Thaumaturge

Table: The Thaumaturgist
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +0 +0 +2 Improved ally +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Augment Summoning +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Extended summoning +1 level of existing spellcasting class
4th +2 +1 +1 +4 Contingent conjuration +1 level of existing spellcasting class
5th +2 +1 +1 +4 Planar cohort +1 level of existing spellcasting class
6th +
Hit Die

d4.

Requirements

To qualify to become a thaumaturgist, a character must fulfill all the following criteria.

Feats

Endurance .

Class

Wizard or sorcere class.

Statistics

Strength of 13 or higher.

Class Skills

The thaumaturge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Craft (thaumaturgy), Knowledge (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + Int modifier.

Class Features

All of the following are features of the thaumaturge prestige class.

Weapon and Armor Proficiency

Thaumaturges gain no proficiency with any weapon or armor.

Spells per Day

When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.

Special Abilities

The most basic of The Five Magics, Thaumaturgy relies on the conagion principle to redirect the power of an energy source for to create real world kinetic effects and, at later levels, alter forms and create voodoo dolls. Thaumaturgical manipulation is physically strenuous and all Thaumaturges are required to have Endurance and a minimum of a 13 of strength. Use of its powers can cause fatigue and exhaustion. These powers are very versatile however, and with practice, thaumaturges can learn to be good at a number of specialized thaumaturgical tasks. 

Three things are needed before a thaumaturge can perform a a feat of thaumaturgyc:

 Thaumaturgical manipulations require a concentration check (constitution based) of DC equall to 1 per 25 lbs of weight of target object. 

The ammount of material that can be moved kinetcally is based on the thaumaturges level and his/her strength.

Spells can be used to maintain concentration (called tying off) of a static kinetic effect) The target, direction, or mode of effect cannot be changed when its tied off.


Thuamaturgy is a transmutation effect. Target objects gain no save. Target creatures gain a will save equall to 10 +  level of thaumaturge.

Apprentice

May manipulate small objects at within 1 yard. Acts as ½ strength levitate spell. Precision is less than perfect and casting time is 1d2 full round actions. 50lb/level/strenth bonus

Journeyman

At 2nd level, a Journeyman can move larger objects within a twenty foot radius. This acts as a levitate spell with a full round action casting time. 100lb/level/strength bonus

Advanced Journeyman

The Advanced Journeyman begins to master thaumaturgical concepts and may invoke a double-strength levitate spell as a standard action and invoke a feather fall at will (with all three criteria in place). Range is sixty feet and the power source used with be diminished a maximum of ¾ of the source.. 200lb/level/strength bonus

Thaumaturge

Strong in understanding of principles. Kinetic control over an object so manipulated is equivalent to a telekinesis spell within a 120 foot range. Maximum wegth that can be manipulated in such a fashion is 25 lb lvl

Advanced Thuamaturge
Expert in the field. Power drain is only ½ of source and telekinetic manipulations can affect creatures and objects of up to 100 lbs per level. May also ward a creature against voodoo attacks, requiring ¼ day per level of the victim to create the warding.
Master Thaumaturge
May now invoke a full strength telekinesis as well as create voodoo doll from a minimum of three separate pieces of the target (and 100gp/level). Damaging the doll causes 6HP/day save for ½. Destroying the doll causes death on command, save at -4. May also invoke a Tenser’s Floating Disc with concentration. May teach.