Changeling Recaster

Advanced Changeling class — see Classes for the full list.

Changelings recognize that the world itself is more flexible than other races would like to believe. Those changelings who dedicate themselves to arcane pursuits, called recasters, are able to warp themselves and others with powerful transmogrifications. What they do not change, they cover with lifelike illusion. With sufficient experience, they can even bend the rules of magic itself, casting spells normally disallowed to arcane casters.

Changeling Recaster Level Progression / Recaster Spell Progression

ExperienceLevelTitleSpell PointsHit Dice123456
01Trickster11d41-----
3,2502Mimic22d42-----
6,5003Phantasm43d421----
13,0004Ghost64d422----
26,0005Prodigy95d4221---
52,0006Shaper126d4222---
105,0007Illusionist187d43221--
210,0008Chimera258d43322--
385,0009Recaster359d433321-
560,00010Recaster, 10th level479d4+133332-
735,00011Recaster, 11th level589d4+2433321

Recaster Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-313+13+15+11+12++0
4-612+12+14+10+11++1
7-911+11+13+9+10++2
10-1110+10+12+8+9++3

Combat Characteristics

Like human mages, changeling recasters have limited combat training. They are quite vulnerable to physical danger, and in an adventuring group they should be protected.

Combat Proficiencies: Recasters have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.

Combat Progression: Recasters advance in attack bonus and saving throws by two points every six levels. They cannot cleave, regardless of their level.

Starting Class Powers

Spell LevelSpell Point Cost
1st1
2nd2
3rd3
4th5
5th7
6th10

Mutable Arcane Magic: Recasters learn and cast powerful arcane spells, but their method of casting is more flexible than that of a mage. Recasters perform magic by spending spell points (SP) rather than by expending daily spell castings. Each spell costs a certain number of spell points to sing. The higher the level of the spell, the more points it costs. The Spell Point Costs table describes each spell’s cost. The recasters’ use of spell points gives them the flexibility to choose to cast a large number of low level spells, a small number of high level spells, or any combination in between. Like other arcane magic, arcane spellcasting is a studious art. A recaster’s spell selection is limited to the spells in her repertoire. A recaster’s repertoire can include a number of spells up to the number and level of spells listed for her level, increased by her Intelligence bonus, and functions exactly like an arcane caster’s repertoire in all respects. Recasters recover their spell points in the same way studious spellcasters recover their daily spell castings, by spending eight hours resting without interruption and one hour concentrating on study. Spell points can only be recovered by resting once every 24 hours. (This is a reskinned version of on Elven Spellsinging, see that document for more details).

Ambient Magic Tapping: Recasters can draw on the ambient magic found in places of power to fuel their spells without expending their own spell points. A recaster who is sensing power (see below) will automatically identify and rank a place of power upon entering it. (See Elven Spellsinging for more details).

Arcane Affinity: The recaster feels arcane currents flowing through the air and develops an affinity for a specific category. At 1st level, the character chooses an arcane affinity from those listed below.

Collegiate Wizardry: The recaster has received arcane instruction as an apprentice to a mage or other arcanist, pupil at a magical academy, or member of an arcane organization. He can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency).

Recaster Level
Spell Level1234567891011
114+13+12+11+10+9+8+7+6+5+4+
2--14+13+12+11+10+9+8+7+6+
3----14+13+12+11+10+9+8+
4------14+13+12+11+10+
5--------14+13+12+
6----------14+

Extemporaneous Casting: In cases of dire need, recasters can stitch together facets of spells from their repertoires to create new effects on the fly. This can be powerful, but it is also risky, requiring a successful extemporaneous casting throw based on the resulting spell’s level and the recaster’s level. Modify the throw by the recaster’s CHA bonus, if any. If the throw fails, the spell points have been wasted, and if the throw is an unmodified 1, a mishap will result. In order to create an extemporaneous effect, the recaster must have the basic effect in his repertoire, the extemporaneous effect may not benefit from effect or target modifiers of less than x1, and the final spell level must not be higher than the highest level of spell the recaster could normally cast. More details can be found in Extemporaneous Spells.

Recasting: Whenever the recaster is affected by a spell, each of its effects that he suffers is added to his repertoire for purposes of extemporaneous casting. They remain in his repertoire until he next recovers spell points. Effects that the character does not suffer (e.g., because he passed a saving throw) are not added to his repertoire in this way.

Sensing Power: The recaster feels arcane currents flowing around them. The character can detect spellcasters within 30’ and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity and identify the spell signature of the effect. The character cannot necessarily sense whether an item is magic unless it has been used in the last 24 hours. Sensing power requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes).

Subtle Magic: The character can cast spells with minimal words and gestures. The gestures, while subtler than those of ordinary casters, are still apparent if the character is in direct view of undistracted observers. The words are hard to hear even in a quiet room; a successful proficiency throw to hear noise is required to hear the character cast spells. Full binding and gagging is necessary to prevent the character from working magic. This is equivalent to the Quiet Magic proficiency.

Arcane Affinities

Each recaster chooses one of the following arcane affinities at 1st level:

Fey Arts of Conjuration: When the recaster casts summoning spells (such as conjure fiend or summon shadow), the spell effects are calculated as if he were two caster levels higher than his actual level of experience. (This makes them harder to dispel.) If the character loses his concentration due to taking damage while controlling a conjured creature, he must make a Spell saving throw. If the save succeeds, he maintains his concentration. His eligibility to conduct research on summoning magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching summoning magic. Conjure Dark powers can stack with the Mastery of Conjuration and Summoning proficiency, such that the character’s summoning spells are calculated as if he were three (rather than two) caster levels higher and he gains a +2 bonus on his Spells save to maintain concentration.

Elemental Mastery: The recaster is a master of a particular element (either air, earth, fire, water). Spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The recaster’s mage missiles are elemental and deal an additional damage type based on his element — electric, seismic, fire, or cold for air, earth, fire, and water respectively. The recaster can automatically identify and rank a place of power related to his element upon entering it. If the recaster also has the Elementalism proficiency specialized in the same element, the spell effects of spells using this element are calculated as if he were one caster level higher than his actual caster level.

Grotesque Arts of Transformation: When the character casts transmogrification spells, the spell effects are calculated as if he were two class levels higher than his actual caster level. His eligibility to create crossbreeds or research transmogrification magic is determined as if he were two caster levels higher than actual. Targets of his transmogrification spells suffer a -2 penalty to their saving throw. He gains a +2 bonus on magic research throws and increases his research rate by 10% when creating crossbreeds or researching transmogrification magic. Grotesque Arts can stack with the Transmogrification proficiency, such that the character’s transmogrification spells are calculated as if he were three (rather than two) caster levels higher and his bonus to magic research and research rate is increased to +3 and 15%.

Mastery of Domination and Deception: When the recaster casts enchantment spells (such as bewitch person) or illusion spells (such as phantasmal figment), the spell effects are calculated as if he were two caster levels higher than his actual level of experience. Targets of his enchantment and illusion spells suffer a -2 penalty to their saving throw. His eligibility to conduct research on enchantment and illusion magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching enchantment or illusion magic. If the character has this custom power and Mastery of Enchantments and Illusions, the character can cast enchantments and illusions as if he were three (rather than two) caster levels higher than his actual caster level, and targets suffer a -3 penalty to their saving throws.

Secrets of the Dark Arts: The recaster can control undead as a Chaotic cleric of one half his class level (rounded down). If the character casts death spells, his targets suffer a -2 penalty on their saving throws. When the character casts necromantic spells (such as animate undead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. His eligibility to research death or necromancy magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching death or necromancy magic. While this is effectively Black Lore of Zahar proficiency selected as a custom power, consider Secrets of the Dark Acts as a separate custom power and allow it to stack with the proficiency, such that the character can control undead as a crusader of two-thirds his class level (rounded up), and his death and necromancy spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.

Secrets of the Radiant Arts: The recaster can rebuke undead as a cleric of one half his class level (rounded down). If the recaster casts spells that require a Paralysis saving throw, his targets suffer a -2 penalty on the save. When the character casts protection spells (including dispels), the spell effects are calculated as if he were two caster levels higher than his actual caster level. His eligibility to research protection magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching protection magic. Secrets of the Radiant Arts can stack with the Bright Lore of Aura proficiency, such that the recaster can turn undead as a crusader of two-thirds his class level (rounded up), and his protection spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.

Additional Class Powers

Minor Magical Research (5th): The recaster can research spells, scribe magical scrolls, and brew potions. Remember that some kinds of research will be possible two levels sooner due to the recaster’s arts of transmogrification and mastery of domination and deception. Rules for magic research can be found in Campaigns.

Major Magical Research (9th): The recaster can create more powerful magic items such as weapons, rings, and staffs. Remember that some kinds of research will be possible two levels sooner due to the recaster’s arts of transmogrification and mastery of domination and deception. Rules for magic research can be found in Campaigns.

Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the recaster can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the recaster already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research in Campaigns). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the mage on an adventure, the apprentices must be paid wages as henchmen.) If the recaster builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for sanctums are detailed in Campaigns.

Supreme Magical Research (11th): The recaster can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the mage can create necromantic servants and become undead. Remember that some kinds of research will be possible two levels sooner due to the recaster’s arts of transmogrification and mastery of domination and deception. Rules for magic research can be found in Campaigns.

Racial Traits

Alien Appearance: When in their natural form, changelings have a bland appearance, faded and lacking detail. They appear to have a gray and gauzy additional layer of skin all over their bodies. Their skin tone is pale, their hair thin and most commonly a shade of silvery white, though sometimes a pink, green or blue. This alien appearance is disconcerting, causing a -2 penalty on all reaction rolls while in this form. What’s more, knowledge of shape-changers in their midst can make a populace uneasy, unfriendly, or even violent (at the Judge’s discretion). As such, most changelings endeavor to conceal their true nature.

Change Shape: Changelings have the ability to alter their forms to look like any humanoid. Treat this as an alter self spell except that it takes 1 full turn to effect the changes. Changelings may use this ability up to once per hour, and the caster level is equal to the character’s level.

Mastery of Imitation: All changelings spend their early lives learning how to project false faces and voices, granting them the benefits of both the mimicry and disguise proficiencies.

Slippery Mind: Changeling are adept at wriggling free of mental effects, granting them a +3 bonus to saving throws against enchantments and illusions.

Social Intuition: A changeling intuitively grasps the finer points of navigating social situations, receiving a +1 bonus on all reaction rolls when attempting to parley with intelligent characters.

Class Proficiencies

Proficiency Progression: At 1st level, mages select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 6th level. They select an additional general proficiency at 5th and 9th level.

Changeling Recaster Proficiency List: Alchemy, Alertness, Battle Magic, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Counterspelling, Collegiate Wizardry, Contortionism, Diplomacy, Eavesdropping, Elementalism, Expanded Repertoire, Familiar, Healing, Illusion Resistance, Intimidation, Knowledge, Language, Lip Reading, Loremastery, Magical Engineering, Magical Music, Martial Training, Mastery of Enchantments & Illusions, Mastery of Conjuration & Summoning, Mystic Aura, Naturalism, Passing Without Trace, Prestidigitation, Sensing Power, Soothsaying, Transmogrification, Unflappable Casting

Recaster Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4TravelerFamiliar Navigation SurvivalFamiliar of character’s choice. Musty old spellbook with mage missile and leaping*, ***gnarled oaken staff, simple robe, leather shoes, traveler’s rucksack, waterskin, 2 weeks’ iron rations, 1gp, 4sp, (enc. 2 5/6 st)
5 – 6DruidBeast Friendship Naturalism Animal HusbandryTravel-worn spellbook with thunderclap and chameleon, worn dagger, brown robes, leather belt, leather gloves, high boots, backpack, belt pouch, quill and ink, 2 weeks’ iron rations, 19gp (enc. 2 2/6 st)
7 – 8NecromancerBlack Lore of Mabar Knowledge (Occult) AlchemyIron-bound spellbook with unliving puppet and faithful companion, wavy-bladed dagger, gray robes, polished iron skullcap, embossed belt, low boots, backpack, quill and ink, waterskin, 2 weeks’ iron rations, 56gp (enc. 3 1/6 st)
9 – 10ElementalistElementalism (fire)* Naturalism AlchemyWood-paneled spellbook with fan of flames and blinding flash, gnarled oaken quarterstaff, 5 darts, four-colored cassock with hood, embossed belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 60gp (enc. 31/6 st)
11 – 12SaintBright Lore of Irian Healing TheologyWell-kept spellbook with slumber and illumination, rune-etched staff, blue mage’s cassock, embossed belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 82gp (enc. 3 st)
13 – 14WarmageBattle Magic Military Strategy Siege EngineeringAcademy-issue spellbook with earth’s excrescence and slicing blow, iron-shod staff, officer’s dagger, red armiger’s tunic and pants, high boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 94gp (enc. 3 1/6 st)
15 – 16PolymathExpanded Repertoire Knowledge (History) AlchemyEnameled spellbook with infuriate humanoid, discern magic, and one spell of character’s choice; smooth-worn staff, blue robe with crescents, leather belt, low boots, backpack, ornamental crystal ball (20gp value), quill and ink, waterskin, 1 week’s iron rations, 102gp (enc. 3 1/6 st)
17 – 18Magical EngineerMagical Engineering Craft (Any) EngineeringBronze-framed spellbook with mage missile and floating disc, quarterstaff tipped with glass gemstone (45gp value), 5 darts, black and gold mage’s cassock, extravagant hat, leather belt, leather gloves, high boots, backpack, quill and ink, medium riding horse, riding saddle and tack, leather saddlebag, 2 weeks’ iron rations, 34gp, 5sp (enc. 2 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.

The Polymath can select one 1st level starting spell from the Arcane List for his expanded repertoire. The Elementalist can choose to replace the fire spells with one of three alternative spell selections available, one for each element:

Air: thunderclap, weave smoke

Earth: earth’s excrescence, sling stone

Water: desiccate, slickness

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.