level 6)

Your first three Threads — the building blocks of offensive, defensive, and restorative magic.

Destruction Thread

Deals magical damage or grants a damage modifier.

EffectBaseARC/Upgrade+DCNotes
Damage (roll)1d6+1 dice-size per ARC+1/stepRequires Attack Roll vs Defense Roll. Any Damage Type.
Number of Dice1+1 die per ARC+1/step
Damage (static)+5+1 per ARC+1/step

Protection Thread

Barriers, auras, and shields granting THP, Resistances, and Immunities.

EffectBaseARC/Upgrade+DCNotes
THP (roll)1d6+1 dice-size per ARC+1/stepEnds when depleted or Duration ends
Number of Dice1+1 die per ARC+1/step
THP (static)+5+1 THP per ARC+1/step
Resistance1 type per 3 ARC+3/stepAny Damage Type
Immunity1 type per 10 ARC+5/stepAny Damage Type
Barred Entry2 ARC+2AOE/Wall only. Will vs Spell Weaving Check
Deflection5 ARC+3Reflects ½ incoming damage

Restoration Thread

Heals wounds and removes negative conditions.

EffectBaseARC/Upgrade+DCNotes
Healing (roll)1d6+1 dice-size per ARC+1/step
Number of Dice1+1 die per ARC+1/step
Healing (static)+5+1 HP per ARC+1/step
ConditionRemove 1 per 2 ARC+1/step
Minor/Serious InjuryRemove 1 Minor per 2 ARC or 1 Serious per 3 ARC+2/step
Modifier PenaltiesRemove 1 per 3 ARC+3/step
Skill PenaltiesRemove 1 per 1 ARC+1/step
Stat PenaltiesRemove 1 per 2 ARC+1/step

Master Tier (Level 11)

Four new Threads, the Persistent Filament, and the ability to weave collaboratively.

Collaborative Looms

At level 11, Spell Weavers can join forces. One designs, others pool ARC. Primary Weaver rolls:

d20 + WAM + Aptitude Die + number of contributors

Success = all learn the spell. Failure = only primary suffers Backlash, all ARC lost.

Debilitation Thread

Inflicts conditions and penalties. All effects require a Defense Roll.

EffectBaseARC/Upgrade+DC
Ability Stat Penalty-1 per 2 ARC+3/step
Attack Penalty-1 per 2 ARC+2/step
Blinded/Deafened+2 ARC+2/step
Defense Penalty-1 per 2 ARC+2/step
Incapacitated+7 ARC+5
Knockback1m+1m per ARC+2/step
Minor Injury+1 per 4 ARC+2/step
Paralyzed+5 ARC+5
Petrified+8 ARC+6
Prone+2 ARC+2
Restrained+2 ARC+3
Serious Injury+1 per 6 ARC+4/step
Silenced+3 ARC+4
Skill Penalty-1 per ARC+2/step
Stunned+4 ARC+4
Vulnerability+6 ARC+5

Evolution Thread

Boosts abilities, senses, and physical attributes.

EffectBaseARC/Upgrade+DCNotes
Ability Scores+1 per 5 ARC+5/stepMax +6
Beast Enhancement+5 ARC+2Grant 1 Beast Sense
Beast Feat+8 ARC+5Grant 1 Beast Feat
Enhance Sight+2 ARC+2Upgrade target’s Vision
Intuitive Driver+1 Initiative per 2 ARC+1/step
Magic Sight+5 ARC+2Detect Magic
Mental Upgrades+5 ARC+3Speak with Beasts/Plants/Objects
Physical Edges+1 Attack or Defense per 5 ARC+5/stepMax +6
Skill Boost+1 to Skill per 6 ARC+2/step
True Sight+5 ARC+2See Invisible & Illusions

Illusion Thread

False perceptions. Requires Will Defense Roll.

EffectARC/Upgrade+DCNotes
Minor Illusion+1 ARC+3Simple visual or auditory
Major Illusion+5 ARC+4All senses
Disguise+4 ARC+5Changes appearance
Invisibility+5 ARC+5Target becomes invisible
Mimicry+3 ARC+2Imitate voice or sounds

Transformation Thread

Alters form and properties. Requires Defense Roll if unwilling.

EffectBaseARC/Upgrade+DCNotes
Alter Size±1 m per 2 ARC+2/stepIncrease: +2 STR/END, -2 AGI. Decrease: opposite
Alter Element+1 kg per 2 ARC+2/stepConvert one element into another
Incorporeal Shape+4 ARC+5Intangible, immune to physical, can’t attack
Polymorph+6 ARC base+5Uses Beast-Shape Guide. +1 Threat Level per 4 ARC
Restore Form+2 ARC+2Revert transformation

Pinnacle Tier (Level 16)

Four powerful new Threads, the Chain Filament, and the ability to fold two effects into a single spell.

Dual Looms

Fold two Spell Effects into one Spell. Both Effects use the same Filament structure. DC = 10 + sum of all DC from both Threads. Collaborative Looms can be combined with Dual Looms.

Psionics Thread

Telepathy, telekinesis, and mind control. Requires Will Defense.

EffectBaseARC/Upgrade+DCNotes
Charmed+3 ARC+2Must use Specified Target in AOE
Clairvoyance1 km+1 km per 4 ARC+2/stepSee distant location
Confused-1 to all Rolls per 2 ARC+2/stepMust use Specified Target in AOE
Dominated+5 ARC+6Must use Specified Target in AOE
Frightened+2 ARC+2Must use Specified Target in AOE
Mind Reading5m+5m per ARC+1/stepSurface thoughts
Rage+3 ARC+3Attacks nearest creature. Specified Target in AOE
Sleep+4 ARC+3Must use Specified Target in AOE
Stunned+3 ARC+3Must use Specified Target in AOE
TelekinesisMove 25kg at 6m+5 kg or +1m per 2 ARC+1/step
Telepathy20m+5m per 2 ARC+2/stepMental speech

Nature Thread

Natural elements and environments.

EffectBaseARC/Upgrade+DCNotes
Command Plants+4 ARC+3Manipulate flora
Control Weather+3 ARC+3Non-damaging
Control Element1m+1m per 2 ARC+1Shape rock, water, flame
Elemental Storm Damage1d6+1 dice-size per 2 ARC+2/stepAny Elemental type
Elemental Storm Dice1+1 die per 2 ARC+1/step
Magical Fog+3 ARC+2Acts as Partial Cover

Shadow & Light Thread

Shadows, darkness, and light manipulation.

EffectARC/Upgrade+DCNotes
Blinding Flash+3 ARC+2Burst Blinds (Fort or Will Defense)
Daylight Sphere+5 ARC+2Bright-light, turns night to day
Deep Darkness+2 ARC+2Impenetrable to normal vision
Revealing Light+4 ARC+3Dispels magical darkness, reveals invisibility & illusions
Shadow Hide+3 ARC+3Invisible in dim light or darkness
Shadow Step+3 ARC+3Teleport between patches of dim light/darkness
Shadow Veil+5 ARC+4Magical darkness (Significant Cover)

Space Thread

Teleportation, portals, and summoning. Requires Fortitude Defense if unwilling.

EffectBaseARC/Upgrade+DCNotes
Blink1m+1m per 2 ARC+1Short teleportation
Compress/Expand Space1m+1m per ARC+1/stepGravitational pull/push
Dimensional Anchor+5 ARC+5Prevents teleportation
Extra-dimensional Door+15 ARC+10Go to envisioned place or place you have object from
ImprisonMinor TL+1 TL per 5 ARC+3Will Defense. Target vanishes
Inter-dimensional Door+10 ARC+8Go to place you’ve been
Spatial Sense+2 ARC+2Detect portals, rifts
Teleport10m+5m per ARC+2
Portal50m+10m per 2 ARC+2Two-way, Concentration
SummonMinor TL+1 TL per 3 ARC+3Call creature to aid you

Resonant Tier (Level 20)

The pinnacle of Spell-Loom mastery — two final Threads and the ability to splice spells on the fly.

Live Fusion Loom

At level 20, splice two existing Loomed-spells together on the fly (no Long Rest). Requires 2+ Spell Weavers. One spell provides the Filament structure, others contribute Thread Effects. All pay full ARC.

DC = DC of structure spell. Check:

d20 + WAM + Aptitude Die + number of Weavers

Failure = everyone rolls Backlash.

Death Thread

Life, death, and souls.

EffectBaseARC/Upgrade+DCNotes
Animate DeadMinor TL+1 TL per 3 ARC+3Raise corpse, Moderate TL or lower
Elohim Projection+5 ARC+3Project soul, body Unconscious
Life Drain Damage1d6+1 dice-size per 2 ARC+1/stepMiasmic. Heal ½ damage dealt
Life Drain Dice1+1 die per 2 ARC+1/step
Miasmic Touch Damage1d6+1 dice-size per 2 ARC+3/stepHeal full damage dealt
Miasmic Touch Dice1+1 die per 2 ARC+3/step
Revive+1 min per 5 ARC+3/stepDead within last minute
Speak with Dead+2 ARC+25 questions, corpse needs mouth
Soul Siphon+5+1 per ARC+1/stepReduces target’s max HP
Soul Bind+10 ARC+5Target can’t be resurrected
Spirit Vision+2 ARC+2See/hear Elohim

Time Thread

Temporal manipulation.

EffectBaseARC/Upgrade+DCNotes
Aging±10 years per 4 ARC+4/stepPhysical aging
Haste+1 Round per 4 ARC+5/stepSpeed ×2, +1 Attack/Defense, +1 AP
Slow+1 Round per 4 ARC+5/stepSpeed ½, -1 Attack/Defense, -1 AP
Time Reversal+1 Round per 5 ARC+5/stepRewind last Round completely
Time Stop+1 Round per 10 ARC+6/stepEveryone else frozen, auto-fail Defenses

Backlash Table

When a Spell Loom Check fails, roll d100 and consult the table below. The Loom is powerful — but it bites back.

d100Effect
1Unable to Weave for 1 hour, -2 to all Weaving Checks and Defense Rolls for 24 hours
2–3Spell rebounds at random ally within 10m, or back on you
4–5Feet grow roots, can’t move for 1 minute
6Voice 3× louder for 1 minute, 1d12 Sonic Damage to listeners
7–9Lose access to one memorized spell for 24 hours
10–13Unable to Weave for two days
14–163d10 Radiation Damage + 1 Level of Irradiation
17–19Reflex and Speed drop to 0 for 30 minutes
20–23All ARC transferred to nearest creature
24–26Vulnerable to all magic damage until Long Rest
27–29-2 on Cognition and Intuition Skill Checks for 24 hours
30–33Every creature within 20m rolls vs your Spell Weaving or Frightened for 10 minutes
34–364d12 Electric Damage, can’t touch metal for 1 hour (1d4 damage)
37–38Teleported random location within 1 km, 4d10 Bludgeoning Damage
39Start flying at half speed, can’t land for 1d6 hours
40Spell rebounds at every creature within 30m
41Lose access to all Arcanum spells for 24 hours
42–45Max ARC halved until Long Rest
46–49Switch bodies with random creature within 40m for 24 hours
50Body crushed into singularity for 1 minute, 5d10 Gravitational Damage
51–55STR, AGI, END decrease by -2 for 1d4 days
56Elemental blast 20m radius, 6d10 damage
57–59Rapidly age 1d20 years or regress for 24 hours
60Can’t Weave for 1d6 hours, -4 to magic Checks for 24 hours
61–631d8 Ghostly Protectors appear, target you for 24 hours
64–675d12 Thermal Damage + Minor Burns all over body
68–70Frozen in time, can’t move for 1d6 hours
71–72Turn into random Beast for 24 hours
73Every creature within 5m becomes hostile
74–76All spells turn into confetti for 2 hours
77–79Cursed, can’t use magic for 1 month unless cured
80See Elohim of every creature you’ve harmed with magic for 1 hour
81–85Banished to random plane for 1 hour
86–901d10 Miasmic Damage per hour for 24 hours, can’t Concentrate
91–9340m Infernal rift opens, 1d8 Asura appear for 1 hour
94–96You and all within 10m Vulnerable to Non-Magical Damage for 1 hour
97–99Magical Thermal explosion, 5d10 Thermal Damage
100Disappear, reappear after 1d4 minutes

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