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Fax Celestis
2006-07-12, 12:32 AM
Cartogramancers are similar to wizards. They cast spells with preparation similar to wizards. However, they have intermingled cartography with their magics, and have developed unique methods of both writing and shaping spells. This does come at a cost: cartogramancers lose access to an additional school of magic, as if they were specialist wizards.

Abilities: Intelligence is your prime ability. Other good abilities to have would be Constitution (for hit points) and Dexterity (to keep from being struck).

Races: Elves and humans are the largest proportion of cartomancers, followed closely by gnomes and--strangely--dwarves. Halflings and half-orcs are the rarest.

Alignment: Cartogramancers may be of any alignment.

Hit Die: d4

Requirements
The following are required to take levels in the Cartogramancer prestige class:

Feats: Scribe Scroll

Skills: Profession (Cartographer) 5 ranks, Knowledge (Geography) 8 ranks.

Magic: Ability to prepare 3rd level arcane spells.

Class Features

Weapon and Armor Proficiency: A cartogramancer gains no proficiencies with weapons or armor.

Class Skills (4 + Int modifier per level): Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (Arcana), Knowledge (Cartography), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Nobility and Royalty), Profession, Speak Language, Spellcraft

Spells: You cast arcane spells, which are drawn from the sorceror/wizard spell list. You must choose and prepare your spells ahead of time.

To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells are 10 + the spell level + your intelligence modifier.

Like other spellcasters, you can cast only a certain number of spells of ceach spell level per day. In addition, you receive bonus spells per day if you have a high intelligence score.

Like wizards, a cartogramancer may add spells to their spellbook from other sources (other cartogramancer's or wizard's spellbooks, scrolls, et al) at any time. However, a wizard without ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level cannot learn a spell from a cartogramancer's spellbook. This is due to their strange "geographic" method of writing spells.

Cartographer: A cartogramancer may add his class level to any Craft (Cartography) and Profession (Cartographer) checks. In addition, he may always take ten on Knowledge (Geography) checks. Finally, due to their unique method of writing magics in a geographic format, spells in cartogramancer's spellbooks always take up only one page. Wizards attempting to read spells out of a cartogramancer's spellbook must have ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level to be able to translate the spell.

Cartogromantic Casting: Starting at 2nd level, the cartogramancer may draw a map of any area he is familar with by performing a DC 25 Craft (Cartography) check. This DC drops by 5 if he is either in the area or has spent a significant amount of time in the area within the past month ("significant time" is subject to DM's discretion). This map must be on a scale of 1":100' (or more detailed). He may then imbue the map with magical energies by expending a spell of fourth level or higher. This map remains imbued for a number of days equal to the level of the expended spell. A cartogramancer may only have one imbued map active at a time.

Within that time frame, the cartogramancer may cast spells into the imbued map. These spells immediately take effect on the area specified on the map, even if they are outside the normal range of casting for the spell. Spells that require touch attacks or ranged touch attacks do not function through an imbued map. If a spell has a trigger that activates it (explosive runes, alarm, or the like), the spell remains inactive in the area until it is set off as it normally would be.

A cartogramancer may have a number of spells active within an imbued map equal to his class level.

If terrain, structures, or other effects alter the area the map represents, the map alters to fit the new appearance of the terrain.

At 8th level, this ability improves. The cartogramancer sees corporeal creatures as moving lights on the map. Invisible, etheral, hidden, or creatures smaller than Small do not display, and the cartogramancer does not gather any information through the map besides what a specific light is: creature, spell, item, or other. He gains no information about creatures or items (like names, equipment, or spellcasting ability), but may identify spells cast on the map. Spells he has cast are automatically identified, while other spells can be identified with a normal Spellcraft check.

Maze Immunity: Due to their extensive time spent dealing with maps and mazes, cartogramancers are immune to the effects maze from 3rd level forward.

Improved Divinations: At 4th level, a cartogramancer may choose to receive information obtained from a divination spell in the form of a map. This map takes up a page in his spellbook and lasts for the duration of the spell, though the page is useless afterwards.

Mapped Teleportation: At 5th level, a cartogramancer gains the ability to teleport to any location he has studied on a map as if he were familiar with the location. The map studied must have a scale more accurate than 1 inch to 100 miles and requires a successful DC 25 Knowledge (Geography) check.

At 7th level, this ability improves to allow for interplanar travel.

Cartogramantic Memory: At 6th level, a cartogramancer becomes immune to any illusionary terrain or structure within an area he has seen a map of.

Astral Projection: At 9th level, a cartogramancer gains the ability to cast astral projection twice a day as a spell-like ability.

Cartogramantic Mastery: At 10th level, a cartogramancer gains the ability to cast metamagic through his cartogramantic ability with better effectiveness. Metamagic feats that increase the level of the spell by one can be applied to spells cast into an imbued map for no additional level requirement. The spells do not need to be prepared with the metamagic applied into them: it is applied when it is cast, similar to the Sudden metamagics.

Playing A Cartogramancer

Cartogramancers tend to be elitist when it comes to magic. In all other things, they are just like any other person: utterly convinced that their way is the best.

Religion

Cartogramancers, almost as a whole, worship Boccob, due to both his magical prowess and his exactitude.

Combat

Your few attack spells will aid you, but your best move will probably be to stand in the back and aid with your defensive and enhancing magics.

Cartogramancer Progression
{table]
Level BAB Fort Save Ref Save Will Save Special Spells

1st +0 +0 +0 +2 Cartographer +1 level of existing arcane spellcasting class

2nd +1 +0 +0 +3 Cartogramantic Casting -

3rd +1 +1 +1 +3 Maze Immunity +1 level of existing arcane spellcasting class

4th +2 +1 +1 +4 Improved Divinations -

5th +2 +1 +1 +4 Mapped Teleportation +1 level of existing arcane spellcasting class

6th +3 +2 +2 +5 Cartographic Memory+1 level of existing arcane spellcasting class

7th +3 +2 +2 +5 Improved Mapped Teleportation +1 level of existing arcane spellcasting class

8th +4 +2 +2 +6 Improved Cartogramantic Casting +1 level of existing arcane spellcasting class

9th +4 +3 +3 +6 Astral Projection (2/day) +1 level of existing arcane spellcasting class

10th +5 +3 +3 +7 Cartogramantic Mastery +1 level of existing arcane spellcasting class[/table]

Jaltum
2006-07-12, 01:27 AM
Problem: Although cartography is map-making, cartomancy means fortune telling with playing cards.

Gyrfalcon
2006-07-12, 01:57 AM
Huh... just looked that up, and you're correct, John.

Out of curiosity however, have you read Cartomancy by Michael A. Stackpole, Fax_Celestis? The idea of magic through map-making showed up there, though on an epic-scale by AD&D standards.

Fax Celestis
2006-07-12, 09:21 AM
Huh... just looked that up, and you're correct, John.

Out of curiosity however, have you read Cartomancy by Michael A. Stackpole, Fax_Celestis? The idea of magic through map-making showed up there, though on an epic-scale by AD&D standards.
That was half the inspiration, yes. The other half was the Geometer prestige class.

Fax Celestis
2006-07-12, 09:21 AM
Problem: Although cartography is map-making, cartomancy means fortune telling with playing cards.
...which is strange, because linguistically it shouldn't.

Think I should rename it?

Telonius
2006-07-12, 09:32 AM
You could alter the fluff a little. Instead of a spellbook, use tarot cards?

Other possibilities... Arcane Surveyor, Order of Terra Cognita, Eyes of Boccob.

Baar_Dau
2006-07-12, 11:48 AM
Problem: Although cartography is map-making, cartomancy means fortune telling with playing cards.


Wow, I had no idea that's what that was called. I guess you learn something new everyday.

adriankas
2006-07-12, 11:53 AM
...which is strange, because linguistically it shouldn't.

Think I should rename it?

EDIT: Actually, I think "Carto" is linguistically just being able to predict or see into the distance... so cartomancy is the magic of predicting and seeing into the distance (of the future) while cartography (note the graphy) is graphing the distance... that is, making a map. So I'm fairly sure it would make total linguistic sense if you just inserted "graphy" in there somewhere. Someone may correct me on this.

How about...

Carto*GO*mancer?

Carto*GRA*mancer?

Cartographamancer?

Hmm... Cartogomancer and Cartographamancer sound stupid... but Cartogramancer has a nice ring to it.

Do you think that might work?

SpiderBrigade
2006-07-12, 12:30 PM
Hmm. I must say I really like the flavor of this class. Maps and scrolls and magic, yeah! But somehow the "crunch" doesn't seem to fit, in my opinion. The teleportation makes sense, and the "spells take up one page" is a VERY cool ability, but...reach spell? Spell Mastery? Why?

I guess I'm curious as to why maps=metamagic feats.

Fax Celestis
2006-07-12, 02:39 PM
Hmm. *I must say I really like the flavor of this class. *Maps and scrolls and magic, yeah! But somehow the "crunch" doesn't seem to fit, in my opinion. *The teleportation makes sense, and the "spells take up one page" is a VERY cool ability, but...reach spell? *Spell Mastery? Why?

I guess I'm curious as to why maps=metamagic feats.
Well, I was trying to make it so that he could (geographically or otherwise) shape his spells. I could switch them out for different (or custom) metamagics, or do something different, but I'm kinda at a loss.

EDIT: And the Spell Mastery was to help make up for his limited casting ranges (down to four schools, none of which are really damage-centric or buff-centric).

Fax Celestis
2006-07-12, 02:41 PM
EDIT: Actually, I think "Carto" is linguistically just being able to predict or see into the distance... so cartomancy is the magic of predicting and seeing into the distance (of the future) while cartography (note the graphy) is graphing the distance... that is, making a map. So I'm fairly sure it would make total linguistic sense if you just inserted "graphy" in there somewhere. Someone may correct me on this.

How about...

Carto*GO*mancer?

Carto*GRA*mancer?

Cartographamancer?

Hmm... Cartogomancer and Cartographamancer sound stupid... but Cartogramancer has a nice ring to it.

Do you think that might work?
Yup, I do.

Elrosth
2006-07-12, 02:44 PM
I'm not quite sure where I stand on it at the moment, but what caught my eye was the requirement of knowledge (cartography), craft (cartography) or profession (cartographer) skills to read the spellbooks. It has nice flavor, but circumvents the Read Magic cantrip that even the most powerful of wizards' spellbooks and scrolls are subject to. Once again, not sure what my thoughts are, I haven't looked into it enough. I was just pointing it out, to see if anyone else had any thoughts. Perhaps you could replace the spellcraft check to memorize or copy them with the cartographer check?

Or did you, by chance, actually mean memorizing spells when you said wizards need to have those ranks to decipher them? By my understanding, deciphering and memorizing are two quite different steps of the process.

Anyway, just a thought.

Fax Celestis
2006-07-12, 02:53 PM
I'm not quite sure where I stand on it at the moment, but what caught my eye was the requirement of knowledge (cartography), craft (cartography) or profession (cartographer) skills to read the spellbooks. It has nice flavor, but circumvents the Read Magic cantrip that even the most powerful of wizards' spellbooks and scrolls are subject to. Once again, not sure what my thoughts are, I haven't looked into it enough. I was just pointing it out, to see if anyone else had any thoughts. Perhaps you could replace the spellcraft check to memorize or copy them with the cartographer check?

Or did you, by chance, actually mean memorizing spells when you said wizards need to have those ranks to decipher them? By my understanding, deciphering and memorizing are two quite different steps of the process.

Anyway, just a thought.
I suppose I should have used "translate". Thing is, since it's written in a strange and unfamiliar manner, a wizard without cartogramantic training won't be able to understand the way the spell's written, hence the check. Once translated, though, they can memorize, copy, cast, whatever.

For a similar example, see the Geometer PrC in the Complete Arcane.

adriankas
2006-07-12, 02:58 PM
I think an interesting Cartogramancer ability is localized spell storage. Since his spellbook is a map, can't he store spells at different areas of the map? Basically, he could set magical traps across the land (kept track of in his spellmap) and giggle while watching the little blips fizzle off the scroll knowing that an ogre probably stepped on the wrong rock and got blasted to kingdom come.

That would be kind of funny.

Kind of like a metamagic feat that can turn every spell into a delayed blast fireball sort of deal.

Thray
2006-07-12, 03:08 PM
I also think the metamagic feats are silly crunch. Toss all their bonus metamagic feats and all the spell masteries. Give them the ability to travel with teleport better, say they can create a specially prepared map to any place they've been before that allows someone to teleport there without any chance of error using teleport. In addition, let them make maps that let them plane shift accurately.

Give them the ability to use their divinations to scribe maps. Here's an idea: if they cast prying eyes, have the report given by prying eyes be in the form of a map of the surroundings, rather than a simple description.

Give them the ability to automatically find their way out of a maze without having to succeed on the intelligence check.

Let them make magical maps that allow them to pass through an area they've been through before without being affected by illusions, or grant a bonus to saves vs. illusions, like a +4.

Why don't they get Astral Projection? If you're going to ban necromancy, give them that travel spell as a spell-like ability at high levels.

Why spell focus with one of those schools? They don't specialize in one school, and spell focus isn't nearly as good with abjuration, divination, or transmutation as with enchantment, illusion, or necromancy.

Also, do you really want to ban illusion? The idea of being able to create a map of an illusionary city and then make it with Mirage Arcana seems pretty cool to me.

Great concept, btw. The crunch just doesn't seem to line up with the fluff, though.

Fax Celestis
2006-07-12, 03:11 PM
I think an interesting Cartogramancer ability is localized spell storage. Since his spellbook is a map, can't he store spells at different areas of the map? Basically, he could set magical traps across the land (kept track of in his spellmap) and giggle while watching the little blips fizzle off the scroll knowing that an ogre probably stepped on the wrong rock and got blasted to kingdom come.

That would be kind of funny.

Kind of like a metamagic feat that can turn every spell into a delayed blast fireball sort of deal.
OH MY GOD THAT"S PERFECT.


Cartogromantic Casting: The cartogramancer may draw a map of any area he is familar with by performing a DC 25 Craft (Cartography) check. This DC drops by 5 if he is either in the area or has spent a significant amount of time in the area within the past month ("significant time" is subject to DM's discretion). This map must be on a scale of 1":100' (or more detailed). He may then imbue the map with magical energies by expending a spell of fourth level or higher. This map remains imbued for a number of days equal to the level of the expended spell. A cartogramancer may only have one imbued map active at a time.

Within that time frame, the cartogramancer may cast spells into the imbued map. These spells immediately take effect on the area specified on the map, even if they are outside the normal range of casting for the spell. Spells that require touch attacks or ranged touch attacks do not function through an imbued map. If a spell has a trigger that activates it (explosive runes, alarm, or the like), the spell remains inactive in the area until it is set off as it normally would be.

A cartogramancer may have a number of spells active within an imbued map equal to his class level.

In addition, the cartogramancer sees corporeal creatures and spells as moving lights on the map. Invisible, etheral, hidden, or creatures smaller than Small do not display, and the cartogramancer does not gather any information through the map besides what a specific light is: creature, spell, item, or other. He gains no information about creatures or items (like names, equipment, or spellcasting ability), but may identify spells cast on the map. Spells he has cast are automatically identified, while other spells can be identified with a normal Spellcraft check.

Mooney, Padfoot, Wormtail, and Prongs, anyone?

Now. Where to put it?

adriankas
2006-07-12, 03:20 PM
Hoohahaha! You've made it even better! Now it's like he's sending tactical nukes from a command center or something! Like playing God.

I can just imagine this twisted little gnome, with thick rim glasses, sitting on a desk cackling like a maniac as he jabs his finger into a yellowed parchment screaming "BOOM!" Meanwhile, five miles away, a kobold finds himself the target of a fireball that just so happened to appear inside the well he was crapping into.

Fax Celestis
2006-07-12, 03:36 PM
Many edits and updates. Now just need to replace Cartogramantic Mastery.

Fax Celestis
2006-07-12, 05:28 PM
I also think the metamagic feats are silly crunch. Toss all their bonus metamagic feats and all the spell masteries. Give them the ability to travel with teleport better, say they can create a specially prepared map to any place they've been before that allows someone to teleport there without any chance of error using teleport. In addition, let them make maps that let them plane shift accurately.

Give them the ability to use their divinations to scribe maps. Here's an idea: if they cast prying eyes, have the report given by prying eyes be in the form of a map of the surroundings, rather than a simple description.

Give them the ability to automatically find their way out of a maze without having to succeed on the intelligence check.

Let them make magical maps that allow them to pass through an area they've been through before without being affected by illusions, or grant a bonus to saves vs. illusions, like a +4.

Why don't they get Astral Projection? If you're going to ban necromancy, give them that travel spell as a spell-like ability at high levels.

Why spell focus with one of those schools? They don't specialize in one school, and spell focus isn't nearly as good with abjuration, divination, or transmutation as with enchantment, illusion, or necromancy.

Also, do you really want to ban illusion? The idea of being able to create a map of an illusionary city and then make it with Mirage Arcana seems pretty cool to me.

Great concept, btw. The crunch just doesn't seem to line up with the fluff, though.
Mostly applied, with a few changes to your suggestions. Cartogramantic Mastery altered to work with Cartogramantic Casting.

Questions? Comments?

Thray
2006-07-12, 08:08 PM
Looks quite good. The skill changes were a nice touch; the only thing that worries me is Cartogromantic Casting. The first one is a powerful ability-not overpowered, but it makes me wonder if you should take away one more spellcasting level somewhere, possibly the 10th level. Although that would take away their 9th level spells, so it's a bit iffy.

Also, I'm not sure if there are rules for how long map-making takes. If not, you may want to specify.

Fax Celestis
2006-07-12, 08:27 PM
Looks quite good. The skill changes were a nice touch; the only thing that worries me is Cartogromantic Casting. The first one is a powerful ability-not overpowered, but it makes me wonder if you should take away one more spellcasting level somewhere, possibly the 10th level. Although that would take away their 9th level spells, so it's a bit iffy.

Also, I'm not sure if there are rules for how long map-making takes. If not, you may want to specify.
The thing is, how useful would it be in a combat situation? Not really. How useful in an ambush? Very. And how useful guarding your own lair? Amazingly so. I'd think it'd take as long as any other craft check would.

Fax Celestis
2006-08-04, 08:13 PM
Move this thread please?

Roland St. Jude
2006-08-04, 08:15 PM
Yessir! :)

Fax Celestis
2006-08-04, 08:18 PM
Yessir! * :)
Thank you!

Artisan
2006-08-04, 08:46 PM
Hmmm....strange idea - how about you give them the ability to add certain metamagic feats 'for free' to their spells in either certain enviroments or locations they have mapped?

Otherwise looks pretty good

Fax Celestis
2006-08-04, 08:52 PM
Hmmm....strange idea - how about you give them the ability to add certain metamagic feats 'for free' to their spells in either certain enviroments or locations they have mapped?

Otherwise looks pretty good
See: Cartogramantic Mastery