Xuldarinar
2013-05-16, 02:42 AM
Thaumatomancer
Most are considered fortunate to begin understanding a single form of magic. Thaumatomancers, however, are a rare breed. They begin walking one path of magic then branch into many. Some spread themselves more than than others, dabblers in many arts but still masters of their own, where as others are a bit more focused in their studies.
Hit Die: d4
Requirements
To qualify to become a thaumatomancer, you must meet the following criteria
Skills: Knowledge (any) 4 ranks, and Psicraft 4 ranks, Spellcraft 4 ranks, or Truespeak 4 ranks
Special: Caster Level 5th, Manifester Level 5th, Meldshaper Level 5th, Able to Bind 3rd level vestiges, or Knowledge of 6 Utterances.
Class Skills
The thaumatomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken individually), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Truespeech (Int), Use Magic Device (Cha), and Use Psionic Device (Cha)
Skill Points at Each Level: 2 + Int modifier
{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting/Manifesting/Meldshaping/Binding/Truenameing
1st|+0|+0|+0|+2|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
2nd|+1|+0|+0|+3|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
3rd|+1|+1|+1|+3|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
4th|+2|+1|+1|+4|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
5th|+2|+1|+1|+4|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
6th|+3|+2|+2|+5|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
7th|+3|+2|+2|+5|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
8th|+4|+2|+2|+6|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
9th|+4|+3|+3|+6|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
10th|+5|+3|+3|+7|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
11th|+5|+3|+3|+7|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
12th|+6|+4|+4|+8|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
13th|+6|+4|+4|+8|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
14th|+7|+4|+4|+9|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
15th|+7|+5|+5|+9|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class [/table]
Class Features
All of the allowing are class features of this prestige class.
Weapon and Armor Proficiency: A thaumatomancer gains no new proficiency with any weapon or armor.
Spellcasting/Manifesting/Meldshaping/Binding/Truespeech: With every level gained in the thaumatomancer class, a character essentially adds one level of this class to the level of any one spellcasting, manifesting, meldshaping, soul binding, or truenameing class they had previously to entering this class for determining effective level, uses per day and effects known. For meldshapers this includes number of soulmelds, number of chakra binds, essentia pool, and access to higher level chakras, but not the expanded capacity feature. No other class features are advanced- for instance, a cleric in this class would advance spellcasting but would not advance turning/rebuking. If a character could qualify for thaumatomancer with more than one class, he must choose one class that he will advance which cannot later be changed: the strain of practicing thaumatomancy with multiple base magics is too much. The class you choose to advance is referred to as your original spellcasting class (even though many non-spellcasters can become thaumatomancers).
Expanding Discipline: Starting at first level, then once again with every odd number level gained in this class, a character may pick one of the options from the table below. You may not pick the one associated with the class used to enter this prestige class. In order to select one, you must meet it's requirements. When first choosing arcane or divine, you must also select a class from which you will draw your spells. This choice cannot be changed later. You may however, select different expanded disciplines each time you gain this class feature.
{table=head]Discipline|
Requirement|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th
Arcane|Knowledge (arcana) 4|Arcane spell access (0, 1st), +2 Arcane Spells known|Arcane spell access (2nd), +2 Arcane Spells known|Arcane spell access (3rd), +2 Arcane Spells known|Arcane spell access (4th), +2 Arcane Spells known|Arcane spell access (5th), +2 Arcane Spells known|Arcane spell access (6th), +2 Arcane Spells known|Arcane spell access (7th), +2 Arcane Spells known|Arcane spell access (8th), +2 Arcane Spells known
Divine|Knowledge (religion) 4|Divine spell access (0, 1st), +2 Divine Spells known|Divine spell access (2nd), +2 Divine Spells known|Divine spell access (3rd), +2 Divine Spells known|Divine spell access (4th), +2 Divine Spells known|Divine spell access (5th), +2 Divine Spells known|Divine spell access (6th), +2 Divine Spells known|Divine spell access (7th), +2 Divine Spells known|Divine spell access (8th), +2 Divine Spells known
Corruption|Non-good, Knowledge (Dungeoneering) 4|Corrupt spell access (1st), +2 Corrupt Spells known|Corrupt spell access (2nd), +2 Corrupt Spells known|Corrupt spell access (3rd), +2 Corrupt Spells known|Corrupt spell access (4th), +2 Corrupt Spells known|Corrupt spell access (5th), +2 Corrupt Spells known|Corrupt spell access (6th), +2 Corrupt Spells known|Corrupt spell access (7th), +2 Corrupt Spells known|Corrupt spell access (8th), +2 Corrupt Spells known
Infusion|Knowledge (architecture and engineering) 4|Infusion access (1st), +2 infusions known|Infusion access (2nd), +2 Infusions known|Infusion access (3rd), +2 Infusions known|Infusion access (4th), +2 Infusions known|Infusion access (5th), +2 Infusions known|Infusion access (6th), +2 Infusions known|+2 Infusions known|+2 Infusions known
Invocation|Knowledge (arcana) 4|Eldritch Blast 1d6, Invocation access (Least), +1 Invocation known|Eldritch Blast 2d6, +1 Invocation known|Eldritch Blast 3d6, +1 Invocation known|Eldritch Blast 4d6, Invocation access (Lesser), +1 Invocation known|Eldritch Blast 5d6, +1 Invocation known|Eldritch Blast 6d6, +1 Invocation known|Eldritch Blast 7d6, Invocation access (Greater), +1 Invocation known|Eldritch Blast 8d6, +1 Invocation known
Meldshape|Knowledge (arcane) 4|Chakra Bind access (Crown), 1 Bind, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Feet, Hands), +2 Essentia, +1 Soulmeld Known|2 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Arms, Brow, Shoulders), +2 Essentia, +1 Soulmeld Known|3 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Throat, Waist), +2 Essentia, +1 Soulmeld Known|4 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Heart), +2 Essentia, +1 Soulmeld Known
Mystery|Knowledge (the planes) 4|Mystery access (Fundamentals, 1st), +2 Mysteries known|Mystery access (2nd), +2 Mysteries known|Mystery access (3rd), +2 Mysteries known|Mystery access (4th), , +2 Mysteries known|Mystery access (5th), +2 Mysteries known|Mystery access (6th), +2 Mysteries known|Mystery access (7th), +2 Mysteries known|Mystery access (8th), +2 Mysteries known
Psionic|Knowledge (psionics) 4|Power access (1st), +2 Powers known|Power access (2nd), +2 Powers known|Power access (3rd), +2 Powers known|Power access (4th), +2 Powers known|Power access (5th), +2 Powers known|Power access (6th), +2 Powers known|Power access (7th), +2 Powers known|Power access (8th), +2 Powers known
Sanctification|Good-only, Knowledge (Religion) 4|Sanctified spell access (1st), +2 Sanctified Spells known|Sanctified spell access (2nd), +2 Sanctified Spells known|Sanctified spell access (3rd), +2 Sanctified Spells known|Sanctified spell access (4th), +2 Sanctified Spells known|Sanctified spell access (5th), +2 Sanctified Spells known|Sanctified spell access (6th), +2 Sanctified Spells known|Sanctified spell access (7th), +2 Sanctified Spells known|Sanctified spell access (8th), +2 Sanctified Spells known
Utterance|Preform (oratory) 4|Utterance access (1st, EM), +2 Utterances known|Utterance access (2nd, EM), +2 Utterances known|Utterance access (3rd/1st, EM/CT), +2 Utterances known|Utterance access (3rd/2nd/1st, EM/CT/PM), +2 Utterances known|Utterance access (4th/3rd/2nd, EM/CT/PM), +2 Utterances known|Utterance access (5th/3rd/2nd, EM/CT/PM), +2 Utterances known|Utterance access (5th/4th/3rd, EM/CT/PM), +2 Utterances known|Utterance access (6th/4th/3rd, EM/CT/PM), +2 Utterances known|
Vestige|Knowledge (history) 4|Soul Binding (1st)|Soul Binding (2nd)|Soul Binding (3rd)|Soul Binding (4th)|Soul Binding (5th)|Soul Binding (6th)|Soul Binding (7th)|Soul Binding (8th) [/table]
Note: EM= Evolving Mind. CT= Crafted Tool. PM= Perfected Map
Levels and Ability Scores: When using a spell, power, or other ability acquired through expanded discipline you follow all the rules and mechanics as normal, with some alterations. You always treat the class level of the new ability as equal to the caster level or equivalent of your original spellcasting class. Any ability requirements are replaced with the matching ability score from your original class, as are abilities for calculating saving throw DCs and so on. For meldshaping, constitution and it's relation to maximum number of melds shaped are treated as equivalent to requiring a high ability score to cast spells, while their relevant ability for save DCs varies (when a melshaper enters this class) or is replaced (when another class gains meldshaping). Maximum essentia capacity is a separate trait that applies to all characters with incarnum feats, and thus is unaltered. If a class has no ability score requirements (such as binders and warlocks), then use the same ability score as their save DCs.
For example, a cleric who takes up meldshaping and shadowcasting would base all their new features on wisdom, including maximum melds shaped, highest level mysteries available, and all saving throws. A Shadowcaster who took up meldshaping and clerical casting however, would base their maximum melds shaped and highest cleric spells known on intelligence, while determining save DCs with charisma.
Limited vs At-Will: the magic systems associated with thaumatomancers are divided into two types, limited and at-will. Limited disciplines include all spell, power, infusion, and mystery users, while at-will disciplines are all invocation, meldshaping, utterance, and vestige users. If your original spellcasting class was limited then any limited abilities you gain cost equivalent amount of resources to use. Spells, mysteries, and infusions occupy the same slots, power point costs are converted to slot levels (and vice versa), and so on. If you prepare spells then you must prepare any new effects as normal, while if you cast spontaneously or manifest powers the new effects are effectively added to your spells known. A mystery user cannot prepare new effects, but instead may spontaneously sacrfice one use of a mystery to activate any new effects he has learned. If you use a spellbook or similar device you must record your new effects in it as if they were spells, but the first copy remains free as normal for spells gained upon level-up. You may modify limited effects gained from expanded knowledge using feats and class abilities as normal for your original casting class, since those effects are treated as both your original class and the new class simultaneously.
Members of at-will disciplines that enter thaumatomancer and gain limited abilities do not gain a whole allotment of spells per day: they instead may use each effect learned 1/day, and may take the same effect multiple times in order to gain extra daily uses. In this case, spells gained from a prepared class count as prepared while those from a spontaneous class are spontaneous, though they may not actually change their prepared spells or drop one spell for another (unless they further gain those abilities from other sources)-each effect is simply useable 1/day. Mysteries gained in this way never cease being arcane spells and do not automatically gain more uses, nor do you gain a power point pool for powers learned.
Finally, at-will powers gained by practitioners of any class remain at-will with no additional costs.
Magic Items: For the purpose of using spell trigger and spell completion items, you gain the spell list of any class you choose an expanded discipline for, up to the highest level spell you are allowed by expanded discipline. As with your personal use, you activate these items with the total caster level or equivalent and appropriate ability scores for your original casting class.
For example, a wizard entering thaumatomancer selects divine (cleric) for their first expanded discipline and is now able to activate spell trigger items for all cleric spells up to 1st level. He may also activate spell completion items for cleric spells with his wizard caster level and uses his intelligence score to determine if he may activate them, but is still limited to 1st level.
The class features you gain from expanded discipline qualify you to activate any other items that involve them, though in some cases you may be more limited in their use than a full practitioner.
Feats and Other Prestige Classes: any abilities gained from expanded discipline may be used to qualify for feats and prestige classes, however any feats or abilities gained that specifically apply only to the expanded discipline are not backwards compatible with your original casting class. For example, a wizard could gain mysteries and take meta-shadow feats, but those feats would only apply to mysteries and could not be used on wizard spells (though he could apply metamagic feats from his original wizard casting to his mysteries, as mentioned above)The DM should allow some conversions based on common sense though: for example, a manifester might want to enter an arcane prestige class in order to gain a bonus on fire powers with elemental savant, or take a feat to reduce a meta-psionics cost. At this level of interaction we cannot possibly anticipate all the outcomes, so it must be left up to the DM and players involved to decide what may be converted and how.
__________________________________________________ _
Tables for Clarification
Cost Table. (Vertical is the Ability, Horizontal is the base class)
{table=head]-|Spellcaster|Infusion-user|Mystery-user|Manifester|Meldshaper|Invocation-user|Binder|Truespeech
Spell|Slot of level|Slot of level|use of mystery of level|Equivalent power points|1/day|1/day|1/day|1/day
Infusion|Slot of level|*|use of mystery of level|Equivalent power points|1/day|1/day|1/day|1/day
Mystery|Slot of level|Slot of level|*|Equivalent power points|1/day|1/day|1/day|1/day
Power|Slot of level|Slot of level|use of mystery of level|*|1/day|1/day|1/day|1/day
Soulmeld|At-Will|At-Will|At-Will|At-Will|*|At-Will|At-Will|At-Will
Invocation|At-Will|At-Will|At-Will|At-Will|At-Will|*|At-Will|At-Will
Vestige related abilities|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|*|At-Will
Truenameing|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|*[/table]
* Cannot obtain this ability from the thaumatomancer PrC.
Note: At-will simply means at any time without cost, not as a free action.
Level check table
{table=head]-|Spellcaster|Infusion-user|Mystery-user|Manifester|Meldshaper|Invocation-user|Binder|Truespeech
Spell|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Infusion|Caster Level|*|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Mystery|Caster Level|Effective Caster Level|*|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Power|Caster Level|Effective Caster Level|Caster Level|*|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Soulmeld|Caster Level|Effective Caster Level|Caster Level|Manifester Level|*|Caster Level|Binder Level|Truenamer Level
Invocation|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|*|Binder Level|Truenamer Level
Vestige related abilities|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|*|Truenamer Level
Truepeech|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|*[/table]
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I've come up with a name, though if someone has a better one i'll gladly change it. I got the name, thaumatomancer, from mixing the prefix "thaumato-" (which means combining form), and the suffix "-mancer".
Asside from the name, at this point, simply I want advice and opinions.
Most are considered fortunate to begin understanding a single form of magic. Thaumatomancers, however, are a rare breed. They begin walking one path of magic then branch into many. Some spread themselves more than than others, dabblers in many arts but still masters of their own, where as others are a bit more focused in their studies.
Hit Die: d4
Requirements
To qualify to become a thaumatomancer, you must meet the following criteria
Skills: Knowledge (any) 4 ranks, and Psicraft 4 ranks, Spellcraft 4 ranks, or Truespeak 4 ranks
Special: Caster Level 5th, Manifester Level 5th, Meldshaper Level 5th, Able to Bind 3rd level vestiges, or Knowledge of 6 Utterances.
Class Skills
The thaumatomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken individually), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Truespeech (Int), Use Magic Device (Cha), and Use Psionic Device (Cha)
Skill Points at Each Level: 2 + Int modifier
{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting/Manifesting/Meldshaping/Binding/Truenameing
1st|+0|+0|+0|+2|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
2nd|+1|+0|+0|+3|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
3rd|+1|+1|+1|+3|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
4th|+2|+1|+1|+4|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
5th|+2|+1|+1|+4|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
6th|+3|+2|+2|+5|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
7th|+3|+2|+2|+5|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
8th|+4|+2|+2|+6|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
9th|+4|+3|+3|+6|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
10th|+5|+3|+3|+7|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
11th|+5|+3|+3|+7|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
12th|+6|+4|+4|+8|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
13th|+6|+4|+4|+8|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
14th|+7|+4|+4|+9|-|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class
15th|+7|+5|+5|+9|Expanding Discipline|+1 level of existing spellcasting, manifesting, meldshaping, binding, or truenameing class [/table]
Class Features
All of the allowing are class features of this prestige class.
Weapon and Armor Proficiency: A thaumatomancer gains no new proficiency with any weapon or armor.
Spellcasting/Manifesting/Meldshaping/Binding/Truespeech: With every level gained in the thaumatomancer class, a character essentially adds one level of this class to the level of any one spellcasting, manifesting, meldshaping, soul binding, or truenameing class they had previously to entering this class for determining effective level, uses per day and effects known. For meldshapers this includes number of soulmelds, number of chakra binds, essentia pool, and access to higher level chakras, but not the expanded capacity feature. No other class features are advanced- for instance, a cleric in this class would advance spellcasting but would not advance turning/rebuking. If a character could qualify for thaumatomancer with more than one class, he must choose one class that he will advance which cannot later be changed: the strain of practicing thaumatomancy with multiple base magics is too much. The class you choose to advance is referred to as your original spellcasting class (even though many non-spellcasters can become thaumatomancers).
Expanding Discipline: Starting at first level, then once again with every odd number level gained in this class, a character may pick one of the options from the table below. You may not pick the one associated with the class used to enter this prestige class. In order to select one, you must meet it's requirements. When first choosing arcane or divine, you must also select a class from which you will draw your spells. This choice cannot be changed later. You may however, select different expanded disciplines each time you gain this class feature.
{table=head]Discipline|
Requirement|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th
Arcane|Knowledge (arcana) 4|Arcane spell access (0, 1st), +2 Arcane Spells known|Arcane spell access (2nd), +2 Arcane Spells known|Arcane spell access (3rd), +2 Arcane Spells known|Arcane spell access (4th), +2 Arcane Spells known|Arcane spell access (5th), +2 Arcane Spells known|Arcane spell access (6th), +2 Arcane Spells known|Arcane spell access (7th), +2 Arcane Spells known|Arcane spell access (8th), +2 Arcane Spells known
Divine|Knowledge (religion) 4|Divine spell access (0, 1st), +2 Divine Spells known|Divine spell access (2nd), +2 Divine Spells known|Divine spell access (3rd), +2 Divine Spells known|Divine spell access (4th), +2 Divine Spells known|Divine spell access (5th), +2 Divine Spells known|Divine spell access (6th), +2 Divine Spells known|Divine spell access (7th), +2 Divine Spells known|Divine spell access (8th), +2 Divine Spells known
Corruption|Non-good, Knowledge (Dungeoneering) 4|Corrupt spell access (1st), +2 Corrupt Spells known|Corrupt spell access (2nd), +2 Corrupt Spells known|Corrupt spell access (3rd), +2 Corrupt Spells known|Corrupt spell access (4th), +2 Corrupt Spells known|Corrupt spell access (5th), +2 Corrupt Spells known|Corrupt spell access (6th), +2 Corrupt Spells known|Corrupt spell access (7th), +2 Corrupt Spells known|Corrupt spell access (8th), +2 Corrupt Spells known
Infusion|Knowledge (architecture and engineering) 4|Infusion access (1st), +2 infusions known|Infusion access (2nd), +2 Infusions known|Infusion access (3rd), +2 Infusions known|Infusion access (4th), +2 Infusions known|Infusion access (5th), +2 Infusions known|Infusion access (6th), +2 Infusions known|+2 Infusions known|+2 Infusions known
Invocation|Knowledge (arcana) 4|Eldritch Blast 1d6, Invocation access (Least), +1 Invocation known|Eldritch Blast 2d6, +1 Invocation known|Eldritch Blast 3d6, +1 Invocation known|Eldritch Blast 4d6, Invocation access (Lesser), +1 Invocation known|Eldritch Blast 5d6, +1 Invocation known|Eldritch Blast 6d6, +1 Invocation known|Eldritch Blast 7d6, Invocation access (Greater), +1 Invocation known|Eldritch Blast 8d6, +1 Invocation known
Meldshape|Knowledge (arcane) 4|Chakra Bind access (Crown), 1 Bind, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Feet, Hands), +2 Essentia, +1 Soulmeld Known|2 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Arms, Brow, Shoulders), +2 Essentia, +1 Soulmeld Known|3 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Throat, Waist), +2 Essentia, +1 Soulmeld Known|4 binds, +2 Essentia, +1 Soulmeld Known|Chakra Bind access (Heart), +2 Essentia, +1 Soulmeld Known
Mystery|Knowledge (the planes) 4|Mystery access (Fundamentals, 1st), +2 Mysteries known|Mystery access (2nd), +2 Mysteries known|Mystery access (3rd), +2 Mysteries known|Mystery access (4th), , +2 Mysteries known|Mystery access (5th), +2 Mysteries known|Mystery access (6th), +2 Mysteries known|Mystery access (7th), +2 Mysteries known|Mystery access (8th), +2 Mysteries known
Psionic|Knowledge (psionics) 4|Power access (1st), +2 Powers known|Power access (2nd), +2 Powers known|Power access (3rd), +2 Powers known|Power access (4th), +2 Powers known|Power access (5th), +2 Powers known|Power access (6th), +2 Powers known|Power access (7th), +2 Powers known|Power access (8th), +2 Powers known
Sanctification|Good-only, Knowledge (Religion) 4|Sanctified spell access (1st), +2 Sanctified Spells known|Sanctified spell access (2nd), +2 Sanctified Spells known|Sanctified spell access (3rd), +2 Sanctified Spells known|Sanctified spell access (4th), +2 Sanctified Spells known|Sanctified spell access (5th), +2 Sanctified Spells known|Sanctified spell access (6th), +2 Sanctified Spells known|Sanctified spell access (7th), +2 Sanctified Spells known|Sanctified spell access (8th), +2 Sanctified Spells known
Utterance|Preform (oratory) 4|Utterance access (1st, EM), +2 Utterances known|Utterance access (2nd, EM), +2 Utterances known|Utterance access (3rd/1st, EM/CT), +2 Utterances known|Utterance access (3rd/2nd/1st, EM/CT/PM), +2 Utterances known|Utterance access (4th/3rd/2nd, EM/CT/PM), +2 Utterances known|Utterance access (5th/3rd/2nd, EM/CT/PM), +2 Utterances known|Utterance access (5th/4th/3rd, EM/CT/PM), +2 Utterances known|Utterance access (6th/4th/3rd, EM/CT/PM), +2 Utterances known|
Vestige|Knowledge (history) 4|Soul Binding (1st)|Soul Binding (2nd)|Soul Binding (3rd)|Soul Binding (4th)|Soul Binding (5th)|Soul Binding (6th)|Soul Binding (7th)|Soul Binding (8th) [/table]
Note: EM= Evolving Mind. CT= Crafted Tool. PM= Perfected Map
Levels and Ability Scores: When using a spell, power, or other ability acquired through expanded discipline you follow all the rules and mechanics as normal, with some alterations. You always treat the class level of the new ability as equal to the caster level or equivalent of your original spellcasting class. Any ability requirements are replaced with the matching ability score from your original class, as are abilities for calculating saving throw DCs and so on. For meldshaping, constitution and it's relation to maximum number of melds shaped are treated as equivalent to requiring a high ability score to cast spells, while their relevant ability for save DCs varies (when a melshaper enters this class) or is replaced (when another class gains meldshaping). Maximum essentia capacity is a separate trait that applies to all characters with incarnum feats, and thus is unaltered. If a class has no ability score requirements (such as binders and warlocks), then use the same ability score as their save DCs.
For example, a cleric who takes up meldshaping and shadowcasting would base all their new features on wisdom, including maximum melds shaped, highest level mysteries available, and all saving throws. A Shadowcaster who took up meldshaping and clerical casting however, would base their maximum melds shaped and highest cleric spells known on intelligence, while determining save DCs with charisma.
Limited vs At-Will: the magic systems associated with thaumatomancers are divided into two types, limited and at-will. Limited disciplines include all spell, power, infusion, and mystery users, while at-will disciplines are all invocation, meldshaping, utterance, and vestige users. If your original spellcasting class was limited then any limited abilities you gain cost equivalent amount of resources to use. Spells, mysteries, and infusions occupy the same slots, power point costs are converted to slot levels (and vice versa), and so on. If you prepare spells then you must prepare any new effects as normal, while if you cast spontaneously or manifest powers the new effects are effectively added to your spells known. A mystery user cannot prepare new effects, but instead may spontaneously sacrfice one use of a mystery to activate any new effects he has learned. If you use a spellbook or similar device you must record your new effects in it as if they were spells, but the first copy remains free as normal for spells gained upon level-up. You may modify limited effects gained from expanded knowledge using feats and class abilities as normal for your original casting class, since those effects are treated as both your original class and the new class simultaneously.
Members of at-will disciplines that enter thaumatomancer and gain limited abilities do not gain a whole allotment of spells per day: they instead may use each effect learned 1/day, and may take the same effect multiple times in order to gain extra daily uses. In this case, spells gained from a prepared class count as prepared while those from a spontaneous class are spontaneous, though they may not actually change their prepared spells or drop one spell for another (unless they further gain those abilities from other sources)-each effect is simply useable 1/day. Mysteries gained in this way never cease being arcane spells and do not automatically gain more uses, nor do you gain a power point pool for powers learned.
Finally, at-will powers gained by practitioners of any class remain at-will with no additional costs.
Magic Items: For the purpose of using spell trigger and spell completion items, you gain the spell list of any class you choose an expanded discipline for, up to the highest level spell you are allowed by expanded discipline. As with your personal use, you activate these items with the total caster level or equivalent and appropriate ability scores for your original casting class.
For example, a wizard entering thaumatomancer selects divine (cleric) for their first expanded discipline and is now able to activate spell trigger items for all cleric spells up to 1st level. He may also activate spell completion items for cleric spells with his wizard caster level and uses his intelligence score to determine if he may activate them, but is still limited to 1st level.
The class features you gain from expanded discipline qualify you to activate any other items that involve them, though in some cases you may be more limited in their use than a full practitioner.
Feats and Other Prestige Classes: any abilities gained from expanded discipline may be used to qualify for feats and prestige classes, however any feats or abilities gained that specifically apply only to the expanded discipline are not backwards compatible with your original casting class. For example, a wizard could gain mysteries and take meta-shadow feats, but those feats would only apply to mysteries and could not be used on wizard spells (though he could apply metamagic feats from his original wizard casting to his mysteries, as mentioned above)The DM should allow some conversions based on common sense though: for example, a manifester might want to enter an arcane prestige class in order to gain a bonus on fire powers with elemental savant, or take a feat to reduce a meta-psionics cost. At this level of interaction we cannot possibly anticipate all the outcomes, so it must be left up to the DM and players involved to decide what may be converted and how.
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Tables for Clarification
Cost Table. (Vertical is the Ability, Horizontal is the base class)
{table=head]-|Spellcaster|Infusion-user|Mystery-user|Manifester|Meldshaper|Invocation-user|Binder|Truespeech
Spell|Slot of level|Slot of level|use of mystery of level|Equivalent power points|1/day|1/day|1/day|1/day
Infusion|Slot of level|*|use of mystery of level|Equivalent power points|1/day|1/day|1/day|1/day
Mystery|Slot of level|Slot of level|*|Equivalent power points|1/day|1/day|1/day|1/day
Power|Slot of level|Slot of level|use of mystery of level|*|1/day|1/day|1/day|1/day
Soulmeld|At-Will|At-Will|At-Will|At-Will|*|At-Will|At-Will|At-Will
Invocation|At-Will|At-Will|At-Will|At-Will|At-Will|*|At-Will|At-Will
Vestige related abilities|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|*|At-Will
Truenameing|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|At-Will|*[/table]
* Cannot obtain this ability from the thaumatomancer PrC.
Note: At-will simply means at any time without cost, not as a free action.
Level check table
{table=head]-|Spellcaster|Infusion-user|Mystery-user|Manifester|Meldshaper|Invocation-user|Binder|Truespeech
Spell|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Infusion|Caster Level|*|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Mystery|Caster Level|Effective Caster Level|*|Manifester Level|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Power|Caster Level|Effective Caster Level|Caster Level|*|Meldshaper Level|Caster Level|Binder Level|Truenamer Level
Soulmeld|Caster Level|Effective Caster Level|Caster Level|Manifester Level|*|Caster Level|Binder Level|Truenamer Level
Invocation|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|*|Binder Level|Truenamer Level
Vestige related abilities|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|*|Truenamer Level
Truepeech|Caster Level|Effective Caster Level|Caster Level|Manifester Level|Meldshaper Level|Caster Level|Binder Level|*[/table]
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I've come up with a name, though if someone has a better one i'll gladly change it. I got the name, thaumatomancer, from mixing the prefix "thaumato-" (which means combining form), and the suffix "-mancer".
Asside from the name, at this point, simply I want advice and opinions.