Spellweaver

Essence is the most basic form of magic. Pure, unshaped aether that can be directed as one sees fit, empowering the body and soul with its power. According to common theory, from essence sprang the ability to tap into the akashic record, pulling from it the knowledge and power of the past in the form of veils. Eventually this study of akasha and the magic stored within allowed mortals to tap into arcane magic as it is known today, recording this knowledge in spellbooks and mastering it through study and perseverance.

Between these two states there was a period of flux wherein spellcasters utilized the magic power stored within the veils they wove to cast spells. This practice, known as spellweaving, eventually grew out of favor and its knowledge was lost to all but the most dedicated members of the antiquated craft. Viziers who still practice this anachronistic magic dub themselves spellweavers to honor the tradition they continue to uphold.

Role

The spellweaver’s role is primarily determined by the spells they choose to learn and the veils they choose to shape. They can adequately perform many combat roles, from a more martial-focused caster, to a ranged support, to battlefield controller.

Table: The Spellweaver

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialVeilweavingSpellweaving
VeilsEssenceMax Spell
Level
1st+0+2+0+2Eldritch insight, spellweaving211
2nd+1+3+0+3Chakra bind (Hands)221
3rd+1+3+1+3Improved essence capacity +1231
4th+2+4+1+4Chakra bind (Feet)242
5th+2+4+1+4Chakric spellpower352
6th+3+5+2+5Chakra bind (Head)362
7th+3+5+2+5Akashic spell heightening373
8th+4+6+2+6Chakra bind (Wrists)383
9th+4+6+3+6Improved essence capacity +2, magus arcana493
10th+5+7+3+7Chakra bind (Shoulders)4104
11th+5+7+3+7Rapid repair 1/day4114
12th+6/+1+8+4+8Chakra bind (Headband)4124
13th+6/+1+8+4+8Magus arcana5135
14th+7/+2+9+4+9Chakra bind (Neck)5145
15th+7/+2+9+5+9Improved essence capacity +35155
16th+8/+3+10+5+10Chakra bind (Belt)5166
17th+8/+3+10+5+10Magus arcana6176
18th+9/+4+11+6+11Chakra bind (Chest)6186
19th+9/+4+11+6+11Rapid repair 2/day6196
20th+10/+5+12+6+12Chakra bind (Body), akashic ascendance6206

Class Features

A Spellweaver does not gain the Ring Chakra, Mystic Attunement, Veilshifting, Ring Binding, Twinveil Rings, and Akashic Rebirth class features.

Veilweaving

Your focus on spells distracts you from maximizing your veilweaving ability. You can weave fewer vizier veils each day and the amount of essence you gain is significantly lower than that of the standard vizier.

Spellweaving

Spellweavers utilize a primitive form of spellcasting, developed before the system of using spell slots. Instead, they cast spells by draining the akashic power woven into their veils. As a spellweaver, you cast arcane spells which are drawn from the magus spell list. You must choose and prepare your spellweaver spells ahead of time.

To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spellweaver spells is 10 + the spell level + your Intelligence modifier.

Preparing Spells

You do not possess any spell slots. Instead, you may prepare a number of spellweaver spells each day with a combined total spell level equal to your class level + your Intelligence modifier. Cantrips count as 1/2 of a spell level.

So, a 4th-level spellweaver with 16 Intelligence could prepare a number of spells with a combined spell level equal to 7. This could be three 1st-level spells and two 2nd-level spells or two cantrips, two 1st-level, two 2nd-level spells or any other combination that adds up to 7.

The maximum level spell you can prepare and cast is based on your class level.

To prepare spells, you must benefit from a Long Rest and spend 1 hour studying your spellbook. While studying, you decide which spells to prepare.

Casting Spells

You cast one of your prepared spellweaver spells by draining the power from one of your veils, causing it to become Frayed. A frayed veil becomes inert and intangible. Any essence invested in a frayed veil is immediately lost to essence burn. Frayed veils remain woven but are damaged, so any attack or effect that can unravel a veil gains a +4 circumstance bonus on any checks made to unravel a frayed veil. You can repair a frayed veil, removing the frayed condition, any time you complete a Short or Long Rest.

When you fray a veil to unleash its power, you cast one of your prepared spells. The prepared spell is wiped from your mind as normal for casting a prepared spell.

You must provide any required components of the spell as normal, including material, somatic, and focus components.

Cantrips

You can prepare a number of cantrips, or 0-level spells, each day, which count as half of a spell level towards your class limit. Casting a cantrip does not cause a veil to become frayed. Instead, you must burn one point of essence each time you cast a cantrip. Cantrips are not expended when cast and may be used again, as long as you have essence to burn.

Spellbooks

As a spellweaver, you must study your spellbook each day to prepare spells. You cannot prepare any spell not recorded in your spellbook, except for read magic, which all spellweavers can prepare from memory.

You begin play with a spellbook containing all 0-level magus spells plus three 1st-level spells of your choice. For each point of Intelligence bonus you have, the spellbook holds one additional 1st-level spell of your choice. At each new spellweaver level, you gain two new spells of any spell level or levels that you can cast (based on your new spellweaver level) for your spellbook. At any time, you can also add spells found in other spellweavers’ spellbooks to your own.

You can also learn spells from a magus or wizard’s spellbook. The spells learned must be on the magus spell list. A magus or wizard can also learn spells from your spellbook, so long as the spells are on their spell list.

Chakric Spellpower

At 5th level, you learn to draw greater spell power from your veils when those veils are bound to a chakra. When you cast a spell with spellweaving, you may choose to enhance your spell with a chakric spellpower effect. If you do, the frayed veil becomes unbound from its chakra. If you repair the frayed veil as part of a short rest, it remains unbound. You must weave the veil again completely (normally once per day after a long rest) to bind it to a chakra.

Each chakra provides a different benefit when its power is granted to a spell. The effect of chakric spellpower increases with the amount of invested essence burned when the veil is frayed.

Some effects has a duration based on the duration of the spell. For an instantaneous spell, this type of effect lasts until the end of your next turn. For a permanent spell, this bonus lasts for 1 round per caster level.

Chakric Spellpower Effects

Hands

You gain an insight bonus on any attack rolls of the spell equal to the number of essence burned.

Feet

As a swift action, you can move up to 5 feet per point of essence burned. You can use this movement before or after the spell is cast. This movement provokes attacks of opportunity as normal.

Head

You gain a dodge bonus to AC for the duration of the spell equal to half the number of essence burned, rounded down.

Wrist

You gain an insight bonus on any damage rolls of the spell equal to the number of essence burned. The extra damage is the same type as the spell. Spells that do not deal hit point damage gain no benefit from this effect.

Shoulders

You gain an insight bonus to saving throws for the duration of the spell equal to half to the essence burned, rounded down.

Headband

You gain an insight bonus to the Will save DC of the spell equal to half to the essence burned, rounded down.

Neck

You gain an insight bonus to the Fortitude save DC of the spell equal to half to the essence burned, rounded down.

Belt

You gain an insight bonus to the Reflex save DC of the spell equal to half to the essence burned, rounded down.

Chest

You gain 10% concealment per point of essence burned (max 50%) for the duration of the spell. This does not stack with other forms of concealment.

Body

You gain an insight bonus to your natural armor equal to the number of essence burned for the duration of the spell.

Akashic Spell Heightening

Starting at 7th level, when you cast a spell by fraying a veil, the spell’s level is increased by the amount of essence invested in the frayed veil, to a maximum level of the highest level spell you cast. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Magus Arcana

At 9th level and every four levels thereafter, you can select one magus arcana. Your effective magus level for the purpose of meeting magus arcana prerequisites is equal to 1/3 your spellweaver level, rounded down. This otherwise functions as the magus’ class feature.

Rapid Repair

Once per day at 11th level, you can spend 5 minutes in meditation and focus to repair a frayed veil by without needing to take a rest. You do not regain any burned essence with this ability.

At 19th level, you can use this ability twice per day.

Akashic Ascendance

At 20th level, you achieve total mastery of your art. Whenever you fray one of your veils to cast a spell and apply chakric spellpower to it, you gain the benefits for the frayed veil as if it were bound to all of the chakras that veil could normally be bound to.

For example, if the veil is bound to your Wrists slot but could also be bound to your Hands slots, you gain both the Wrists and Hands benefits from chakric spellpower.

This otherwise functions as normal for veils frayed using the spellweaving ability.