The Arcane Crafter
Some caster have many gifts in the area of spellcasting. Others throw fewer spells around, but have the power to create mighty magical wonders. These are the Arcane Crafters.
Arcane Crafters have the soul of an artist, always striving to best their last magical creation, while at the same time following a drive to fill the world with magic. As such, they tend to be an eccentric and eclectic bunch, most having very little in common with other Arcane Crafters outside their drive to be creative.
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha)
Skillpoints at 1st level:
(4+Int Mod) x4
Skillpoints at level up:
|1st||+0||+0||+2||+2||Arcane Spellbook, Scribe Scroll||2||1||-||-||-||-||-||-||-||-|
|4th||+2||+1||+4||+4||Bonus Crafting Feat||2||1||1||-||-||-||-||-||-||-|
|5th||+2||+1||+4||+4||Temporary Arcane Focus||2||1||1||1||-||-||-||-||-||-|
|7th||+3||+2||+5||+5||Bonus Crafting Feat||2||1||1||1||1||-||-||-||-||-|
|10th||+5||+3||+7||+7||Bonus Crafting Feat||3||2||1||1||1||1||-||-||-||-|
|13th||+6/+1||+4||+8||+8||Bonus Crafting Feat||3||2||2||1||1||1||1||1||-||-|
|16th||+8/+3||+5||+10||+10||Bonus Crafting Feat||4||2||2||2||2||1||1||1||1||-|
|19th||+9/+4||+6||+11||+11||Bonus Crafting Feat||4||2||2||2||2||2||1||1||1||1|
An Arcane Crafter is proficient with three weapons of their choice. They gain no proficiency with any armor or shields, as these interfere with their arcane casting.
An Arcane Crafter casts arcane spells which are drawn from the Sorcerer/Wizard spell list.
To learn, prepare, or cast a spell, the Arcane Crafter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Crafter’s spell is 10 + the spell level + the Arcane Crafter’s Intelligence modifier.
Like other spellcasters, an Arcane Crafter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, an Arcane Crafter may know any number of spells. An Arcana Crafter's spells are stored in her Arcane Focus. An Arcane Crafter begins play with an Arcane Spellbook containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Arcane Crafter has, the Arcane Spellbook holds one additional 1st-level spell of your choice. At each new Arcane Crafter level, she gains two new spells of any spell level or levels that she can cast (based on her new Arcane Crafter level) for her Arcane Spellbook. At any time, an Arcane Crafter can also add spells found in other Wizards' spellbooks or Arcane Crafter's Arcane Spellbook to her own. An Arcane Crafter must be holding her Arcane Spellbook to cast spells, channeling her power through it, however she may cast any spell in the focus without preparing it.
Unlike either a Sorcerer or a Wizard, an Arcane Crafter's spells are stored in her Arcane Spellbook, a living manifestation of the arcane creativity flowing through her obtained through a ritual taking 24 hours of unbroken concentration. An Arcane Crafter may only have one Arcane Spellbook at a time at any given time; attempting to create a new one will destroy the old one (this does not limit her having normal spellbooks, though she cannot prepare spells out of regular spellbooks anyways). Any spell she gained through experience is transferred into the new Arcane Focus; any spell she transcribed into the old one is lost. The Arcane Spellbook expands in length as her power increases. It always contains enough pages to hold all the spells she's gained through experience, plus an additional 10 pages per Arcane Crafter level, plus an additional number of pages per Arcane Crafter level equal to her Intelligence modifier. An Arcane Spellbook may not be removed from the plane its Arcane Crafter is on. Banishing one to another plane banishes the other as well. Likewise, locking one on one plane locks the other.
At 1st level the Arcane Spellbook has hardness 10 and 25HP, and is not damaged by water. At 5th level, and every fifth level thereafter, increase the hardness by 10 and the HP by 25. Additionally, at 4th level, it gains resistance to fire, cold, acid, electricity and sonic 10. This resistance improves by 10 every 4th level thereafter, finally gaining immunity to all 5 elements at level 20.
Furthermore, the Arcane Crafter gains knowledge of her Arcane Spellbook. At 1st level, she always knows which direction it is from her, and how far it is from her. At 6th level, she may use her Arcane Spellbook as her eyes and ears, seeing through it to wherever it is as if she were there; doing this requires her to concentrate, taking no actions but move actions while focused in this way. The Arcane Spellbook can only see and hear out to 60 feet. At 12th level, she may call her Arcane Spellbook to her at will as a move action, making it appear in her hand. At 18th level, she may instead choose to jump to her Arcane Spellbook at will as a full round action.
Additionally, any spell in the Arcane Focus may be cast as a scroll. However once she uses any spell in this fashion it fades from the focus for 72 hours, then reappears. Any spell faded in this manner may not be cast until it reappears. At 10th level, spells only vanish for 48 hours instead of the usual 72. Starting at 3rd level she may use this power on a normal spellbook, however the spell takes twice as long to cast and is erased from the spellbook used permanently.
Finally, the Arcane Spellbook is sentient. It has no physical stats, and its mental stats are equal to 10 plus the Arcane Crafter's ability modifier for that ability score (so an Arcane Crafter with Int 20 will have an Arcane Spellbook with Int 15). At first level, it can only communicate through empathic means with its Arcane Crafter, capable of sending nothing but emotions. At 6th level, it gains telepathy, and is able to communicate with its Arcane Crafter (and only its Arcane Crafter) mind to mind, with a distance of up to 500 feet. At 11th level, this telepathy expands to up to five miles. Also at 11th level, the Arcane Spellbook gains a fly speed of 10 feet with perfect maneuverability, and may move on its own. At 16th level, an Arcane Spellbook may use the spells on its own pages as its Arcane Crafter could, casting the spell as if its pages were a scroll and causing the page to fade, however it cannot cast any spell higher than 4th level in this manner.
An Arcane Crafter knows her art better than any, and can craft things cheaply and efficiently. At 2nd level, she may cut the amount of time required to craft any item by 75% by doubling how much EXP she expends to craft the item.
At 8th level, she may double how much time and gold an item costs to craft it at 1/4 the normal EXP cost.
At 14th level, she may spend one half the price of the item in EXP to craft the item in one tenth the time and with no gold cost.
At 20th level, she reduces the base time, gold and EXP cost to craft all items by 50%.
EXP and gold costs are always rounded up to the nearest whole number. Time is always rounded up to the nearest full hour.
At 3rd level, an Arcane Crafter can use residual magic hanging in the air around herself to great effect. Once per day be three Arcane Crafter levels, an Arcane Crafter may use an item with a limited number of charges without expending a charge.
Bonus Crafting Feat:
At 4th level and every three levels thereafter, the Arcane Crafter gains a bonus feat that must be an item creation feat or a Skill Focus (Craft) feat.
Temporary Arcane Focus:
As a minor ritual taking one hour, an Arcane Crafter of 5th level or higher may attune themselves to a single magical artifact. This may be any item of magical nature that holds multiple charges (such as a wand or staff), any piece of magical gear (any armor or weapon with a +1 or higher bonus that she is proficient with), or any magical item that has a continuous effect (such as a ring of dexterity
or belt of giant's strength
). She may cast spells using this item as if it were her Arcane Focus so long as the magic in it is active or the item still has charges. She may not use the item to channel spells used as a scroll out of her actual Arcane Focus, and should the magic in the temporary focus be suppressed or the or run out of charges, the item loses the magical properties that let her cast spells through it, and she must spend another hour in meditation with a new object (or the same one after it has been reactivated/recharged) to make it her temporary focus. A temporary focus never gives an arcane failure chance, as use of the item is automatically incorporated into casting spells with it.
At 6th level, an Arcane Crafter can burn spell levels to recharge any item that holds charges. The Arcane Crafter must burn a number of spell levels equal to that of the charge she wishes to replace. For example, to recharge a wand of fireball
one charge, she could willingly give up one 1st level and one second level spell slot, or one third level spell slot. For the purpose of this ability, two level zero spell slots equal one level one spell slot. Using this ability takes one move action per charge recharged. No item may be imbued with more than twice charges than it had at its creation.
At 9th level, an Arcane Crafter may move charges from one item with charges to another. Doing so takes one move action per charge. No item may be imbued with more than twice the charges it had at the time of its creation. You may only swap charges to an item who's spell effect is of equal or lower spell level than that of the charge being moved.
At 12th level, an Arcane Crafter may apply metamagic to spells cast out of items with charges by burning spell levels, or apply metamagic to his spells by burning charges. By expending a number of spell slots who's total level is equal to the metamagic feat being used, he may apply a metamagic to a spell as he casts it from an item. Additionally, he may burn a number of charges in an item equal to the metamagic feat requirement to add the effect to a spell you cast.
When using this to enhance your own spells with metamagic, you may not enhance your own spells beyond the highest level spell slot you may cast. When using this to enhance an item's spell with metamagic, you may only use a number of spell levels less than or equal to the level of the spell being cast.
Using this doubles the casting time of the spell for each metamagic feat applied (remember: two doublings equals a tripling, three doublings equals a quadrupling, et cetera).
At 15th level, you may change the spell cast out of an item that holds charges as you cast it. By doubling the amount of time it takes you to cast the spell out of the item, you may swap the spell for another spell of the same school of magic (so you couldn't swap an illusion spell into an abjuration spell). If the new spell is of lover level than the original spell, treat the new spell as if it was Heightened as the metamagic feat to the level of the original spell. If the new spell is a higher level spell than the original, you must sacrifice spell levels equal to the amount required to change the spell. This ability only changes the one casting of the spell; it may not be used to change the original spell contained in the item, and must be applied every time you wish to cast a new spell out of the item.
Considered the most powerful ability of an Arcane Crafter. At 18th level, you may absorb charges out of items to recover your spells. It takes three minutes per charge you absorb to recover spells in this fashion. Regardless of the level of the spell in the item, treat each charge is one spell level. You must announce what spell slots you are recharging before using this ability, and then remain in concentration while in contact with the item to absorb the charges. So it would take 9 minutes of uninterrupted concentration to absorb enough charges to make a third level spell slot. An Arcane Crafter may absorb no more spell levels per day in this fashion than his Arcane Crafter level times two.
If you are interrupted during this time, you may make a Concentration check exactly as you would to continue casting a spell under duress. If you fail the Concentration check, all the charges you intended to absorb are lost, and you recover no spells. If you fail the check by 5 or more, you take 1d3 untyped damage per three charges lost (minimum 1d3, no save). If you fail the check by 10 or more, the item you were absorbing from unleashes the power, and everything in an area 10 feet in radius around you takes 1d4 untyped damage per two charges you were absorbing as the magic is released wildly (minimum 1d4, no save for you, Ref save (DC10+number of charges released) half for others). If you fail the check by 15 or more, all charges in the item are released wildly (both the charges being absorbed and not being absorbed), and everything within 30 feet takes 1d6 per charge in the item (minimum 1d6, no save for you, Ref save (DC10+number of charges released) half for others).
Any time you empty an item of charges in this fashion, whether willingly or by failing a Concentration check by 15 or more, the item dissolves into ash.