Magic has many forms in the world of Ilyas. The two main pillars of magic, have long governed these laws. Wielders of this ancient form of magic are known as Weavers. The act of weaving is fundamentally different from other forms of magic, in that it taps directly into the Lifestream, that forms in all creation. Weavers, using their voices and prayer wheels are able to shape and twist the threads of the great tapestry of the weave that forms the world and shape it into braids.
Weaving Starting from 1st level, you can weave braids formed from the weaver Braid List. Weaving is a completely different type of magic and does not mix in any way with other forms of spellcasting. If you take levels in any class that grants spellcasting from a source that is not the Weave, your Weaving class feature ceases to function until the other spellcasting source is gone. Not even racial traits or spells gained from other sources function with the Weave. You can choose to suppress these sources and continue to use Weaving. If you use these other sources to cast a spell, your Weaving class feature ceases to function for 24 hours. Feats, class features, items, or other abilities that provide additional spellcasting, increase spell save DCs, or otherwise enhance spellcasting, do not function with the Weave. Weaving braids never use a somatic component. However, you must speak each braid with precision or risk it failing. This will be explained further in the Braid List. Braids Wisdom is your weaving ability for your braids, since your magic draws upon the Great Weave and the threads of the lifestream. You use your Wisdom whenever a braid refers to your weaving ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a braid you weave and when making an attack roll with one. Braid save DC = 8 + your proficiency bonus + your Wisdom modifier Braid attack modifier = your proficiency bonus + your Wisdom modifier Strands The Weaver table shows how many strands you have to weave your braids of 1st and higher. Unlike other spellcasters that use spell slots, you weave braids based on the consumption of your strands. The default strand cost of a braid is equal to its level, plus any additional strands spent to use other abilities. You regain expended strands by summoning a lifewell. You gain an additional number of strands based on your Intelligence modifier. Weaving Focus You must use a prayer wheel as a focus for your weaver braids. Lifewell Starting from 1st level, you can use a lifewell to regather your strands, similar to how other casters regain expended spell slots. A lifewell is a direct conduit to the lifestream and is the source of the weaver’s power. It is such a powerful force that, if you summon it outside, it can be seen from miles away. It thrums with so much power of life that a constant humming can be heard emanating from it. Creatures are able to hear and feel the lifewell's presence through stone and rock up to 100 feet away. This massive pillar is 20 feet in diameter and it extends into the sky without end. The lifewell takes 10 minutes to summon and the process to gather spent strands takes 1 hour. Once you summon a lifewell, you must finish a long rest before you can do so again. The lifewell can also surge with power to produce magical effects when it is summoned. You gain a surge at 4th level and at 7th level. At 10th level, you gain a Lifewell Nova. See [Lifewell Surges] for more details. Meditate At 2nd level, you possess the ability to meditate upon the various challenges of the world and draw guidance directly from the lifestream in order to guide you. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can choose to gain a +1 bonus to your attack rolls, ability checks, or saving throws for 1 hour. Only one of these bonuses can be active at a time. At 11th level, your meditation ability has increased in potency. Increase the bonuses provided by 2, to a total of 3. At 19th level, all bonuses provided by this ability are increased to 10. Reweave At 5th level, you are now capable of taking the braids you have weaved to unravel them and get some of your strands back, as there are times when the Weave must be corrected. You can use an action to choose a single braid that has a duration and that has not expired yet. You can dismiss this braid and regain half the number of strands spent in its weaving back (minimum of one). You must be touching the braid's magic directly, which usually means you must be able to touch the original target of the braid. You use this ability a number of times equal to your Intelligence modifier, and you regain all spent uses when you finish a long rest. Strands of Life At 8th level, you have spent enough time in the lifestream now that you are able to grab hold of a creature's life essence as it dies and weave it back into its body, restoring it to life. You can use an action to choose a creature’s corpse within 30 feet, and that creature is returned to life with 1 hit point. You can choose to restore more life into the creature by spending strands. For each strand spent, the creature is restored with 10 additional hit points. You can only use this ability provided the creature has not been dead longer than a number of rounds equal to your Wisdom modifier. You can use this ability once before finishing a long rest. You gain additional uses of this ability at 12th, 16th and 20th levels before needing to rest. The Shattered Realm At 10th level, Viga’s teaching and service to the shattered realm have imbued you with the ability to travel through the shattered realm. By spending 1 uninterrupted hour meditating in concentration and spending 1 strand, you are able to weave a break in the fabric of reality that allows you and a number of creatures of your choice up to your Intelligence modifier to teleport up to 100 miles to a location of your choosing. You must have been physically present at the location before in order to teleport to it. You can spend additional strands on this ability before teleporting to either increase the number of creatures you can choose by two or the distance traveled by 100 miles per strand spent. You can only use this ability once before finishing a long rest. Lifesense At 13th level, the Weaver notices and locates living creatures within 30 feet, just as if it possessed the Blindsight ability. Coalescence At 14th level, the weaver’s command of the strands is now so powerful that, they react to danger to protect the weaver in an instant. Whenever the weaver would be critically hit, the weaver as a reaction, may spend 5 strands to become immune to critical hits until the end of the current round. Whenever the weaver would be reduced to below 0 hit-points, the weaver can as a reaction, use 5 strands to heal themselves to 1 hit-point. Whenever a weaver would fail a saving throw, as a reaction, may spend 5 strands to re-roll that saving throw. Using any of these abilities doubles the cost of all of them. This doubling effect is cumulative. These costs reset whenever the weaver summons a lifewell. Improved Reweave At 16th level, the weaver can now reweave his braids with greater proficiency. Reweaving now only costs a bonus action and they regain the full amount of strands spent on the braid. They now only need to be within 30ft of the original target to reweave the braid. Viga’s Strand At 18th level, the weaver has been been gifted with a piece of the original tapestry, one of Viga’s strands itself. This powerful strand has the ability to render a braid woven by the weaver permanent, this strand can also be used to craft a magical item using the weave. This follows the standard crafting rules, work with your GM to create them. The list of available braids that can be rendered permanent can be found under the braid list. Nirvana The weaver has achieved true enlightenment and understanding of the weave. As such they possess immense power to command the tapestry. You gain a myriad of special abilities. First, you gain the Nirvana ability from your tradition. Second, in battle you regenerate 1 strand per round. Third, you can now weave two braids at once, the total strands spent cannot exceed 10 when you use this ability.
Braid Augments Lengthen A braid augmented in this way, has its duration increment increased by 1 step. This costs 2 strands per duration increase. This ability cannot be used on instantaneous effects. The duration increments are as follows, all listed are per level. Rounds, Minutes, 10 Minutes, Hours, 2 Hours, Days. Thicken A braid augmented in this way is empowered. Braids effected by this augmentation have their numerical effects increased by 50 percent. This does not effect braids that do not have numerical values nor does the empower effect the ability score or negative level aspect of braids. It costs 2 strands to apply this augmentation to a braid. Looping Braid A braid augmented in this way, the weaver may choose a number of targets within the braids range and effect that are unaffected by the braid in question. You may choose up to your intelligence modifier in targets. It costs one strand for every 3 targets. It costs a minimum of 1 in either case and the cost is rounded up in the case of being in the next increment. (Ex. 5 targets would cost 2 strands.) Taut Braid A braid augmented in this way increases the number of die a braid uses to determine its effects. This augmentation only effects braids that heal or harm hp. It costs 1 strand to add a single die. (Maximum 5) This augmentation is special because it can be used after the braid has been woven and after the original dice have been rolled, but before the target has been harmed or healed. Deadly Braid A braid augmented in this way the weaver is able to pull strands from their own life force to further fuel other augmentations to the braid. These strands may be spent on any augmentation tradition based or braid based. The weaver may suffer their double their constitution modifier (Min 2) as damage and receive 1 strand for the braid that is currently being woven. You may do this a maximum of 3 times per braid woven. This lost HP can only be regained by summoning a lifewell. Helix Braid A braid augmented in this manner decreases the weaving time required for a braid. You may only reduce the weaving time by one step with this augmentation and it costs 4 strands to do so. The steps of action economy this augmentation can reduce are shown in the following descending order. Day, Hour, 10 Minutes, 1 minute, 1 action, 1 bonus action. You may weave only one spell in this manner per round. If you have achieved Nirvana, you may effect double woven braids with this effect. (E.G. casting both as a bonus action and so on.) Flowing Braid A braid augmented in this way increases the area of effect of the braid. You may increase the size of any burst, emanation, or spread-shaped braid. You may increase this by 50%, up to a maximum of 150% of the original. It costs 2 strands for every 50% increase.
Tradition (Bastion) The ancient order of the Bastion was formed to protect the material plane from invaders from the dark planes unknown to the world. Long since they have been the guardians of Tirveld. Even now, with their order lost and forgotten, the acts they performed continue to protect the denizens of the material plane. The language of the Bastion is a soft and slightly whimsical language, but it resonates in a collection of different planar mnemonics. The Bastion Tradition provided the following abilities for weavers. Mantra: Planeguard – You gain proficiency with medium and heavy armor and all martial weapons. Distortion – You may spend 3 strands, if you do, you create an unstable portal in your current square. At the end of your next turn, another portal is placed on your square. These portals last for 1 minute. Any ally may stand in these portals and as a bonus action teleport to another of these portals. Planar Rupture – You cause the material plane to rupture in a 20ft sphere, within 60ft. Each creature in this area, must roll a d6. Depending on which die they roll, they are afflicted with an element type, taking 1d8 points of damage per two levels of the weaver of that type. The affected creature takes half damage on a successful constitution save. This mantra costs 4 strands. At 7th level you may spend an additional 2 strands to make all affected creatures roll an additional d6 taking additional damage. At 11th you may spend an additional 2 strands and force creatures to roll a third time and take additional damage. The order of elemental damage is, fire, cold, acid, lightning, thunder and physical. Battle Focus – It costs 4 Strands to activate this aura, and the aura lasts for 1 minute. All allies in this aura receive advantage to any concentration checks they may have to make, and attacks made with spells/braids have their critical threat range increased by 1. This does not work is if the spell is channeled through a weapon. Outsider’s Bane – Any weapon you wield has bane against any outsider. Your critical hits against such creatures deal maximum damage. Wrath of the Archmage – This mantra costs 10 strands. You summon a spectral Tower, to tear and distort reality among your enemies. All enemies in a 40ft sphere, are assaulted by arcane force. All enemies take 2d6 points of force damage per weaver level. They receive half damage on a successful Dexterity Saving Throw. You may spend an additional 5 points to deny the saving throw. This force damage is from a source of pure magic and therefore cannot harm creatures under the effect of antimagic field or creatures that are immune to magic based effects, but this force damage is not subject to force resistance or immunity. You must be at least 12th level to select this mantra. Nirvana Archmage Form – You take on the form of an unknown Archmage whenever you are in combat and have acted. This transformation is automatic but you can choose to suppress it. In this form you have the following abilities. -Fly speed 120ft -Your Weave/Braid range is doubled. -You regain 2 additional Amethyst Strands per round, these strands can be used to cast Magic Missile as an equivalent level Wizard at the cost of 1 strand, or be used on protective Braids. -You are affected by the Shield spell for the duration of Archmage Form, and all allies within 20 ft also gain its effect. Braid Augments: Lengthen Thicken Looping Braid Taut Braid Deadly Braid Helix Braid Bastion Braid Augmentations: Plane-Bane Braid – Choose evil, chaotic, good or law. A braid augmented in this way maximizes the damage die of a harmful spell against an outsider of the selected alignment sub-type. This augmentation may be chosen multiple times. Each time you may choose a different alignment. It costs 2 strands to use this augmentation. Shifting Braid – A braid augmented in this way causes the Weaver to swap places with one of the targets of the braid. An unwilling creature may make a Wisdom Save to reject this. This costs 2 strands to use this augmentation. Tradition (Eldar) The Eldar were above all else, scholars. Their powerful arcane empire ruled a land faraway. These mages, destroyed by their own hubris, still made many contributions to the magical world. One of which was the language of Eldarim. The weavers that follow the tradition of the Eldar may find a touch of other magics, embroidered on the weave. Empowered by their variety, these weavers are known to be among the most flexible of weavers. Eldarim is a flowing reverberating language, focusing on soft vowels and embellishing speech. Mantras: Hand of Ren – Once per day, you may use any spell on the cleric spell list up to 3rd level. This functions as the spell and not a braid. The cost of this braid is three times the spells level. Hand of Iina – Once per day, you may use any spell on the sorcerer/wizard spell list up to 3rd level. This functions as the spell and not a braid. The cost of this braid is three times the spells level. Hand of Valae – Once per day, you may use any spell on the bard spell list up to 3rd level. This functions as the spell and not a braid. The cost of this braid is three times the spells level. Hand of Shan – Once per day, you may use any spell on the druid spell list up to 3rd level. This functions as the spell and not a braid. The cost of this braid is three times the spells level. Gaze of Lia – It costs 2 strands per round this ability is active. All enemies within 30ft that you can see, must roll on concentration checks thrice and take the worst result. Presence of Lillith – It costs 3 strands per round this aura is active. Whenever an ally within 30ft would cast a spell or weave a braid, you may apply a braid augmentation to that spell if applicable (DM discretion). For spells it costs twice as much to apply the augment. If you use this ability on another weavers braid, it costs the normal amount to augment it. (You may not use tradition specific augments in either of these manners.) You must be at least 12th level to select this mantra. Nirvana Omnicasting – All mantras with once a day, may now be used at will, in addition all braid augmentations are reduced by 2, this cannot reduce the original cost. Braid Augments: Lengthen Thicken Looping Braid Taut Braid Helix Braid Flowing Braid Eldar Braid Augmentations: Binding Braid – A braid augmented in this way binds a creature who fails its save. A creature who fails its save is restrained as if by the Entangle spell if they fail their save. The cost of this augmentation is 1 strand. Cycling Braid – A braid augmented in this way causes a creatures resistances to be weakened for the next ability they must defend against. A creature who fails its save receives a -2 on its next saving throw. It costs 2 strands to use this augment. Tradition (Mor’Den’Kai) Across the northern reaches of the Abyssal Ocean, there lies a dark land, home to an ancient people, some believe to be the first of sentient life. Whether or not that is true, the Mor’Den’Kai or grey elves in the common tongue, certainly have made many advances in magic and culture and do not commonly share their secrets. However, to those guided by Viga and blessed of the river Gjoll, they reveal much. The first gift is the gift of their language, their language like its modern elven descendant is long worded, containing many syllables and flowing, yet with a hint of ancient danger. Mantras: Waylor’s Ire – You select a single enemy within 30 feet, that creature takes 5 bleed damage. At 5th level this bleed damage increases by 5 and by 5 for every 5 levels thereafter. This ability costs 1 strand. Edict of Waylor – You select a single enemy within 30ft, whenever that enemy would gain hitpoints, you may spend 1 strand to negate the healing. For every 1 strand you use you prevent 10 hitpoints of healing. You are allowed to see the total healing to decide how many strands to spend. At 7th level, you prevent 15 hitpoints per strand. At 12th level, you prevent 20 hitpoints per strand. This effect lasts for 1 minute, but costs no initial strands to activate. Walk with Death – You receive a +4 to death saves and saves against Necromancy spells. At 10th level, you gain resistance to Necrotic Damage. Ordained Weapons – All allied weapons in a 20ft radius gain 1 critical threshold. This aura costs 2 strand to activate, and lasts for 1 minute. Righteous Reaping – Whenever an enemy would be slain by your allies (yourself included) all allies within a 20ft aura of the weaver gain 5 temporary hit points. These temporary hitpoints stack. The maximum temporary hitpoints you can achieve in this manner is equal to your intelligence modifier x 3. These temporary hitpoints last for 1 round. You must slay an enemy that poses a sufficient threat to you and your allies. (Dm discretion) It costs 5 strands to activate this aura and the aura lasts for 1 minute. Waylor’s Reprieve – Whenever an ally would be slain, if you are within 30ft, you may spend strands to keep them alive. You may restore two hitpoints for each strand you spend, you may continue to spend strands until that ally is no longer dead. You may choose to deal 1d6 points of constitution damage to yourself in order to increase the potency of this effect. For every point of constitution damage you take, the ally you targeted is healed an additional two hitpoints per strand. If the ally is brought high enough to not be dead, they are stabilized. The constitution damage heals naturally at a rate of one point per week. This ability requires no action, but you must be aware of the attack that fells the ally and you must not be flatfooted. You must be at least 12th level to select this mantra. Nirvana Avatar of Death – You take on the form of an angel of death and gain the following abilities and features. -You sprout wings, gaining a fly speed of 90ft. -You are immune to death effects and necromancy. -Whenever a creature is slain within 60ft of you, you regain 1 strand. -You may raise an enemy as a standard action. This creature becomes a shadow of Waylor and for a number of rounds equal to your intelligence modifier, the creature fights at your command. Braid Augments: Lengthen Thicken Looping Braid Taut Braid Deadly Braid Flowing Braid Mor’Den’Kai Braid Augmentations: Reaping Braid – Whenever a braid effected by this augmentation would slay a creature, a shadow of Waylor is summoned in that creatures square and immediately causes all adjacent creatures to receive a -1 to attack rolls and saving throws until the end of combat. It cost 2 more strands to weave a braid in this fashion. Consuming Braid – A braid augmented in this way consumes nearby corpses to increase its potency. When a braid with this augmentation is woven, a number of corpses up to the weaver’s intelligence modifier within 20ft are consumed and their bodies are destroyed. For each body destroyed, increase the caster level of the braid augmented by 1. This augmentation costs 2 strands. Tradition (Mele) To the west of the abyssal ocean, their lies a land of music and song. Ruled by the power of the voice and its residents thrumming magic into the world, here Viga found a wealth of promising your weavers. However, few were chosen. Viga saw in most vanity and a disturbing ambition to be loved, not the selflessness required by the weaver. He had nearly given up on this new land, when he found the sisters of the Whispering Shore. In this place Viga found kindred spirits, selfless women, whom protected all those to the north, from the terrible creatures that roamed the south and western isles. The language of the whispering shore, is low and quiet, like whispers. Short words, blunt and to the point. However, when the words are chanted and sung, they are among the best to ever be heard. Mantras: Foretelling Dreams – Whenever you would rest you may spend 1 strand. If you do, you gain a +4 bonus to initiative. You may spend an additional strand for each resting ally, those allies gain the same bonus. Mists of Shoal – By spending 4 strands you may summon mists in a 20ft radius around you. These mists provide concealment like the fog cloud spell. These mists continue to spread out in a constant area. For every 10 minutes the weaver spends meditating, the mists spread another 500 ft. If the weaver spends an hour meditating, the mists reach their maximum size at 1 mile. This mist, billows through windows and down hills and under door frames. The mists last for 1 hour after they are summoned. If the mists reach their maximum distance, they last for 1 day. Scream of Ailani – You may activate this ability as a bonus action. Any enemy who fails a save or misses an attack roll this turn, gains a -1 to those respective rolls. This lasts until the end of your next turn. You can sustain this effect by using the Scream of Ailani again and for each round you continue to use it. These effects are cumulative, however the maximum negative an enemy can have from this ability is equal to the number of consecutive rounds in which you have used the Scream of Ailani. This ability costs 1 strand to use and an additional strand for each consecutive round in which you use it. (1 for first, 2 for second, 3 for third) The Whispers of Eleu – You may spend 2 strands to activate this ability. Activating this costs your entire round. Until the beginning of your next turn, all attacks against you are done at disadvantage, and you make any saves at advantage. Twilight Watch – By spending 3 strands, you create a 40ft radius within 100ft. Any casting (not weaving) that takes place in this area, the caster must make DC10 concentration checks for each spell. If a creature fails this check, they take damage equal to twice the failed spells level. This area lasts for a number of rounds equal to your intelligence modifier. The Hollow Song – By spending a full-round action and 5 strands, you begin the hollow song. This song fills your allies with hope and enemies with despair. Allies recieve a +2 to attack rolls, saving throws and skill checks. Enemies receive a -2 to attack rolls, saving throws and skill checks. To maintain this song, you must continue to pay 5 strands per round. Each round the bonuses and negatives go up and down respectively by 1. Whenever you choose to stop the song, you may choose to scream as a standard action on the round you stop the song. This scream deals 5d6 thunder damage to a single target, the damage is increased by 5d6 for each round you spent maintaining the hollow song. There is no save for this ability and it costs no additional strands. You must be at least 12th level to take this mantra. Nirvana The Song Without – Your body transforms into a being of music and sound. You are considered anelemental and gain all their various traits. You are immune to thunder damage and any effect that requires hearing or similar prerequisites in order to effect you, unless you want that effect to effect you. You deal 5d6 thunder damage to all enemies within 10ft every round. You gain your walking speed as hover speed, and you are also considered incorporeal. Braid Augments: Lengthen Braid Thicken Braid Flowing Braid Taut Braid Deadly Braid Helix Braid Mele Braid Augmentations: Shielding Braid – A braid augmented in this way, provides a creature that benefits from this spell, to receive a +2 on their next saving throw. This augment costs 2 strands to apply. Guiding Braid – A braid augmented in this way, selects a single ally among those effected. That ally has advantage on its next attack roll. This augment costs 2 strands to apply.
Level | Braid | Knot | Component | Range | Weaving Time | Duration | Effect |
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1 | Harmonic Heartbeat | Harmony | Verbal | 30ft | 1 Minute | Concentration, up to 10 minutes per Weaver level | Harmonic Heartbeat fills your allies with a deep resonance with their own life force, this connection improves control over themselves. All allies within 30 feet of you upon the initial weaving of this braid gain the effects of Harmonic Heartbeat. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. This effect does not stack with Bless. |
1 | Resonant Shield | Harmony | Verbal | Touch | 1 Action | 1 Minute per Weaver level | A resonating shield of life energy wreathes around the creature touched. That creature recieves a +2 deflection bonus to AC |
1 | Harmful Intention | Harmony | Verbal | Touch | 1 Action | 1 Round per Weaver level | The weaver reaches out and disrupts the life force of an enemy. An enemy that fails this save is poisoned until the end of the duration. |
1 | Harden Resolve | Harmony | Verbal | Touch | 1 Action | Instant (1 Round per Weaver level) | The weaver removes fear plaguing the creature replacing it with a powerful resolve. You remove the creature of any fear effect. In addition, the creature receives 2 DR against the source of the fear effect. This DR lasts for 1 round/level. |
1 | Purify Food and Drink | Harmony | Verbal | 30ft | 1 Action | Instant | This braid makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. The braid has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
1 | Detect Magic | Purity | Verbal | 60ft | 1 Action | Concentration, up to 1 minute per Weaver Level. | You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Arcana skill checks to determine the school of magic involved in each. (Make one check per aura.) If the aura emanates from a magic item, you can attempt to identify its properties. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
1 | Detect Curses | Purity | Verbal | 60ft | 1 Action | Concentration, up to 1 minute per Weaver Level. | This braid operates as the Detect Magic Braid, but detects curses and cursed creatures. |
1 | Detect Poison | Purity | Verbal | 30ft | 1 Action | Instant | You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a caster check vs the DC of the poison. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
1 | Life's Courage | Harmony | Verbal | 60ft | 1 Action | 1 Round per Weaver Level | The target is filled with the courage of life and for the duration may choose to make any action or effect requiring a d20 roll at advantage. This must be done before any initial rolls are made. Once used this braid effect ends, you may only have this braid active on one target at a time, and no single target can be affected by more than one of this braid at one time. |
1 | Fray the Threat | Harmony | Verbal | Touch | 1 Action | Instant | The weaver reaches out and attempts to touch an enemies life force. The weaver attempts to unravel the threads of life and weave them into their own life force. The weaver deals 1d8 points necrotic damage to the creature. You deal an additional d8 of damage for every 3 caster levels you possess. Whenever you deal damage with this spell, you are healed for the damage dealt. |
1 | Erode | Entropy | Verbal | Touch | 1 hour | Instant | You can remove existing stone from an area you touch up to 10 cubic feet over the course of the casting time. This causes the stone to simply erode away, the lifestream simply drifting it away. You cannot erode away any stone being actively wielded or handled. This only works on basic stone, no mixed material or metals can be affected by this braid. Stone made of any moving part (such as doors) cannot be eroded in this way. |
1 | Decay | Entropy | Verbal | Touch/10 ft per Weaver level | 1 Hour/1 Action | Instant | Decaying an area takes 1 hour, during which time the weaver must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the braid persists A weaver can affect an area with a radius equal to her caster level × 10 feet. Food in this area is ruined, water is stagnated. You redirect the weave of the lifestream to spin thinly in the area. Decaying a creature is an action that requires a melee touch attack. A creature that fails its save receives a penalty to str, dex and con equal to 1d6. Multiple instances of this braid do not stack. Nor do they overlap. |
1 | Mortal Glimpse | Entropy | Verbal | 30ft | Reaction | 1 Minute per Weaver level | Whenever an enemy would attack the weaver, the weaver can weave this braid as a reaction to fill the attacker with a glimpse of its own mortality temporarily shaking its resolve. The creature must make a wisdom save. If the creature receives a -2 to attack rolls for 1 minute. |
1 | Shadow Echo | Entropy | Verbal | 30ft | 1 Action | 1 Minute per Weaver level | You animate the shadow of the creature touched. This lets the creature make an additional attack of opportunity per round. |
1 | Flash of Fire | Energy | Verbal | 60ft (Line) | 1 Action | Instant | The weaver weaves the lifestream, converting it into fire. This fire shoots out from the weaver’s hand in a line of fire 60ft long. Creatures hit by this line must make a Dexterity Saving Throw, taking 2d6 points of fire damage on a failed save, or half as much on a success. It deals an additional 2d6 points of fire damage for every 3 caster levels you possess. |
1 | Spark of Lightning | Energy | Verbal | 120 ft | 1 Action | Instant | The weaver weaves the lifestream, converting it into lightning. This lightning shoots out from the weaver’s hand in a singular bolt towards a single target. Creatures hit by this line must make a Dexterity Saving Throw, taking 2d8 points of lightning damage on a failed save, or half as much on a success. It deals an additional 2d8 points of lightning damage for every 3 caster levels you possess. |
1 | Errant Frost | Energy | Verbal | 120 ft | 1 Action | Instant | The weaver weaves the lifestream, converting it into ice. The weaver spreads this cold over a 20ft area. Creatures hit by this line must make a Dexterity Saving Throw, taking 1d6 points of cold damage and have their speed reduced to 0 on a failed save, or half as much and avoid the slow on a success. A creature that is not in contact with any terrain when this spell is cast, is unaffected by this, because the ice has nothing to freeze the creature to. These creatures still take the damage. It takes a DC 10+intelligence modifier Athletics or Acrobatics check to escape the speed reduction effect. This braid deals an additional 1d6 of cold damage for every 3 caster levels you possess. |
1 | Boulder Toss | Energy | Verbal | 120 ft | 1 Action | 1 Minute per Weaver level/Instant | You summon 4 boulders to rotate around you. These are fairly large rocks of about 50lbs, these rocks rotate around you for 1 minute per Weaver Level. As an action, you may launch a single boulder at a target within range. This is a ranged attack, if it hits the creature, that creature takes 2d6 points of bludgeoning damage. |
1 | Life Bolt | Energy | Verbal | 30 ft | 1 Action | Instant | The weaver fires a ray of life energy towards an enemy. Make a Ranged Spell Attack. This ray deals force damage to the creature, because the weaver disrupts the creatures lifeforce. This bolt deals 2d4 points of damage for every 3 weaver levels the weaver possesses. Any allies this ray passes through heals them for the damage it would normally deal. Allies are not considered to block line of effect or sight. If the lifebolt should miss, no allies are healed, even if it would pass through them. |
1 | Invigorate | Vivacity | Verbal | Touch | 1 Minute | 1 Hour | The weaver wards the creature with its lifestream, tightening it to react to damage. When this braid is woven, for the next hour if the creature is dealt any damage the ward activates and the creature gains fast healing 5 for a number of rounds equal to the weavers caster level. |
1 | Leaping Life | Vivacity | Verbal | 30 ft | 1 Action | Instant | The weaver attempts to restore the lifestream back into their allies, restoring their hitpoints. Choose an ally within range. That ally heals 2d8 hitpoints. This healing leaps to other allies, choose another ally within 15ft of the first, that ally heals half the amount of the previous target. This healing continues to leap, halving its healing each time, up to either a total of creatures equal to your intelligence modifier or this healing would be halved below one (resulting in no healing). The initial healing of this braid increases by 2d8 for every 3 caster levels the weaver possesses. |
1 | Blessing of the Hunt | Vivacity | Verbal | Touch | 1 Action | 1 Minute | Target creature gains a +2 bonus to attack and damage rolls. Whenever the target creature lands a killing blow on an opponent, that creature is healed for an amount equal to the defeated creatures CR (minimum 1). You cannot heal from this ability if the defeated creature is less than half your CR. |
1 | Quickfoot | Vivacity | Verbal | Touch | 1 Action | 10 Minutes | The weaver quickens the stride of target creature. This braid gives the target a +10 bonus to their walking speed. |
1 | Flash of Life | Vivacity | Verbal | 30 ft | Reaction | Instant | The weaver can redirect an allies life force to deflect a deadly attack. Whenever an ally would be subject to a critical hit, the weaver can weave this braid as a reaction targeting the attacking creature. That creature makes a Dexterity Saving Throw. On a failed save, their critical hit is converted to a normal hit and the ally is healed an amount equal to the weavers intelligence modifier plus their proficiency bonus. |
1 | Sense Battle | Lucidity | Verbal | 20 ft Radius | 1 Minute | 1 Hour | All allies in a 20 foot radius are affected by sense battle and gain a preternatural sense of danger. The first time during this braids duration that the targets have to make an initiative check, those creatures add a bonus on that initiative check equal to the weaver’s caster level (maximum +5). Once this bonus applies, the effects of the spell end |
1 | Anticipate Strike | Lucidity | Verbal | 30 ft | Reaction | 1 Minute | Whenever an enemy would attack you, you may weave this braid. If you do, the attacking creature must make a Wisdom Saving Throw, if they fail you gain a +2 bonus to AC against that creature for 1 minute. |
1 | Doubt | Lucidity | Verbal | 120 ft | 1 Action | 1 Minute | The weaver fills the creature with a great doubt that causes it to hesitate in combat. The target creature makes a Wisdom Saving Throw. On a failed save it receives a -5 to its current initiative. If the creature has not yet acted this combat and it fails it’s save, it is also stunned for 1 round. The creature may make a Wisdom Saving Throw each round to negate this braid. |
1 | Enhance Senses | Lucidity | Verbal | Self | 1 Hour | 10 Minutes | Add +10 to any Perception Checks made during the spells duration. |
1 | Detect Emotion | Lucidity | Verbal | 60 ft | 1 Action | Concentration, up to 1 minute per Weaver Level. | This works as the detect magic braid, except it detects emotions and creatures in particular states of high emotions. You may only search for one emotion per weave of this braid. |