SPELLWEAVER
    Spellweavers are masters of
manipulating mana. They are able to
control the effects of a spell in ways
that most would never imagine. This
skill is very open ended and the GM
should allow the mage that follows this
path to exercise his or her creativity in
weaving spells.
Rank 1: Delayed timing - Mages may cast a spell that may take effect at a later time. The spell may take place at any
time during its duration if it has one, or if it takes place instantly it may be delayed a pulse per rank in the spell. If the
target goes out of range the spell has no effect.

Rank 3: Spell sculpting – By diminishing one aspect of a spell the mage may increase another aspect other then
damage and defense modification. For instance, a spell cast at rank 10 could be cast as the spell were rank 5 in
range, but rank 15 in duration.

Rank 5: The spell weaver may combine two spells and cast them as if they were one.  The GM & player will have to
agree as to the effects of the spell. The new spell’s range and duration will be the average of the two base spells.
Actual effects of the spell must be worked out with the GM. The base chance for casting the spell would the average
between the two percentages to cast.

Rank 7: Spell sculpting may now effect damage and defense modification. All spells now only cost 1 FT to cast. Spell
repeat – The mage may opt to set one spell on automatic repeating. The mage decides which spell to use and then
pays the mana in advance, for however much mana is allocated that spell will be cast every pulse until the “well” runs
dry. It is still possible to backfire with these repeating spells, and a backfire will consume any left over mana in the
“well”.

Rank 8: Mana burn – by spending more manna on a spell the mage may increase attributes of the spell. If double or
triple the mana cost is spent the spell is cast as if it had double or triple effect.  No more then triple the man may be
spent, but it possible for the spell to then be doubled or tripled by the roll.

Rank 10: Master weaver – The mage may now combine three spells with the GM’s discretion. Again the average will
have to be determined by using stats from all three spells.  The mage may opt to reduce the range or damage of a
spell in order to make it harder to resist. For each incremental decrease in range or damage the resistance of the
target is reduced by 3%.