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SamBurke
2013-05-13, 11:52 AM
Deepcaster

A Deepcaster unleashes one of his Ascendances:
http://i.imgur.com/ZE3yGsV.png
From HELMUTT's DeviantArt Page. (http://helmuttt.deviantart.com/art/Hunters-Chosen-360904132)


Magic is not something you just wake up one morning and “know.”

It is not an idle pursuit.

It is not your playtoy.

The power that every true arcane master wields is one of the laws of the universe, not a cheap copy-catting of some other famous man’s pursuits, riding the coattails of those truly wise.

This is what brought me to the discovery of the Ancient Tomes, to the discovery of these Runes: each of them is a principle, an action as natural to the universe as gravity or sunlight. But casting from the depths of the world is not a simple task, and it can’t be taught in a university. Should anyone read this, and understand, you are one out of a myriad. You are a rarity, and your brilliance and use of these Runes is a true treasure. It has become simple.



You are a Deepcaster. -An ancient Deepcaster Revivalist, name lost to history.

A Deepcaster is what the Wizard and the Sorcerer should have been: a class based both on magic, and on a man's understanding of it.

Role: A Deepcaster’s roles are as multi-faceted as his abilities and as flexible as he himself is. The principles of true magic do not limit them to destruction, or aiding allies, or slowing their foes, control or simple utility. With the proper study and work, a Deepcaster can be whatever role is necessary, though not all at once.

Alignment:There is no restriction on a Deepcaster’s Alignment. Those who pursue the power, brilliance, and work of ancient Runes and arcane laws are bound together by their study, not by mere beliefs.

Hit Die: d6

Starting Gold: As Sorcerer

Class Skills
The Deepcaster's class skills are: Appraise (Wis), Bluff (Cha), Craft (Int), Diplomacy(Cha), Fly(Dex), All Knowledges (Taken Separately, Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis).

Skill Points at First Level: (4 + Int modifier)


The Deepcaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Runes Known | Motes

1st|
+0|
+0|
+0|
+2|Runes, |2 |2

2nd|
+1|
+0|
+0|
+2| Resilient Caster |3 |3

3rd|
+1|
+0|
+0|
+3|Favorite Designs (1) |4 |4

4th|
+2|
+1|
+1|
+3|Deepen Design, Depth (1) |4 |5

5th|
+2|
+1|
+1|
+4|Depth (2) | 5|6

6th|
+3|
+1|
+1|
+4|Quick Patterns| 6|8

7th|
+3|
+2|
+2|
+5|Gathering Designs, |7 |10

8th|
+4|
+2|
+2|
+5|Depth (3), Favorite Designs (2) |8 |12

9th|
+4|
+2|
+2|
+6|Concentrated Power of Will |9 |14

10th|
+5|
+3|
+3|
+6|Instant Impact |10 |16

11th|
+5|
+3|
+3|
+7|Deep Patterns, Depth (4) |10 |20

12th|
+6/+1|
+3|
+3|
+7|Weight of Depth (1), |11 |24

13th|
+6/+1|
+4|
+4|
+8|Favorite Designs (3) | 12|28

14th|
+7/+2|
+4|
+4|
+8|Depth (5) |12 |32

15th|
+7/+2|
+4|
+4|
+9|Ascendant |13|36

16th|
+8/+3|
+5|
+5|
+9|Utter Patterns |14 | 42

17th|
+8/+3|
+5|
+5|
+10|Depth (6) |14| 48

18th|
+9/+4|
+5|
+5|
+11|Favorite Designs (4) |15 | 54

19th|
+9/+4|
+6|
+6|
+11|Weight of Depth (2) |16| 60

20th|
+10/+5|
+6|
+6|
+12|Memorized Mastery |16 | 66
[/table]

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

Weapon and Armor Proficiencies: The Deepcaster is proficient with the use of all simple weapons and light armors.

Deepcasting:(Su): An arcane, widely-awed art, Deepcasting is the application of the most basic laws and principles of magic in the most ingenious of ways, taking each individual “rune” or spell and binding it together with others to create a much more powerful ability.

At first level, you gain two “Runes” or spells from the list of Runes below. Each of these may be cast separately, on their own, as a standard action. At every noted level, you gain one additional Rune known, which can only be drawn from the list of Runes that you may know. At level 10, you may also select “Sublime” Runes to be known.

If a Rune would impose a penalty on any creature, that creature is entitled to an applicable save. The way to calculate this save is as follows: 10 plus the Deepcaster’s Intelligence Modifier plus ½ of the Deepcaster’s Class Level, in addition to any other abilities that increase the Save DC. The duration of any rune is a number of rounds equal to the number of motes invested in that design.

However, Runes on their own are often not very useful. So, by expending a full round action, you may bind together a number of Runes into what is called a Design. These Runes may come into affect all at once, or you may choose to stagger them, as you wish. By creating a Design, you must pay the mote cost for all included Runes, as well as any other effects added. Most ordinary Runes have a mote cost of 1, whilst most Sublime Runes have a cost of 2.

With many Sublime Runes, in addition, you can invest an additional 1, 3, or 5 Motes to gain the First, Second, or Third Tier abilities. You must invest motes equal to the initial cost of a Sublime in order to obtain the other tier abilities. Each investment is cumulative: in order to gain the benefit of all three tiers, you would normally invest or expend 10 motes (2 + 1 + 3 + 5) in order to do so. You may choose not to invest into any of the benefits that you desire, thus not gaining their benefits either. You may not invest more motes in a single Design than your level, plus your Intelligence Modifier.

There are three types of Runes: Sigils, Dweomers, and Ascendancies.

Sigils are Runes that are affixed to a certain point in space, such as the ground, an object, or a willing (and completely still) character. If the place to which they are fixed moves, a Sigil’s effect moves with it. Sigils have a range of Medium.

Dweomers are Runes that move from the Deepcaster to its target, within a range of Close. A Dweomer always affects a 5’ burst, which, for most practical purposes, means that it only affects one square. Nevertheless, it is still considered a burst for the purposes of enlarging the range of abilities. When considering the range of any Rune that is cast immediately after a Dweomer, but in the same design, you may only consider the range from the end of the Dweomer.

The final type of rune is the Ascendance. An Ascendance is a Touch-Range spell, which may be used either on the Deepcaster himself, or an ally. If you cast a Dweomer or Sigil, the Ascendance affects a creature who would be within your reach, as if you were standing in the effect.

If you cast a Design that has more than one type of rune in it, you must choose an order in which to activate Runes. Each rune’s range may be determined either from you, or from the target of the rune just before it. Should this not be a single square or point, you may determine the range from any point in the effected area of a Rune.

In addition, since Deepcasting is an arcane art, you are subject to Arcane Spell Failure chance when you wear armor, as normal. Besides this, you are subject to Concentration checks if you take damage, just as if it was a spell.

When a Prestige Class would advance a spell-casting class that you possess, you may choose to advance your Runes Known, and Motes, as if you had taken an additional level of Deepcaster. You do not advance Depths, Patterns, and you may not take Sublime Runes if you were unable to.

Motes(Su): Runes are powered by Motes, which are gained every level as shown on the Deepcaster Class Table. This pool of Motes is refreshed every evening at Midnight, but requires 8 complete hours of rest to be used.

You gain an additional number of runes equal to your Intelligence Modifier at the beginning of each day. This pool can be refreshed with 1 hour of concentration, and may be refreshed up to twice per day.

Resilient Caster(Su): One of the first things a Deepcaster learns is to look beyond himself, and attune to the dark secrets which fill his knowledge. This means, as well, that his magic transcends the limits of mere hindrance.

When creating and casting a Design, you may ignore the first 10% Arcane Spell Failure chance.

Favorite Designs(Su): In the long traditions of magic, many names come to mind instantly: Bigsby’s crazed love of force effects, for example, or Mordenkainen’s powerful magnum opus spell-destroyer. It is these famous spells which are handed down to Deepcasters, each of them the Favorite Designs of some ancient mage. So, too, does every Deepcaster have a special few ideas that they keep returning to, refining, and perfecting.

By spending an hour at the beginning of the day, a Deepcaster may prepare a single Design, with the specific Runes, Mote Cost, and so on all pre-chosen. By doing so, you may cast it as a Standard Action, even if would ordinarily take a Full Action or more. You gain an additional Favorite Design at level 8, 13, and 18. A Design lasts for the entire day, no matter how many times you cast it: you may always cast that specific pre-determined group of Runes, Patterns, and Depths as a Standard Action, as long as you have enough Motes to do so.

Depth of Design(Su): While wizards may dabble in metamagic, those who take a purer form of the art know a dozen ways to make their Runes more powerful, and they are not at all afraid to use them.

At levels 4, 5, 8, 11, 14, and 17, you may select a single Depth from the following list:
{table=head]Effect of Depth
Bonus overall damage
Increase the range by one category
Increase Save DC for all Runes
Increase Save DC for a specific Rune
Increase damage on each Rune
Increase the targets affected
Add 10’ to the area of effect.
Increase the duration by one and a half.
Add an extra effect on a failed save
Add an effect that applies on a successful save
Add damage for each target hit past the first
Double the benefit of the spell for the first 1d4 turns
Add one to the benefit of the spell if it has a numerical bonus.
Make an additional Jump
Increased Duration for Ascendances
Increased Duration for Runes
[/table]

See below for further descriptions of all of these Depths. A Depth may be applied to a Design as a Swift or Move Action costing 1 Mote, and applies only to that Design, having the stated effect. Applying any additional Depths is a Free Action, but cost additional Motes equal to 1 plus the number of Depths applied to that Design.

Patterns(Su): It is not enough to effect a single enemy: a battle is waged with armies, and victories must destroy those foes en masse. This very truth led to another powerful tool in the arsenal of the Deepcaster: his Patterns.

At 6th level, you gain the ability to apply your individual Runes in an Area of Effect called a Pattern, which has three levels or intensities: Quick, Deep, and Utter. At the beginning of every day, you may choose a number of Patterns equal to half your class level of any level of Pattern you know. You may add that to any Rune you know for a mote cost equal to its level, and by expending your Swift or Move Action. If a Pattern would extend the range of your Rune, then it does so. You begin with the knowledge of Quick Patterns only.

At 11th Level you gain the knowledge of Deep Patterns, and may select from them as well as from Quick Patterns. Similarly, at 16th level, you can select from Utter Patterns as well as Quick or Deep.

Gathering Designs(Su): The perfect tool for the task is not the one made in a moment, but one that has each element added with thought, spread out over a little time.

You may expend the Swift or Move Action necessary to add a Depth or Pattern, the Standard Action necessary to add a Rune, or any other such part necessary to create a design on a turn before you actually cast it. For example, you could add 10’ to the area of effect by spending a Mote on that Depth with a Swift Action, then do something else with your turn. On the next turn, however, you may finish the Design that you began, by adding Runes and Patterns to it as normal.


Concentrated Power of Will(Su): Magic is known as the craft of the men of masterful mind, as an endeavour not for the faint of heart. This is especially true of its purest form and most ancient discipline: Deepcasting. It is this mental power that allows them to keep their spells and designs from collapsing to the flux of the weave long after it seems possible.

Once per day, you may maintain a Design for the duration of the encounter, so long as you do not fail a concentration check. If you are not in an encounter, then the Design continues for a number of hours equal to your Intelligence modifier.


Instant Impact(Su): Quickly, quickly, quickly! The world of arcane mastery can only get more dangerous, and more deadly. While homegrown hedge wizards’ duels may be flashy shows of force, few can see, let alone survive, a match of great power. Why? Because it happens at lightning speed, with elements being changed in between the blinking of an eye.

Beginning at 10th Level, if you only add a single Depth to your Design, you may do so as a free action once per encounter.

Weight of Depths(Su): The depth that was unfathomable when beginning in study is easy to a more accomplished Deepcaster. But easy is not at all the goal of any true arcane artisan: no. The only thing easy about that goal is stating it: the goal is power.

At 12th level, once per encounter, you may spend an additional mote on a single Depth, and gain the benefit a second time. At 19th level, you may do this twice per encounter.

Ascendant(Su): A Deepcaster’s goal is more than mere discovery or even knowledge: it is the path of self-recognition, the dispensing of this power to himself and all those who would have it.

You may cast any Ascendance Rune as a Move Action, when you target yourself and the rune is not part of a design. Once per day, you may cast an Ascendance Rune as a Swift Action.

Memorized Mastery(Su): Few can decipher the arcane and horrible writing of an ancient Deepcaster. If they could, what would be found? Written on every page, again and again, a single principle: the combined knowledge of a dozen powerful truths and laws crystalized into a single process, one that may well bear the Deepcaster’s name, because it is as much a part of him as his own name.

At the beginning of the day, select one of your Favorite Designs. This entire Design, complete with Depths and a Pattern if you so desire, can be cast as a Swift Action once per day.

SamBurke
2013-05-13, 11:55 AM
Depths:

You gain a bonus to damage equal to half the number of dice rolled on that Design. This damage is untyped.
You increase the range by one category. Touch range becomes Close, Close becomes Medium, and Medium becomes Long range.
Each of the Runes in this Design increase their Save DC by 1.
If you have already increased your Save DC by 1, you may instead increase it by 2.
You may increase the save of a specific Rune inside your Design by 2.
You gain additional damage equal to your Intelligence Bonus on each Rune that deals damage.
You effect a number of additional targets equal to ¼ your level.
You may add 10’ to the area of effect. This means that a Dweomer now effects a 15' burst.
You increase the duration of your design by 1.5.
You add an additional effect on a failed save: either an additional number of d6 equal to your level, or one of the following effects. Paralyzed for 1d3 turns, 1d4 Ability Damage to your choice of Ability Score, or entangled.
You may apply any first-tier Elemental effects even on a successful save. These may be applied to Designs where you do not include an Elemental Rune.
You add an additional 2 damage for every target that is hit beyond the first. This damage is cumulative.
You may multiply the numerical benefit of a spell for the first 1d4 turns.
You may add one to the numerical benefit of a spell.
Make an additional Jump when you apply a Jump, Twin Jump, Jumping Infusion, or Burst Jump Pattern. The target of this jump must be within 15’ feet of at least one other jump.
The duration of any Ascendance included in this design increases to minutes per motes invested.
Special: In order to use this Depth, you must have the previous one. The duration of any one Rune in this Design is increased to minutes per level.


Patterns:

Quick:
Line:
Your rune effects every square in a 60’ line that emanates from a square adjacent to you.

Cone:
You create a 30’ cone that emanates from a square adjacent to you, and has the results of your rune applied to that area.

Burst:
You may effect a 20’ area. If this is applied to a Dweomer, the burst is 30’.

Aura:
Your ability may affect a number of targets equal to ¼ your level within 30’.

Wall:
This effects a number of adjacent squares in a line up to half your level +2.

Funnel:
This is exactly the same as a cone, only its point is angled away from the caster, and the effect emanates from the wide end.

Jumping:
If your target fails their save (or if there is no save necessary), the effects of your targeted rune applies to another applicable target within 30’.

Orb:
You create a 10' burst that fully encloses you with the effect of your spell. Any creature who crosses this line is subject to the effects of your spell once on a given turn.

Infused:
You may apply your Rune to an ally, weapon, or object. They can then activate that Rune as a standard action to an appropriate, legal, target, as if you had cast it.

Deep:

Allied:
You may select one Quick Pattern, and apply that to your Rune. Any allies who would be harmed in that Pattern are not harmed.

Wide:
You may select one Quick Pattern, and apply that to your rune. If its size is measured in squares, it affects an additional 10’ of area. If a Cone or Funnel, it affects an additional 15’.

Twin Jump:
If your target fails their save, or if no save is necessary, the effects of your targeted Rune jump to two secondary targets, who each must take the effects of the Rune as normal.

Swathe:
Your rune effects a number of squares equal to twice your level, plus your Intelligence Modifier. However, each of these squares must be adjacent to at least two others in your Design.

Explosion Wake:
Select either a Cone, Funnel, Burst, or Orb. If your Rune deals damage, it deals an additional 1.5 damage at the squares along its edge. For the purposes of this Pattern, edge is defined as each of the squares which is adjacent to an area that is NOT inside this Pattern.

Discerning:
Select a single Quick Pattern. The Rune you apply that to only affects certain kinds of people, such as those who need healing, creatures with a certain template, and so on. This, however, does not distinguish between allies.

Infused Jump:
Your Rune may be used as an infusion for two allies within 30’ of each other, at least one of whom must be in the appropriate range for your rune.

Utter:

Jutting:
Select one Quick or Deep Pattern. That starts a new Wall, Cone, or Line of your choice in its last row of effect, turning in any direction you choose. All parts of this area gain the effect of the Rune you apply this Pattern to.

Cascade:
You affect every target within 60’ of you, but you may only effect a number of total targets equal to your Intelligence bonus plus the number of Motes invested into that design.

Bursting Jump:
You may make a Twin Jump, as the Rune. At the end of all three targets, you add an additional 10’ burst with the effects of your chosen Rune.

Pepperblast:
You may effect a number of unconnected squares equal to twice your level plus the number of motes invested into this Design with the effects of your chosen Rune.

Masterful:
You may add any two different Deep Patterns to any Rune.

Apotheosis Infusion:
All allies within your eyesight gain the Infusion as if you had used the Infused Pattern on them.

SamBurke
2013-05-13, 11:56 AM
Runes:

Glimmering, (Rune)
Sigil

Mote Cost: 1
Those who are effected by a Glimmering Rune are effected by an Intimidate check, with your Intimidate Bonus, plus your Intelligence, plus your level.

Undeath, (Rune)
Dweomer

Mote Cost: 1
This rune deals a number of d6 of Negative Energy damage equal to your level, minus 1. If you invest 1 additional mote, those who are knocked unconscious by this ability are considered to be dead. If you invest a total of 2 additional Motes, those who are brought to negative hit points by this Rune rise the next round as undead of equal CR to the dead creature, and attack the nearest creatures until they are sent back to true death. These undead are not under your control, but are not protected from your Mind or Thought Runes.

Rejection, (Rune)
Sigil

Mote Cost: 1
Whatever square or Pattern this Rune effects forces all enemies to make a Will Save in order to enter or cross the area.

Cunning, (Rune)
Dweomer

Mote Cost: 1
The creature or object targeted may be hidden or trapped as a Rune, which cannot move, but is attached to the Deepcaster, or any object or surface which the target was touching at the Deepcaster’s choice. An unwilling creature is entitled to a Will Save. While so trapped or hidden, the target gains a +4 to Stealth, and is immune to HP Damage. Runes cannot attack or otherwise effect anything that is not on the object they are on.

Shimmering, (Rune)
Sigil

Mote Cost: 1
Those who are effected by this Rune must make a Will Save or be enthralled, as the spell.

Binding, (Rune)
Sigil

Mote Cost: 1
You must cast this Sigil on two objects or creatures that have been affected by another rune, including another rune that is in the same Design as this one. If these two objects or creatures touch each other, they are bound together and require a Strength Check to separate them. This check is equal to 10 plus the number of Motes invested into the Design in which you cast this rune.

Beacon, (Rune)
Sigil

Mote Cost: 1
If your target fails a will save, you know where the targeted object or creature is at all times. If you invest two additional Motes, this prevents miss chance, invisibility, and illusions about the target of your Beacon.

Speed, (Rune)
Ascendance

Mote Cost: 1
The target of this Ascendance gains an extra Move Action on every turn this rune is active. This Rune lasts for a number of turns equal to half your class level.

Range, (Rune)
Ascendance

Mote Cost: 1
When you cast this ability upon yourself, or in a Design, you may cast a Rune that reaches up to Long Range, even if you cannot see your target. If you invest 2 motes, your range increases to a number of miles equal to half your level plus your Intelligence bonus. If you invest an additional 2 Motes, you may cast to any object or creature in the world that you can form a visual image of in your mind. Then, any Design which is created with this Rune may be triggered as a Move Action.

Seeing, (Rune)
Sigil

Mote Cost: 1
You may use this Rune to view through, as if your eyes were placed wherever this rune is.

Piercing, (Rune)
Dweomer

Mote Cost: 1
You may upgrade a Seeing Rune so that it can look through walls, even those it is carved into. In addition, it can see invisible creatures.

Living, (Rune)
Ascendance

Mote Cost: 1
Any Rune which has this Ability cast on it can move on its own, up to your move speed. This does not require any action from you, but if the Rune is a creature or object hidden with the Cunning Rune, it does require that creature to take a move action. Runes which are Living may not attack unless they are an actual creature hidden by the Cunning Rune or other means.

Calling, (Rune)
Dweomer, Requires Living

Mote Cost: 1
You may summon a single Creature whose CR is equal to the number of Motes you expend with this Rune. Motes expended may not be for other Runes, Depths, or Patterns.

Image, (Rune)
Sigil

Mote Cost: 1
You may create the visual likeness of anything that you can imagine, complete with appropriate sounds. However, unless you apply the Living Rune to such a creation, it is not able to move. You may not create an image that fills more 5' cubes than your level, plus your Intelligence Modifier. If you invest additional motes, you can create an image that fills a number of additional squares equal to your level times the number of motes you invested into this specific Rune. Motes invested into other Runes do not count, but those invested into Depths do.

You may only apply a Pattern to this rune if your image is of Medium size or smaller.

Give Form, (Rune)
Ascendance

Mote Cost: 1
You may make incorporeal creatures or illusions physical for a number of turns equal to the number of Motes invested in the design in which this is cast, to a maximum of your level. In addition, the illusion must be of a CR less than your level.

Alternately, you may grant a creature a bonus to Constitution equal to the number of Motes invested in this Rune, or Depths and Patterns applied to this rune, to a maximum of your Intelligence Modifier.

Greatness of Body, (Rune)
Ascendance

Mote Cost: 1
The target gains a bonus to either Dexterity, Strength, or Constitution, chosen at the beginning of the day. This bonus is equal to 1+ the number of Motes invested in this Rune. Motes invested may not be for other Runes, Depths, or Patterns.

Greatness of Mind, (Rune)
Ascendance

Mote Cost: 1
The target gains a bonus to either Intelligence, Wisdom, or Charisma, chosen at the beginning of the day. This bonus is equal to 1+ the number of Motes invested in this Rune. Motes invested may not be for other Runes, Depths, or Patterns.

Impactful, (Rune)
Ascendance

Mote Cost: 2
You may choose one effect of a Sublime Rune, and apply it to this design. If you do not possess that Rune, you must invest an additional Mote. Even though it only costs two Motes in order to gain the effect, your Design still must have at least enough invested in it to equal twice the number of Motes necessary to gain the ability normally.

For example, if you possess the Element of Electricity Rune, and wish to use its 3rd level ability to immobilize targets, you need only spend the 2 Motes necessary to activate this Rune. However, the Design you would like to apply must have at least 10 additional motes (two times the number of necessary motes, which is 5), for a total of 12, in order to be able to apply this ability.

Thought, (Sublime Rune)
Dweomer

Mote Cost: 2
For any ability based on the Thought Rune, the target gains a Will Save: if they succeed at the will save, your Motes are expended, but you do not gain any benefits. You may read a creature’s mind and their surface thoughts, such as what they think of you, their opinions on something, or their visual memory of something you have mentioned.
Additional Effect: You can read a creature’s deep emotions and motivations. This includes their feelings, their past, ther knowledge about something you haven’t mentioned, or perhaps don’t even know about.
Second Additional Effect: You can predict your target’s entire next turn, and if you choose, after their turn’s dice have been rolled and you know the results, you can spend a move action to tell your allies what their action will be. This forces your target to re-roll all dice used in that turn.

Fire, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Fire Rune, it deals a number of D6 of Fire Damage equal to your level.
Additional Effect: Your target takes 1d4 fire damage every turn.
Second Additional Effect: Your target must make a Fortitude Save, with penalty equal to your Intelligence Modifier, or be blinded.
Third Additional Effect: Your elemental attack automatically penetrates any resistance your opponent may have. If they are immune to that element, then that immunity becomes Resistance 20.

Element of Electricity, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Electric Rune, you deal a number of D6 of Electricity Damage equal to your level. The save for the Element of Electricity is a Reflex Save.
Additional Effect: Your target is dazed for 1 turn.
Second Additional Effect: Your target is stunned for 1d4 turns.
Third Additional Effect: Your target is immobilized for 1d8 turns.

Element of Force, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Force Rune, you deal a number of D6 of Electricity Damage equal to your Level. The save for the Element of Force is a Will Save.
Additional Effect: You resolve your attacks this turn against a creature’s Touch AC. This attack is resolved against all target’s Touch Armor Class.
Second Additional Effect: Your target is Confused for 1d4 turns.
Third Additional Effect: Your target becomes unconscious for 1d8 turns.

Element of Cold, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Cold Rune, you deal a number of D6 of Cold Damage equal to your Level. The save for the Element of Force is a Fortitude Save, with a penalty on that save equal to your Intelligence Modifier.
Additional Effect: Your target takes a -2 penalty to each of their saves.
Second Additional Effect: Your target is slowed, as the spell, for 1d4 turns.
Third Additional Effect: Your target loses 1d4 turns, and cannot make an action of any sort. They are considered helpless during this time.

Mind, (Sublime Rune)
Sigil

Mote Cost: 2
The creature or creatures affected by this rune move one step toward friendly. In order to gain any benefit from the Mind Rune, your target(s) must fail a Will Save.
Additional Effect: If your target is Neutral or closer towards Friendly, then you may give them one subconscious direction. This direction may not be to harm them, but may be anything expressed in a single sentence.
Second Additional Effect: You may attempt to control the mind of a target, as the Dominate spell. If you have already targeted them with the Mind Rune today, but not this effect, the Save DC of your Design increases by 2.

Shielding, (Sublime Rune)
Ascendance

Mote Cost: 2
You gain a bonus to AC equal to the number of Motes invested in this Design for 1d3 turns. Each turn afterwards, your benefit decreases by one, until it reaches 0.
Additional Effect: You defend against one attack, ability, or spell per turn. This Rune completely takes all damage and effects of that ability, before fading out of existence. This ability may only be used once before needing to be cast again.
Second Additional Effect:

Homing, (Sublime Rune)
Sigil

Mote Cost: 2
If you know where a creature is, precisely, it is drawn towards a space you designate. You can draw yourself, or others. The creature is not dealt damage from being dragged or from the environment, even if it would. The creature moves there at normal speed
Additional Effect: Your target is damaged by anything that would damage it such as environmental hazards, spells, rough terrain, and so on, in addition to taking a number of d4s of damage equal to your Intelligence Modifier.
Second Additional Effect: The creature (or you) arrives instantly at the targeted space.

Pure, (Sublime Rune)
Sigil

Mote Cost: 0
Piercing Runes can Detect Magic, as the spell.
Additional Effect: You gain a +10 Insight Bonus when examining magic or magic items through a Piercing or Seeing Rune.
Second Additional Effect: When you look through a Piercing Rune, you gain a constant True Seeing Effect.

Plan, (Sublime Rune)
Sigil, Dweomer, or Ascendance

Mote Cost: 2
You can create a trigger, which activates your design as an immediate action. This trigger must be fairly specific, such as a certain time, bodily harm coming to a single individual, someone walking over the trigger, a death nearby, or so on.
Additional Effect: Alternately, you can have it be activated by the results found by another Rune (such as the Seeing or Thought Runes), or the success of one (Such as the Mind or Cold Runes).

Anti-Magic, (Sublime Rune)
Dweomer

Mote Cost: 2
The target takes damage in d6 equal to the number of motes invested in this rune, counting Depths and Patterns. This damage is untyped damage. If your target can cast spells or spell-like-abilities, you may change this rune to a ranged touch attack, which, on a 19 or a 20, deals double damage, as if it had a 19-20/x2 Critical Range.
Additional Effect: While this rune is active, you may detect active magic items and spells, and you automatically know what school of magic they are from. In addition, you gain a bonus on any check made to identify magic equal to the number of motes invested into this rune for its duration.
Second Additional Effect: You may attempt to remove a known magic effect on a creature or in an area, similar to the spell Dispel Magic. Roll 1d20, and add your class level. If this is higher than the caster level check of the original creator of the targeted magical effect, it vanishes.
Third Additional Effect: You designate a certain square or pattern with this Rune's Effects, and gain the following benefit. Anything or any creature that wishes to activate or use magic must make an opposed caster level check against your class level check. If they do not succeed at this check, then the spell or ability fizzles out, and is considered used, but has no effect.

Spiritworld’s Solution, (Sublime Rune)
Ascendance

Mote Cost: 2
The target becomes invisible for the duration of this Rune. Attacking a creature or otherwise causing harm ends this effect.
Additional Effect: You can choose to become or cease being ethereal at any point in the duration of this rune. It takes 1d4 turns to become ethereal or not.
Second Additional Effect: You may make attacks while Ethereal or Invisible without ceasing the effects of this Rune.
Third Additional Effect: You gain the benefits of the Wind Walk spell for a number of hours equal to the number of motes invested into this Design.

Suspension, (Sublime Rune)
Sigil

Mote Cost: 3
You may deal a number of D6s of untyped damage equal to your level. If you do not invest Motes into a Depth or a Pattern on the turn on which you cast this (you may do so on previous turns), you may spend a full-round action to multiply the number of dice by 1.5. The save necessary to gain any benefit from the Suspension Rune is a Reflex Save. Your target(s) must fail the save in order for you to apply the damage or penalties to them.
Additional Effect: You may levitate a creature or object that weighs less than 100 pounds times your Intelligence Bonus, and move it up to 30’ in any direction as a Swift Action. You may levitate yourself.
Second Additional Effect: You may slow a target for 1d6 rounds.
Third Additional Effect: You may immobilize a target in midair.

Quickness, (Sublime Rune)
Ascendance

Mote Cost: 3
The move speed of the creature targeted doubles.
Additional Effect: Your initiate roll increases by the number of Motes invested into this Rune. Motes invested may not be for other Runes, Depths, or Patterns. Move yourself up in the turn order accordingly.
Second Additional Effect: For the purposes of this effect, you may target any object that is within 30’ of yourself. This object or creature travels at twice its normal speed, even if it has its move speed increased already. If this would target a ranged weapon, its critical threat range is doubled. If this targets a spell, the target takes a -2 penalty on the save.
Third Additional Effect: If, by moving yourself up in the Initiative order, you are the highest, you gain an additional turn.

SamBurke
2013-05-13, 11:58 AM
Archetypes:
Linkbender

http://i.imgur.com/ZXttJjs.jpgFrom KypcaHT’s Deviantart Page (“http://kypcaht.deviantart.com/art/Ancient-rune-magic-297769977”)
Modified Class: Deepcaster

The ancient traditions that are upheld by the Deepcaster are not of myopic dependency on any part of their Runes or power. No: one of the greatest and oldest schools of Deepcasting is that of the Links, which drew magic across swathes of land by placing down each point for it to touch.

While it is relatively uncommon to use such a precise and seemingly geometric style, in many cases, it can do unbelievable things.

Tied to Deep Magic: If you are in Armor which you have proficiency for, you may ignore all Arcane Spell Failure chance, if it is less than 30%. However, this only applies on turns when you either have designed, cast, or possess an active Link. This replaces Resilient Caster.

Rooted Casting: Each day, you may reduce the cost of a design by a number of motes equal to 1/4 your level. You may do this as often as you like, until you run out of motes. For example, if Johan is a 12th level Linkbender, he has 3 motes' worth of cost reduction. He could reduce 3 Designs by one mote, or one Design by three motes.

Using Rooted Casting automatically increases the casting time of a Design to a full-round action.

Link the Weave (Su):
You do not gain the Patterns ability, or any of its later abilities. Instead, at 6th level, and every level afterwards, you gain the ability to make one additional Link per encounter. A “Link” is a specific spot on a surface, created within (10’ times your class level) of you. These connect together naturally, as they are specifically created low points in the weave.

Each Link connects to the one nearest to it, and, by investing a mote into it, you may cast a Design in such a way that it affects everything that is on or crosses the line of a Link. Should three or more Links enclose an area, the entire area so enclosed is affected by the design. Any number of connected Links takes a Swift Action to make, but if you prepared the Design, then you can include those Links as a free action.

For every 15’ of perimeter on your Links, you must spend one Mote in order to apply a Design to them. The Design’s damage, duration, and so on is unaffected, and only applies to the first creature to touch the square in a turn. Any creature which was affected by a specific Linked Design is immune to it until the duration of the encounter.


Sorcerer

http://i.imgur.com/LocXbr6.jpgFrom Dleoblack’s DeviantArt Page (“http://dleoblack.deviantart.com/art/Druid-360906574”)

Modified Class: The Deepcaster

Deepcasting is not always begun as the result of constant study and unwavering determination. Sometimes, it seems to happen by “accident.” Regardless of that, Sorcerers are known not for any less skill, any less effort, or any less force of will. Instead, the power that comes within allows for unmatched versatility, changing the knowledge within their own heads daily, as the need arises.

In some cases, this skill allows them to throw their designs at foes within seconds of conceiving of the idea. Going from mental concept to building Weave to hurled raw arcanic power takes but a moment, but is only learned from a lifetime.

Runes Known(Su):This replaces your previous number of Runes known. You gain 2 Runes known at level one, an additional rune of any type you may know at every even level afterwards.

Force of Will(Ex): Wherever the Deepcaster would depend on Intelligence or use their Intelligence Modifier, you instead use your Charisma Modifier. This includes for saves and the like.

Revelation Rune(Su): At 3rd level, and again at (X, Y), you gain a Revelation Rune. At the beginning of each day, you may choose what Rune out of all those you may know to prepare. You are considered to know that Rune for creating Designs for the remainder of the day, or until you refresh your Motes.

Instant Design(Su): This replaces Favorite Design. At 8th Level, you may create a Design as a Move Action. You may do this a number of times per day equal to ¼ your Class Level.


Practiced Mage:

http://i.imgur.com/Sf2S9i5.jpgFrom HELMUTTT’s DeviantArt Page (“http://helmuttt.deviantart.com/art/Midkemia-251935032”)
Modified Class:The Deepcaster

If anything epitomizes the principles at work in a Deepcaster’s arsenal, it is the studious thought and carefully planned actions of a Practiced Mage. From the scientific notation of each step necessary to produce their favorite ideas, to the recurring use and refining of those designs, everything done by a practiced mage is based on logic. Rationality. Practice.

Folio of Designs(Su): At first level, you gain a Folio full of designs that you like, similar to the way that a wizard gains their spellbook. In addition, your Runes Known Progression is changed as follows: You gain 2 Runes known at first level, and an additional one at every even level following. You may inscribe designs from whatever source you desire, but may not have more than 1 per level, plus 1 for every point of Intelligence Bonus you have.

Practice and Preparation(Su): This replaces Favorite Design. At the beginning of each day, you may may pre-create a number of designs equal to half your Class Level -1, minimum of 1. This means that at level 10, you can create 4 Designs at the beginning of the day, instead of 2. The prepared Designs may be any designs that are in your Folio, or even those that are not. If you are casting a design that is not in your folio, it takes an additional mote.

Memories of Magic: At 11th level, once per day, you may choose a single Design from your folio to be cast without Depths or Patterns, but also expending only a single Mote.

Focus(Su): This replaces Concentrated Power of Will. You may maintain a single Design up to a number of hours equal to your Intelligence Modifier, so long as you do not cast another spell, spell-like ability, or design during this time.


Feats:

Prepared:
You may either pre-create one more Design, or Gather one additional Design each time you take this Feat.
Special: You may not take this Feat more times than your Intelligence Modifier -2.

Extra Motes:
You gain an additional number of Motes equal to 1+ the number of times this feat has been taken.
Special: You may not take this ability more times than your Intelligence Modifier -2.

Modeled Infusion:
If the Rune you apply an Infusion Pattern deals damage, it has a chance of dealing a critical hit, using that ally or weapon’s critical hit range and threat multiplier.

Careful:
When you add a Pattern to your Design, it automatically excludes your allies.
Special: You must have used the Allied pattern at least twice before taking this feat.

SamBurke
2013-05-13, 12:02 PM
Deepcasters in the World

Identifying Deepcasting
Because of the complex, and individual nature of Deepcasting, it is extremely difficult to identify a Design as it's being cast. That requires a Spellcraft check, DC 10+the number of Motes being used +the number of Runes in the Design.

The following things also effect identifying a specific Design:
{table=head] Circumstances | DC Modifier
Longer than Standard Action | +2
Favorite Design | -2
Character Making Check is a Deepcaster | +2
Unfavorable Visibility | -2
Using Patterns or Depths | -2
[/table]

eftexar
2013-05-13, 02:06 PM
Consider me interested. I always did dislike vanacian casting anyway. I assume this is Pathfinder? You should probably note that in the title or many people will assume it is 3.5 at first glance.

Forgive me if I missed it, but what is the limit to the number of runes you can apply to a design?

How does the Deepcaster qualify for prestige classes? I would personally suggest handling it how the Warlock or Shadowcaster handle them.

SamBurke
2013-05-13, 02:22 PM
Consider me interested. I always did dislike vanacian casting anyway. I assume this is Pathfinder? You should probably note that in the title or many people will assume it is 3.5 at first glance.

Forgive me if I missed it, but what is the limit to the number of runes you can apply to a design?

How does the Deepcaster qualify for prestige classes? I would personally suggest handling it how the Warlock or Shadowcaster handle them.

-Changed it to PF in title.

-There is no effective limit. This is done for two reasons:
1. The limit is inherent in the class, and in the mindset of the players. You can't cast when you have no more motes, meaning that there *should* be a tendency to save motes.

2. I rather like being able to Nova.

3. I am unaware as to the Warlock or Shadowcaster's means of PrC... is it similar to Tome of Battle's 1/2 Class level as initiator level?

eftexar
2013-05-13, 02:33 PM
The way the Warlock handles it is that any prestige class that advances “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” advances his eldritch blast, invocations (known and highest rank), and caster level.
Also "Even though the Warlock doesn't cast spells his Warlock level counts towards his effective caster level." That way he can meet caster level requirements, but not spellcasting level requirements or requirements for specific spells.

Anyways I would still place some kind of limit on designs or motes. Nova is one thing, but this is more like supernova. The damage potential is the most concerning part here. I would say that this would be a reasonable limit to motes spent per design: level + ability modifier.

SamBurke
2013-05-15, 10:11 AM
Hm... I've added that to the main description, as follows:


When a Prestige Class would advance a spell-casting class that you possess, you may choose to advance your Runes Known, and Motes, as if you had taken an additional level of Deepcaster. You do not advance Depths, Patterns, and you may not take Sublime Runes if you were unable to.

3WhiteFox3
2013-05-22, 02:06 PM
Hm... I've added that to the main description, as follows:

I had an idea to give the Linkbender an ability to make up for the lack of armor. Something like the following.

Rooted Casting: 1/day at 2nd level and every 4 levels thereafter, the linkbinder may call upon ancient magic that has been lying dormant for centuries; the broken remnants of ancient links that he can call power from.

When he makes a design, he may choose to create it as a 1 round action, if he does, then decrease the total mote cost of the design by 1. This ability stacks with itself. Ex: if a 11th level Deepcaster made a design that took 2 rounds to complete, he would decrease the mote cost by 2, but it would take both of his uses per day. However, this ability does not allow a mote cost to drop below 1.

(You may use this on a pre-created design, if you do then when the is cast, it takes a full-round action. Additional uses can be added to it as if it were a regular design, increasing the casting time as normal. So from standard to full-round to 1 round, etc...)



This has limited usefulness in combat for regular designs, but it will be very potent for designs made during down time. I think that the limits per day and the longer casting time will make this useful without overpowering anything. My only concern is with pre-created designs, as it essentially allows you to have that design cost 1 less instead of the standard action cost.

SamBurke
2013-05-22, 02:32 PM
I added in a slightly altered version of that, which simplifies the mechanic a little. Thoughts?

3WhiteFox3
2013-05-23, 12:18 AM
I added in a slightly altered version of that, which simplifies the mechanic a little. Thoughts?

I like it, I'll try out a build or two and see what I come up with.

Edit: How would you handle identifying Deepcasting?

SamBurke
2013-05-30, 09:49 AM
As a note, I have resolved the question of the identification of Deepcasting. Soon, I hope to put up a sample encounter... dunno if I'll be able to.