Weave
Domain overview
Threads : Pure magic. Control over magic. Bladesinging.
Sort of an alternative to codex.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Chrysalis of light |
You are protected by a defensive spell fueled by the attacks you receive at all time.
You are protected by a defensive spell fueled by the attacks you receive at all time. While it is in your loadout, every time you receive Major damage or worse, put a token on this card. When you take damage, you can spend a token to reduce the damage Severity by one Threshold. When you have a few minutes of peace, you may spend 2 tokens to clear a hit point. At the end of a session or when you place this card into your Vault, remove all tokens. |
0 |
| 1 | Grimoire | Tome of Kareven |
Manabolt: Make a Spellcast Roll against a target within Far range.
Manabolt: Make a Spellcast Roll against a target within Far range. On a success, the target takes d10+3 magic damage using your Proficiency. Spend a Hope to deal half damage to Melee range targets you succeeded against. Rune of holding: Make a Spellcast Roll (13). On a success, you can manifest a glowing vertical rune of up to 5m in diameter that prevents passing through until the end of the scene or you cast another spell. Any creature trying to go past it must succeed on an Action Roll against the result of your initial roll. Minor hand: You can levitate and move small objects within Close range, one object at a time. |
2 |
| 1 | Grimoire | Tome of songs |
Create sound: You can create any sound from any point within Far range.
Create sound: You can create any sound from any point within Far range. If you try to imitate speech or music, you must spend a Hope. Battle Song: Make a Spellcast Roll (13). On a success you add a +1 bonus to your weapon Attack Rolls until the scene ends or you cast this spell again. Spend a Hope to target all allies within range instead. Wail: Make a Spellcast Roll against all targets within Melee range. On a success, they must mark a Stress. On a success with Hope, they are also temporarily Restrained. |
1 |
| 2 | Grimoire | Tome of Hai-Gelen |
Blade Dance: Mark a Stress to roll a d6 and put it on this card.
Blade Dance: Mark a Stress to roll a d6 and put it on this card. For the duration of the spell, your Evasion is increased by the die value. When an attack misses you, decrease the die by 1. This spell ends when the die reaches 0 or you are hit by an attack. Telekinetic strike: When you succeed against a target with a weapon attack, you may spend a Hope to move it anywhere within its Close range. When you do so, add 1d8 to the damage. Force binds: Make a Spellcast Roll against a target within Very Close range. On a success, the target is temporarily Restrained. |
1 |
| 2 | Grimoire | Tome of Yusuf |
Mana fireflies: Spend a Hope to generate numerous small mana particles around you.
Mana fireflies: Spend a Hope to generate numerous small mana particles around you. They will stick to any magic item, consumable, active spell, magical phenomenon, grimoire within far range. The area moves with you, and lasts until the scene ends or you cast any other spell. Spell of studying: Spend a Hope to target an ally within Melee range. The target get a +1 to Instinct, Knowledge or Presence until the scene ends or you cast this spell again. Mana gem: When you have a few minutes of peace, you can spend 2 Hope to create a mana gem lasting until you take a long rest. Destroy it to give a Hope to anyone within Very Close range. |
1 |
| 3 | Ability | Blade Whistle |
The weapons you wield with a range of Melee or Very Close have a range of Close and now deal magic damage.You can use your Spellcast Trait for your weapon attacks.
The weapons you wield with a range of Melee or Very Close have a range of Close and now deal magic damage. You can use your Spellcast Trait for your weapon attacks. |
1 |
| 3 | Grimoire | Tome of Marilyn |
Air bubble: Spend a Hope to grant your allies underwater breath until your next rest.Armor of spells: You can grant a target ally or yourself within Melee range resistance to the next magic damage they receive before the scene ends or you cast this spell again.Spells killer: Make a Spellcast Roll as a Reaction to a spell being cast with a difficulty equal to the creature casting it or the caster's Spellcast Roll.
Air bubble: Spend a Hope to grant your allies underwater breath until your next rest. Armor of spells: You can grant a target ally or yourself within Melee range resistance to the next magic damage they receive before the scene ends or you cast this spell again. Spells killer: Make a Spellcast Roll as a Reaction to a spell being cast with a difficulty equal to the creature casting it or the caster's Spellcast Roll. On a success you can mark 2 Stress to immediately end the spell without any effect. |
2 |
| 4 | Spell | Calligraphy |
Make a Spellcast Roll (14).
Make a Spellcast Roll (14). On a success, spend a Hope to brandish your weapon, creating a floating symbol within Close range. The calligraphy lasts until the scene ends, you use this card again or it is spent. Choose one option:
|
2 |
| 4 | Spell | Mana grapple |
You can create a sticky mana rope and change its length up to Far length at will.
You can create a sticky mana rope and change its length up to Far length at will. Make a Spellcast Roll (11). On a success, you create a mana grapple. Use one the options below :
|
1 |
| 5 | Ability | Empowered Mana |
At the start of a session or when you place this card into your loadout, place a d6 countdown on this card, with the 6 facing up.Whenever you gain a Hope, the counter goes down by 1.When the countdown reaches 0, gain a Hope and Loop the countdown back to 6.At the end of a session or when you place this card into your Vault, clear the countdown.
At the start of a session or when you place this card into your loadout, place a d6 countdown on this card, with the 6 facing up. Whenever you gain a Hope, the counter goes down by 1. When the countdown reaches 0, gain a Hope and Loop the countdown back to 6. At the end of a session or when you place this card into your Vault, clear the countdown. |
0 |
| 5 | Grimoire | Tome of Sienntrod |
Portal: When you have a few minutes of peace, you can prepare a place to be a portal anchor.
Portal: When you have a few minutes of peace, you can prepare a place to be a portal anchor. You may have at most 3 anchors at any time. Spend 2 Hope to make a portal from anywhere within Close range to any anchor you have. The portal works both ways, and lasts until the scene ends or you make a Spellcast Roll (17) to close it. Mana blocker: Make a Spellcast Roll against a target within far range. On a success, they are Mana blocked and can not use spells until the scene ends or the GM spends a Fear to end it. Mystic Occultation: Mark a Stress to make a Spellcast Roll. Target ongoing spell can not be detected, recognized, countered or stolen unless this Spellcast Roll is beaten. |
2 |
| 6 | Spell | Under the dome |
Make a Spellcast Roll (16).
Make a Spellcast Roll (16). On a success, you can place this card in your Vault and mark any number of Stress to create a magical translucid dome surrounding your Very Close range until the scene ends, it is destroyed, you dismiss it when you have the spotlight or you die. Creatures on the edge must choose on which side they are when the dome is erected. The dome blocks all attacks and movement. The dome's Major Threshold equals your roll, and its severe damage equals double your roll. It has a number of Hit Points equal to 1 + double the number of Stress you marked and reduces the severity of all damage it takes by one. |
3 |
| 6 | Grimoire | Tome of Ravancer |
Mana flash: Spend 2 hope to make a Spellcast Roll.
Mana flash: Spend 2 hope to make a Spellcast Roll. Every target within Very Close range that you succeed against must make a reaction roll against your roll. On a failure, they take d8+6 damage using your proficiency and are Blinded until they mark a Hit Point, giving them disadvantage and the Vulnerable condition. Storm of steel: Make a Spellcast Roll (15). On a success, mark any number of Stress. A number of targets you succeeded against equal to 1 + the number of Stress you marked take your weapon damage + your Spellcast Trait as magic damage. You may then teleport within Melee range of any target you hit. |
2 |
| 7 | Ability | Weave touched |
While 4 or more cards in your loadout are from the Weave domain, you gain the following benefits :You add your Knowledge to your Damage Rolls with weapons and spells.Once per rest, when you receive Minor Damage, you can ignore the attack.
While 4 or more cards in your loadout are from the Weave domain, you gain the following benefits :
|
1 |
| 7 | Grimoire | Tome of Asaloril |
Spell stealer: While there is an active spell within Close range, you can make a Spellcast Roll (17).
Spell stealer: While there is an active spell within Close range, you can make a Spellcast Roll (17). On a success, spend 2 Hope to steal the spell. You can invert it or redefine its target. Morph: Spend a Hope to target an ally within Close range. The ally temporarily turns into something else. Its statistics won't change. Force fuilin: Spend 2 Hope to make a Spellcast Roll against all targets in front of you within Close range. You manifest a very long cutting blade made of translucid mana and slash every target you succeeded against for an elegant 3d10+5 physical damage. |
3 |
| 8 | Grimoire | Tome of Alowanil |
Time shift: Mark 2 Stress.
Time shift: Mark 2 Stress. You can go back to any position you have occupied during the scene. If your past self was in a better condition than you are now, clear any combination of 2 Hit Points, Stress or Armor Slots. Sprint: Spend 2 Hope. You and all your allies within Very Short range can immediately move to Very Far range without any Roll. Burden of age: Make a Spellcast Roll against a target within Far range. On a success, you can spend a Hope to give the target the Burdened by time condition, giving them a disadvantage on all rolls and making them vulnerable, until the GM spends a Fear to stop it. |
3 |
| 8 | Grimoire | Tome of Rylonyl |
Wormhole: Make a Spellcast Roll (16).
Wormhole: Make a Spellcast Roll (16). On a success, spend a Hope to temporarily connect two points within Very Far range that you can see. End the spell at any time. Gravity: Make a Spellcast Roll (17). On a success, spend 2 Hope to target a point within Far range. All targets you succeeded against within Close range of the point are restrained until the GM spends a Fear to end the spell. Space Jam: You increase or diminish an enclosed space, like a bag or a house. You may double or halve the volume. Volume up to half yours are free. Mark a Stress to affect a up to a small cabin, and mark 2 Stress to affect up to a large house. Once per session, mark 3 additional Stress to turn a casting of it permanent. |
2 |
| 9 | Ability | Mana Orbs |
At the start of each session or when you take a rest, place tokens up to your Spellcast Trait representing mana orbs.
At the start of each session or when you take a rest, place tokens up to your Spellcast Trait representing mana orbs. Once per spotlight, you can sacrifice an orb to:
At the end of each session, remove all tokens. |
2 |
| 9 | Grimoire | Tome of Rad'iela |
Organic control: You can mark a Stress to target your allies within Close range.
Organic control: You can mark a Stress to target your allies within Close range. Make a Spellcast Roll (18). On a success, you sordidly create organic matter to knit their wounds back. Spend any number of Hope, to clear as many Hit Points, spread between them as you see fit. Light's rise: Mark a Stress to spy any place you spent at least an hour commiting to memory as if you were there, ending when you cast any other spell. Light's fall: Spend a Hope to make a Spellcast Roll. You protect all the area within Far range from magical scrutation. Any attempt must succeed on a Spellcast Roll against your initial roll. The protection lasts until you take a long rest or cast this spell again. |
1 |
| 10 | Spell | Wall of force |
Mark 2 stress to make a Spellcast Roll (17).
Mark 2 stress to make a Spellcast Roll (17). On a success, choose two points within far range. A magic, indestructible wall forms between the two points. It does not limit vision, forms at any angle and can be up to 100ft high. Creatures on the edge of the wall must choose on which side they are when the wall appears. The wall lasts until your next rest. |
2 |
| 10 | Grimoire | Tome of Welia |
The Weaving: Once per session, spend 3 Hope to make a Spellcast Roll.
The Weaving: Once per session, spend 3 Hope to make a Spellcast Roll. Every target within Very Far range you succeeded against must make a Reaction Roll against the result. You can move them within Very Far range on a success and within their Close range on a failure. Targets colliding against each other or the environment suffer 4d10+7 physical damage, and they must not end their move with the ground further than Very Close range below them. The Mourning: Once per session, mark any number of Stress to make a Spellcast Roll against a target within Very Close range. On a success, the target takes Minor damage a number of times equal to the number of Stress you marked. |
2 |
Domain cards
1
Chrysalis of light
You are protected by a defensive spell fueled by the attacks you receive at all time. While it is in your loadout, every time you receive Major damage or worse, put a token on this card.
When you take damage, you can spend a token to reduce the damage Severity by one Threshold.
When you have a few minutes of peace, you may spend 2 tokens to clear a hit point.
At the end of a session or when you place this card into your Vault, remove all tokens.
1
Tome of Kareven
Manabolt: Make a Spellcast Roll against a target within Far range. On a success, the target takes d10+3 magic damage using your Proficiency. Spend a Hope to deal half damage to Melee range targets you succeeded against.
Rune of holding: Make a Spellcast Roll (13). On a success, you can manifest a glowing vertical rune of up to 5m in diameter that prevents passing through until the end of the scene or you cast another spell. Any creature trying to go past it must succeed on an Action Roll against the result of your initial roll.
Minor hand: You can levitate and move small objects within Close range, one object at a time.
1
Tome of songs
Create sound: You can create any sound from any point within Far range. If you try to imitate speech or music, you must spend a Hope.
Battle Song: Make a Spellcast Roll (13). On a success you add a +1 bonus to your weapon Attack Rolls until the scene ends or you cast this spell again. Spend a Hope to target all allies within range instead.
Wail: Make a Spellcast Roll against all targets within Melee range. On a success, they must mark a Stress. On a success with Hope, they are also temporarily Restrained.
2
Tome of Hai-Gelen
Blade Dance: Mark a Stress to roll a d6 and put it on this card. For the duration of the spell, your Evasion is increased by the die value. When an attack misses you, decrease the die by 1. This spell ends when the die reaches 0 or you are hit by an attack.
Telekinetic strike: When you succeed against a target with a weapon attack, you may spend a Hope to move it anywhere within its Close range. When you do so, add 1d8 to the damage.
Force binds: Make a Spellcast Roll against a target within Very Close range. On a success, the target is temporarily Restrained.
2
Tome of Yusuf
Mana fireflies: Spend a Hope to generate numerous small mana particles around you. They will stick to any magic item, consumable, active spell, magical phenomenon, grimoire within far range. The area moves with you, and lasts until the scene ends or you cast any other spell.
Spell of studying: Spend a Hope to target an ally within Melee range. The target get a +1 to Instinct, Knowledge or Presence until the scene ends or you cast this spell again.
Mana gem: When you have a few minutes of peace, you can spend 2 Hope to create a mana gem lasting until you take a long rest. Destroy it to give a Hope to anyone within Very Close range.
3
Blade Whistle
The weapons you wield with a range of Melee or Very Close have a range of Close and now deal magic damage.
You can use your Spellcast Trait for your weapon attacks.
3
Tome of Marilyn
Air bubble: Spend a Hope to grant your allies underwater breath until your next rest.
Armor of spells: You can grant a target ally or yourself within Melee range resistance to the next magic damage they receive before the scene ends or you cast this spell again.
Spells killer: Make a Spellcast Roll as a Reaction to a spell being cast with a difficulty equal to the creature casting it or the caster's Spellcast Roll. On a success you can mark 2 Stress to immediately end the spell without any effect.
4
Calligraphy
Make a Spellcast Roll (14). On a success, spend a Hope to brandish your weapon, creating a floating symbol within Close range. The calligraphy lasts until the scene ends, you use this card again or it is spent. Choose one option:
Steel: The calligraphy prevents all damage lower than your spellcast roll on any creature within Very Close range. It is spent after 3 attacks.
Wind: The next 2 creatures touching the calligraphy can fly until the scene ends.
Destruction: The next 3 times a target within melee range of the calligraphy takes damage, they take an additional 2d8 damage.
4
Mana grapple
You can create a sticky mana rope and change its length up to Far length at will. Make a Spellcast Roll (11). On a success, you create a mana grapple. Use one the options below :
You automatically climb up to Far range.
You automatically move to Far range.
You can spend a Hope to give a +2 to all creatures using your rope to climb.
You can target a creature. If your Roll succeeds against it, it is temporarily Restrained.
5
Empowered Mana
At the start of a session or when you place this card into your loadout, place a d6 countdown on this card, with the 6 facing up.
Whenever you gain a Hope, the counter goes down by 1.
When the countdown reaches 0, gain a Hope and Loop the countdown back to 6.
At the end of a session or when you place this card into your Vault, clear the countdown.
5
Tome of Sienntrod
Portal: When you have a few minutes of peace, you can prepare a place to be a portal anchor. You may have at most 3 anchors at any time. Spend 2 Hope to make a portal from anywhere within Close range to any anchor you have. The portal works both ways, and lasts until the scene ends or you make a Spellcast Roll (17) to close it.
Mana blocker: Make a Spellcast Roll against a target within far range. On a success, they are Mana blocked and can not use spells until the scene ends or the GM spends a Fear to end it.
Mystic Occultation: Mark a Stress to make a Spellcast Roll. Target ongoing spell can not be detected, recognized, countered or stolen unless this Spellcast Roll is beaten.
6
Under the dome
Make a Spellcast Roll (16). On a success, you can place this card in your Vault and mark any number of Stress to create a magical translucid dome surrounding your Very Close range until the scene ends, it is destroyed, you dismiss it when you have the spotlight or you die. Creatures on the edge must choose on which side they are when the dome is erected.
The dome blocks all attacks and movement. The dome's Major Threshold equals your roll, and its severe damage equals double your roll. It has a number of Hit Points equal to 1 + double the number of Stress you marked and reduces the severity of all damage it takes by one.
6
Tome of Ravancer
Mana flash: Spend 2 hope to make a Spellcast Roll. Every target within Very Close range that you succeed against must make a reaction roll against your roll. On a failure, they take d8+6 damage using your proficiency and are Blinded until they mark a Hit Point, giving them disadvantage and the Vulnerable condition.
Storm of steel: Make a Spellcast Roll (15). On a success, mark any number of Stress. A number of targets you succeeded against equal to 1 + the number of Stress you marked take your weapon damage + your Spellcast Trait as magic damage. You may then teleport within Melee range of any target you hit.
7
Weave touched
While 4 or more cards in your loadout are from the Weave domain, you gain the following benefits :
You add your Knowledge to your Damage Rolls with weapons and spells.
Once per rest, when you receive Minor Damage, you can ignore the attack.
7
Tome of Asaloril
Spell stealer: While there is an active spell within Close range, you can make a Spellcast Roll (17). On a success, spend 2 Hope to steal the spell. You can invert it or redefine its target.
Morph: Spend a Hope to target an ally within Close range. The ally temporarily turns into something else. Its statistics won't change.
Force fuilin: Spend 2 Hope to make a Spellcast Roll against all targets in front of you within Close range. You manifest a very long cutting blade made of translucid mana and slash every target you succeeded against for an elegant 3d10+5 physical damage.
8
Tome of Alowanil
Time shift: Mark 2 Stress. You can go back to any position you have occupied during the scene. If your past self was in a better condition than you are now, clear any combination of 2 Hit Points, Stress or Armor Slots.
Sprint: Spend 2 Hope. You and all your allies within Very Short range can immediately move to Very Far range without any Roll.
Burden of age: Make a Spellcast Roll against a target within Far range. On a success, you can spend a Hope to give the target the Burdened by time condition, giving them a disadvantage on all rolls and making them vulnerable, until the GM spends a Fear to stop it.
8
Tome of Rylonyl
Wormhole: Make a Spellcast Roll (16). On a success, spend a Hope to temporarily connect two points within Very Far range that you can see. End the spell at any time.
Gravity: Make a Spellcast Roll (17). On a success, spend 2 Hope to target a point within Far range. All targets you succeeded against within Close range of the point are restrained until the GM spends a Fear to end the spell.
Space Jam: You increase or diminish an enclosed space, like a bag or a house. You may double or halve the volume. Volume up to half yours are free. Mark a Stress to affect a up to a small cabin, and mark 2 Stress to affect up to a large house. Once per session, mark 3 additional Stress to turn a casting of it permanent.
9
Mana Orbs
At the start of each session or when you take a rest, place tokens up to your Spellcast Trait representing mana orbs. Once per spotlight, you can sacrifice an orb to:
Attack: Add 1d8+6 magic damage to a Damage Roll against a target within Close range.
Protect: When you or an ally within Close range take damage, reduce the severity by one Threshold.
Restrain: Temporarily Restrain a target within Close range.
At the end of each session, remove all tokens.
9
Tome of Rad'iela
Organic control: You can mark a Stress to target your allies within Close range. Make a Spellcast Roll (18). On a success, you sordidly create organic matter to knit their wounds back. Spend any number of Hope, to clear as many Hit Points, spread between them as you see fit.
Light's rise: Mark a Stress to spy any place you spent at least an hour commiting to memory as if you were there, ending when you cast any other spell.
Light's fall: Spend a Hope to make a Spellcast Roll. You protect all the area within Far range from magical scrutation. Any attempt must succeed on a Spellcast Roll against your initial roll. The protection lasts until you take a long rest or cast this spell again.
10
Wall of force
Mark 2 stress to make a Spellcast Roll (17). On a success, choose two points within far range. A magic, indestructible wall forms between the two points. It does not limit vision, forms at any angle and can be up to 100ft high. Creatures on the edge of the wall must choose on which side they are when the wall appears.
The wall lasts until your next rest.
10
Tome of Welia
The Weaving: Once per session, spend 3 Hope to make a Spellcast Roll. Every target within Very Far range you succeeded against must make a Reaction Roll against the result. You can move them within Very Far range on a success and within their Close range on a failure. Targets colliding against each other or the environment suffer 4d10+7 physical damage, and they must not end their move with the ground further than Very Close range below them.
The Mourning: Once per session, mark any number of Stress to make a Spellcast Roll against a target within Very Close range. On a success, the target takes Minor damage a number of times equal to the number of Stress you marked.
Tome of Welia
Threads : Pure magic. Control over magic. Bladesinging.
Sort of an alternative to codex.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Tome of Welia Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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