Recaster Prestige Class
Becoming a Recaster
Most recasters begin their careers as wizards (some with one or more of the changeling wizard substitution levels presented in Chapter 6: Character Options), using their wizard bonus feats to acquire the class's metamagic feat prerequisites. Some sorcerers and a few bards adopt the class as well, often as a means of accentuating their magic's more uncontrolled nature.
Skills: Knowledge (arcana) 4 ranks, Spellcraft 8 ranks.
Feats: Any two metamagic feats.
Spells: Ability to cast 3rd-level arcane spells.
Advancing as a recaster means giving up a little of your spellcasting progression in order to gain a series of abilities that allow you to manipulate the features and requirements of your spells. The class is a detour along your career path rather than a career path in and of itself -- five levels that you can dabble in or pursue to the end in order to gain a suite of specific spellcasting abilities.
Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a recaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Metamorphic Spell: The recaster's specialty is the ability to alter spells on the fly to best meet the demands of a specific situation. At different levels, you gain the ability to modify your spells as you cast them.
Components:At 1st level, you can alter the components required to cast your spells. You can freely ignore normal material components as if you had the Eschew Materials feat (though you cannot ignore the need for an expensive material component or an XP component). As well, once per day per class level, you can apply the benefit of either the Silent Spell or the Still Spell feat to any spell you cast without increasing the level of the spell, specially preparing it ahead of time, or increasing its casting time. As with the Silent Spell feat, you cannot apply this benefit to a bard spell in order to cast it without a verbal component.
Time:At 3rd level, you gain the ability to alter the temporal characteristics of your spells. Three times per day, you can cast any spell that normally has a casting time of 1 standard action and a duration longer than 1 round as a swift action, as if you had applied the Quicken Spell feat to it. The level of the spell is not altered and you do not need to specially prepare the spell ahead of time, but the duration of the spell becomes 1 round.
Space: At 5th level, you can manipulate the spatial characteristics of your spells (including range, area, and even targets) up to five times per day in the following ways.
-- You can use a spell with a range of touch on a target up to 30 feet away by making a ranged touch attack.
-- You can alter a spell that affects an area (burst, emanation, spread, cylinder, or line) in order to create spaces within the area that are not subject to the spell's effect (a minimum 5-foot cube for each such space). Furthermore, if the spell is shapeable, the minimum dimension for the shaped area or effect is 5 feet instead of 10 feet.
-- If the spell's area is a burst, emanation, or spread, you can cast it as a cone, cylinder, line, or sphere. You can change areas freely within any of the following groups:
Group 1: 15-foot cone OR 10-foot-radius cylinder, 40 feet high OR 30-foot line OR 5-, 10-, or 15-foot-radius sphere
Group 2: 30-foot cone OR 20-foot-radius cylinder, 40 feet high OR 60-foot line OR 20- or 30-foot-radius sphere
Group 3: 60-foot cone OR 40-foot-radius cylinder, 40 feet high OR 120-foot line OR 40- or 80-foot-radius sphere
-- If the spell targets a number of creatures, no two of which can be farther apart than a certain distance, you can have the spell affect the same number of creatures as long as each is half that distance from one other affected creature. Thus, if you applied this effect to a haste spell you cast, you could affect up to one creature per level as long as each affected creature was within 15 feet of another affected creature.
Expanded Knowledge: At 2nd level, and again at 4th level, choose a spell up to one level lower than the highest-level spell you can cast from any class's spell list. You can add this spell to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level.
Sudden Metamagic (Su): At 2nd level, choose a metamagic feat you know from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell. Once per day per class level, you can apply the benefit of that feat to any spell you cast without increasing the level of the spell, preparing it ahead of time, or increasing its casting time. At 4th level, you can choose another feat you know from the list above and use it in conjunction with this ability; with this ability, you can't apply the effect of more than one feat to the same spell. If you don't know any feat from the above list, you gain no benefit until you acquire an appropriate feat.
Playing a Recaster
As a recaster, you view the rules of magic as guidelines designed to help less flexible minds grasp the complicated concepts of spellcasting. You probably love to hear other spellcasters exclaim, "You can't do that!" and prove them wrong. Most wizards seem so bound to their books that they can't conceive of spells doing the things you make them do. You view magic as a soft clay (much like your own flesh) that you can mold as you wish and shape to match your desires.
Both becomers and reality seekers are drawn to the recaster class, but for different reasons. Becomers view its abilities as a projection of their own everchanging mutability onto the external world, and revel in change for its own sake. Reality seekers, on the other hand, believe that there are true rules of magic behind and beyond the rules that restrict other casters. By warping those established rules, they hope to find a greater truth to the universal workings of magic.
As an arcane caster, you are probably accustomed to standing back from the center of melee to hurl spells into the fray; none of the class abilities you gain as a recaster should change that. In fact, by the time you've learned to alter your spells' spatial components, you can remain out of melee even when casting touch-range spells.
The greatest single asset you gain as a recaster is flexibility -- applying metamagic feats without prior preparation, learning spells beyond your normal spell list, casting spells more swiftly in exchange for shortened durations, and shaping spells in different forms or leaving gaps in spell effects to protect your allies. Pay attention to the shifting tides of combat around you, for more than almost any other spellcaster, you have the ability to adapt to changes on the battlefield and to turn them to your advantage.
Most recasters are self-taught scholars and experimenters. While the techniques of the class grow from a philosophical perspective shared by many changelings who study arcane magic, that perspective isn't necessarily taught in specific schools or widely promulgated through other means. In many ways, the prestige class is simply an outgrowth of a very natural changeling question: "Can I change my spells the same way I change myself?" Changelings who manage to discover the affirmative answer to that question become recasters.
Once you have paid the spellcasting price of your first level in the class, you have little to lose (and much to gain) by pursuing it to the end. As you advance, choose feats that complement your class abilities. Additional metamagic feats expand the repertoire of manipulations you can apply to your spells, while Heroic Metamagic allows you to supplement your sudden metamagic abilities with action points. Mutable Body is also a good choice, allowing you to combine your mastery of magic and your changeling nature. (See Chapter 6 for feat descriptions.)
Though primarily independent operators with no centralized organization, good will is common between recasters who recognize each other as such. Recasters will often serve as contacts and nominal allies in dangerous situations, and specifically if one is in peril of being revealed as a changeling in disguise.
Recasters in the World
"How did you do that?" -- Baristi, shifter wizard
Recasters are a natural fit in any campaign that includes changelings. Not tied to any specific organization, they are simply a natural extension of changeling philosophy applied to the realm of arcane magic. An excellent choice for player character changeling wizards or sorcerers, they make fine villains as well -- their strange abilities obscure their true natures and keep the PCs guessing.
There is no formal organization of recasters, who most often come to know one another in the context of some other organization, such as a university or mages' guild. They do feel a strong respect and kinship with one another, though, with a sense of having discovered a secret that no one else knows creating a strong bond between them.
Recasters view themselves as a knowledgeable elite, rarely sharing more about their techniques and qualifications than a vague, "I like to tinker with spells." Because this general concept is all that most laypeople know of them, recasters are sometimes misnamed "tinker wizards".
A recaster knows that the prestige class has tapped into her changeling heritage, and knows (or at least strongly suspects) that all recasters are changelings, no matter how they present themselves. This belief goes unmentioned, though; in a manner uncharacteristic of most changelings, many recasters work to protect not just their own identity but the identities of other recasters as well.