Thaumaturge

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Armor: None
Weapons: Same as Wizard + Magic Foci
Tools: Thaumaturge's Tools
Saving Throws: INT, WIS
Skills: Same as Wizard

Requirements

  • (Class Bond) Wizard: You must have fully unlocked every ability of the Wizard class.

Abilities

Ultimate Ability: Etheric Overload

Rarity: Mythic | UP: 60 | ZP: 5 | ZL: 0 | Cost: 5 TP
Instantly cast three spells with no spell slot cost. If you have unlocked Etherhacking, you send out a wave of disruptive magic in a 100 foot radius, disrupting any rituals and magitech in the area and inflicting Brittle (V) 14d10 (3) to all enemies.

Clarke's Third Law

Level 1 | CC: Thaumaturge | Rarity: Exotic | Cost: 15 TP
Gain the understanding of how to write your own spells, known as Thaumaturgy. To understand thaumaturgy, you must first understand how magic works:
  • Mana: Mana is measured in Paracels, with 1 Paracel roughly equivalent to 4kJ of energy. The Prestidigitation spell uses 1pcl; the Fireball spell uses 1kpcl; and Power Word: Kill uses 1Mpcl. Thaumatic rituals, known as workings, typically measure mana use in terms of mana flow: pcl/s, also known as Thymage (T). Thymage is the first of four attributes of any component in a thaumatic working.
  • Pistemes: Pistemes are the encoded beliefs and connotations of ideas and objects under certain contexts, stored within the collective unconscious. They are what guide and direct mana towards its manifestation in the effect of a spell. All magical items have two pistemic dimensions when introduced to a spell: granularity (G) and conductivity (C). Granularity represents how broad or narrow the scope of potential meanings of the symbol is, on a decimal scale from 0 to 1. 0 represents a symbol with a wide variety of potential meanings, such as magic or water. 1 represents a symbol with a very narrow and specific meaning, such as a name. Conductivity is the strength of the semantic association between a symbol and the desired outcome it’s attached to, also on a decimal scale from 0 to 1. 0 represents an item with barely any connection to the desired outcome; 0.5 represents something partially connected (or the exact opposite and 1 represents an exact connection to the desired outcome.
  • Entropic Polarity:Entropic Polarity (N) represents how aligned a given component is towards complexity or simplicity, on a scale of -1 to +1. -1 represents acts that accelerate entropy through the destruction of complex/cooperative systems, such as murder. +1 represents acts that oppose entropy locally through the creation of complex/cooperative systems, such as sexual reproduction.

These four dimensions– T, G, C, and N– are known as the four dimensions of thaumaturgy. These four dimensions interact with four parts of a thaumatic working, known as the Well (W) the Script (S) the Interpreter (I) and the Receiver (R).
  • The Well: Usually at the center of a ritual circle, the Well is the source from which the mana is being supplied to the working. It has the largest impact on the Thymage and Entropic Polarity of the working.
  • The Script: Usually part of the vocal and somatic performance of the ritual, as well as the magescript inscribed within the rim of a ritual circle; the Script helps direct the flow of mana through a working and ties together the other components of the working in a coherent manner. It has the most impact on the Pistemic Granularity of the working.
  • The Interpreter: Comprising most of the symbolic component of a working, the interpreter works to specify the instructions of the Script to hone in on the desired effect of the working. This typically consists of various items related to the desired effect in some way, placed in specific parts of the ritual circle. It has the largest effect on the Pistemic Conductivity and Entropic Polarity of the working.
  • The Receiver: Comprising of an empty ritual circle located some distance away from the main circle, the Receiver is designed to receive any excess mana generated as a result of the primary working– known as the backfire. The backfire of a working comprises a portion of the initial T, a portion of the initial G and C, and the opposite N. The receiver ritual can also be augmented with a Script and Interpreter to control the range of potential backfire effects.

In addition to the four dimensions and the four components, there are also a few additional constraints to a given thaumatic working:
  • Minimum Duration (Dmin): The minimum duration of a working is restricted by the nature of the ritual; for instance a chant may need to go on for a set amount of time, or it may take an amount of time for an offering to be fully burned up.
  • Minimum Thymage (Tmin): The minimum thymage needed for the working to be able to begin under ideal conditions where G = 1 and C = 1.
  • Maximum Thymage (Tmax): The maximum Thymage permitted in the ritual before it begins to break down; usually limited by the item in the mana flow circuit with the lowest Tmax.
  • Efficiency (E): Calculated as the average of G and C, efficiency determines the amount of backfire caused by a ritual, as well as the amount of additional T that must be supplied relative to the Tmin for the working to start– known as the Relative Thymage (RT).

All components within the Well, Script, and Interpreter can affect the overall Thymage, Granularity, Conductivity, and Polarity of the working. The goal of a successful working is to keep the Thymage between Tmin and Tmax while maximizing G and C, and controlling for the potential effects of backfire. Thymage can be increased by adding more mana, or reduced by removing more mana or dampening the existing sources while increasing the duration of the ritual.
 

Etheric Perception

Level 2 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You can use an Arcana roll to immediately ascertain the Thymage, Pistemic Granularity, Pistemic Conductivity, and Entropic Polarity of any item in the context of a ritual.

Projective Enchanting

Level 3 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You gain the ability to create Projection Enchantments by copying down magescript onto a scroll or talisman. Projection Enchantments are enchantments that link with a ritual’s script, allowing you to activate the ritual remotely with altered targeting.

Class Feat Slot VIII

Level 4 | CC: Thaumaturge

Ritual Recycling

Level 5 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You can use an Arcana roll to gain a degree of insight on the possible backfire effect of a given ritual.

Thymatrician

Level 6 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You now automatically know the expected thymage of a ritual and the acceptable range of thymage for creating the intended effect, allowing you to better calibrate your rituals.

Infusion Enchanting

Level 7 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You gain the ability to create Infusion Enchantments through conducting a ritual targeted at an object or piece of equipment. Infusion Enchantments allow you to create a magical effect on an object that integrates with the Etheric Plane, allowing for sustainable and portable spellcasting. If you are enchanting a piece of equipment, the enchantment occupies a meld slot for that item.

Class Feat Slot IX

Level 8 | CC: Thaumaturge

Primed Focus

Level 9 | Rarity: Legendary | Cost: 3 TP
You gain +30% AFF for all spells whose damage type matches any of the damage types of your currently equipped magic focus.

As Above, So Below

Level 10 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You gain knowledge of how to create inverted rituals. Inverted rituals are rituals wherein the backfire is the actual intended effect.

Backfire Counterspell

Level 11 | CC: Thaumaturge | Rarity: Exotic | Cost: 4 TP
At the start of your turn, you gain a number of uses of Backfire Counterspell equivalent to 1+ your levels of the Smart feat. Uses of Backfire Counterspell replenish at the start of your next turn. If you end your turn in a parry stance, you can use Backfire Counterspell against enemy magic of any type so long as you have charges remaining.
Backfire Counterspell is an advanced form of counterspell that can be used in response to any magic attack or effect. Unlike normal Counterspell, the spell slot you consume to cast Backfire Counterspell needs only to be at least equivalent to half the level of the enemy spell. When you cast Backfire Counterspell, the spell is negated and turned into its respective backfire effect cast at an increased intensity. You can make an additional spellcasting ability roll to alter the direction of the backfire effect; otherwise the targeting is random.

Class Feat Slot X

Level 12 | CC: Thaumaturge

Gnostic Optimization

Level 13 | Rarity: Legendary | Cost: 3 TP
Gnostic Optimization: You gain +1 spell slots for each spell level.

Replication Enchanting

Level 14 | REQ: Clarke's Third Law | Rarity: Rare | Cost: 1 TP
You gain the ability to create replication enchantments, which allow you to copy a ritual into a single-use spell scroll. Unlike a projection enchantment, a replication enchantment does not require the original ritual it was copied from to be maintained or reset, drawing instead from the etheric plane for its ether and backfire.

Etherwalker

Level 15 | CC: Thaumaturge | Rarity: Mythic | Cost: 10 TP
Your knowledge of how ether works grants you the ability to project your consciousness into the etheric plane at will through meditation. The Etheric Plane is the plane wherein all ether from matter, living creatures, and magical effects flows– as well as the location of Archokeanos, known also as the collective unconscious. While in the etheric plane, you cannot see nor interact with the material plane; however you can see strong etheric signatures such as those from living creatures, rituals, or magitech. You can send your consciousness along the rivers of etheric flow linking different nodes, allowing you to traverse ritual networks or magitech mainframes.

While in the etheric plane, you can still cast spells as normal by siphoning the ether from nodes in the etheric plane. Directing the spell in any way into the material plane requires you to cast a level 3 spell known as Etheric Scry, which you add to your spell list if it is not already there. You also gain the ability to use spells from the Etherhacking School, which are spells designed to alter and control rituals or magitech via the etheric plane.

Class Feat Slot XI

Level 16 | CC: Thaumaturge

Meticulous Thaumaturgy

Level 17 | REQ: Clarke's Third Law | Rarity: Legendary | Cost: 2 TP
Once per long rest, you can ensure that a given ritual is calibrated exactly to your liking; allowing you to guarantee the success of a ritual you’re making, disarming, or editing in causing your intended effect (though this requires you to still have a vague understanding of how the magic in the ritual works). However, doing so doubles the amount of time it takes to actually carry out the intended calibrations compared to the normal expected time it would take to modify the ritual. Furthermore, if you are lacking the required materials to successfully alter the ritual, you are granted knowledge on what materials are required, and all progress on modifying the ritual is paused until the required materials are supplied.

Gnostic Enchanting

Level 18 | REQ: Clarke's Third Law | Rarity: Legendary | Cost: 1 TP
You gain the ability to create gnostic enchantments, which grant knowledge of a spell to a person by implanting it into the target’s unconscious. You can thus create rituals that add a certain ritual into the target’s spell list.

Class Feat Slot XII

Level 19 | CC: Thaumaturge

Book Smart

Level 20 | Rarity: Mythic | Cost: 5 TP
You gain one additional level of the Smart feat with no downsides. If you already have the Smartest feat, you gain the ability to cast spells of level 7 and 8 infinitely.

Comments

Please Login in order to comment!