A new Occult Class for your Pathfinder 2E games!
This document contains a custom homebrew class for Pathfinder 2nd Edition. It combines both occult spellcasting with supernatural abilities themed around weaving. This class was requested by a friend of mine that is our Game Master (GM), but it meant to be playable for anyone's campaign and gaming group.
If you have any suggestions or playtesting experiences you wish to share, please message about it on my Reddit account (u/FrontB). As a final note, this class is meant to be non-profit optional content. Contact me if you wish to include this class or its related content in your homebrew content or third-party licensed product.
Copyrighted Content
All artwork and visual layout elements in this template are copyrighted by Paizo Inc. or independent artists (see list below) and are used for demonstration purposes only. If you plan to distribute homebrew material using this template you must remove all elements that are copyrighted: page border, parchment background and the sidebar backgrounds. However, you may use this template to share homebrew with your players, as is.
Images Included
- Cover: "Void Weaver Asana" by Nolan Lu is licensed under CC BY-NC 4.0.
- Class Features section: Isiem by Eric Belisle
- Sample Weaver: Crackle with Power by Micah Eipstein
- Weaver Multiclass Archetype: Mistfire Weaver by Chris Rahn
Updates
Version: 1.3
Last Update: July 7, 2024
See all updates on page 18.
Weaver
Table 1-1: WEAVER ADVANCEMENT
Your Level | Class Features |
---|---|
1 | Ancestry and background, initial proficiencies, weaver spellcasting, spell repertoire, threads, weaver's conduit |
2 | Skill feat, weaver feat |
3 | 2nd-level spells, general feat, signature spells, skill increase |
4 | Skill feat, weaver feat |
5 | 3rd-level spells, ability boosts, ancestry feat, skill increase |
6 | Skill feat, weaver feat |
7 | 4th-level spells, general feat, resolve, skill increase |
8 | Skill feat, weaver feat |
9 | 5th-level spells, ancestry feat, skill increase, weaver expertise |
10 | Ability boosts, skill feat, weaver feat |
11 | 6th-level spells, alertness, general feat, skill increase |
12 | Skill feat, weaver feat |
13 | 7th-level spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization |
14 | Skill feat, weaver feat |
15 | 8th-level spells, ability boosts, general feat, master weaver, skill increase |
16 | Skill feat, weaver feat |
17 | 9th-level spells, ancestry feat, skill increase |
18 | Skill feat, weaver feat |
19 | General feat, legendary weaver, skill increase, tailor of fate |
20 | Ability boosts, skill feat, weaver feat |
Class Features
You gain these abilities as a weaver. Abilities gained at higher levels list the level at which you gain them next to the features' names.
ANCESTRY AND BACKGROUND
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2 of the Core Rulebook.
INITIAL PROFICIENCIES
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
WEAVER SPELLCASTING
You access the well of power that resides throughout the realm, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your weaver spellcasting. This represents how you exert your force towards the intended effect. Any of these components impart the concentrate trait to the spell you're casting, unless you are using the material components for that spell. You can substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. This substitution can cause you to have to perform two actions of somatic components. Your spells still have clear and noticeable visual and auditory manifestations as normal for a spellcaster.
Each day, you can cast two 1st‑level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a weaver, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 1–2: Weaver Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). You would use your Constitution modifier for your spells gained by this class.
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower‑level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast it to heighten it to that level. Many spells have specific improvements when they’re heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.
Cantrips
Some of your spells are cantrips, and your choice of weaver's conduit class feature give you a unique cantrip. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will any number of times per day. A cantrip is automatically heightened to half your level rounded up — this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st‑level weaver, your cantrips are 1st‑level spells, and as a 5th‑level weaver, your cantrips are 3rd‑level spells.
SPELL REPERTOIRE
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st‑level occult spell of your choice and four occult cantrips of your choice. You choose these spells from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of weaver's conduit also grants you additional spells in your repertoire, starting with an additional 1st level spell of a total of 2 and one cantrip listed in your weaver's conduit for a total of 5.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 1–2: Weaver Spells per Day), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st‑level spell; at 3rd level, you select one 2nd‑level spell, and so on. When you add spells, you might add a higher‑level version of a spell you already have, so you can cast a heightened version of that spell. Your weaver's conduit also adds additional spells to your repertoire as you gain spells of higher levels.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your weaver's mind, it wouldn’t give you another spell slot, and vice versa.
You do not have a focus pool, but there are weaver class feats that grant focus spells and increase your focus points. When you gain your first focus point from a weaver class feat, you also gain a focus pool of 1. (Though if you have focus spells from a source other than weaver, you can still spend Focus Points to cast them, as normal.)
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
THREADS
You are able to visualize supernatural, luminous ties to certain things known as "threads." Threads are ethereal in appearance and created from the Sew Thread action (see below). They can also be severed, i.e. destroyed, with the Sever action (see below). You cannot sew a thread into yourself. Threads can also be created from your spells of 1st level or higher granted by your Conduit, and they allow you to enhance your weaver spells by other class features and feats.
Each thread can only be used once, then it fades away as they become severed. A creature or an object can have only one thread tied to it at a given time; severing the previous thread in favor of the new thread. Threads can be severed if a Strike is made against them by a weapon, spell, or ability that can target incorporeal objects (AC equal to 10 + your level + your Constitution modifier). Threads automatically sever if you are more than 100 feet away from the threaded creature or object (gaining no benefits gained for the severing in this manner).
Sever
Sew Thread
WEAVER'S CONDUIT
A weaver can manipulate a particular energy by forming themselves into a conduit. This transformation into a personal conduit requires a ritual that varies in its processes and material components. Once this ritual is complete, the weaver becomes a conduit for, a channel for weaving a natural or esoteric force throughout the realm.
Choose the type of conduit that you want to become. Your
conduit grants you supernatural abilities, spells, and a Lore skill. You may further your conduit to later grant you other supernatural abilities and focus spells, but not all weavers following this path. When you roll a critical failure for the granted Lore skill, you have a normal failure instead.
Your conduit also dictates the effects of your sacrificial binding, provide unique psionic talents and knacks you have access to, adds an focus spell you can use, and gives you one or more trained skills. Weaving the patterns of forces you encounter and can bring forth to achieve power and understanding.
The following weaver conduits are presented in this document.
Blood: Life and consanguinity weaved to connect you to others for proper flow and removal of clots.
Shadow: Light and its presence is necessary to give meaning to darkness that it weaves for you to envelope all.
Sound: Communication and effects weaves the attention for you to determine whether it be cooperation or hostility.
Thermal: Warmth and frost are generated as they are weaved for your preservation or necessary transition.
SACRIFICIAL BINDING
Drawing upon a natural force of the world serves as an incredible task without a form of magic as a conduit. You cut out the need and weave as you see fit. Although, this weaving ability requires a binding ritual to be completed. One that requires a supernatural sacrifice; forgoing a portion of body and soul.
The specific effects of your sacrificial binding are tied to the type of conduit you are, but all conduits follow the same progression. Your sacrificial binding involves a major reminder of your emergence as a weaver, but the sacrifice is repaid tenfold the longer you weave the force you are tied to.
Your sacrificial binding has varying traits. You can’t mitigate, reduce, or remove the effects of your sacrificial binding by any means, including magical means, as it is integral to your binding to the force you weave.
SKILL FEATS 2ND
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are listed in Chapter 5 of the Core Rulebook and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
WEAVER FEATS 2ND
At 2nd level and every even-numbered level thereafter, you gain a weaver class feat.
GENERAL FEATS 3RD
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5 of the Core Rulebook.
SIGNATURE SPELLS 3RD
Your instinctive weave some of your spells to be more flexible. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower‑level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
SKILL INCREASES 3RD
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
ABILITY BOOSTS 5TH
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
ANCESTRY FEATS 5TH
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2 of the Core Rulebook.
HARDEN NEEDLEWORK 5TH
Your proficiency rank for Fortitude saves increases to expert.
RESOLVE 7TH
You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
WEAVER EXPERTISE 7TH
Where you once struggle and fought against the great patterns around you, they yield less resistance with greater psychic power. Your proficiency rank for occult spell attack rolls and spells DC increases to expert.
ALERTNESS 11TH
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
LIGHT ARMOR EXPERTISE 13TH
You've learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert.
LIGHTNING REFLEXES 13TH
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
WEAPON SPECIALIZATION 13TH
You've learned to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.
MASTER WEAVING 15TH
Your proficiency rank for your weaver class DC increase to master.
GREATER RESOLVE 17TH
Your experience has built up you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
LEGENDARY WEAVER 19TH
Your proficiency rank for your weaver class DC increase to legendary.
TAILOR OF FATE 19TH
You now fully grasp the nature of your power, allowing these energies you control to best apply to your intent. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using weaver spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and
you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Sartorial Warping feat to gain a second slot.
Conduits
Choose the type of conduit you will to become and begin weaving its related force. Your chosen conduit also has a sacrifice related to it, which causes you to gain the initial sacrifice benefit.
READING A CONDUIT ENTRY
A conduit entry contains the following information, followed by a description of that conduit's sacrificial binding.
Conduit Benefit The conduit benefit is a special ability (or abilities) you gain from becoming this type of conduit.
Sacrifice Becoming this kind of conduit, you have or must undergo this sacrificial ritual. You gain the Initial Sacrifice benefit. The Restitution and Unification benefits can be obtained later should you hone your weaving capabilities.
Trained Skill You become trained in a Lore skill of the listed subcategory. When you roll a critical failure for this skill, you have a normal failure instead.
Granted Spells You learn these additional spells when you gain the spell slots capable of casting them. Each of these spells gain the thread trait when you cast them, allowing you to automatically sew up to one thread into an effected creature or object.
Weaving Cantrip You learn a unique focus cantrip related to your conduit.
BLOOD
Conduit Benefit At each level, you gain Hit Points equal to 10 + your Constitution modifier from the weaver class, instead of 8 + your Constitution modifier.
Sacrifice Sacrifice of Blood
Trained Skill Anatomy Lore
Granted Spells 1st: spirit link; 2nd: false life; 3rd: haste; 4th: sanguine mist; 5th: hallucination; 6th: dominate; 7th: regenerate; 8th: moment of renewal; 9th: massacre
Weaving Cantrip Blood Trail
SACRIFICE OF BLOOD
Initial Sacrifice If you normally wouldn't be able to bleed, you can now bleed. Anytime you would take persistent bleed damage, the damage increases by 1, and the save DC for persistent bleed recovery checks and any skill check DC for Treat Wounds on you are increased by 5. Moreover, you only restore half the amount of hit points from healing items (minimum of 1).
Restitution When a thread on an allied creature is severed, it regains a number of hit points equal to half of your weaver level. The ally must be conscious to regain these hit points, otherwise the creature is only stabilized.
Unification You gain the Transfusion Thread action. In addition, whenever you deal bleed damage to a creature with a weaver spell of 1st level or higher, you can sever the thread to deal extra bleed damage equal to your Constitution modifier. The extra bleed damage is persistent on a critical success (spell attack) or critical failure (save).
Transfusion Thread
SHADOW
Conduit Benefit You gain precise tremorsense 10 feet and imprecise tremorsense 20 feet, which can be used for seeing your targets for weaver spells as long as they are not behind standard or greater cover. You also gain the Blind-Fight feat.
Sacrifice Sacrifice of Light
Trained Skill Shadow Plane Lore
Granted Spells 1st: penumbral shroud; 2nd: darkness; 3rd: shadow projectile; 4th: umbral graft; 5th: shadow walk; 6th: blanket of stars; 7th: shadow raid; 8th: undermine reality; 9th: unspeakable shadow
Weaving Cantrip Snuff
SACRIFICE OF LIGHT
Initial Sacrifice You forgo your sense of sight to be embraced by the darkness. You are permanently blinded, and you are flat-footed while in areas of bright light for longer than 1 round. Assistive items and other items that grant you vision do not function for you.
Restitution When a thread on a creature is severed, you may have it be blinded until the end of its next turn or dispel one source of light it is emitting. When a thread on a nonmagical object that emits light is severed, you can extinguish the light from it. Your precise tremorsense increases to 20 feet and imprecise tremorsense increases to 40 feet.
Unification You gain the Silhouette action, your precise tremorsense increases to 40 feet, and your imprecise tremorsense increases to 80 feet. In addition, whenever you sever a thread on a creature or sentient object, it must make a Will save against your spell save DC or become frightened 1 (frightened 2 on a critical failure).
Silhouette
While the silhouette shadow envelopes the creature or object, it gain a +2 circumstance bonus to Stealth checks and its manipulate actions are concealed. This effect ends early if the target enters an area of bright light.
SOUND
Conduit Benefit Your spells that deal sonic damage deal additional sonic damage equal to one-third of your weaver level and causes 1 target to gain the resonate trait until the start of your next turn. You also gain the Sign Language feat.
Sacrifice Sacrifice of Sound
Trained Skill Music Lore
Granted Spells 1st: shockwave; 2nd: sound burst; 3rd: sculpt sound; 4th: air walk; 5th: repelling pulse; 6th: spellwrack; 7th: retrocognition; 8th: punishing winds; 9th: unfanthomable song
Weaving Cantrip Resonating Strike
SACRIFICE OF SOUND
Initial Sacrifice You forgo speech to utilize the sounds around you. You are permanently mute (unable to speak) and permanently have the resonate trait. Assistive items and other items that grant you a voice do not function for you. You may use somatic components to replace verbal components for your weaver spells, unless they result in you speaking, or the ability to speak, as part of a spell's effect. Performing this somatic component would be in additional any existing somatic components for spells.
Restitution When a thread on a creature or object is severed, it gains the resonate trait until the end of its next turn or 1 round has passed. If it already has the resonate trait when severing that thread, you can have the target take 1d4 sonic damage.
Unification You gain the Oscine action. In addition, you can communicate your thoughts through a telepathic bond with creatures and sentient objects using the threads sewn into them by you or other sound weavers. They cannot communicate to you using this method, unless they are sound weavers as well.
Oscine
Whenever you Sew Thread while sustaining this supernatural ability, the target of your Sew Thread action can start emitting a noise it can make at the same pitch of the previous target.
When you stop sustaining this supernatural ability, all targets stop emitting their sounds.
THERMAL
Conduit Benefit When you Cast a Spell with the cold trait, you can declare before you finish casting the spell to change it to have the fire trait instead and vice-versa. If you do change it, the spell damage of that type will change to the other damage type as well for this cast only. Moreover, you can learn evocation spells from the primal spell list that have either the cold or fire traits as weaver spells.
Sacrifice Sacrifice of Heat
Trained Skill Weather Lore
Granted Spells 1st: endure; 2nd: elemental zone; 3rd: elemental annhilation wave; 4th: fire shield; 5th: geyser; 6th: flame vortex; 7th: sunburst; 8th: boil blood; 9th: one with the land
Weaving Cantrip Radiate
SACRIFICE OF HEAT
Initial Sacrifice You gain cold weakness 1 and fire weakness 1, and you treat environmental cold and environmental heat as one step higher. Moreover, you have a permanent -2 status penalty against abilities, spells, and other sources with the cold or fire traits.
Restitution When a thread on a creature is severed, that creature gains your choice of either resist or weakness to fire and cold damage equal to half your weaver level until the end of their next turn. When a thread on a flammable object is severed, you can have it catch fire.
Unification You gain the Conductive Thread action. Moreover, any weaver ability, feat, or spells of 1st-level or higher that would give a creature a cold or fire weakness value, increase it by 1.
Widen Spell FEAT 1
2ND LEVEL
Backstitch FEAT 2
Cantrip Expansion FEAT 2
Echo Chamber FEAT 2
Hardened Circulation FEAT 2
Tempered Aura FEAT 4
Tether Weapon FEAT 4
Warp-and-Weft FEAT 4
6TH LEVEL
Flash Fever FEAT 6
Opportunistic Tear FEAT 6
Sacrificial Restitution FEAT 6
Steady Spellcasting FEAT 6
Trip Wire FEAT 6
8TH LEVEL
Puppetry FEAT 8
Reinforced Threads FEAT 8
Relay Spell FEAT 8
Superior Severing FEAT 8
10TH LEVEL
Double Stitch FEAT 10
Quickened Casting FEAT 10
Safe Haven FEAT 10
12TH LEVEL
Forcible Energy FEAT 12
Loose Ends FEAT 12
Sacrificial Unification FEAT 12
Taper Threads FEAT 12
14TH LEVEL
Inner Web FEAT 14
16TH LEVEL
Effortless Concentration FEAT 16
Portentous Spell FEAT 16
18TH LEVEL
Multithreading FEAT 18
20TH LEVEL
Jack Loom FEAT 20
SARTORIAL WARPING FEAT 20
Weaver
You've taken the leap into becoming an estranged being known as a weaver. The ritualistic sacrifice to form yourself as a conduit must be taken first.
MULTICLASS WEAVER CHARACTERS
The weaver archetype grants you access to a weaver conduit, but you must perform a ritual that would serve as a sacrifice necessary to be dedicated and being weaving (GM's discretion). It's a particularly unique multiclass for characters who want a challenge or willing to delve into the esoteric arts.
- Alchemist weavers may believe the sacrifice in becoming a conduit is a necessary step in their research. Threads can assist with quick item retrieval and combine well with the use of mutagens and poisons.
- Champion weavers can use their threads to enhance their spellcasting and may associate their sacrifice to join the higher ranks of a sect or cult.
- Druid weavers may form links with the forces of nature in more ways than previously available. Forming threads that act as roots and vines to the chaotic battlefield. Akin to a spider, weaving threads frequently and knowing when to strike.
- Oracle weavers may be troubled by their curse and sacrifice, yet it is all the more rewarding in the end.
- Wizard weavers will find the sacrifice worth the greater control and sway in duels. They could weave threads to reposition allies and enemies into favorable situations.
Weaver Dedication FEAT 2
You also cast spells like a weaver. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the Occult spell list, from the spells granted by your conduit, or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for weaver archetype spells is Wisdom. You don't gain any other abilities from your choice of conduit.
Basic Inlay FEAT 4
Basic Weaver Spellcasting FEAT 4
Threading FEAT 4
Advanced Inlay FEAT 6
Special You can select this feat more than once. Each time you select it, you gain another weaver feat.
Expert Weaver Spellcasting FEAT 12
Master Weaver Spellcasting FEAT 18
Spells
Blood Trail CANTRIP 1
10 minutes
Radiate CANTRIP 1
Resonating Strike CANTRIP 1
Snuff CANTRIP 1
Focus Spells
Baste SPELL 2
Echo Chamber SPELL 1
Flash Fever SPELL 1
Gloomy Underlay SPELL 4
Hardened Circulation SPELL 1
Trip Wire SPELL 3
Updates
Last Update - July 7, 2024
With each playtest of this class, I hope to bring it to a balanced and enjoyable experience. It may prove challenging to some players with the initial sacrifice as part of a Weaver's Conduit, but it is worth persevering in spite of that. Even so, feedback is always appreciated via message to my Reddit account (u/FrontB).
Playtesting is ongoing. Compatible with remastered 2e is in development.
Version 1.3
- Corrected error with Sew Thread's success and failure results being swapped. (Sorry about that one)
- Changed last sentence in Thermal Conduit's initial sacrifice to read: "Moreover, you have a permanent -2 status penalty against abilities, spells, and other sources with the cold or fire traits."
- Added explanation to asterisk for 10th-level spell slot on Table 2-1.
- Clarified how assistive items and similar items do not override the initial sacrifice for shadow and sound conduits.
- Fix Typos.
Version 1.2
- Added Superior Severing and Tidyness as new class feats.
- Updated Threads description and added Sever action.
- Threading archetype feat also grants Sever action.
- Weaver's Conduit class feature now states the granted Lore skill causes skill check rolls with that skill go from critical failures to be normal failures instead.
- Weaver Multiclass Archetype now grants spellcasting in its dedication feat.
- Basic Weaving, Expert Weaving, and Master Weaving have been updated to grant the appropriate weaver spellcasting benefits.
- All weaver conduits have been rebalanced and improved transparency of their benefits and sacrificial binding tiers.
- Fixed some Trigger events to be Requirements on some class feats for proper rulings.
- Moved Updates to separate page.
Version 1.1
- Key Ability has been changed from Constitution to Wisdom after balancing concerns and lack of use for Constitution as a resource.
- Weaver multiclass archetype added and requires WIS 14.
- Fixed various typos
Version 1.0
- Initial release of the Weaver class
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Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
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Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
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Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.