Bequeathing Weave
When you cast a spell with a range of self, you can spend a number of additional spell resources equal to the spell's circle to cast the spell with a range of touch instead.
Careful Weave
When you cast a spell that affects an area, you can protect some of the creatures in that area from the spell’s full force. To do so, you spend 1 additional spell resource and choose a number of those creatures up to your Will (minimum of one creature). A chosen creature is (unaffected by or moved down the spell track maybe spend 2 to be unaffected, 1 to move it down the track by 1) the spell.
Delayed Weave
When casting a spell with a casting time of at least 1 minute, you can spend 2 additional spell resources to delay it. The spell stays delayed for up to 1 hour, and can be released as a simple action. If you do not release the spell by the end of the hour, it is lost.
Distant Weave
When you cast a spell that has a range of 5 feet or greater, you can spend 1 additional spell resource to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 additional spell resource to make the range of the spell 30 feet.
Elemental Weave
When you cast a spell that deals a type of damage from the following list, you can spend 1 additional spell resource to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison.
Empowered Weave
When you roll damage for a spell, you can spend 1 additional spell resource to reroll a number of the damage dice up to your Will (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Spellweave option during the casting of the spell.
Extended Weave
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 additional spell resource to double its duration, to a maximum duration of 24 hours.
Focused Weave
When you cast a spell that requires concentration, you may spend 1 additional spell resource to gain advantage on all Will rolls you make to maintain concentration on it.
Heightened Weave
When you cast a spell that forces a creature to make a defense roll to resist its effects, you can spend 3 additional spell resources to give one target of the spell disadvantage on its first defense roll made against the spell.
Maximized Weave
When you cast a spell of 1st circle or greater that deals damage, you can spend a number of additional spell resources equal to twice the spell’s circle to deal maximum damage with the spell to one affected target of your choice.
Mercy Weave
When you use a single-target spell under 5th circle to reduce a creature to 0 Health, you can spend 1 additional spell resource to stabilize the targeted creature.
Quickened Weave
When you cast a spell that has a casting time of at least 6 Action Points, you can spend 2 additional spell resources to change the casting time to 3 Action Points for this casting.
Sapping Weave
When you cast a spell that deals damage, you can spend 2 additional spell resources to heal your vitality by an amount equal to half the damage dealt to a single target, rounded down.
Sculpt Weave
When you cast a spell with a range that affects an area, you can expend 1 additional spell resource to change the area’s shape in one of the following ways:
If the spell’s range is a line, you can change it to a cone of half range. If the spell’s range is a cone, you can change it to a 5-foot-wide line with double range. If the spell’s range is a sphere, you can change its area to a cylinder of half radius and double height. If the spell’s range is a cylinder, you can change its area to a sphere of the same radius.
Seeking Weave
If you make an attack roll for a spell and miss, you can spend 2 additional spell resources to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Spellweave option during the casting of the spell.
Split Weave
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of additional spell resources equal to the spell’s circle to target a second creature in range with the same spell (1 resource if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current circle. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Subtle Weave
When you cast a spell, you can spend 1 additional spell resource to cast it without any gestures or spoken words.
Translocate Weave
When you cast a spell, you can expend 2 additional spell resources to change the origin of the spell to any space you choose within 30 feet of you. If the spell affects another creature, you must be able to see that creature.
Widening Weave
You can spend 2 additional spell resources to increase the area of a spell’s effect. Spells that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment.