Interminate
The%20Alienists%20Handbook.jpg
The Alienist's Handbook
$4.99
Interminates gather the arcane secrets of ancient and powerful beings, piecing together bizarre spells that are only half-understood. Often, this magic is forbidden to mortals or even dangerous for them to wield.

This archetype requires sphere arcanist.

Incomplete Knowledge

An interminate does not gain a moldable talent at 1st, 5th, 9th, 13th, or 17th levels.

This alters moldable talents.

Plundered Lore (Ex)

An interminate gains the Spellbook Mastery and Spellcrafting feats as bonus feats at 1st level. She may add spells to her repertoire even if she does not meet the prerequisites for them, casting those spells as if out of a spellbook. However, for the purpose of casting spells out of a spellbook, the interminate is not considered to possess any talents she does not possess.

In a game where techniques are used, an interminate may gain Technique Crafting as a bonus feat in place of Spellcrafting and Spellbook Mastery. She may add techniques to her repertoire even if she does not meet the prerequisites for them, performing these techniques as if out of a technique script. However, for the purpose of performing techniques out of a technique script, the interminate is not considered to possess any talents she does not possess.

This replaces the arcanist exploit gained at 1st level.

Eidetic Arcana (Su)

At 3rd level, an interminate can quickly understand abilities that she sees in practice. When she successfully identifies a sphere effect, as an immediate action she can spend an arcane pool point to gain knowledge of 1 + 1 per 3 class levels magic talents used in that effect (2 at 3rd level, 3 at 6th level, etc.). This knowledge is retained for 1 minute per class level. The interminate may retain knowledge of 3 talents at 3rd level, +1 talent per three class levels thereafter. If this ability would grant talents in excess of this limit, she must choose which previously gained talents to lose until their total mimicked talents are within the limit. An interminate cannot choose to lose a talent that is a prerequisite for another talent gained from this ability without losing the other talent as well.

The interminate may copy a cantrip or spell (or spell-like ability that mimics a spell) in place of a talent, gaining the ability to cast that spell or cantrip while it is retained. To cast such a spell, she must pay spell points based on the level of the slot to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. Cantrips and orisons may be used without spell point cost. She may not mimic a spell with a level greater than half her class level. Mimicked spells are cast according to the interminate’s casting tradition, though any material components or focuses with a cost of greater than 10 gp must still be provided.

Any sphere effects that use talents gained from this ability increase their wild magic chance by 10% per mimicked talent or 5% per spell level in the case of a mimicked spell.

This replaces the arcanist exploit gained at 3rd, 9th, and 15th levels. The arcanist counts as having the exploits class feature starting at 3rd level.

Bridge the Gap (Su)

At 5th level, when an interminate uses her eidetic arcana ability on a spellcrafted spell or technique, she may spend an additional arcane pool point to learn the spell or technique itself in addition to any talents. This spell or technique remains in her repertoire for 24 hours and does not count towards the maximum number of spells or techniques in her repertoire. During this period, the interminate may record the spell into a spellbook or technique script as normal.

Whenever she casts a spellcrafted spell or technique that she does not meet the prerequisites for, the interminate may spend any number of points from her arcane pool. For every arcane pool point spent, the chance of a mishap is reduced by 10% to a minimum of 0%. Every arcane pool point spent in this way increases the effect’s wild magic chance by 10%.

This replaces the arcanist exploit gained at 5th level.

Author's Note: When using bridge the gap to reduce the mishap chance of a technique, increased complexity for not meeting prerequisites is also reduced by 1 per arcane pool point spent.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.