Table of Contents
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Role: A thaumaturge is a focused caster, often choosing at most one or two specialty spheres and using those specialties in ways no other caster could.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The thaumaturge’s class skills are Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: The ThaumaturgeLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Caster Level | Magic Talents |
---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Casting, forbidden lore (+2), invocations, spell pool | +1 | 0 (+2) |
2nd | +1 | +0 | +0 | +3 | Occult knowledge +1 | +2 | 1 |
3rd | +2 | +1 | +1 | +3 | Invocations | +3 | 1 |
4th | +3 | +1 | +1 | +4 | Bonus feat | +4 | 2 |
5th | +3 | +1 | +1 | +4 | Forbidden lore (+3) | +5 | 2 |
6th | +4 | +2 | +2 | +5 | Occult knowledge +2 | +6 | 3 |
7th | +5 | +2 | +2 | +5 | Invocations | +7 | 3 |
8th | +6/+1 | +2 | +2 | +6 | Bonus feat | +8 | 4 |
9th | +6/+1 | +3 | +3 | +6 | Forbidden lore (+4) | +9 | 4 |
10th | +7/+2 | +3 | +3 | +7 | Occult knowledge +3 | +10 | 5 |
11th | +8/+3 | +3 | +3 | +7 | Invocations | +11 | 5 |
12th | +9/+4 | +4 | +4 | +8 | Bonus feat | +12 | 6 |
13th | +9/+4 | +4 | +4 | +8 | Forbidden lore (+5) | +13 | 6 |
14th | +10/+5 | +4 | +4 | +9 | Occult knowledge +4 | +14 | 7 |
15th | +11/+6/+1 | +5 | +5 | +9 | Invocations | +15 | 7 |
16th | +12/+7/+2 | +5 | +5 | +10 | Bonus feat | +16 | 8 |
17th | +12/+7/+2 | +5 | +5 | +10 | Forbidden lore (+6) | +17 | 8 |
18th | +13/+8/+3 | +6 | +6 | +11 | Occult knowledge +5 | +18 | 9 |
19th | +14/+9/+4 | +6 | +6 | +11 | Invocations | +19 | 9 |
20th | +15/+10/+5 | +6 | +6 | +12 | Bonus feat, master invoker | +20 | 10 |

Weapon and Armor Training
A thaumaturge is proficient with all simple weapons and light armor.
Casting
A thaumaturge may combine spheres and talents to create magical effects. A thaumaturge is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Spell Pool
A thaumaturge gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A thaumaturge gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: The Thaumaturge.
Forbidden Lore
Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect.
This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of Hit Dice of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.
Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.
Invocations
Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.
A thaumaturge may use invocations a number of times per day equal to his casting ability modifier + 1/2 his class level, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 his thaumaturge’s level + his thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it is not the thaumaturge’s turn, but the thaumaturge cannot use multiple invocations as part of the same saving throw, check, or use of forbidden lore.
Lingering Blessing
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level for 1 round per thaumaturge level.
Lingering Pain
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).
Meditation
At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.
Empowered Attack
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Empowered Defense
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Channel Punishment
At 7th level, if the thaumaturge suffers backlash when using forbidden lore, he may use an invocation to pass the penalty off to another creature within 30 feet. If that creature is unwilling, they are allowed a Will save to negate this effect. On a successful save, the thaumaturge suffers the effect of the backlash as normal.
Defensive Invocation
At 7th level, before attempting a saving throw, the thaumaturge may use an invocation to add his forbidden lore bonus to the roll.
Item Lore
At 11th level, the thaumaturge may use an invocation to add his forbidden lore bonus to the caster level of a spell-completion or spell-trigger magic item he is wielding for 1 round. This bonus only functions while the item is being wielded by the thaumaturge.
Soulfire
At 11th level, when the thaumaturge suffers backlash from using forbidden lore, he may use an invocation to empower himself. He gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier. This does not negate the penalty gained through the backlash itself.
Empowered Resistance
At 15th level, if the thaumaturge succeeds at a saving throw against an attack that has a reduced effect on a successful save, he may use an invocation to negate the effect entirely.
Flexible Caster
At 15th level, the thaumaturge may use an invocation to gain use of a single magic talent of his choice for 1 minute. He must meet the prerequisites (if any) and he can gain a base sphere he does not already possess with this ability. A thaumaturge may only have one use of flexible caster active at any one time; using this invocation again replaces the previous use.
Rebuke Death
At 19th level, when the thaumaturge is reduced to 0 hit points or fewer, the thaumaturge may use two of his remaining invocations to instead be reduced to 1 hit point. Effects that kill the thaumaturge outright without dealing hit point damage are not affected by this ability.
Occult Knowledge
At 2nd level, a thaumaturge gains a +1 bonus to all Knowledge checks, Spellcraft checks, and Use Magic Device checks. This bonus increases by 1 for every 4 additional thaumaturge levels possessed, to a maximum of +5 at 18th level.
Bonus Feats
At 4th level and every 4 levels thereafter, a thaumaturge gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).
Master Invoker
At 20th level, the thaumaturge selects two invocations other than rebuke death; he may use these invocations at will without using one of his invocations per day.
Favored Class Bonuses
Aasimar: Increase the temporary hit points granted by lingering blessing by +1/2.
Alraun: +1/6 to forbidden lore (or similar ability) bonus when using the Mind sphere.
Cecaelia: +1/6 to forbidden lore (or similar ability) bonus when using the (water) package of the Nature sphere.
Cherufe: +1/8 forbidden lore (or similar ability) bonus when casting sphere effects with the fire descriptor. (Note: All Nature sphere (fire) geomancing abilities have the fire descriptor.)
Created: +1/6 to forbidden lore (or similar ability) bonus when using the Creation sphere.
Cuazaj: +1/8 forbidden lore (or similar ability) bonus when casting sphere effects with the electricity descriptor.
Dwarf: Increase the duration of empowered defense by 1/4 of a round.
Elf: +1/6 bonus to the thaumaturge’s occult knowledge bonuses.
Fenghuang: +1/8 forbidden lore (or similar ability) bonus when using the Weather sphere.
Gnome: Reduce the thaumaturge’s forbidden lore backlash percent chance by 1/4 of a percent.
Goblin: Gain +1/4 of a spell point.
Half-elf: Gain +1/6 of a bonus magic talent.
Half-orc: Increase the duration of empowered defense by 1/4 of a round.
Halfling: Gain +1/4 of a daily use of invocations.
Human: Increase the thaumaturge’s forbidden lore bonus by +1/8, but increase the backlash percentage chance by 5% for every 8 times this is gained.
Leshy: +1/8 forbidden lore (or similar ability) bonus when using the (plantlife) package of the Nature sphere.
Merfolk: Increase the save DCs of the thaumaturge’s invocations by +1/6.
Orc: Whenever the thaumaturge uses the Nature sphere to deal damage (for example, increasing a fire’s size or using a tree to pummel a target), increase the damage dealt by +1/2.
Sidhier: +1/8 forbidden lore (or similar ability) bonus when using the Fallen Fey sphere.
Skinwalker: +1/8 to forbidden lore (or similar ability) bonus when using the Alteration sphere.
Tiefling: Increase the duration of the lingering pain invocation by 1/4 of a round.
Thaumaturge Feats
The following feats are particularly appropriate or useful for thaumaturges.
Extra Invocations
Prerequisite: Invocations class feature.
Benefit: Increase the number of times per day you may use invocations by 2. You may take this feat multiple times. The effects stack.
Extra Magic Talent
Prerequisite: Basic Magic Training or casting class feature.
Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
Extra Spell Points
Prerequisite: Spell pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Forbidden Totem
Prerequisites: War sphere, forbidden lore class feature.
Benefit: Whenever you successfully use forbidden lore with a totem, all allies within the totem receive a morale bonus equal to your base forbidden lore bonus to one of the following, chosen by you when you create the totem: attack rolls, damage rolls, AC, saving throws, ability checks, skill checks, magic skill checks, or CMB and CMD. Bonuses to your forbidden lore bonus do not increase this bonus. Multiple totems can give allies multiple bonuses, but two similar bonuses do not stack.
Master Artisan
Prerequisites: Forbidden lore class feature, any item creation feat.
Benefit: Choose one item creation feat that you possess. Add your forbidden lore bonus to your caster level or MSB when meeting prerequisites or determining how powerful of an enchantment you may place upon an item.
Master Of Cosmos
Prerequisites: Conjuration sphere, forbidden lore class feature.
Benefit: Your companions gain a circumstance bonus to attack rolls and skill checks equal to your forbidden lore bonus.
Master Of Death
Prerequisites: Death sphere, forbidden lore class feature.
Benefit: Add your forbidden lore bonus to your caster level when determining the number and power of undead creatures you may control at any one time through the Death sphere.
Master Of Faerie
Prerequisites: Fallen Fey sphere (Summon Fairy (fey-blessing)), forbidden lore class feature.
Benefit: Add your forbidden lore bonus to your caster level when determining the total Hit Dice of fey creatures you may have summoned at one time.
Occult Savant
Prerequisites: Spellcraft 10 ranks, Use Magic Device 10 ranks or any Knowledge skill 10 ranks; occult knowledge class feature.
Benefit: You may take 10 with any Knowledge, Spellcraft, or Use Magic Device check, regardless of stress or other situations where taking 10 would otherwise be impossible.
Moderated Invocation [3PP]
Source: Expanded Spheres: Baron's Lost Apocrypha
Prerequisites: Forbidden Lore or Strain class feature
Benefit: When you use Forbidden Lore or strain, you may choose to gain a smaller bonus than normal from these class features, to a minimum of +1 to caster level or base attack bonus.
Whenever you use Forbidden Lore and the sum of your normal caster level (before applying implement bonuses and any other temporary CL increases) and your forbidden lore bonus would not exceed your character level +½ your maximum forbidden lore bonus, you do not have any chance of backlash on the forbidden lore use. Whenever you use Strain and your total base attack bonus does not exceed your character level +½ your maximum strain bonus, you do not become fatigued.
Sphere Focus
Prerequisite: Casting class feature.
Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.
Tainted Manabond [Alienist HB]
Prerequisites: Mana sphere, forbidden lore class feature.
Benefit: You may create a tainted manabond as a manabond. When an ally that you have a tainted manabond with uses a sphere ability, you may allow them to benefit from your forbidden lore class feature as a free action even if it is not your turn. A creature may refuse this benefit if they so wish. If backlash occurs, it affects only you, but the ability still fails if triggering backlash would cause it to fail. A sphere ability can only benefit from forbidden lore once.
Totem Of The Darkest Aberration
Prerequisites: War sphere, forbidden lore class feature.
Benefit: You must spend a spell point to create a totem of the darkest aberration. When an ally within this totem uses a sphere ability, you may use an immediate action to allow them to benefit from your forbidden lore class feature. If backlash occurs, it affects only you, but the ability still fails. A sphere ability can only benefit from forbidden lore once.
Totem Of The Deepest Curse
Prerequisites: War sphere, forbidden lore class feature.
Benefit: You must spend 2 spell points to create a totem of the deepest curse. The area of this totem is desecrated with the aberrations you commune with. Enemies within this totem suffer the effects you currently suffer from due to any backlash you have accumulated.
Archetypes
The following are archetypes that thaumaturges can take.
Devourer
Devourers can use their forbidden lore immediately after consuming power from enemies, but suffer a greater chance of backlash the rest of the time.
Ebonmage [DRS]
An ebonmage is talented perfection, warlocks and magi which reach into the darkness of this world to wield for their own. This archetype uses the Polished Dark sphere rework.
Eldritch Cultist
Eldritch cultists may become confused by their knowledge, but also gain the Divination sphere.
Experimentalist
Experimentalists can create useful alchemic brews using their forbidden alchemy.
Gambler [CS/3PP]
The Gambler is a martial combatant with a focus on chance.
Genius
Geniuses are particularly adept at using skills, along with a small amount of martial ability. Though officially an archetype, it is presented as a class due to the significant number of changes to the entire class.
Knight of Willpower
Knights of willpower can receive a truly incredible boost to their power, but also have a great chance of backlash.
Martial Thaumaturge [CS]
Martial thaumaturges can access the combat spheres, although they're not as focused on it as Savants.
Pact Master
Pact masters can summon a powerful companion to aid them.
Pactmage
Pactmages form bargains and agreements with powerful creatures or outsiders.
Savant
The Savant is the martial version of the Thaumaturge. Though officially an archetype, it is presented as a class on its own page because it is different on almost every level.
Soulfire Master
Soulfire masters can burn their own endurance to cast powerful magics.
Unseen Horror
Unseen horrors can control invisible, mindless forces.
Void Gazer
Void gazers can use the Dark sphere to cloud the sight of foes.
Wild Mage
The Wild Mage realizes that raw magic is difficult to control without risk - so they throw caution to the wind in return for pure power.
DRS Thaumaturge Class Features [DRS]
This page contains new or alternative class features for thaumaturge published by DRS.
Class Equipment
The following magical items are especially appropriate for thaumaturges. The savant archetype is functionally its own class, so magical items for the savant are included on its page instead.
Invoker’s Crystal [TS:WAT]
Aura moderate Universal; CL 9th
Slot none; Price 15,000 gp; Weight 1/2 lbs.
These crystals come in countless combinations of colors and shapes, but each glows from within with a faint light that illuminates the user’s square to dim light if it is darker in their square. Any magical darkness effect (or similar power) automatically succeeds in snuffing this light, but the crystal’s light can only be covered by other effects, not permanently extinguished, as long as the crystal itself exists. When a creature with the invocations class feature fails at something they used an invocation on (such as failing a saving throw after using defensive invocation on it), an invoker’s crystal gains one charge. The GM is the final arbiter of what counts as failure. A creature with the invocations class feature can expend five charges from an invoker’s crystal when they use an invocation to double the bonus for that invocation. This works on invocations that have variable, numeric benefits, but not on those with fixed effects (such as empowered resistance). An invoker’s crystal can store up to 9 charges.
Construction Requirements
Craft Apparatus, Mana sphere, creator must have the invocations class feature; Cost 7,500 gp
Scroll Of Lost Lore [TS:WAT]
Aura moderate Divination; CL 7th
Slot none; Price 9,000 gp; Weight 2 lbs.
This tightly-wrapped scroll comes in a case of cold iron decorated with delicate silver filigree. When a creature with the occult knowledge class feature carries this scroll, it whispers into their thoughts and allows them to take 10 on all Knowledge and Spellcraft checks, even during times they would not normally be able to.
Construction Requirements
Craft Apparatus, Divination sphere, creator must have the occult knowledge class feature; Cost 4,500 gp
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book