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There are many arcane organizations in Theeurth. In the
northern land of Tirgonia, the most prestigious is the Arcaneum.
More than five hundred years old, it claims most of the powerful
sorcerers and wizards of the city of Tirgon as its members, though
it draws members from across Tirgonia and beyond. Members of
the Arcaneum are known as Thaumaturges.
The thaumaturges study new realms of knowledge, and share their
learning with each other. Like many such guilds, the thaumaturges
have a spell pool known as the Deepwell.
Hit Die:d4
Requirements:
Alignment: Any nonevil
Skills: Knowledge (arcana)(8 ranks),
Scry (4 ranks), Spellcraft (8 ranks)
Feats: Scribe Scroll, Spell Focus, and any one metamagic feat
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 T.
Class Skills:
The skills of an Arcaneum Thaumaturge (and the key ability for each
skill) are: Alchemy (Int), Concentration (Con), Craft (Int),
Knowledge (any)(Int),
Profession (Wis), Scry (Int), and Spellcraft (Int).
Skill points at each level: 4+Int modifier.
Class Features:
All of the following are class features of the Arcaneum
Thaumaturge prestige class:
Weapon and Armor: Arcaneum Thaumaturges gain no
proficiency with any weapons or armor.
Spells per Day: An Arcaneum Thaumaturge's training
focuses on magical learning. Thus with each level, he advances in spell casting ability. He does not, however,
gain any other benefit a character of that class would have gained
(metamagic or item creation feats, for instance).
Membership: The character becomes a full member of the
Arcaneum, entitled to vote on issues before the entire membership,
use the extensive facilities in Tirgon, including the library,
laboratories and workrooms (though access to these facilities is
based upon seniority) and replenish his store of common material
components (these carry a nominal cost). In addition, any
Thaumaturge may reside at the Arcaneum for the cost of 5 T. per
day.
Membership incurs the following duties and costs:
- Monthly membership dues of 25 T. (payable up to 5 years in
advance).
- Obedience to the rulings of the Masters.
- Aid to other members in times of need.
- Devotion of personal time and energy to the Arcaneum (10% XP
penalty).
This last is the cost of contributing to the Arcaneum by
creating items, casting spells and performing maintenance on the
Deepwell.
Improved Spell Acquisition: At each level of advancement
in the Thaumaturge prestige class, a character gains three spells
of his choice of any level he can cast to add to his spellbook.
If the character is a wizard, then one of these three spells must
be from his specialist school.
Deepwell: The Deepwell is a magical artifact at
the center of the Arcaneum's headquarters in Tirgon. It is a
mighty battery of spell energies, and all thaumaturges of 2nd
level or higher are given a Deepwell Amulet that allows
them to draw upon its energies anywhere within Theeurth. At
2nd level, a thaumaturge can can draw upon spells of 1st through
3rd level. At 6th level, a thaumaturge can draw upon spells
of 1st through 6th level. At 10th level, a thaumaturge can
draw upon spells of 1st through 9th level. See the Deepwell
description below for details.
Research Breakthrough: Through intense study of magical
theory, the character has achieved a new insight into the uses of
magic. Select a new metamagic feat.
Aid Spellcasting: The cooperative nature of the Arcaneum
has allowed the thaumaturge to learn the aid spellcasting
feat.
Bonus Language: Thaumaturges study the knowledge of many
lands, and need to use many languages. As such, they learn
new languages with some ease. The character may add one new
language to the list of those he already knows.
Greater Spell Focus: The free exchange of ideas and
techniques has resulted in the character achieving a deeper
understanding of his chosen area of study. The character
gains the greater spell focus feat.
| Class Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells Per Day |
| 1st |
+0 |
+0 |
+0 |
+2 |
Membership,
Improved spell acquisition |
+1 level of
existing class |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Deepwell I |
+1 level of existing class |
| 3rd |
+1 |
+1 |
+1 |
+3 |
Research
Breakthrough |
+1 level of
existing class |
| 4th |
+2 |
+1 |
+1 |
+4 |
Aid Spellcasting |
+1 level of existing class |
| 5th |
+2 |
+1 |
+1 |
+4 |
Bonus
Language |
+1 level of
existing class |
| 6th |
+3 |
+2 |
+2 |
+5 |
Deepwell II |
+1 level of existing class |
| 7th |
+3 |
+2 |
+2 |
+5 |
Greater Spell
Focus |
+1 level of
existing class |
| 8th |
+4 |
+2 |
+2 |
+6 |
Research Breakthrough |
+1 level of existing class |
| 9th |
+4 |
+3 |
+3 |
+6 |
Bonus
Language |
+1 level of
existing class |
| 10th |
+5 |
+3 |
+3 |
+7 |
Deepwell III |
+1 level of existing class |
Deepwell Casting
The thaumaturges of the Arcaneum receive a Deepwell
Amulet upon reaching 2nd level. This token allows them
to access the spell energies stored in the Deepwell. It
works only for the thaumaturge for whom it was created, and if
lost, the thaumaturge loses the ability to draw from the Deepwell
until another is forged for him.
Spells may be called from the Deepwell anywhere
in Theeurth as a full-round action. The caster must have a
spell slot of the appropriated level open and unused to call upon
a spell from the Deepwell. Metamagic feats may not be added
to spells cast from the Deepwell. A thaumaturge can call a
number of spells from the Deepwell per day whose spell level total
is equal to or less than half the thaumaturge's total arcane
levels. Thus, an 8th-level caster could call two 2nd level
spells or one fourth, or any combination that added up to four
spell levels, provided he had open, unused slots of the
appropriate levels. Spells thus called must not be from a
specialist's prohibited school(s).
The spell, if available, appears in the
thaumaturge's mind at the beginning of his next round of action,
and can then be used immediately. If the called spell is not
used within 1 minute per level of the spellcaster, it fades as if
cast. Neither sorcerers nor wizards can learn the spell thus
called, despite its temporary residence in their minds.
The spells in the Deepwell change daily.
The percentage chance that a desired spell is available on any
given day is 55% minus 5% per level of the spell. Thus, a
1st-level spell is 50% likely to be available, while a 9th-level
spell is only 10% likely to be available. If a spell is
available and called, the chance that another spell of the same
type being available is reduced by 5%. Spells not found in
the Player's Handbook are less likely to be available (by
an unknown factor). If the spell is not available, the
caster can continue checking for other available spells until one
is found, which does not add to the time required for calling a
spell.
Casters must replenish the spells they draw from the Deepwell
with twice the number of spells of the same levels. The
excess spells go to power the Deepwell. A caster may carry a
"spell debt" of up to three times his total arcane
spellcasting levels (that is, a 5th level wizard, 5th level
thaumaturge could have a debt of up to 30 spell levels).
When the spell debt limit is reached, no more spells may be
withdrawn from the Deepwell until the debt is reduced. It is
possible for one thaumaturge to pay the debt of another. It
is also possible for a thaumaturge to "pre-pay", adding
a number of spell levels into the Deepwell up to three times his
total arcane spellcasting levels.
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