Classes of the Lost Spheres: Spellweaver (PFRPG) PDF

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Arcane Power joins Akashic Mystery!

Enter the Spellweaver — An arcane casting class skilled at harvesting the essence of their own shattered veils these mystics blend the power of wizardry with new techniques of chakra and essence fueled potency!

Beyond the base class this supplement also introduces:

  • Archetypes like the psiweaver and sphereweaver granting access to the might of the Ultimate Psionics system from Dreamscarred Press and the Spheres of Might and Power systems of Drop Dead Studios.
  • Dozens of new spells adding interactions to empower ALL of the casting classes of the Pathfinder Role Playing game to wield and wrack the powers of veilweaving.
  • 3 New Veils veils to support the spellweaver and other characters with access to both powers.
  • New character options for City of 7 Seraphs PC species.

Expanding on the principles of akashic power introduced in Dreamscarred Press' Akashic Mysteries and expanded in the City of 7 Seraphs: Akashic Trinity, the Spellweaver is a powerful new way to interface with the essence and veilweaving system. Neither Akashic Mysteries or City of 7 Seraphs: Akashic Trinity is required to use the Classes of the Lost Spheres: Spellweaver supplement.

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I have THE-URGE to review The Spellweaver

5/5

DISCLAIMER: This review is based on a free PDF provided by the author and the publisher, which in no way had an influence on the final score.

Introduction
The Spellweaver is a new class by Lost Spheres Publishing, penned by Hal Kennette, one of the most prolific authors of akashic magic. But wait, the class is called Spellweaver, is it an arcane or an akashic class? Read on!

What’s inside?
24 pages of content (not counting covers, ads etc.) for 9 bucks, which include:

-The Spellweaver class: After a short fluffy intro we learn that akashic magic is like the grandparent of arcane magic, and spellweavers represent the midpoint between this evolution. The fluff is cool but might not fit in every campaign world, but of course being fluff it can be changed.

Anyway, Spellweaver is both a veilweavingand spellcasting class, with a magus-like chassis (medium BAB/d8 HD, good Ref and Will saves, simple and martial weapons and light and medium armor proficiencies, and can cast without incurring spell failure, ), 2 skill points for 14 skills (which include all knowledge ones, perception, and use magical device). A strong chassis if I may add.

If you were wondering why I wrote the obvious reference to the so-called "theurge" classes, it's because Spellweavers have modest intelligence-based veilweaving abilities and intelligence-based spellcasting. Their veilweaving goes from 2 to 6 veils shaped during their progression and having 6 flexible binds (similar to the Zodiac), and use the Vizier veil list... but they don't get the special Ring slot, so even if they have them in their list, they can't actually shape Ring veils. Anyway, apart from this little glitch, their maximum essence capacity also increases thrice, another common aspect of akashic classes. To empower these veils, the Spellweaver gets 1 point of essence per level, like most Akashic classes out there.

Then there is their spellcasting, and it is... weird. While they get cantrips in the standard fashion, they don't have spell slots, and instead prepare up to one spell per level plus their Int modifier of the maximum level they can cast (including metamagicked ones), which are drawn from both the wizard and magus list (similar to the hunter), up to 7th level, and cast these spells by shattering their veils. Shattered veils are suppresed for 10 minutes! And any essence invested is burned and recovered when the veil reshapes! Talk about bold design! This makes the game of essence juggling even more difficult (I would add another exclamation mark but I might be overusing it! oh, sorry). Depending on the veil's chakra slot, it gives the spell a special bonus based on the amount of essence invested (hands for example gives a +1 to attack rolls per essence point, while body gives a +1 natural armor bonus per odd point in the veil).

Since they cast with their veils, these become harder than other veilweaver's. They also get combat casting and their improvements, plus some bonus feats. They can also autoheighten spells to their max level they can cast, and can apply metamagic on the fly, and they get some nifty bonuses when their veils and spell share a descriptor.

Finally, the Spellweaver includes 2 general Favored Class Bonuses for any character, plus TONS of support for many other (principally core, akashic, and 7 seraphs races), although some of these seem a bit too powerful (one that increases DC for certain spells with no mention of stacking with feats).

-3 Archetypes: Martial Spellweaver exchanges cantrips and bonus feats for some sphere of might progression. Psiweaver is the psionic version, having powers known from both psion and psychic warrior but not from disciplines (good call). Sphereweaver would be the full "champion" class that uses spheres of might and magic (wait, that sounds familiar), and spheres of Akasha. I guess you could extrapolate and make a divine and psychic spellweaver for even more ATs.

-1 magic item: Veilweaver beads, which basically lets you reshape a veil from a specific standard slot 1/d.

-1 feat: Elemental Spellweaving is a versatile feat that lets you change an spell's element by shattering a veil with a different elemental descriptor.

-25 spells: Fitting in a spellcaster book, these include spells that interact with veilweaving, something that was included in the Magic of Incarnum book but not in Akashic Magic. Make a character's essence to become uninvested, a version of antimagic shell that only works against akashic magic, max all essence receptacles of a character, create temporary veils, burn essence, brake or remake veils... lots of fun stuff. Interestingly, all 25 of the spells contained herein are available to all spellcasting classes, so everybody is invited to the party. Very useful if your game uses lots of veilweavers.

-3 new veils: Circlet of Magic Manipulation is a head/headband Vizier veil that lets you dispel magical effects and then use them against your enemies. Records of Akasha is a hands Vizier veil that gives you a powerful book where you can write anything and everytime you shape that veil, you can find the information you wrote bfore... it also works as a very powerful spellbook, which you can merge with one or more "mundane" ones; this could be problematic in the hands of a high level Vizier. Finally, Spellweaver's Spike is a wrists Vizier veil that gives you a short sword, and it will make Magi jealous, since it gives you a ghetto spellstrike! All in all, three powerful veils that are on the verge of OP, but since they are Vizier only (even if the Vizier list is used by other classes, including the more combat able spellweaver), I think they are ok.

-Veilweaving Section: This includes a more polished presentation of the section we have read in other Akashic magic books, including some semi-new stuff like the [enhanced] descriptor.

Of Note: The spellcasting engine and how it works with standard veilweaing is like giving a juggler some extra thinks to juggle, which will be many players' cup of tea. I know I would like to play a veiled faux-Magus!

Anything wrong?: Some of the stuff is damned strong. I would consider all interactions before allowing the side content, like the spells and veils.

What I want: A psychic and divine hacks!

What cool things did this inspire?: A full order of elven spellweavers that broke from bladesingers, or that are their ancestors, would be flavorful. Also, an evil necromancy-loving baddie would rock!

Do I recommend it?: Yes! The class look like a puzzle, like a challenge to play. Everything in this book ozees cool, even if it feels powerful. I will give it the full 5 spellwoven stars. Great work!


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