While most view spirits as lost souls or unfortunate beings, some wizards choose to disregard such sentiments and instead delve into the mechanics of spirits. By studying this alien, reality-defying magic, the wizard learns to rip apart a spirit’s essence and imbue it with arcane energies.
A soul weaver possesses 1 less spell per day at each spell level. If the soul weaver would receive 0 spells per day, then he or she only receives bonus spells, if any, due to a high Intelligence score.
A soul weaver can seal pacts with spirits. The character’s binder level equals his or her wizard level, and the character binds spirits as an occultist of that same level. A soul weaver uses Intelligence in place of Charisma on binding checks and when adjudicating the effectiveness of granted abilities. This replaces the arcane bond class feature.
A soul weaver adds ½ of his or her wizard level on Knowledge (arcana) and Spellcraft checks made to uncover spirit lore or identify an ability granted by a spirit. This ability also identifies spells that have been altered by the reweave spirit ability.
While the soul weaver is bound to a spirit, creatures that are considered that spirit’s favored enemies treat the DC and caster level of the soul weaver’s spells as being +1 higher. This bonus to caster level does not apply to the spell’s range.
A soul weaver can briefly tap a spirit’s power in order to increase the effectiveness of his or her spells. As a swift action, the soul weaver boosts his or her caster level by +4 for 1 round. After using this ability, the soul weaver immediately loses access to the spirit’s granted abilities for a period of 4 rounds. The spirit is effectively unavailable. During this time, the soul weaver does not benefit from the spirited magic class feature either.
Because of their devotion to pact magic, soul weavers forsake three schools of magic. These opposition schools vary individually and are chosen at 1st level and cannot be changed later. A soul weaver may never select divination as an opposition school. A soul weaver who wishes to prepare a spell from an opposed school must use two spell slots of that level to prepare it. In addition, the soul weaver takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from an opposed school as a prerequisite.
This ability replaces arcane school.
At 5th level, a soul weaver can choose to transform a single, prepared wizard spell into a granted ability. The soul weaver must be bound to a spirit in order to use this ability. As part of a 1-minute ritual, the character selects a single granted ability the spirit possesses and a single prepared wizard spell. The spell cannot be from one of the wizard’s opposing schools and the spell’s level must be at least 2 levels lower than the spirit’s level. When the ritual is complete, the soul weaver loses access to both the selected granted ability and the selected prepared spell as if it had been cast. In exchange, the selected spell becomes a supernatural ability for the duration of the pact. The following rules indicate which spells can be rewoven into granted abilities. You can only reweave spells, not granted abilities.
Rewoven spells do not require material components or foci when they activate . Feats, class features, and similar abilities cannot be used to modify rewoven spells. Metamagic feats can be applied to a rewoven spell so long as the spell was prepared with the feat before being rewoven. Effects that counter, dispel, and/or negate spells treat rewoven granted abilities as if they were spells. A spell that requires a material component that costs more than 1 gp cannot be rewoven into a granted ability. A soul weaver can only reweave a single granted ability with a spell at 5th level. At 10th level and every five levels thereafter, the number of granted abilities the soul weaver can reweave increases by 1, to a maximum of 4 abilities at 20th level.
Minor Granted Ability: Only spells with a target of “one creature” or “you” can be rewoven into minor granted abilities. A minor rewoven spell always targets the soul weaver, even if the spell could normally target other creatures. The spell must be activated using the soul weaver’s normal action and lasts for the appropriate number of rounds, based on caster level.
Major Granted Ability: Any spell can be rewoven into a major granted ability. A spell with a duration longer than instantaneous has its duration reduced to 4 rounds. After it is used, a major rewoven spell becomes expended for 5 rounds, just as a major granted ability does. Feats, class abilities, and similar abilities—except the Rapid Reweaving feat—cannot reduce the number of rounds that a rewoven spell is expended.
This ability replaces all of the wizard’s bonus feats.
Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi