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.
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.