Interdictor
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Diamond Spheres: Thaumic Potential
$6.99

Mistaken as a less-refined conduit, an interdictor applies deadly focus to the direct combat applications that a conduit is typically known for. An interdictor cannot produce magical effects from objects, but makes up for it in their mastery in manipulating the magic within objects instead.

Hit Dice

An interdictor uses d10 for their Hit Die.

This alters Hit Dice.

Greater Expertise

The interdictor has an improved talent progression, increasing from a Journeyman progression to a Virtuoso talent progression.

This alters skill expertise and replaces evoke dweomer.

Unravel Expertise

The interdictor gains the unravel arcana (and subsequent arcane shatter option) at 1st level instead of at 3rd level.

The interdictor’s arcane shatter ability improves at a faster rate, changing to 1d8 + 1d8 force damage per 2 conduit levels they possess. This does improve other abilities that rely on it.
At 11th level, when the interdictor could choose to increase the damage dealt, it instead changes to 1d8 force damage per conduit level they possess.

This replaces the esoterica granted by their chosen font and alters unravel arcana.

Desperate Hack

At 2nd level, whenever the interdictor would fail a dispel check made as part of hack magic, they can exhaust one of their own magical items to reroll the attempt. The interdictor must take this new attempt, even if it is worse. Once the interdictor gains a reroll against a specific target, they cannot do so again for 24 hours.

This alters exhaust dweomer.

Universal Arcana

At 5th level, whenever the interdictor uses unravel arcana, they can dismiss any non-utility (hack) talent, not just those that are applied to attended objects.

This replaces mana recycling.

Thaumic Disjunction

At 6th level, the interdictor gains unique ways of altering their unravel arcana abilities whenever the target of such an ability is being affected by at least two (hack) talents originating from the interdictor. The interdictor can only apply one of the following disjunctions to a use of unravel arcana.

  • Spellcrash: When the interdictor uses arcane shatter, they can spend an immediate action to have two additional magical effects or magical items that the creature is benefitting from to be suppressed for as long as the hacked object is. At 11th and 16th level, the interdictor can choose one additional magical effect or magic item to be suppressed this way.
  • Splintered Arcana: When the interdictor uses arcane shatter, they can spend an immediate action to have part of the shattered magic spread to an additional creature within 15 feet, dealing half as much of the original arcane shatter damage to the new target (Reflex halves). At 11th and 16th level, the interdictor can target one additional creature this way to damage.
  • Lingering Ward: When the interdictor uses arcane ward, they reduce the next source of damage in the next round by half the amount rolled by their arcane ward. At 11th and 16th level, this augmentation applies to an additional source of damage in the next round, although the amount is halved again each time (so at 16th level, the amount reduced on the fourth source of damage would be an eighth of the arcane ward’s original value).

This replaces manifold evocation, metamagic marvel, and quick evocation.

Tenacious Hacker

At 17th level, the interdictor rolls any dispel checks made to hack a magic item attended by a hostile creature twice, taking the highest result.

This replaces universal font.

Potent Disjunction

At 17th level, whenever the interdictor uses unravel arcana, they can dismiss two non-utility (hack) talents instead of one to maximize any variable-based numerical value that the option may involve.

This replaces protoarcanum.

Cataclysmic Shatter

At 20th level, whenever the interdictor uses arcane shatter, he can instead dismiss three non-utility (hack) talents instead of one to overwhelm the creature with a devastating amount of raw magic. The creature must succeed at a Fortitude save or instantly die (with a save DC equal to their Spellhacking sphere DC as normal). On a successful save, the creature still suffers 10 points of force damage per conduit level they possess.

Regardless of the result of the saving throw, the creature becomes immune to this ability (but not the arcane shatter ability itself) for 24 hours.

This replaces paragon of quasi-arcana.

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