The Thaumaturge is a scholar and practitioner of magical arts, specializing in the creation of magical items and the harnessing of magical energies from preserved remains of magical creatures. Thaumaturges channel magic through careful study, preparation, and craftsmanship, often requiring a laboratory for their intricate work.
Thaumaturges rely on their intellect and understanding of magical theory, alchemy, and thaumaturgy, and intelligence and dexterity affect their ability to craft magical items and perform complex preservation methods.
Thaumaturges do not cast spells in the traditional sense but create magical objects imbued with spell-like effects. They use Manyoya (feathers) for temporary effects and more permanent objects for lasting enchantments.
Thaumaturges learn to preserve magical creatures' remains, extracting and storing magical energies for later use. They record their methods and discoveries in their academic notebook, refining their techniques as they level up.
Starting at 1st level, Thaumaturges can craft simple magical items using preserved remains of magical creatures. As they level up, they can create more complex and powerful items.
All Thaumaturges possess the ability to understand the nature of Manyoya feathers or magic items. Through careful examination and study, they can potentially discern the properties and potential applications of these magical materials. Thaumaturges can make an Intelligence check to analyze Manyoya feathers or magic items, gaining insights into their nature, origin, and potential uses. The difficulty and details of the information obtained are determined by the GM.
At 2nd level, Thaumaturges choose a specialization, such as Feather Magic, Alchemical Thaumaturgy, or Necromantic Arts. Each specialization grants unique abilities and bonuses.
These specializations provide a clear and balanced progression of abilities for the Thaumaturge class, with each path offering unique opportunities and challenges. By defining specific abilities at the 2nd, 6th, 10th, and 14th levels, players can look forward to meaningful growth and development within their chosen specialization.
2nd Level - Enhanced Manyoya Crafting:
6th Level - Feather Preservation Expertise:
10th Level - Advanced Feather Affinity:
14th Level - Ultimate Manyoya Crafting:
2nd Level - Enhanced Permanent Object Crafting:
6th Level - Material Efficiency:
10th Level - Advanced Alchemical Insight:
14th Level - Master Artificer:
Increase an ability score of the players choice by at 4th, 8th, 12th, 16th, and 19th levels.
At 18th level, you have achieved such mastery over your preservation methods that...
At the pinnacle of their craft, 20th-level Thaumaturges can XXXXXXXXXXXXXXXXXXXXX through their thaumaturgic prowess.
The Thaumaturge class in the world of Sayarii possesses unique abilities to preserve and utilize magical creatures for crafting magical items. This system is governed by two key processes: Preservation and Utilization, each with specific requirements and conditions.
At the outset of any Preservation or Utilization attempt, the Thaumaturge must define the specific magical ability they are seeking to equip (for Manyoya or a Permanent Item creation. This definition guides the process and sets the parameters for the success or failure of the attempt.
Preservation is the process of preserving the remains of magical creatures, extracting stabilizing and preserving the magical tissue(s) for later use. It must be performed on fresh specimens or those that have been frozen or cooled for transport. Working with older or decayed specimens may result in disadvantage modifiers, as determined by the GM. The success of the preservation operation determines the quantity/quality of the final preservation which is measured in "u" or Units.
Utilization involves crafting magical items using the preserved magical energies. It is a laboratory science and cannot be performed in the field. There are two categories of utilization: Manyoya (feathers) and Permanent Objects, each with its own success matrix.
Manyoya utilization focuses on imbuing feathers with temporary magical effects. A standard Manyoya utilization attempt costs 2u of preservation material from an appropriate specimen, as well as other alchemical materials and equipment. The success is determined by a d20 roll plus the Thaumaturge's Dexterity modifier:
Utilization of Permanent Objects involves crafting more lasting magical items. The process is more complex, and the success matrix reflects this. A standard permenent object utilization costs 4u of preservation material from an appropriate specimen, as well as other alchemical materials and equipment.
|Roll + Modifier
|Material Preserved (Units)
|Roll + Modifier
|Roll + Modifier
The Thaumaturge's Preservation and Utilization system offers a rich and nuanced gameplay experience, blending scholarly study, magical craftsmanship, and practical application. By emphasizing the field nature of Preservation and the laboratory requirement for Utilization, the system adds realism and complexity to the Thaumaturge's role. It allows players to explore the intricate world of magical crafting in both Dungeons & Dragons and Pathfinder systems, engaging with the unique abilities and challenges of the Thaumaturge.
The Challenge Rating (CR) is a numerical value used in both Dungeons & Dragons (D&D) and Pathfinder role-playing systems to represent the relative difficulty of a creature, trap, or other challenges. It serves as a guideline for Game Masters (GMs) to design encounters that are appropriately challenging for a group of player characters at a given level.
Usage in Determining Thaumaturge's Abilities:
In the context of the Thaumaturge class, the CR system can be applied to determine the level of magical creatures that a Thaumaturge can work with, preserve, and harness for magical crafting. As the Thaumaturge levels up, they gain the ability to work with creatures of higher CR, reflecting their growing expertise and mastery over more complex magical practices.
Examples and Extrapolation:
The examples provided in the Thaumaturge's level-to-CR table can be used in both D&D and Pathfinder systems. GMs can extrapolate from these examples based on their preference and the specific lore and magical creatures of their game world. The table serves as a flexible guideline, allowing GMs to tailor the Thaumaturge's abilities to fit the unique challenges and opportunities of their campaign.
Conclusion:The CR system provides a versatile and valuable tool for GMs, enabling them to balance encounters and design engaging challenges. By tying the Thaumaturge's abilities to the CR of magical creatures, the class offers a rich and immersive experience that can be adapted to both D&D and Pathfinder systems. It adds depth to the character's progression, aligning their magical crafting abilities with the challenges and rewards of the game world.
|Max Challenge Rating (CR)
|Example Magical Creatures
|Pixie, Dust Mephit, Ice Mephit
|Air Elemental, Flesh Golem
|Stone Giant, Young Black Dragon
|Bone Devil, Young Gold Dragon
|Adult Brass Dragon, Ice Devil
|Adult Bronze Dragon, Purple Worm
|Adult Blue Dragon, Marilith
|Ancient White Dragon, Pit Fiend
|Ancient Black Dragon, Lich
|Ancient Bronze Dragon, Kraken
|Ancient Gold Dragon, Tarrasque
|Ancient Silver Dragon, Ancient Red Dragon
For a comprehensive list for Dungeons & Dragons click here (PDF)