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
| Level | Loom Tier | ARC Cap | Unlocks |
|---|---|---|---|
| 6 | Apprentice | 6 | Threads: Protection, Destruction, Restoration |
| 11 | Master | 10 | Collaborative Loom. New Threads: Debilitation, Evolution, Illusion, Transformation. Persistent Filament. |
| 16 | Pinnacle | N/A | Dual Loom. New Threads: Psionics, Nature, Shadow & Light, Space. Chain Filament. |
| 20 | Resonant | N/A | Live 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.
| Filament | ARC Cost | +DC | Notes |
|---|---|---|---|
| Duration: Instant | 0 | — | Non-instant needs Concentration |
| Duration: Sustained | 1 ARC per Round | +1/Round | |
| Form: Area/Wall/Beam/Cone | 1 ARC | +1 | Area uses Radius; Wall/Beam/Cone uses Length/Height/Width |
| Range: Touch | 0 | — | |
| 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: Self | 0 | — | |
| Target: Specified | 2 ARC per target | +2 each | Can select targets in AOE |
| Action: Core Action | 0 | — | |
| Action: Quick/Reaction | 2 ARC | +3 | |
| Persistent | 4 ARC | +2 | Unlocks at Level 11, no Concentration |
| Chain | 2 ARC per target after initial | +2 each | Unlocks 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.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Damage (roll) | 1d6 | +1 dice-size per ARC | +1/step | Requires Attack Roll vs Defense Roll. Any Damage Type. |
| Number of Dice | 1 | +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.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| THP (roll) | 1d6 | +1 dice-size per ARC | +1/step | Ends when depleted or Duration ends |
| Number of Dice | 1 | +1 die per ARC | +1/step | |
| THP (static) | +5 | +1 THP per ARC | +1/step | |
| Resistance | — | 1 type per 3 ARC | +3/step | Any Damage Type |
| Immunity | — | 1 type per 10 ARC | +5/step | Any Damage Type |
| Barred Entry | — | 2 ARC | +2 | AOE/Wall only. Will vs Spell Weaving Check |
| Deflection | — | 5 ARC | +3 | Reflects ½ incoming damage |
Restoration Thread
Heals wounds and removes negative conditions.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Healing (roll) | 1d6 | +1 dice-size per ARC | +1/step | |
| Number of Dice | 1 | +1 die per ARC | +1/step | |
| Healing (static) | +5 | +1 HP per ARC | +1/step | |
| Condition | — | Remove 1 per 2 ARC | +1/step | |
| Minor/Serious Injury | — | Remove 1 Minor per 2 ARC or 1 Serious per 3 ARC | +2/step | |
| Modifier Penalties | — | Remove 1 per 3 ARC | +3/step | |
| Skill Penalties | — | Remove 1 per 1 ARC | +1/step | |
| Stat Penalties | — | Remove 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.
| Effect | Base | ARC/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 |
| Knockback | 1m | +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.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Ability Scores | — | +1 per 5 ARC | +5/step | Max +6 |
| Beast Enhancement | — | +5 ARC | +2 | Grant 1 Beast Sense |
| Beast Feat | — | +8 ARC | +5 | Grant 1 Beast Feat |
| Enhance Sight | — | +2 ARC | +2 | Upgrade target’s Vision |
| Intuitive Driver | — | +1 Initiative per 2 ARC | +1/step | |
| Magic Sight | — | +5 ARC | +2 | Detect Magic |
| Mental Upgrades | — | +5 ARC | +3 | Speak with Beasts/Plants/Objects |
| Physical Edges | — | +1 Attack or Defense per 5 ARC | +5/step | Max +6 |
| Skill Boost | — | +1 to Skill per 6 ARC | +2/step | |
| True Sight | — | +5 ARC | +2 | See Invisible & Illusions |
Illusion Thread
False perceptions. Requires Will Defense Roll.
| Effect | ARC/Upgrade | +DC | Notes |
|---|---|---|---|
| Minor Illusion | +1 ARC | +3 | Simple visual or auditory |
| Major Illusion | +5 ARC | +4 | All senses |
| Disguise | +4 ARC | +5 | Changes appearance |
| Invisibility | +5 ARC | +5 | Target becomes invisible |
| Mimicry | +3 ARC | +2 | Imitate voice or sounds |
Transformation Thread
Alters form and properties. Requires Defense Roll if unwilling.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Alter Size | — | ±1 m per 2 ARC | +2/step | Increase: +2 STR/END, -2 AGI. Decrease: opposite |
| Alter Element | — | +1 kg per 2 ARC | +2/step | Convert one element into another |
| Incorporeal Shape | — | +4 ARC | +5 | Intangible, immune to physical, can’t attack |
| Polymorph | — | +6 ARC base | +5 | Uses Beast-Shape Guide. +1 Threat Level per 4 ARC |
| Restore Form | — | +2 ARC | +2 | Revert 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.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Charmed | — | +3 ARC | +2 | Must use Specified Target in AOE |
| Clairvoyance | 1 km | +1 km per 4 ARC | +2/step | See distant location |
| Confused | — | -1 to all Rolls per 2 ARC | +2/step | Must use Specified Target in AOE |
| Dominated | — | +5 ARC | +6 | Must use Specified Target in AOE |
| Frightened | — | +2 ARC | +2 | Must use Specified Target in AOE |
| Mind Reading | 5m | +5m per ARC | +1/step | Surface thoughts |
| Rage | — | +3 ARC | +3 | Attacks nearest creature. Specified Target in AOE |
| Sleep | — | +4 ARC | +3 | Must use Specified Target in AOE |
| Stunned | — | +3 ARC | +3 | Must use Specified Target in AOE |
| Telekinesis | Move 25kg at 6m | +5 kg or +1m per 2 ARC | +1/step | |
| Telepathy | 20m | +5m per 2 ARC | +2/step | Mental speech |
Nature Thread
Natural elements and environments.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Command Plants | — | +4 ARC | +3 | Manipulate flora |
| Control Weather | — | +3 ARC | +3 | Non-damaging |
| Control Element | 1m | +1m per 2 ARC | +1 | Shape rock, water, flame |
| Elemental Storm Damage | 1d6 | +1 dice-size per 2 ARC | +2/step | Any Elemental type |
| Elemental Storm Dice | 1 | +1 die per 2 ARC | +1/step | |
| Magical Fog | — | +3 ARC | +2 | Acts as Partial Cover |
Shadow & Light Thread
Shadows, darkness, and light manipulation.
| Effect | ARC/Upgrade | +DC | Notes |
|---|---|---|---|
| Blinding Flash | +3 ARC | +2 | Burst Blinds (Fort or Will Defense) |
| Daylight Sphere | +5 ARC | +2 | Bright-light, turns night to day |
| Deep Darkness | +2 ARC | +2 | Impenetrable to normal vision |
| Revealing Light | +4 ARC | +3 | Dispels magical darkness, reveals invisibility & illusions |
| Shadow Hide | +3 ARC | +3 | Invisible in dim light or darkness |
| Shadow Step | +3 ARC | +3 | Teleport between patches of dim light/darkness |
| Shadow Veil | +5 ARC | +4 | Magical darkness (Significant Cover) |
Space Thread
Teleportation, portals, and summoning. Requires Fortitude Defense if unwilling.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Blink | 1m | +1m per 2 ARC | +1 | Short teleportation |
| Compress/Expand Space | 1m | +1m per ARC | +1/step | Gravitational pull/push |
| Dimensional Anchor | — | +5 ARC | +5 | Prevents teleportation |
| Extra-dimensional Door | — | +15 ARC | +10 | Go to envisioned place or place you have object from |
| Imprison | Minor TL | +1 TL per 5 ARC | +3 | Will Defense. Target vanishes |
| Inter-dimensional Door | — | +10 ARC | +8 | Go to place you’ve been |
| Spatial Sense | — | +2 ARC | +2 | Detect portals, rifts |
| Teleport | 10m | +5m per ARC | +2 | |
| Portal | 50m | +10m per 2 ARC | +2 | Two-way, Concentration |
| Summon | Minor TL | +1 TL per 3 ARC | +3 | Call 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.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Animate Dead | Minor TL | +1 TL per 3 ARC | +3 | Raise corpse, Moderate TL or lower |
| Elohim Projection | — | +5 ARC | +3 | Project soul, body Unconscious |
| Life Drain Damage | 1d6 | +1 dice-size per 2 ARC | +1/step | Miasmic. Heal ½ damage dealt |
| Life Drain Dice | 1 | +1 die per 2 ARC | +1/step | |
| Miasmic Touch Damage | 1d6 | +1 dice-size per 2 ARC | +3/step | Heal full damage dealt |
| Miasmic Touch Dice | 1 | +1 die per 2 ARC | +3/step | |
| Revive | — | +1 min per 5 ARC | +3/step | Dead within last minute |
| Speak with Dead | — | +2 ARC | +2 | 5 questions, corpse needs mouth |
| Soul Siphon | +5 | +1 per ARC | +1/step | Reduces target’s max HP |
| Soul Bind | — | +10 ARC | +5 | Target can’t be resurrected |
| Spirit Vision | — | +2 ARC | +2 | See/hear Elohim |
Time Thread
Temporal manipulation.
| Effect | Base | ARC/Upgrade | +DC | Notes |
|---|---|---|---|---|
| Aging | — | ±10 years per 4 ARC | +4/step | Physical aging |
| Haste | — | +1 Round per 4 ARC | +5/step | Speed ×2, +1 Attack/Defense, +1 AP |
| Slow | — | +1 Round per 4 ARC | +5/step | Speed ½, -1 Attack/Defense, -1 AP |
| Time Reversal | — | +1 Round per 5 ARC | +5/step | Rewind last Round completely |
| Time Stop | — | +1 Round per 10 ARC | +6/step | Everyone 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.
| d100 | Effect |
|---|---|
| 1 | Unable to Weave for 1 hour, -2 to all Weaving Checks and Defense Rolls for 24 hours |
| 2–3 | Spell rebounds at random ally within 10m, or back on you |
| 4–5 | Feet grow roots, can’t move for 1 minute |
| 6 | Voice 3× louder for 1 minute, 1d12 Sonic Damage to listeners |
| 7–9 | Lose access to one memorized spell for 24 hours |
| 10–13 | Unable to Weave for two days |
| 14–16 | 3d10 Radiation Damage + 1 Level of Irradiation |
| 17–19 | Reflex and Speed drop to 0 for 30 minutes |
| 20–23 | All ARC transferred to nearest creature |
| 24–26 | Vulnerable to all magic damage until Long Rest |
| 27–29 | -2 on Cognition and Intuition Skill Checks for 24 hours |
| 30–33 | Every creature within 20m rolls vs your Spell Weaving or Frightened for 10 minutes |
| 34–36 | 4d12 Electric Damage, can’t touch metal for 1 hour (1d4 damage) |
| 37–38 | Teleported random location within 1 km, 4d10 Bludgeoning Damage |
| 39 | Start flying at half speed, can’t land for 1d6 hours |
| 40 | Spell rebounds at every creature within 30m |
| 41 | Lose access to all Arcanum spells for 24 hours |
| 42–45 | Max ARC halved until Long Rest |
| 46–49 | Switch bodies with random creature within 40m for 24 hours |
| 50 | Body crushed into singularity for 1 minute, 5d10 Gravitational Damage |
| 51–55 | STR, AGI, END decrease by -2 for 1d4 days |
| 56 | Elemental blast 20m radius, 6d10 damage |
| 57–59 | Rapidly age 1d20 years or regress for 24 hours |
| 60 | Can’t Weave for 1d6 hours, -4 to magic Checks for 24 hours |
| 61–63 | 1d8 Ghostly Protectors appear, target you for 24 hours |
| 64–67 | 5d12 Thermal Damage + Minor Burns all over body |
| 68–70 | Frozen in time, can’t move for 1d6 hours |
| 71–72 | Turn into random Beast for 24 hours |
| 73 | Every creature within 5m becomes hostile |
| 74–76 | All spells turn into confetti for 2 hours |
| 77–79 | Cursed, can’t use magic for 1 month unless cured |
| 80 | See Elohim of every creature you’ve harmed with magic for 1 hour |
| 81–85 | Banished to random plane for 1 hour |
| 86–90 | 1d10 Miasmic Damage per hour for 24 hours, can’t Concentrate |
| 91–93 | 40m Infernal rift opens, 1d8 Asura appear for 1 hour |
| 94–96 | You and all within 10m Vulnerable to Non-Magical Damage for 1 hour |
| 97–99 | Magical Thermal explosion, 5d10 Thermal Damage |
| 100 | Disappear, reappear after 1d4 minutes |
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