Weaver

Aosaw

First Post
This is a class I developed a year or so ago, but never got around to really playtesting. It's powerful, I know. Any suggestions on how to balance it would be appreciated. It combines a lot of AE elements with some D&D elements. For instance, it uses AE spells, and the method of casting is AE-esque (it uses the Magister's Spells Readied table), and the Bonus Feats are from AE. It's ultimately fairly confusing, but I'd like help in clarifying and balancing it.

Weaver

"An artist creates great works with a chisel and marble. We, too, are artists, but our tool is a Shiva, and our medium of choice is reality itself.” –Tenlin, the Blue Council

“Magic is all around—in the trees and rocks, in the rivers and lakes, in the very air. If we didn’t have some way to sort it all out, the Council would not exist.” –Shaar, the Green Council

“We are the arms and army of the Weavers. If ever there were someone daft enough to invade us, they have never reached the outer walls, and the red earth has long since devoured their charred, frozen corpses.” —Achina, the Red Council

“In Magic’s orb there is a terrifying and beautiful order; She devours the wicked and the blessed alike, punishes and rewards both equally. We are the keepers of Her sacred balance; to upset Her web is to draw upon oneself the wrath of the Weavers.” –Bergen, the White Council

“My staff broke, but I can still cast my spells. It doesn’t always work out the way I want it to, but...” –Gil, Weaver apprentice

The Weavers are a very secretive, very exclusive group of magic-users. They are not spellcasters in the traditional sense—they do not gain powers from reading ancient tomes. Instead, the weavers have perfected a style of casting similar to a sculptor—they carve their spells out of the air. Using a special hook-shaped tool called a shiva, a skilled weaver can create virtually any magical effect he wishes, provided he knows how. The more corrupt weavers are also quite adept at creating poisonous concoctions to suit their whims, but all members of the society receive at least some training in potions and alchemy.

A weaver’s magic is not as simple as weaving two threads together. The process also requires a special focusing staff, attuned to its owner. The staff sorts out the magical threads for the weaver, allowing for easy, user-friendly access with the shiva. The staff itself holds some power as well, that acts as a secondary energy reserve. When the staff runs out of energy, a weaver must draw on his own essence, which can be taxing.

Adventures: Different weavers leave the sanctity of the Order for different reasons. Many of them simply grow tired of the monotonous life that the Order promotes and fosters. Some leave to study their magic on their own, to discover and hone their talents away from the scholars and mentors. Still others leave to seek new knowledge and lore, to discover new techniques for weaving spells, or because they couldn’t gain anything else by staying.

Characteristics: Weavers, as a general rule, do not “know” spells. They know the techniques required to create specific effects, but these techniques are in a constant state of change, and no two weavers will cast fireball quite the same way.

Weavers are much less inhibited in their casting, because they do not choose what spells to cast—they simply tune their minds to see certain threads of magic. A weaver who attempts to cast a spell without using a focusing staff may find himself meeting with disaster, and possibly death.

Alignment: Due to the unstable nature of the craft, many weavers find comfort in order, and safety in caution. Connecting the wrong threads has led to a few too many fatal accidents for anyone to take the business lightly. Moral alignments, however, are as indiscriminant as chaos itself, and so one is as likely to find a corrupt weaver as a noble one. The majority of weavers, however, are neutral.

Religion: Weavers work a delicate job, and so most find themselves to be devout worshipers of all the gods equally, so as to not invoke the wrath of anyone. More powerful weavers might direct their attentions toward a specific god, however, and these tend to favor deities of magic. No one ever truly leaves a single god out, however, as even a single distraction can mean certain doom.

Background: A weaver’s gift is often discovered very early in life, because they see the world differently from the rest of society: they actually see the magic inherent in all beings, whether they realize it or not. It takes a great deal of strict training to develop the gift into something worthwhile, however, and few actually become competent weavers.

Races: The gift of the weaver is truly unpredictable, and it can appear in any race, though it seems to be more common in gnomes and elves.

Other Classes: Despite the flexibility of the class’s spellcasting, and the strict nature of its training, weavers tend to look on reckless classes with disgust, even hatred. They often interact well with monks and other classes that require a strict regimen. Weavers usually avoid traveling with overly unpredictable characters, as a poorly timed prank could conceivably mean the end of the adventure (in a very not good way).

Weavers sometimes face a little bit of mocking from comrades, due to their “up-tight” nature, but it’s hard not to respect the amount of dedication it takes to become an effective weaver.

Game Rule Information
Weavers have the following game statistics.
Abilities: Intelligence and Dexterity determine how powerful a spell a weaver can cast, how many spell points a weaver can have in reserve, and how difficult his spells are to resist. To cast a spell, a weaver must have both Intelligence and Dexterity scores of at least 10 + the spell’s level. A weaver gets bonus spell points based on Intelligence and Dexterity. The Difficulty Class of a saving throw against a weaver’s spell is 10 + the spell’s level + the weaver’s Intelligence modifier + half the weaver’s Dexterity modifier. Constitution keeps a weaver from getting tired, and grants him additional hit points.
Alignment: Any. (Arcana Unearthed does not use alignments)
Hit Die: d6.

Class Skills
The weaver’s class skills (and the key ability score for each) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Spot (wis), Search (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the weaver.
Weapon and Armor Proficiency: Weavers are proficient with the quarterstaff and the shiva tool. They are not proficient with any type of armor, nor with shields. Armor of any type interferes with a weaver’s movements, which can cause him to cast spells incorrectly (see Spell Havoc, below), and so Weavers simply know better than to try and cast spells while wearing armor. Shields simply make it so the Weaver can’t hold all the necessary items (unless he has more than two arms), but even bucklers so greatly reduce maneuverability that spellcasting is impossible.

Spells: A weaver’s primary focus is magic. He has access to simple and complex spells, and can ready or prepare any of these spells ahead of time. He can cast any number of spells per day, given that he does not use up all of his spell points. He gains spell points according to his level, and bonus spell points according to his Intelligence and Dexterity scores.
A weaver’s spells always have somatic components, but in some cases speaking an incantation can make the spell more powerful.

Metamagic: Applying metamagic to a spell increases the spell’s spell point cost. For every effective level increase, add 2 to the cost of the spell; for instance, for a quickened spell (four levels higher), add 8 points to the cost. Thus, a quickened first-level spell would cost the same as a fifth-level spell. A weaver can only cast metamagic-enhanced spells with effective levels up to the maximum spell level she can cast.

Shiva Tool: a miniature hook-shaped blade specifically made and tuned for the purpose of crafting spells, this metal implement is essential for the spellcasting of a weaver—that is, without it, there isn’t even any risk involved in attempting spellcasting; it simply does not occur.
The Shiva can be used as a Small melee weapon, in which case it deals 1d4 slashing damage (crit 18-20/x2), but it also runs the risk (however low) of an inadvertent spellcasting.

Focusing Staff: A weaver’s eyes see only threads of magic, called ley. Using a shiva, he can drag and connect certain specific threads together, weaving elaborate spells, but without a means to sort the ley, a weaver might craft the wrong spell. A focusing staff is a specially attuned quarterstaff that hides most of the world’s ley from the weaver, making the appropriate threads easily visible and readily accessible. Unfortunately, this somewhat limits the weaver’s versatility.

Also, fully half of the weaver’s spell points are stored in his staff. This allows him to cast spells for longer periods of time without becoming fatigued, but also means that in order to recharge his spell points up to his maximum, he needs to carry out a specific ritual, and this ritual can only be carried out once per day. If the ritual is short enough, the weaver could conceivably carry it out in times of great need—such as during a battle, if he has access to all the necessary items.

A weaver can cast spells without his focusing staff, but because the ley isn’t sorted and separated for the weaver, he runs the risk of Spell Havoc (see below). Also, because the staff stores half of his spell point capacity, he cannot cast as many spells—though his versatility vastly improves (allowing him to cast any simple or complex spell, even if it isn’t readied, so long as it is of a level he can cast).

Spell Havoc: If the weaver is tripped, bumped, distracted, blind, in exceeding pain, casting without a staff, or otherwise inhibited, he runs a risk of magical disaster. The percent chance that the ley will form an effect other than what was intended is equal to 10, plus the spell point cost of the intended spell, plus the level of the spell (this is the number of ley lines involved in any given spell; cantrips are cast using one line. Attacking with the Shiva has a flat 5% chance of Spell Havoc as a cantrip—mechanically, it causes Spell Havoc on a natural roll of 1 on the attack roll). If Spell Havoc occurs, the weaver—along with everyone in a 10-ft radius—takes 1d6 points of force damage, plus 1d6 points of pure arcane damage per spell point used in casting the spell (cantrips deal 1d6 force damage). It is quite conceivable that a low-level weaver could kill himself by miscasting a spell.

In the case of sudden unexpected movement, the weaver can twist the Shiva back quickly, to avoid casting any spell at all, with a successful Reflex save (DC 10 + spell level). Distractions can be avoided with a successful Concentration check (DC 10, though the DM may adjudicate higher DCs for more distracting circumstances). Blindness creates a 50% chance of being susceptible to Spell Havoc. Casting without use of a staff is effectively blind casting, but without the benefit of sorted ley; a staffless weaver is always susceptible to Spell Havoc.

Some desperate weavers have been known to invoke Spell Havoc voluntarily, knowing that they are not the only ones affected by it. While certainly a viable option, one must question the sanity of such a weaver, as usually he ends up dead.

Vocal Casting: By adding a vocal component and an additional spell point, the weaver can cast a spell with heightened effects (as per the spell’s description). Alternatively, a weaver can cast a spell with diminished effects for two fewer spell points (minimum 1) if he uses a vocal component.

Bonus Feats: Every five levels, a weaver gains a bonus feat. This feat must be one of the following: Aid Spellcasting, Attune to Magic Item, Battle Mage, Blessed Mage, Blood as Power, Brandish Magical Might, Conjure Mastery, Corrupt Mage, Creator Mage, Eldritch Training, Elemental Mage*, Energy Mage*, Exotic Spell*, Hunter Mage, Infuse Weapon, Iron Will, Peaceful Mage, Psion, Resistant Spell, Sanctum, Tattooed Spell, Unraveling Mage, and Wild Mage. Alternatively, the weaver can choose any metamagic or item creation feat in the Player’s Handbook.

Some of these feats are ceremonial feats. The character need not go through the ceremony (or pay for it) to get a bonus ceremonial feat; even an Unbound character can choose a ceremonial bonus feat in this way. A weaver can select feats marked with an asterisk (*) more than once, but it must be for a different spell descriptor or spell level (depending on the feat) each time. The character must still meet all prerequisites for a bonus feat, including ability score and prerequisite feats (but not truenames).

Discard Shiva (Ex): At 10th level, the weaver has become so well-attuned to the threads of magic in the world that he no longer requires the use of a shiva when weaving his spells. When not using the shiva, the weaver need not make reflex saves to avoid spell havoc (though percent chances still apply, as do concentration checks).

Magical Residue (Ex): A weaver’s ritual for recharging his staff is constantly becoming more elaborate (and, as a result, yielding greater energy reserves). Starting at 13th level, not all of the energy going into the ritual appears in the staff. Immediately after completing a staff ritual (other than the Foundstaff Rite and the Natural Rite), a ball of clear gel appears floating in the air in front of the weaver. Every three levels, another ball of gel is created every time the weaver completes a staff ritual (two at 16th level, three at 19th level, and so on). The substance is inherently magical, disappears 1d4 days after being created, and has several special properties:

Poisonous: With a successful Craft (poison) check (DC 25), the gel can be compressed into a single potent dose of Weaver’s Bane. The stuff is Injury-based, has a save DC equal to 10 plus the weaver’s intelligence and dexterity modifiers, and has primary and secondary effects of 2d4 Dex and Int damage (each also fatigues the subject, making it truly devastating when fighting another weaver as two failed fortitude saves can leave a weaver with a crippled spell point reserve).

Healing: With a successful Alchemy check (DC 25), the gel can be diluted into a single-dose healing ointment. If rubbed on an injury, the ointment heals 4d8+5 points of damage.

Sustenance: If the weaver eats the gel, he loses one level of fatigue (i.e. if he was exhausted, he becomes merely fatigued; if he was fatigued, he becomes alert)—this effect does replenish body spell points proportionally.

Protection: Alternatively, the weaver can leave the balls floating about his head (as though they were ioun stones), in which case they provide him with a +4 armor bonus to AC that doesn’t stack with other armor bonuses (additional protective uses provide a cumulative +2 bonus to AC, i.e. two uses provide a +6 bonus, three provide a +8 bonus, etc.). The bonus remains so long as the weaver’s staff has spell points in it, or until they disappear, whichever comes first.

Call Staff (Su): At 15th level, the weaver’s dependence on his staff becomes so great (since the amount of power stored in his staff is so deeply invested) that he can summon it to his hands at will, as a free action, as though he had cast Drawmij’s Instant Summons. This grants him effective use of the Quick Draw feat. If the staff is currently being held by someone else, they can attempt a Fortitude saving throw (DC 10 + one-half the weaver’s class level + the weaver’s Intelligence modifier) to prevent the weaver from summoning it. (Note: The weaver can only summon his bonded staff, not the staff of another weaver).

Spell Pattern (Su): At 20th level, the weaver is so adept at casting without the use of a shiva that he gains the ability to weave a pattern of spells. He chooses a number of patterns equal to his intelligence modifier, and a number of times per day equal to his intelligence modifier he can spend a full-round action casting all the spells in one of his patterns (he can’t cast the same pattern more than once per day, but he also does not need to have the spells in a pattern readied in order to use it). The number of spells he can put in a pattern is equal to his dexterity modifier, and the pattern must be cast in the order determined when the pattern was decided. The effective level of any spell in each pattern cannot be higher than one-fourth the weaver’s class level. The cost of casting a spell pattern is equal to the combined cost of the spells in it; a 20th-level weaver casting four patterned fireburst spells would spend 4 spell points for the entire pattern. The effective caster level of any spell in the pattern is equal to the minimum caster level of the highest-level spell in the pattern (though the caster level can be increased by adding +1 spell points to the cost for each level of increase—each spell must have its caster level increased separately), and the effective spell level of the pattern is 10, for purposes of Saving Throw DCs (one saving throw is rolled for each effect; if a creature is in the blast radius of four patterned firebursts, for instance, it would roll four reflex saves, and damage would be calculated based on how many saving throws were successful). Some well-known weavers have crafted spells specifically for use in their elaborate patterns, which seem less like strings of spells and more like unique spells unto themselves. In a way, Spell Pattern is the first whispering of epic spellcasting (and usually a weaver’s only ability with such a thing).

A weaver can learn new patterns with practice. It takes one week per spell level to learn a given pattern (i.e. if a particular pattern has two level four spells and three level two spells, it takes 14 weeks (4+4+2+2+2 = 14) to learn it). Even though he can know more than his intelligence modifier’s number of patterns, the weaver is restricted to his intelligence modifier in terms of how many he can cast per day.

Any help would be much appreciated. I'll post the Rites and Academy information in a moment.

I'm also having trouble getting the coding to work properly on my table. I'd appreciate help with that as well.
 
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Staff Rites and Rituals

Rituals
Every weaver is different; each one has his own special flare for a certain type of spell, weaves his magic with his own unique flourish, even recharges his staff differently. Below are a few examples of rituals a typical weaver might utilize; feel free to craft your own. (Note: each of these rituals requires some sort of sacrifice on the part of the weaver; as a result, each has a resulting benefit for using that particular ritual). In fact, it is conceivable that one weaver could use multiple different rituals over the course of her career—it should be noted that each benefit lasts only until the staff is drained of spell points. (The value listed in parentheses is the amount of time the ritual takes to complete)

Bloodwater Rite (10 rounds)
Requirements: one ceremonial bowl bowl (or hole) large enough to hold a quart of liquid; water chilled with ice crystals; a source of fire; 3 points of damage dealt to the weaver.
Ritual: The weaver first places the staff in the center of the bowl/hole, perpendicular with the ground. If the ground is steady, the staff will remain upright without the weaver’s guiding hand. Then, the weaver pours the chilled water into the bowl, followed by a slash across his palm with the Shiva; the tool’s magical properties seal the wound once 3 points’ worth of blood has fallen into the bowl. At this point, the liquid mixes and takes on a silvery sheen. The fluid is aptly named “bloodwater”, and if the weaver ceases the ritual at this point, the bloodwater can be stored to quickly perform the ritual at a later date, if necessary (though still only once per day). Finally, a small flame is dropped into the bloodwater, causing a chain reaction in the bowl. The staff becomes engulfed in white flames (or crackles with white electrical energy, or glows and emits a cold white mist, at the weaver’s option; the light need not even be white), but the weaver can grasp it without being harmed.
Benefits: Most practitioners of this ritual have a special wrapping cloth to cover their focusing staff, and the reason is this: The staff gives off a white light, illuminating area as a torch would. Additionally, against “creatures of the dark” (undead), the staff gains a +3 bonus to attack and damage.
Special: The Bloodwater Rite only takes 5 rounds if the weaver does not need to dig the hole. Also, if the weaver spends 10 points of damage instead of only 3, the bonus to attack and damage against undead is +5 and the light shed is as a daylight spell.
Special: Bloodwater, if thrown at undead, has the same effects as holy water. If stored in a flask, the Bloodwater Rite can be performed with just a full-round action, by simply pouring the fluid over the staff and lighting it on fire.
Notes: Practitioners of the Bloodwater Rite tend to be naturalists, seeing unnatural things such as undead as affronts to the world’s natural order. Ironically, these weavers tend to wrap their staffs in black.

Threadstaff Rite (4 rounds)
Requirements: None
Ritual: The weaver must concentrate for four rounds, as he gathers the ley in the area around the staff, to capture their energy within it. Also, the weaver must expend fully one third of his maximum body spell points in order to fulfill the ritual. If the weaver’s current body spell point total does not at least equal one third of his maximum body spell point total, the difference is taken from his hit points.
Alternatively, if the weaver is in an area of high magic concentration, he can perform the Threadstaff Rite without expending the requisite spell or hit points.
Benefits: Many practitioners of this ritual are healers, for the following reason: The weaver gains the ability to heal wounds (on himself or others), removing up to a number of points of damage equal to his maximum body spell point total. The weaver can spread these points out over a long period of time, but once the staff is completely drained of spell points, any remaining healing powers it may have had are lost.
Special: Alternatively, a practitioner of the Threadstaff Rite can add some of these points as a divine bonus to her next attack or damage roll, as long as the total number of points added or used does not exceed the allotted number of points granted from this ritual. (It should be noted that the benefits, as well as the sacrifice, increase with level)
Notes: Practitioners of the Threadstaff Rite tend to be righteous members of society, often donating their talents to wounded soldiers of a worthy cause. Alternatively, a Threadstaff weaver might simply use these points to heal himself in a time of crisis.

Ambient Rite (1 round)
Requirements: Must be in an area of high magic concentration
Ritual: Should the weaver find herself in an area where there is a high concentration of magical energy, she can spend time concentrating to gather the ambient energy into her staff. Each round so spent replenishes 2d6 spell points—more useful to low- and mid-level weavers than to high-level ones—but can be invoked more than once per day, making such areas a very valuable resource. Weaver Academies tend to be built in areas of Ambient Magic.
Benefits: Like the Natural Rite, the Ambient Rite is not so much a ritual as an act of opportunistic nature. There are no benefits, other than its more-than-reasonable time and its unrestricted usage.
Notes: A weaver in an Ambient Magic area is more likely to first invoke the Threadstaff Rite, to gain its benefits, before relying on the Ambient Rite. An area of Ambient Magic is invaluable for Bloodwater and Threadstaff weavers, as it effectively extends the durations of these rituals’ benefits.

Natural Rite (1 round, often random)
Requirements: Weaver level 6+, must be in the presence of a natural lightning storm
Ritual: In the event that the weaver finds herself running low on spell points while in the middle of a natural lightning storm, she can raise her staff to the heavens and invoke the power of the gods. In reality, the staff acts as a sort of lightning rod, attracting the very next lightning strike to its shaft. However much damage the bolt would normally deal to the caster is immediately absorbed into the staff as spell points. If the absorbed spell points overflow the weaver’s staff maximum, the difference is divided as magical damage amongst everyone within a five-foot radius.
Benefits: Unlike the other rituals, the Natural Rite can be invoked more than once per day. The risk is often greater than the weaver is willing to take, however, and one usually must weigh the options before calling down the wrath of the heavens. Because it takes so little time—only one round—it can be a very realistic option for high-level weavers who have depleted their resources. Other than its many uses per day and quick execution, there are no benefits to the Natural Rite. Just the same, a weaver in a lightning storm is a force to be reckoned with.
Notes: There are sparsely few weavers who exclusively invoke the Natural Rite, largely because of its restrictive nature: one can only invoke it during a natural lightning storm; ergo, one has to be very careful about when one’s resources are drained.

Foundstaff Rite (1 minute)
Requirements: staff with spell points stored in it, weaver level 3+
Ritual: Any weaver can use any other weaver’s staff as a source of spell points. If a third-level weaver, for instance, happened upon a fully charged level 18 weaver’s staff, she could use that staff to fuel her spells, effectively gaining more than one-hundred extra spell points. It does, however, take time to attune the staff to its new user, requiring one full minute of quiet meditation.
Benefits: A found staff is just like the weaver’s original staff, with the exception of any enchantments that are on the new staff that weren’t on the old one (and vice versa).
Special: Once the new staff’s spell points are drained, the found staff becomes ordinary for the purposes of focusing spell points. If the weaver wishes to recharge the staff, he must tune it especially to him, requiring 24 hours of uninterrupted meditation. Since most found staffs are so discovered in the middle of a dungeon or cave—and therefore in an environment unsuitable for extended meditation—many weavers put off recharging their new staffs until they are in an area of absolute peace and serenity (as anything less creates a risk of interruption).
Notes: While a low-level weaver could conceivably have an obscene number of spell points through this Rite, it should be noted that the low-level weaver is unlikely to stumble upon a high-level weaver’s staff. Likewise, a weaver is unlikely to be separated from her staff (since a weaver has no reason to abandon her staff, especially if it is fully charged) unless she’s been killed. Thus, it’s somewhat unlikely that a weaver will find a fully charged staff (just as it is unlikely that a character will find a fully charged Staff of Power). Also, it should be noted that a first-level weaver with a twentieth-level weaver’s staff, even fully charged, is still restricted to his normal selection of spells, and the likelihood of anyone actually needing to cast 200 mudballs is so small that, in the event that any weaver would need 200 mudballs, it’s probably a good thing that he has a twentieth-level weaver’s staff.
 

The Academy

The Academy of Weavers
Sometimes referred to as simply “the Order”, the Academy of Weavers is the only formal gathering of weavers and scholars of the trade. Here study all those wishing to pursue their in-born talents, for good or ill.
For all intents and purposes, the Academy is exactly what its name implies: a school. There is no official alliance with any kingdom, and in fact many deny its existence. This is partly in the interest of its members, as common knowledge of the Weavers would draw incapable students seeking power.
The Academy is divided into a number of different sects:

The Blue Council – The Philosophers of the Order
Each sect is easily identifiable by the color of its sash. The Blue Council is an order devoted not so much to learning about the power they possess, but about the reason for its existence and its role in the world’s natural order. Many Blue Weavers merely speculate, but a select few devote their energies to finding the true purpose for the Weavers. They have yet to find it, but it’s often wondered, when they finally do, whether or not they will share the discovery with the rest of the Academy.

The Green Council – The Artists and Scientists
Whereas the Blue Council is filled with philosophers, the Green Council devotes its time to the discovery of new spells and rituals to be used by all weavers. If a weaver wishes to learn a new technique for weaving his spells, he need look no further than a Green Weaver. The libraries of the Academy are filled with special stones containing instructions for the casting of thousands upon thousands of spells. All it takes after that is a bit of time to practice.

The Red Council – The Guardians of the Order
Focusing much of their time on the acquisition and honing of martial prowess, the Red Council is the first line of defense against intruders. Many graduating Red Weavers later become military advisors, or even simply expensive mercenaries. Tactical geniuses, without the Red Council the Order might have fallen to invasion long ago.

The White Council – The Champions of the Balance
If there is any part of the Academy that promotes the hunting of certain creatures, it is the White Council. Magic is a sacred balance, and in order to protect that delicate web the White Weavers must often leave the Academy in search of those who would disrupt it. The most common targets are undead, since their rituals seem to encourage the hunting of such beings, but the Champions of the Balance are ready to preserve Magic’s balance wherever it is threatened.
On the flip-side of that same coin is the Black Council, which promotes the same ideals but uses much more subtle, cunning methods. While a White Weaver might ignite his staff and battle darkness wherever it shows its face, a Black Weaver is more likely to leave a trap for his prey, or to sneak up behind it and deliver a quick, fatal blow. The White Weavers favor the honor of a fair fight, but the Black Weavers know the value of inconspicuous success. Neither is truly “right” or “wrong”; their methods are merely different.
 

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