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    Default Thaumaturge [Base Class]

    Thaumaturge



    Thaumaturges are arcanists who strive to understand magic on an intuitive level. A wizard understands the formulae and magical laws governing his spells, while a sorcerer simply knows he can change the world with his force of personality, but a thaumaturge has an instinctive insight into his spells. They can draw up vast quantities of arcane magic, letting them cast as frequently as a sorcerer, but like a wizard, they can change out the spells they have access to, not bound to any memorized set of them.

    Abilities
    Insight and intuition are key to a Thaumaturge’s casting. His Wisdom score determines the number of bonus spells they receive and the highest level of spell he can cast. However, a greater understanding of the art and science of spellcraft is of great benefit to Thaumaturges. Their Intelligence scores determine the DC’s of his spells. High Dexterity and Constitution scores are also useful to a Thaumaturge.

    Races
    Humans and Halflings often become thaumaturges, their adaptable or curious nature making them ideal for an intuitive approach to arcane magic. Gnomes also frequently pursue thaumaturgy.

    Alignment
    Thaumaturges of all alignments are prevalent, though they lean more towards chaotic alignments than lawful ones.

    HD
    d4

    Class Skills
    The Thaumaturge class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

    Skills per Level
    2 + Intelligence modifier (x4 at 1st level)

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Magecraft
    |3|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Eschew Materials
    |4|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    |5|2|-|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    Metamagic Lore (Heighten)
    |6|3|-|-|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    |6|4|2|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    Anyspell
    |6|5|3|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    |6|6|4|2|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |
    Metamagic Lore (Extend)
    |6|5|3|-|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |
    |6|6|6|4|2|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    Bypass Component
    |6|6|6|5|3|-|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    |6|6|6|6|4|2|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |
    Anyspell (Arcane)
    |6|6|6|6|5|3|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |
    |6|6|6|6|6|4|2|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |
    Improved Anyspell
    |6|6|6|6|6|5|3|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |
    |6|6|6|6|6|6|4|2|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |
    Metamagic Lore (Quicken)
    |6|6|6|6|6|6|5|3|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |
    |6|6|6|6|6|6|6|4|2

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    Anyspell (Divine)
    |6|6|6|6|6|6|6|5|3

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    |6|6|6|6|6|6|6|6|4

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |
    Greater Anyspell
    |6|6|6|6|6|6|6|6|5[/table]

    Class Features
    All the following are class features of the Thaumaturge.

    Weapon and Armor Proficiency
    Thaumaturges are proficient with all simple weapons, but not with any shields or armor.

    Spells
    A Thaumaturge casts spells drawn from the Thaumaturge spell list. He can cast spells spontaneously, like a sorcerer, but he can change his spells known each day, similar to how a wizard prepares spells.

    To learn or cast a spell, a Thaumaturge must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Thaumaturge’s spell is 10 + the spell level + the Thaumaturge’s Intelligence modifier.

    Like other spellcasters, a Thaumatuge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

    Each day, a Thaumaturge must choose his spells known. He can do so by meditating and aligning his own arcane conduits for one hour after getting a night’s rest. The number of spells known a Thaumaturge can have is given on the table below. If a Thaumaturge does not meditate to gain new spells known, he simply keeps his spells known from the previous day. He does not need to meditate to regain his spell slots; they are restored automatically after a night’s rest.

    If a Thaumaturge has any metamagic feats, he applies them to his spells when he chooses them, not when he casts them. A Thaumatuge may choose to know both the normal version of a spell and a metamagic-modified version at the same time. A Thaumaturge cannot spontaneously apply metamagic feats to his spell. The casting time of a Thaumatuge spell modified by metamagic is not increased.

    While a Thaumaturge does have to choose his spells known each day, he does not have to prepare them like a wizard does. He can cast any spell that he has chosen as a spell known, assuming he still has spell slots to do so.

    Spells Known
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1|1|-|-|-|-|-|-|-|-
    2|2|-|-|-|-|-|-|-|-
    3|2|1|-|-|-|-|-|-|-
    4|3|1|-|-|-|-|-|-|-
    5|3|1|1|-|-|-|-|-|-
    6|3|2|1|-|-|-|-|-|-
    7|3|2|1|1|-|-|-|-|-
    8|3|2|2|1|-|-|-|-|-
    9|3|3|2|1|1|-|-|-|-
    10|3|3|2|2|1|-|-|-|-
    11|3|3|3|2|1|1|-|-|-
    12|3|3|3|2|2|1|-|-|-
    13|3|3|3|3|2|1|1|-|-
    14|3|3|3|3|2|2|1|-|-
    15|3|3|3|3|3|2|1|1|-
    16|3|3|3|3|3|2|2|1|-
    17|3|3|3|3|3|3|2|1|1
    18|3|3|3|3|3|3|2|2|1
    19|3|3|3|3|3|3|3|2|2
    20|3|3|3|3|3|3|3|3|2
    [/table]

    Magecraft (Sp)
    At 1st level, you gain the ability to perform simple magic spells without expending any of your energy, simply speaking the proper incantations. You can cast arcane mark, detect magic, light, mage hand, message, read magic, or prestidigitation as a spell-like ability by making a DC 20 Spellcraft check. If you fail the check, cannot use the specific spell you attempted to cast for 24 hours. The caster levels of all spell-like abilities are equal to your class level.

    Eschew Materials (Ex)
    At 2nd level, you gain Eschew Materials as a bonus feat.

    Metamagic Lore (Su)
    At 4th level, you gain the ability to alter your spells as you cast them, using your knowledge of thaumaturgy and spellcraft to replicate the effects of metamagic. Whenever you cast a spell, you may attempt a DC 20 Spellcraft check. If you succeed, the spell is treated as being one level higher, as if it had been heightened. For every 5 you beat the check by, its level is treated as an additional level higher, though its level can never equal or exceed the highest level of spell you can cast.

    At 8th level, you can also use metamagic lore to extend the durations of your spells. When you use this ability, you may attempt a DC 25 Spellcraft check. If you succeed, the duration of the spell is increased by 3 rounds. For every 5 you beat the check by, its duration is increased by an additional round, to a maximum of 10 rounds.

    At 16th level, you can use metamagic lore to quicken your spells. When you cast a spell, you may attempt a DC 45 Spellcraft check. If you succeed, you may cast the spell as a swift action. If you fail, you can still cast the spell as normal. If you cannot take the action required to take the spell, it fails. Using this ability requires you to expend two daily uses of metamagic lore.

    Using metamagic lore does not increase the level of spell slot required to cast the spell. You can use metamagic lore a number of times per day equal to 3 + your Intelligence modifier. If you fail the Spellcraft check to use metamagic lore, it still counts as a daily use. You cannot apply multiple metamagic lore effects to a single spell.

    Anyspell (Su)
    At 6th level, your intuitive understanding of magic lets you quickly alter your spells, redirecting their energies towards a different purpose. You can cast spells from the Thaumaturge list that you have not chosen as your spells known. To do so, you must expend a spell slot whose level is at least one greater than that of the spell you are trying to cast, and make a Spellcraft check of DC 20 + (2 x the spell’s level). If you fail the check, the spell fails, the spell slot is expended, and you cannot cast that specific spell again with this ability for 24 hours. If the spell’s casting time is a move action or standard action, it increases to a full-round action. Otherwise, it remains unchanged.

    Otherwise, it is just like casting the spell normally. You can apply metamagic feats to a spell cast with this ability, adding the increase in spell level to the level of the slot you must expend. You cannot use this ability to cast a spell of the highest level you can cast normally.

    As you advance in level, you gain the ability to cast spells from other class lists. At 12th level, you can use anyspell to cast spells from the Bard or Sorcerer/Wizard spell list. The DC of the Spellcraft check to do so is 25 + (2 x the spell’s level), with the same penalties for failure. At 18th level, you can cast spells from the Cleric and Druid class list with anyspell. The DC to do so is 30 + (2 x the spell’s level). When you cast a spell from the Cleric or Druid list with this ability, it is treated as an arcane spell—arcane spell failure chances still apply to it, but it loses any divine focus components it may have.

    Bypass Component (Su)
    At 10th level, you can manage to cast spells without performing all the necessary rituals and formulae. Whenever you cast a spell, you may choose to bypass any of its vocal, somatic, or focus components. To do so, you must make a Spellcraft check. The DC of a check to ignore one component is 25, the DC to ignore two components is 35, and the DC to ignore three is 45. If you fail the Spellcraft check, the spell fails and the slot is wasted unless you can provide the components you attempted to ignore. You can never use this ability to ignore costly focus components, or to ignore costly material components or XP costs.

    Improved Anyspell (Su)
    At 14th level, you need only expend a spell slot of the level of the spell you are trying to cast when you use anyspell, not a slot whose level is one greater. However, you still cannot cast spells of the highest level of spell you could cast normally.

    Greater Anyspell (Su)
    At 20th level, you can use the anyspell ability to cast a spell of the highest level you could cast normally three times per day. A failed attempt still counts as a use of this ability.
    Last edited by The Demented One; 2009-02-15 at 08:41 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  2. Top - End - #2
    Troll in the Playground
     
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    Default Re: Thaumaturge [Base Class]

    Thaumaturge Spell List

    1st Level
    Alarm: Wards an area for 2 hours/level.
    Comprehend Languages: You understand all spoken and written languages.
    Disguise Self: Changes your appearance.
    Endure Elements: Exist comfortably in hot or cold environments.
    Enlarge Person: Humanoid creature doubles in size.
    Entropic Shield: Ranged attacks against you have 20% miss chance.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
    Grease: Makes 10-ft. square or one object slippery.
    Identify: Determines properties of magic item.
    Jump: Subject gets bonus on Jump checks.
    Mage Armor: Gives subject +4 armor bonus.
    Magic Aura: Alters object’s magic aura.
    Obscuring Mist: Fog surrounds you.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Reduce Person: Humanoid creature halves in size.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Silent Image: Creates minor illusion of your design.
    Sleep: Puts 4 HD of creatures into magical slumber.
    Summon Monster I: Calls extraplanar creature to fight for you.
    True Strike: +20 on your next attack roll.
    Unseen Servant: Invisible force obeys your commands.

    2nd Level
    Augury: Learns whether an action will be good or bad.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Detect Thoughts: Allows “listening” to surface thoughts.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fog Cloud: Fog obscures vision.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Glitterdust: Blinds creatures, outlines invisible creatures.
    Invisibility: Subject is invisible for 1 min./level or until it attacks.
    Levitate: Subject moves up and down at your direction.
    Locate Object: Senses direction toward object (specific or type).
    Minor Image: As silent image, plus some sound.
    Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    Protection from Arrows: Subject immune to most ranged attacks.
    Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
    See Invisibility: Reveals invisible creatures or objects.
    Silence: Negates sound in 20-ft. radius.
    Spider Climb: Grants ability to walk on walls and ceilings.
    Status: Monitors condition, position of allies.
    Summon Monster II: Calls extraplanar creature to fight for you.
    Summon Swarm: Summons swarm of bats, rats, or spiders.
    Undetectable Alignment: Conceals alignment for 24 hours.
    Web: Fills 20-ft.-radius spread with sticky spider webs.
    Zone of Truth: Subjects within range cannot lie.

    3rd Level
    Arcane Sight: Magical auras become visible to you.
    Blink: You randomly vanish and reappear for 1 round/level.
    Clairaudience/Clairavoyance: Hear or see at a distance for 1 min./level.
    Deep Slumber: Puts 10 HD of creatures to sleep.
    Dispel Magic: Cancels magical spells and effects.
    Explosive Runes: Deals 6d6 damage when read.
    Fly: Subject flies at speed of 60 ft.
    Gaseous Form: Subject becomes insubstantial and can fly slowly.
    Glyph of Warding: Inscription harms those who pass it.
    Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    Hold Person: Paralyzes one humanoid for 1 round/level.
    Invisibility Sphere: Makes everyone within 10 ft. invisible.
    Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
    Major Image: As silent image, plus sound, smell and thermal effects.
    Nondetection: Hides subject from divination, scrying.
    Phantom Steed: Magic horse appears for 1 hour/level.
    Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    Sepia Snake Sigil: Creates text symbol that immobilizes reader.
    Sleet Storm: Hampers vision and movement.
    Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
    Stinking Cloud: Nauseating vapors, 1 round/level.
    Summon Monster III: Calls extraplanar creature to fight for you.
    Tiny Hut: Creates shelter for ten creatures.
    Tongues: Speak any language.
    Water Breathing: Subjects can breathe underwater.
    Water Walk: Subject treads on water as if solid.

    4th Level
    Arcane Eye: Invisible floating eye moves 30 ft./round.
    Black Tentacles: Tentacles grapple all within 20 ft. spread.
    Detect Scrying: Alerts you of magical eavesdropping.
    Dimensional Anchor: Bars extradimensional movement.
    Dimension Door: Teleports you short distance.
    Discern Lies: Reveals deliberate falsehoods.
    Divination: Provides useful advice for specific proposed actions.
    Enlarge Person, Mass: Enlarges several creatures.
    Freedom of Movement: Subject moves normally despite impediments.
    Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
    Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
    Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
    Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
    Locate Creature: Indicates direction to familiar creature.
    Reduce Person, Mass: Reduces several creatures.
    Remove Curse: Frees object or person from curse.
    Resilient Sphere: Force globe protects but traps one subject.
    Scrying: Spies on subject from a distance.
    Secure Shelter: Creates sturdy cottage.
    Solid Fog: Blocks vision and slows movement.
    Stoneskin: Ignore 10 points of damage per attack.
    Summon Monster IV: Calls extraplanar creature to fight for you.
    Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
    Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
    Zone of Silence: Keeps eavesdroppers from overhearing conversations.

    5th Level
    Baleful Polymorph: Transforms subject into harmless animal.
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
    Contact Other Plane: Lets you ask question of extraplanar entity.
    Dismissal: Forces a creature to return to native plane.
    False Vision: Fools scrying with an illusion.
    Hold Monster: As hold person, but any creature.
    Insect Plague: Locust swarms attack creatures.
    Mage’s Faithful Hound: Phantom dog can guard, attack.
    Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
    Mind Fog: Subjects in fog get -10 to Wis and Will checks.
    Mirage Arcana: As hallucinatory terrain, plus structures.
    Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    Passwall: Creates passage through wood or stone wall.
    Permanency: Makes certain spells permanent.
    Persistent Image: As major image, but no concentration required.
    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
    Prying Eyes: 1d4 +1/level floating eyes scout for you.
    Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
    Seeming: Changes appearance of one person per two levels.
    Sending: Delivers short message anywhere, instantly.
    Summon Monster V: Calls extraplanar creature to fight for you.
    Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
    Telekinesis: Moves object, attacks creature, or hurls object or creature.
    Telepathic Bond: Link lets allies communicate.
    Teleport: Instantly transports you as far as 100 miles/level.
    Wall of Force: Wall is immune to damage.
    Wall of Stone: Creates a stone wall that can be shaped.

    6th Level
    Acid Fog: Fog deals acid damage.
    Antimagic Field: Negates magic within 10 ft.
    Analyze Dweomer: Reveals magical aspects of subject.
    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    Contingency: Sets trigger condition for another spell.
    Dispel Magic, Greater: As dispel magic, but +20 on check.
    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    Flesh to Stone: Turns subject creature into statue.
    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
    Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
    Guards and Wards: Array of magic effects protect area.
    Legend Lore: Lets you learn tales about a person, place, or thing.
    Mislead: Turns you invisible and creates illusory double.
    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
    Permanent Image: Includes sight, sound, and smell.
    Planar Binding: As lesser planar binding, but up to 12 HD.
    Programmed Image: As major image, plus triggered by event.
    Repulsion: Creatures can’t approach you.
    Stone to Flesh: Restores petrified creature.
    Summon Monster VI: Calls extraplanar creature to fight for you.
    Transformation: You gain combat bonuses.
    True Seeing: Lets you see all things as they really are.
    Veil: Changes appearance of group of creatures.
    Wall of Iron: 30 hp/four levels; can topple onto foes.

    7th Level
    Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Ethereal Jaunt: You become ethereal for 1 round/level.
    Forcecage: Cube or cage of force imprisons all inside.
    Hold Person, Mass: As hold person, but all within 30 ft.
    Invisibility, Mass: As invisibility, but affects all in range.
    Limited Wish: Alters reality—within spell limits.
    Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
    Mage’s Sword: Floating magic blade strikes opponents.
    Phase Door: Creates an invisible passage through wood or stone.
    Plane Shift: As many as eight subjects travel to another plane.
    Power Word Blind: Blinds creature with 200 hp or less.
    Prismatic Spray: Rays hit subjects with variety of effects.
    Project Image: Illusory double can talk and cast spells.
    Reverse Gravity: Objects and creatures fall upward.
    Scrying, Greater: As scrying, but faster and longer.
    Sequester: Subject is invisible to sight and scrying; renders creature comatose.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.
    Statue: Subject can become a statue at will.
    Summon Monster VII: Calls extraplanar creature to fight for you.
    Symbol of Stunning: Triggered rune stuns nearby creatures.
    Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    Vision: As legend lore, but quicker and strenuous.

    8th Level
    Binding: Utilizes an array of techniques to imprison a creature.
    Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    Discern Location: Reveals exact location of creature or object.
    Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    Iron Body: Your body becomes living iron.
    Maze: Traps subject in extradimensional maze.
    Mind Blank: Subject is immune to mental/emotional magic and scrying.
    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
    Power Word Stun: Stuns creature with 150 hp or less.
    Prismatic Wall: Wall’s colors have array of effects.
    Protection from Spells: Confers +8 resistance bonus.
    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
    Screen: Illusion hides area from vision, scrying.
    Summon Monster VIII: Calls extraplanar creature to fight for you.
    Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
    Temporal Stasis: Puts subject into suspended animation.
    Trap the Soul: Imprisons subject within gem.

    9th Level
    Etherealness: Travel to Ethereal Plane with companions.
    Foresight: “Sixth sense” warns of impending danger.
    Freedom: Releases creature from imprisonment.
    Gate: Connects two planes for travel or summoning.
    Hold Monster, Mass: As hold monster, but all within 30 ft.
    Imprisonment: Entombs subject beneath the earth.
    Mage’s Disjunction: Dispels magic, disenchants magic items.
    Power Word Kill: Kills one creature with 100 hp or less.
    Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    Summon Monster IX: Calls extraplanar creature to fight for you.
    Teleportation Circle: Circle teleports any creature inside to designated spot.
    Time Stop: You act freely for 1d4+1 rounds.
    Wish: As limited wish, but with fewer limits.

    Non-Core Spells
    Spoiler
    Show

    Spells that are unmarked are from the Spell Compendium. Spells marked with a * are from Complete Mage. Spells marked with a ** are from Player’s Handbook II.

    1st level
    Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
    Benign Transposition: Two willing subjects switch places.
    Buzzing Bee: Bee gives subject -10 penalty on Move Silently checks and hinders Concentration checks.
    Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
    Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
    Dispel Ward: As dispel magic, but affects only wards.
    Ebon Eyes: Subject can see through magical darkness.
    Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
    Expeditious Retreat, Swift: You gain +30 ft. bonus to speed for 1 round.
    Golem Strike: You can sneak attack constructs for 1 round.
    Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
    Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
    Ironguts: Subject gets +5 bonus on saving throws against poison.
    Karmic Aura*: Any creature damaging you becomes fatigued for 3 rounds.
    Low-Light Vision: See twice as far as a human in poor illumination.
    Mage Hand, Greater: As mage hand, but medium range and up to 40 lbs.
    Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
    Nerveskitter: Subject gains +5 bonus to initiative checks.
    Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
    Remove Scent: Hide touched creature’s scent.
    Resinous Tar*: Sticky substance slows movement or renders objects difficult to drop.
    Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
    Slide: Move subject 5 ft.
    Sniper’s Shot: No range limit on next ranged sneak attack.
    True Casting*: +10 on your next spell penetration roll.
    Vigilant Slumber*: Set specific conditions under which you immediately wake up.
    Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
    Wings of the Sea: +30 ft. to subject’s swim speed.

    2nd level
    Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
    Alarm, Greater: As alarm, and it works on coexistant planes.
    Allied Footsteps*: Subject knows direction and distance to your location.
    Animalistic Power**: Subject gains +2 bonus to Strength, Dexterity, and Constitution.
    Arcane Turmoil*: Targeted dispel magic on one subject and subject loses one spell.
    Attentive Alarm*: As alarm, plus learn type and number of creatures that triggered alarm.
    Baleful Transposition: Two subjects switch places.
    Blinding Color Surge**: Blind subject for 1 round, gain invisibility.
    Chain of Eyes: See through other creatures’ eyes.
    Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
    Deflect**: Gain bonus to AC for one attack.
    Dimension Hop**: Teleport subject short distance.
    Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
    Dispelling Touch**: Dispel one magical effect on touched subject.
    Dissonant Chant: Concentration checks more difficult within area of spell.
    Distracting Ray: Ray forces spellcaster to make Concentration check.
    Earthbind: Subject creature can’t fly.
    Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
    Ethereal Chamber: You trap ethereal subject in a chamber of force.
    Fins to Feet: Transforms tails and fins into legs and feet.
    Fly, Swift: Gain fly speed of 60 ft. for 1 round.
    Heart of Air*: Gain +10 on Jump checks +10 ft. to fly speed, use feather fall once.
    Insight of Good Fortune**: Subject rolls twice, takes best result.
    Force Ladder: Create an immobile ladder of force.
    Ghost Touch Armor: Armor works normally against incorporeal attacks.
    Heroics: Fighter gains one fighter bonus feat.
    Incendiary Slime*: Creates slippery substance like grease, but highly flammable.
    Inky Cloud: Obscures sight underwater beyond 5 ft.
    Ironthunder Horn: Intense vibrations trip those in area.
    Lively Step: You and allies gain +10 ft. increase to speed.
    Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
    Master’s Touch**: Subject gains immediate +4 bonus on a skill check.
    Mountain Stance: Subject becomes hard to move.
    Reflective Disguise: Viewers see you as their own race and gender.
    Scale Weakening: Subject’s natural armor weakens.
    Share Talents**: Subject gains +2 bonus on skill checks.
    Slide, Greater: Move subject 20 ft.
    Snake’s Swiftness: Subject immediately makes one attack.
    Speak to Allies: Subjects can converse at distance without moving lips.
    Sure Strike**: Gain +1 bonus/3 levels on next attack.
    Surefooted Stride: You can move over rubble as easily as you can over open ground.
    Swim: Subject gains swim speed, +8 bonus on Swim checks.
    Wall of Gloom: Shadow barrier obscures vision.
    Wings of Air: Subject’s flight maneuverability improves by one step.

    3rd level
    Air Breathing: Subject can breath air freely.
    Alter Fortune**: Cause one creature to reroll any die roll.
    Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.
    Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
    Antidragon Aura: Allies gain bonus to AC and saves against dragons.
    Avoid Planar Effects: Provides temporary damage against overtly harmful planar traits.
    Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
    Caustic Smoke*: Cloud deals 1d6 acid damage/round, blinds creatures.
    Celerity, Lesser**: Take a move action immediately but be dazed for 1 round.
    Circle Dance: Indicates direction to known individual.
    Contagious Fog: 20-ft. radius cloud of fog inflicts disease.
    Deceptive Facade*: Disguise appearance of another creature or object.
    Deeper Darkvision: Subject can see 90 ft. in magical darkness.
    Dimension Step**: Allies can immediately teleport a distance equal to their speed.
    Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
    Earthen Grace: Subject only takes nonlethal damage from stone and earth.
    Enduring Scrutiny*: Become aware when target performs designated action.
    Energy Aegis**: Subject gains resistance 20 against one energy type for one attack.
    Energy Vulnerability**: Subject gains vulnerability to the specified energy.
    False Gravity: Travel on solid surface as if that surface had its own gravity.
    Girallon’s Blessing: Subject gains one additional pair of arms.
    Halt**: Subject’s feet become stuck to ground.
    Hamatula Barbs: Subject grows barbs, which damage foes that attack subject in melee.
    Heart of Water*: Gain swim speed, ability to breath water, +5 on Escape Artist checks, freedom of movement once.
    Karmic Backlash*: Any creature damaging you becomes exhausted for 2 rounds.
    Luminous Assassin, Lesser**: Summons an assassin to attack the subject.
    Mage Armor, Greater: Gives subject +6 armor bonus.
    Mage Armor, Mass: As mage armor, but one creature/level.
    Nauseating Breath: Exhale a cone of nauseating gas.
    Ray of Dizziness: Subject can only take move or standard actions.
    Regroup**: Teleport nearby allies to your side.
    Repelling Shield*: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
    Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
    Scattering Trap**: Imbue one 5-ft. square/2 levels with teleport trap.
    Servant Horde: Create 2d6 unseen servants +1/level (max +15).
    Shadow Phase: Subject becomes partially incorporeal.
    Snake’s Swiftness, Mass: Allies each immediately make one attack.
    Sonorous Hum: Removes need to concentrate to maintain next spell cast.
    Spell Vulnerability: Reduces creature’s spell resistance by 1/caster level (max reduction 15).
    Spellcaster’s Bane*: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level.
    Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
    Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
    Tenacious Dispelling*: As targeted dispel magic, but second consecutive casting is more potent.
    Tremorsense: Grants tremorsense to a range of 30 ft.
    Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
    Viprgout: You spit forth celestial or fiendish vipers that attack your foes.
    Wall of Light: Creates wall of light, can dazzle creatures.
    Wraithstrike: Your melee weapons strike as touch attacks for 1 round.

    4th level
    Assay Spell Resistance: +10 bonus on next caster level check to defeat one creature’s spell resistance.
    Attune Form: Grant creature temporary protection against overtly damaging planar effects.
    Backlash: Subject takes damage if it uses spells against another creature.
    Baleful Blink**: Subject has 50% chance of failure on attacks and spells.
    Bright Worms**: Fiery worms damage enemies within 20-ft. spread.
    Call of Stone**: Subject slowly turns to stone.
    Caustic Mire*: Acidic sludge slows progress, deals damage.
    Condemnation**: Lower subject outsider’s spell resistance and stuns for 1 round.
    Corporeal Instability: Transform a creature into an amorphous mass.
    Darkvision, Mass: As darkvision, but affects one subject/level.
    Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
    Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level checks.
    Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
    Explosive Rune Field**: Area is covered with runes that explode on contact with creatures.
    Flight of the Dragon: You grow dragon wings.
    Floating Disc, Greater: As floating disc, but you can ride it.
    Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
    Forcewave: Bull rushes all creatures within 10 ft.
    Force Chest: Create 2-ft. cube chest made of force.
    Heart of Earth*: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.
    Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
    Melf’s Slumber Arrows*: Your arrows cause the target to fall asleep for 1 hour.
    Mirror Image, Greater**: As mirror image, but gain an additional image each round.
    Mystic Surge**: Ally’s spell gains +2 DC and +1 caster level.
    Nightmare Terrain: Creates patch of illusory terrain that hinders foes and allows you to hide.
    Otiluke’s Suppressing Field*: Spells of a designated school or subtype are suppressed.
    Raise from the Deep: Creature or sunken ship made buoyant.
    Ray Deflection: Ray attacks are reflected away.
    Resistance, Greater: Subject gains +3 on saving throws.
    Resist Energy, Mass: Creatures ignore damage from specified energy type.
    Ruin Delver’s Fortune: Cast on another creature’s turn and gain one of several benefits.
    Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
    Stifle Spell**: Subject must concentrate or botch spell.
    Translocation: You and subject switch places and appear as each other.
    Treasure Scent: You detect valuable metals and gems.
    Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
    Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
    Wall of Water: Creates shapeable transparent wall of water.
    Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.

    5th level
    Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
    Blink, Greater: Controlled blinking between Material and Ethereal Planes grants defenses for 1 round/level.
    Call Zelekhut: A zelekhut performs one duty for you.
    Celerity**: Take a standard action immediately, but be dazed for 1 round.
    Contingent Energy Resistance: Energy damage triggers a resist energy spell.
    Dimension Door, Greater: Short-range, multiple-use dimension door.
    Dimension Jumper*: Teleport up to 30 feet 1/round.
    Dimension Shuffle**: Teleport multiple creatures short distances within line of sight.
    Draconic Might: Gain +5 to Strength, Constitution, Charisma; +4 natural armor; immunity to magical sleep and paralysis effects.
    Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
    Dragonsight: Gain low-light vision, darkvision, and blindsense.
    Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
    Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
    Etherealness, Swift**: Subject momentarily becomes ethereal.
    Field of Resistance**: Zone provides spell resistance 11 + caster level.
    Fly, Mass: One creature/level flies at speed of 60 ft.
    Heart of Fire*: Gain +10 ft. to land speed; resistance to fire 10; use fire shield once.
    Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
    Ironguard, Lesser: Subject becomes immune to non-magical metal.
    Indomitability: Subject can’t be reduced below 1 hp.
    Luminous Assassin**: As lesser luminous assassin, but the assassin is more powerful.
    Mana Flux**: Magic in area has 20% failure chance.
    Nightstalker’s Transformation: Gain +4 Dexterity, +3 luck bonus to AC, +5 luck bonus on Reflex saves, +3d6 sneak attack, and evasion.
    Phantasmal Thief: Creates an unseen force that steals from others.
    Planar Tolerance: Provide long-term protection against overtly damaging planar traits.
    Prismatic Ray: Ray of light blinds subject, deals random effect.
    Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
    Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
    Retributive Image*: Created illusion deals damage to those who disbelieve it.
    Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as a quickened spell.
    Surefooted Stride, Mass: As surefooted stride, but multiple subjects.
    Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
    Unicorn Blood*: Gain immunity to poison, compulsion, charm effects, bestow temporary hp once.
    Viscid Glob: Ranged touch attack hurls 5-ft. diameter glob of glue at subject.
    Vulnerability: Reduces an opponent’s damage reduction.
    Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
    Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
    Xorn Movement: Touched creature swims through earth like a xorn.
    Zone of Respite: Prevents teleportation and similar effects from functioning in the area.

    6th level
    Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
    Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
    Chasing Perfection**: Subject gains +4 bonus to all abilities.
    Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
    Endless Slumber*: Subject falls asleep and is not easily roused.
    Extract Water Elemental: Pulls water from victim, forms water elemental.
    Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
    Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
    Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
    Interplanar Telepathic Bond: Link lets allies communicate across planes.
    Karmic Retribution*: Any creature damaging you becomes stunned for 1 round.
    Mage’s Trusted Bloodhound*: Create a ferocious hound that tracks and attacks foes.
    Make Manifest: You case a creature on a coexistant plane to appear on your plane.
    Ooze Puppet: You telekinetically control an ooze.
    Prismatic Aura*: Shield of colors offers concealment and damages your attackers.
    Probe Thoughts: Read subject’s memories, one question/round.
    Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
    Resistance, Superior: Subject gains +6 on saving throw.
    Ruby Ray of Reversal: Ray negates magical or mundane hazards.
    Smoky Confinement*: Subject is imprisoned within a Tiny receptacle.
    Steal Summoning*: Take control of another caster’s summoned monster.
    Stone Body: Your body becomes living stone.
    Subvert Planar Essence: Reduce subject’s damage reduction and spell resistance.
    Tactical Teleportation*: Teleport one creature/3 levels a short distance.
    Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
    Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.

    7th level
    Adamantine Wings*: Wings grant fly 60 ft., provide natural attacks.
    Animalistic Power, Mass**: As animalistic power, but multiple subjects.
    Antimagic Ray: Subject loses all magical powers.
    As the Frost**: Transform into a creatre of cold.
    Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
    Call Kolyarut: A kolyarut performs one duty for you.
    Choking Cobwebs*: Cobwebs provide concealment, slow movement, sicken creatures.
    Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level checks.
    Dragon Ally: As lesser dragon ally, but up to 15 HD.
    Elemental Body: You take on the qualities of a type of elemental.
    Energy Absorption*: Target gains resistance 10 to energy; can turn one energy attack to healing.
    Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
    Energy Transformation Field: Area absorbs energy to power a predetermined spell.
    Ghost Trap: Incorporeal creatures turn corporeal.
    Glass Strike: Turns subject into glass.
    Hide from Dragons: Dragons can’t perceive one subject/2 levels.
    Hiss of Sleep: You induce comatose slumber in subjects.
    Ironguard: Subject becomes immune to all metal.
    Luminous Assassin, Greater**: As luminous assassin, but the assassin is more powerful.
    Planar Bubble: Creates bubble around creature that emulates its native planar environment.
    Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
    Spell Matrix: Stores up to two spells of 3rd-level or lower to be reduced lower.
    Stun Ray: Subject stunned 1d4+1 rounds.
    Submerge Ship: You control ship mentally while it travels under water.
    Synostodweomer: Channel a spell into positive energy to cure 1d8 damage/spell level.
    Transfix: Humanoids freeze in place until condition you specify is met.
    Unicorn Heart*: Gain speed 60 ft., +4 on Strength, Dexterity, and Constitution-based checks; use dimension door once.

    8th level
    Chain Dispel**: Dispel multiple magical effects in multiple creatures.
    Deadly Lahar*: Create a wave of molten volcanic rock that sticks to creatures.
    Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
    Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
    Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
    Make Manifest, Mass: As make manifest, but affecting all creatures in the area.
    [i]Mysterious Redirection[i]*: Attacks against you have 50% chance to strike adjacent target instead.
    Plane Shift, Greater: Plane shift accurately to your desired destination.
    Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

    9th level
    Absorption: You absorb spell energy to power spells of your own.
    Abyssal Army: Summons demons to fight for you.
    Awaken Construct: Construct gains human-like sentience.
    Call Marut: A marut performs one duty for you.
    Celerity, Greater: Take a full-round action immediately, but be dazed for 1 round.
    Dimension Jumper, Greater*: Teleport yourself up to 60 ft. once per round.
    Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
    Effulgent Epuration: Creates one sphere/level to negate hostile magic.
    Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
    Genius Loci*: Create a guardian spirit for a specific location.
    Heavenly Host: Summons archons to fight for you.
    Hellish Horde: Summons devils to fight for you.
    Hindsight: You see into the past.
    Instant Refuge: Teleport to a safe location of your choice.
    Magic Miasma: Solid fog reduces caster level by 4.
    Obedient Avalanche: Snowy avalanche crushes and buries your foes.
    Prismatic Deluge*: Call down a prismatic effect over a wide area.
    Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
    Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
    Replicate Casting: Duplicate observed spell or spell-like ability.
    Spell Matrix: Stores up to three spells of 3rd-level or lower to be reduced lower.
    Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
    Summon Golem**: Summons a clay, flesh, iron, or stone golem from a small amount of like material.
    Unbinding: Frees everyone in range from spells that constrain or bind.
    Undermaster: You gain earth-related spell-like abilities.


    Homebrew Spells
    Spoiler
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    2nd level
    Instant Pitfall: Create a pit beneath a creature's feet.
    Phantom Caltrops: Illusionary caltrops injure creatures.
    Rary's Unbreakable Cipher: Ciphered text cannot be read by anyone except its intended recipient.

    3rd level
    Phantasmal Parasites: Subject believes it is infested with parasites, is sickened.
    Sleight of Gaze: Become difficult to notice.
    Tripwire: Wire of force trips creatures.
    Volant Escape: Change shape into a flock of birds.

    4th level
    Symbol of Summoning: Triggered rune summons creatures.

    5th level
    Calling the Epilithic Grove: Transform stone or soil into vegetation.
    Curse of Riverine Malice: Creatures begin sinking in body of water, summon water elementals.
    Immuring Octogram: Create magical prison with force walls, dispels magic, negates planar travel.
    Spell Proxy: Transfer spells affecting you to another creature.
    Suppuration of Hellish Wounds: Call an evil outsider through a wounded creature.
    Vampiric Mist: Cloud of fog deals 1d6 damage/round, heals you.

    6th level
    Fog of Fear: Mist creates frightening hallucinations.
    Prismatic Trap: Trap unleashes seven different effects on those who trigger it.
    True Recall: Remember the past with the benefit of true seeing.

    7th level
    Power Word Obey: Dominate creature with 150 or less hp.
    Power Word Silence: Silence a creature with 100 or less hp.
    Prismatic Armor: Armor of light grants multiple defenses.
    Smothering Dispel: As targeted dispel magic, counter subject's spellcasting.
    Timelock: Temporal rift prevents creatures caught in it from acting.

    8th level
    Pact of Dark Sorcery: Gain unholy power by bargaining with a fiend.
    Sovorian's Impregnable Bulwark: Gain multiple defenses, contingency.
    [i]Transmute Water to Fire: Turn water into liquid flame.
    Unseen Watchman: Creates invisible servitor that serves as a magical sensor with true seeing.

    9th level
    Wandering City: Teleport a city.
    Last edited by The Demented One; 2009-03-02 at 09:08 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Thaumaturge [Base Class]

    So... if I understand correctly... the Thaumaturge can change his spells known every day? Is that correct, cause if so, then it's freaking SWEET.

    -argus

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    Default Re: Thaumaturge [Base Class]

    Quote Originally Posted by arguskos View Post
    So... if I understand correctly... the Thaumaturge can change his spells known every day? Is that correct, cause if so, then it's freaking SWEET.

    -argus
    Yep. And in exchange, he gets slightly less spells known than the sorcerer. I'm not quite sure on the current numbers I have for that, I may lower them a bit more.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Thaumaturge [Base Class]

    Was there a reason you chose to remove pretty much all the damaging spells from the poor guy's spell list? I mean, no Magic Missile even?

    I'm guessing it's to prevent obscene batman-esque pwnage, which is a good thing, but I'm still curious as to why you removed all ability for them to hurt the other guy. It does come to mind though that they have the ability to make insanely hard checks to cast stuff from the Bard/Sor/Wiz/Clr/Drd lists though. Was that the balancing factor to having absolutely no damage potential?

    Also,
    Quote Originally Posted by Anyspell
    Spellcraft check of DC 20 + (2 x the spell’s level)
    This seems fairly tough, just to cast something you didn't have prepared that day. Maybe, DC 20+level? Or is that too low?

    -argus

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    Default Re: Thaumaturge [Base Class]

    Quote Originally Posted by arguskos View Post
    Was there a reason you chose to remove pretty much all the damaging spells from the poor guy's spell list? I mean, no Magic Missile even?

    I'm guessing it's to prevent obscene batman-esque pwnage, which is a good thing, but I'm still curious as to why you removed all ability for them to hurt the other guy. It does come to mind though that they have the ability to make insanely hard checks to cast stuff from the Bard/Sor/Wiz/Clr/Drd lists though. Was that the balancing factor to having absolutely no damage potential?
    It's actually not a balancing factor, but a flavor decision. The thing is that damage isn't really that good, so chucking out damage spells doesn't hurt him much (and eventually, he can cast them, with just a slight penalty). The thing was, the flavor behind this class was that, while wizards are the intelligent casters and sorcerers are the charismatic ones, Thaumaturges are the clever casters. Hence, their spell list focuses around summoning, illusions, divinations, and a little enchantment and abjuration: all very powerful effects, all more tactical and "clever" than just direct damage.

    This seems fairly tough, just to cast something you didn't have prepared that day. Maybe, DC 20+level? Or is that too low?
    The DC's are kinda meant to be a balancing factor to the ability to cast just about any spell. As long as you max out Spellcraft, keep a respectible Intelligence score, maybe use some items or feats for a bonus, it shouldn't be hard to make them.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Thaumaturge [Base Class]

    Ah, I get it now. I'm a big fan of clever casters, but it never hurts to keep a damage spell in reserve (I like magic missile, and similar force effects personally). I guess with the Anyspell ability, it's not too terribly hard to work either, though that DC still looks damn intimidating. I think I'd have to play a game with it to get a feel for it.

    Anyhoo, since I can't think of anything else constructive to tell ask/say, I'll just say "Looks damn awesome" and meander off into the sunset now.

    -argus

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    Default Re: Thaumaturge [Base Class]

    Quote Originally Posted by arguskos View Post
    Anyhoo, since I can't think of anything else constructive to tell ask/say, I'll just say "Looks damn awesome" and meander off into the sunset now.

    -argus
    Thank you.

    Anyways, I added in a list of all spells from Spell Compendium, Complete Mage, and Player's Handbook II that are on these guys' spell list. Note to self: NEVER AGAIN.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Thaumaturge [Base Class]

    That's a hell of a commitment. However, I see a single issue with three spells: The Celerity Family.

    These guys are already pretty good, what with the power to rewrite their spells/known every day, Anyspell themselves anything they need, etc. The last thing they need is to have Celerity naturally (Anyspell notwithstanding).

    Of course, this is just my bias against STUPID LEVELS OF BULL**** that Celerity seems to trail in it's wake.

    On a totally off-the-wall note, how do these guys use Metamagic feats? Like normal Wizards? As Sorcerers? At all? Doubly so for feats that require them to pick a particular spell, such as Divine Metamagic does (I know they can't take it, it's just an example that works, and I can't think of anything else right now, it's 1 AM here ).

    -argus

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    Default Re: Thaumaturge [Base Class]

    Quote Originally Posted by arguskos View Post
    That's a hell of a commitment. However, I see a single issue with three spells: The Celerity Family.

    These guys are already pretty good, what with the power to rewrite their spells/known every day, Anyspell themselves anything they need, etc. The last thing they need is to have Celerity naturally (Anyspell notwithstanding).
    Yes, celerity does cause problems. I've bumped them all up a level, and might just bump lesser a normal up another level, and do away with greater altogether.

    On a totally off-the-wall note, how do these guys use Metamagic feats? Like normal Wizards? As Sorcerers? At all?
    As Sorcerers. If something requires them to pick a specific spell, then they just pick the spell, and the something only kicks in when they have that spell known.
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    Default Re: Thaumaturge [Base Class]

    i actually second his idea of lowering the DC for the anyspell a little. your point is good, however, and it doesn't make it too difficult if you kept it there.

    also, i hate the sorcerer's spell progression in the fact that they get their spells a level after everyone else. i actually see no point to it, beside the erroneous idea that the designers thought the sorcerer would be overpowerer compared to the wizard initially. in my games, sorc gets spells at same level as wiz, and i would (if i were making this), do the same here.

    that reminds me, i don't think i posted that houserule at the watchtower.

    awesome pic by the way.

    other than that, nice stuff. this feels closer to how i always imagined the sorcerer.

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    Default Re: Thaumaturge [Base Class]

    I like this class. A few minor comments:

    First, there is a typo in Magecraft. There should be a space between "cast" and "arcane mark."

    I also agree with Stycotl's comment about giving them a progression like that of a wizard.

    Finally, it might make sense to let them customize the spells they have access to. Perhaps something similar to the ability given to the Warmage or the Dread Necromancer.

    Not sure fluff-wise what to call this, but maybe at certain level they get to pick one spell from the wizard/sorcerer list of a level they can cast and treat it like it is on their class list? This would also reduce the total number of dead levels. Not sure what levels to put this one though.

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    Default Re: Thaumaturge [Base Class]

    Finally, it might make sense to let them customize the spells they have access to. Perhaps something similar to the ability given to the Warmage or the Dread Necromancer.
    Hmm, like Advanced Learning? I think the anyspell ability makes that a bit redunant. Now, some spontaneous metamagic might be interesting, maybe let them pull it off with Spellcraft checks...

    EDIT: Okay, fixed the typo, changed the casting, and added in the metamagic lore ability to let these guys get spontaneous.
    Last edited by The Demented One; 2008-08-11 at 11:58 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Thaumaturge [Base Class]

    one slight question, the way it's typed, I'm reading it like he has no 0-level spells, but can attempt some of them as a spell like ability with a DC 20 spell craft check. am I on target, or did I miss something?
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    Default Re: Thaumaturge [Base Class]

    Quote Originally Posted by Kurosawa View Post
    one slight question, the way it's typed, I'm reading it like he has no 0-level spells, but can attempt some of them as a spell like ability with a DC 20 spell craft check. am I on target, or did I miss something?
    You got it.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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