Ultimate Spheres of Power
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The incanter is among the purest forms of a caster, dedicated above all to expanding their knowledge of the magical arts. Their powers are almost entirely determined by their choice of sphere - whether they’re dabbling in everything or focusing their knowledge on a few areas, though, they’re a force to be reckoned with.
Role: An incanter is a master of magical spheres, bending magic to their needs more fully than any other caster.
Alignment: Any
Hit Die: d6
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 incanter’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: The Incanter
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Caster Level |
Magic Talents |
1st |
+0 |
+0 |
+0 |
+2 |
Bonus feat, bonus talent, casting, specializations, spell pool |
+1 |
1 (+2) |
2nd |
+1 |
+0 |
+0 |
+3 |
Bonus feat |
+2 |
2 |
3rd |
+1 |
+1 |
+1 |
+3 |
Bonus talent |
+3 |
3 |
4th |
+2 |
+1 |
+1 |
+4 |
Bonus feat |
+4 |
4 |
5th |
+2 |
+1 |
+1 |
+4 |
Bonus talent |
+5 |
5 |
6th |
+3 |
+2 |
+2 |
+5 |
Bonus feat |
+6 |
6 |
7th |
+3 |
+2 |
+2 |
+5 |
Bonus talent |
+7 |
7 |
8th |
+4 |
+2 |
+2 |
+6 |
Bonus feat |
+8 |
8 |
9th |
+4 |
+3 |
+3 |
+6 |
Bonus talent |
+9 |
9 |
10th |
+5 |
+3 |
+3 |
+7 |
Bonus feat |
+10 |
10 |
11th |
+5 |
+3 |
+3 |
+7 |
Bonus talent |
+11 |
11 |
12th |
+6/+1 |
+4 |
+4 |
+8 |
Bonus feat |
+12 |
12 |
13th |
+6/+1 |
+4 |
+4 |
+8 |
Bonus talent |
+13 |
13 |
14th |
+7/+2 |
+4 |
+4 |
+9 |
Bonus feat |
+14 |
14 |
15th |
+7/+2 |
+5 |
+5 |
+9 |
Bonus talent |
+15 |
15 |
16th |
+8/+3 |
+5 |
+5 |
+10 |
Bonus feat |
+16 |
16 |
17th |
+8/+3 |
+5 |
+5 |
+10 |
Bonus talent |
+17 |
17 |
18th |
+9/+4 |
+6 |
+6 |
+11 |
Bonus feat |
+18 |
18 |
19th |
+9/+4 |
+6 |
+6 |
+11 |
Bonus talent |
+19 |
19 |
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus feat |
+20 |
20 |
Weapon and Armor Proficiency
An incanter is proficient with all simple weapons.
Casting
An incanter may combine spheres and talents to create magical effects. An incanter 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
An incanter 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
An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.
Bonus Feat
At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, drawback, proxy, and theurge feats, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).
Incanter Specializations
At 1st level, the incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. The incanter cannot have more than 5 points worth of specializations.
He uses his incanter level as their effective cleric, sorcerer, or wizard level when determining the power of these abilities.
Most specializations come into effect beginning at 1st level. However, if the incanter possesses multiple specializations, he may only gain the benefits of one at 1st level, plus another at every odd level after 1st. Two specializations that both only cost 1 specialization point count as a single specialization for this purpose.
Example: An incanter who possesses both a sphere specialization and the channel energy specialization would need to choose either sphere specialization or channel energy to come into effect at 1st level. Whichever specialization was not chosen will then be gained beginning at 3rd level.
Specialization Points |
Lost Bonus Feats |
1 |
1, 10, 20 |
2 |
1, 6, 10, 14, 20 |
3 |
1, 2, 6, 10, 14, 18, 20 |
4 |
1, 2, 6, 8, 10, 14, 16, 18, 20 |
5 |
All bonus feats lost |
Admixture Adept (2 specialization points)
The incanter gains the Admixture talent as a bonus magic talent. He also gains an admixture pool as an admixture savant (see elementalist archetypes in chapter 4) of half his incanter level (minimum 1). These levels stack with admixture savant levels for determining the size of his admixture pool.
Channel Energy (2 specialization points)
The incanter may channel energy as the cleric class feature a total number of times per day equal to 3 + his casting ability modifier, using his casting ability modifier in place of Charisma when determining its associated saving throw. He must choose whether to channel positive or negative energy when he gains this ability. Once this choice is made, it cannot be changed.
Cleric Domains (1 specialization point)
The incanter gains the powers and abilities associated with one cleric domain of his choice, using his incanter level as his cleric level. This stacks with levels from other classes that grant domains, but only if the domains chosen by both classes are the same. This does not grant domain spells. He uses his casting ability modifier in place of Wisdom when determining the power of his domains, and he may choose subdomains. He may take this specialization multiple times. Each time it is taken, he gains another domain.
Familiar (1-2 specialization points)
The incanter gains a familiar, as the wizard’s arcane bond option, using his incanter levels as wizard levels for this purpose.
This specialization costs 1 point. If the incanter spends 2 specialization points, he can instead gain one of the following special familiars: Fey Servant or Omnimental Familiar.
Fey Servant (2 specialization points)
The incanter’s familiar is a special form of fey creature. The familiar must be an animal, and its type becomes fey (granting low-light vision if not already possessed). Its fey nature is obvious from its unusual coloring and features.
At 4th level, this familiar gains DR/cold iron equal to half his class level.
At 8th level, he gains the Improved Familiar feat, but must select an improved familiar of the fey type.
At 10th level, a number of times per day equal to 3 + his casting ability modifier, he may grant his familiar the benefits of any (fey-blessing) talent that he activates on himself without paying any additional cost. His familiar must be within 30 feet and under the effects of his fey-link when the (fey-blessing) talent is used.
Omnimental Familiar (2 specialization points)
The familiar becomes an omnimental. The omnimental never gains the speak with animals of its kind ability. At 6th level, the incanter may determine range, line of effect, and line of sight for his destructive blasts from his familiar’s position instead of his own.
Lay on Hands (2 Specialization Points)
At 2nd level, you may lay on hands as a paladin. Each day, you can use this ability a number of times equal to 1/2 your incanter level plus your casting ability modifier. With one use of this ability, you can heal 1d6 hit points of damage for every two incanter levels you possess. Using this ability is a standard action, or a swift action if you are healing yourself. You must have one hand free to use this ability. This is a positive energy effect.
You can use this healing power to deal damage to undead creatures, dealing damage equal to the damage you could have healed. Using lay on hands in this way requires a successful melee touch attack and does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
You do not gain the paladin’s mercies, but qualify for feats and abilities that require the lay on hands ability.
Master of Mysteries (Su) (2 specialization points)
The incanter has training in the deep mysteries in magic, and his influence can be felt by all spell casters. As a standard action, he may tune himself to the environment, so that all magic flows through him. He must spend a standard action every round to maintain the attunement, and he can only be attuned for a maximum number of rounds per day equal to his class level + his casting ability modifier. These rounds do not need to be consecutive.
When any enemy caster uses a sphere ability or casts a spell or spell-like ability, they must overcome the incanter’s influence if any part of their line of effect comes within 60 feet of him. If they succeed on a magical skill check against his magical skill defense, then their spell acts normally. If they fail, there are consequences.
At 1st level, a failed magical skill check causes the spell to be weakened. The caster level of the spell is lowered by the amount the check was failed by. If this reduces the caster level to 0 or less, the spell is countered.
At 6th level, a failed magical skill check causes the spell to be countered.
At 11th level, if the incanter counters a spell, he may use an immediate action to redirect it to a different target as if they had been the original target of the spell. If an attack roll is required, he uses the same attack roll the original caster made.
At 16th level, the incanter may store a countered effect for later use. He may only store one spell this way, and may continue to store it for up to 24 hours. Using the spell is a swift action, and uses the caster level and casting ability modifier of the original caster, but the incanter now controls the ability.
At 20th level, the incanter may maintain this ability as a move action.
Merciful Healer (2 Specialization Points)
You gain mercies as a paladin of equal level. These mercies trigger whenever you take an action to use the cure ability of the Life sphere or when you use your lay on hands ability.
Sorcerer Bloodline (2 specialization points)
The incanter gains the bloodline powers (but not the bloodline spells, feats, or arcana) of one sorcerer bloodline of his choice. If he already gains a sorcerer bloodline from another class, this instead allows levels of that class and his incanter levels to stack when gaining and determining the powers and abilities of his sorcerer bloodline. Use his casting ability modifier in place of his Charisma modifier when determining the powers of his bloodline, if it is higher.
Sphere Specialization (3 specialization points)
The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is gained. Like archetypes, these sub-specializations trade out one or more of a sphere specialization’s benefits for new abilities.
Sword Birth (3 specialization points)
The incanter gains armory arena at 1st level and enhanced armory at 3rd level as a lingchi warrior (see Armorist archetypes) of his incanter level. He gains 1 arsenal trick at 5th level and every 5 levels thereafter. He may select arsenal tricks as if he were a lingchi warrior of his incanter level.
List of Sphere Specializations
Alteration
Battleshaping (Su): At 3rd level, the incanter may grant himself or a creature under the effects of his shapeshift one trait as a swift action. This trait cannot cost a spell point and must be one that he can grant through his shapeshift. This trait lasts for 1 round per 2 incanter levels and if the target so chooses they may resist this effect without the need for a saving throw. This trait stacks with polymorph effects, including shapeshift.
At 11th level, the incanter can grant two traits in this fashion. A target can only be under the effects of one use of battleshaping at any time. The incanter can use this ability a number of times per day equal to 3 + his casting ability modifier.
Change Shape (Sp): At 8th level, once per day as a free action the incanter can grant himself one Alteration talent he does not possess for a number of rounds equal to his incanter level. Every time this ability is used, he may change this bonus talent to another Alteration talent he does not possess. He may use this ability an additional time per day for every 6 levels beyond 8th.
Shapeshifter’s Renewal (Su): At 20th level, whenever the incanter places a shapeshift on a target and spends a spell point to maintain it without concentration, he may choose to remove any poison and non-magical disease from the target and heal the target 2 hit points per incanter level.
Bear
Bear Companion (Su): You gain an animal companion, as the druid class feature, treating your incanter levels as druid levels for this purpose. This companion must be a bear, and begins with an Intelligence of 6.
Bear Speech (Ex): You may speak and understand the language of bears, and wild bears begin with an attitude of neutral towards you instead of unfriendly.
Divine Bear: At 8th level, you gain the ability to, once per day as a full-round action, magically call your bear to your side. This ability is the equivalent of a sphere effect. You may use this ability once per day at 8th level, plus an additional time per day for every 4 levels thereafter, for a total of four times per day at 20th level.
At 11th level, the bear gains the advanced creature template.
At 15th level, the bear gains spell resistance equal to your incanter level + 11.
Blood
Red Minion (Su): At 3rd level, the incanter gains a Tiny blood construct as a permanent servant. As the incanter gains levels, he may choose to increase the size of the construct based on the following table, changeable when the incanter gains a level. The incanter may choose to advance the blood construct’s Hit Dice to that of an available size without actually increasing its size, if he so chooses.
Incanter Level |
Construct |
3rd |
Small |
6th |
Medium |
9th |
Large |
12th |
Huge |
15th |
Gargantuan |
18th |
Colossal |
A slain blood construct may be replaced with an 8 hour ritual and sufficient blood to create a construct of that size (see the Extract Blood Construct talent).
Hemorrhagic Aura (Su): At 8th level, as a free action the incanter can emit a 30-foot aura that intensifies any bleed effects for one round. He may emit this aura for a total number of rounds per day equal to his incanter level. Hostile creatures within this area that are suffering from ongoing bleed effects must attempt a Fortitude save each round or suffer 1d2 points of Constitution damage that round. These rounds do not need to be consecutive.
Hemorrhagic Mastery (Su): At 20th level, any bleed damage the incanter deals is increased by 1/2 his incanter level. This bonus bleed damage is not increased by Empower Spell or similar effects. Additionally, whenever he uses blood control, he can roll twice to penetrate a creature’s spell resistance and take the better result.
Conjuration
Summoner’s Charm (Su): At 3rd level, whenever the incanter summons a companion from the Conjuration sphere and maintain its presence through concentration, the companion remains for a number of rounds after he ceases concentrating equal to 1/2 his incanter level (minimum 1) before disappearing.
Aura of Banishment (Su): At 8th level, as a free action the incanter can emit a 30-foot aura of banishment for one round. He may emit this aura for a total number of rounds per day equal to his incanter level. These rounds do not need to be consecutive. Any summoned or called creature in the area (except those he specifies) must attempt a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell or effect that summoned it immediately ends. If that spell or effect summoned more than one creature, only the creature that failed its saving throws is affected. If the summoned creature was a companion, it cannot be summoned again for 1 minute.
Mirrored Summoning: At 20th level, once per day when the incanter summons a companion, he may summon a duplicate of that companion with the same action. He must spend all required spell points to summon this duplicate companion, just as with the original.
Creation
Creator’s Focus (Su): At 3rd level, whenever the incanter maintains an object he has created with the Creation sphere through concentration, that object remains a number of additional rounds equal to 1/2 his incanter level (minimum 1 round) after he ceases concentrating before disappearing.
Master of Creation (Sp): At 8th level, whenever the incanter creates an object with the Creation sphere, the cost of creating the object is reduced by 1 spell point (minimum 0). Only one such object can be created with master of creation at a time; if another object is created using master of creation, any previous objects created with master of creation are immediately dismissed.
Unbreakable (Su): At 20th level, the incanter gains a +2 natural armor bonus. All of his worn equipment and any object he creates gain a +10 bonus to its hardness.
Dark
Home in the Dark (Su): At 3rd level, the incanter gains blindsense 10 feet when within an area of dim light or darkness. This bonus increases by 5 feet per 5 incanter levels he possesses, to a maximum of 30 feet at 20th level.
Shadow Step (Sp): At 8th level, the incanter can use this ability to walk through the Plane of Shadow and reappear as a standard action. He can travel up to 30 feet per incanter level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5 feet increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when he arrives, he re-enters 1 square off target, as per the rules for thrown splash weapons. If this would place him in an occupied square, he instead arrives in the nearest safe location. When he arrives, he is cloaked in shadow and gain concealment for 1 round. He may bring other willing creatures with him, but he must expend an equal amount of distance for each additional creature brought with him. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.
Shadow Renewal: At 20th level, the incanter gains fast healing 5 while in dim light or darkness. This fast healing is suppressed while in any level of illumination brighter than dim light.
Death
Power over Undead (Su): At 3rd level, the incanter receives Command Undead or Turn Undead as a bonus feat. He can channel energy a number of times per day equal to 3 + his casting ability modifier, but only to use the selected feat. He can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 his incanter level + his casting ability modifier.
Bolster (Sp): At 8th level, the incanter can touch an undead creature as a standard action and infuse it with negative energy. It gains a +2 profane bonus on all attack rolls, damage rolls, and saving throws, as well as 2 temporary hit point per Hit Die and a +4 bonus to its channel resistance. These bonuses last for a number of rounds equal to the incanter’s casting ability modifier (minimum 1). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell or a Hallowed Totem. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
Spirit Touch (Sp): At 20th level, the incanter can touch incorporeal creatures as if his body, natural weapons, and wielded weapons were all under the effects of the ghost touch weapon special ability. He may activate or suppress this ability as a free action, and while this ability is active, he is immune to the touch attacks of shadows, ghosts, and other incorporeal creatures.
Death Sub-Specialization: Guide of the Dead [Gravecaller's HB]
The following abilities replace power over undead, bolster, and spirit touch.
House Soul (Su): At 3rd level, the incanter gains the ability to house an unbodied soul within a corpse. With a special ritual requiring 8 hours, the incanter can raise a single skeleton or zombie as a housed soul. This functions as the Death sphere reanimate sphere effect and an undead raised this way benefits from the incanter’s Death sphere talents which benefit undead he creates. The incanter can only have one housed soul raised at any time and can dismiss the housed soul as a standard action, releasing the soul and destroying the undead.
The housed soul does not count against the number of Hit Dice of undead the incanter can control with the Death sphere, and is a permanent undead. The housed soul automatically follows the incanter’s commands and does not need to be controlled by him. The housed soul gains all the regular benefits of the skeleton or zombie template with the following exceptions:
- Hit Dice The housed soul possesses a number Hit Dice equal to your incanter level, before any adjustments from the skeleton or zombie template, regardless of the corpse used to reanimate the housed soul.
- Ability Scores The housed soul is never a mindless undead and possesses an Intelligence score equal to 6 + 1/2 your incanter level. This allows the housed soul to allocate skill ranks and gain feats appropriate to its current Hit Dice.
- Weaknesses The housed soul is merely a guest in its corpse. Effects which would protect or grant immunity to possession, such as the Fate sphere Hallow (word), can expel the housed soul from its body, releasing the soul and destroying the undead. The caster of such an effect must succeed at a magic skill check against the incanter’s MSD or fail to expel the housed soul.
- Of Pure Body While the housed soul counts as an undead raised by your Death sphere abilities for any talents you possess, it cannot be destroyed or sacrificed by the incanter’s effects (such as the Dark Sacrifice talent) or be the target of effects which would alter or merge corpses (such as the Death sphere Corpse Manipulation talent or Corpse Forge advanced talent).
Expedited Calling (Su): At 8th level, the incanter can raise a housed soul in 1 hour, instead of 8 hours, and may spend 1 spell point to raise a housed soul in 1 minute.
In addition, if the incanter possesses the ability to apply a template to a skeleton or zombie raised with the Death sphere reanimate sphere effect, such as the templates available through the Expanded Necromancy talent or Strange Corpsecraft feat, the incanter may apply a single template to the housed soul.
Greater Forms (Su): At 20th level, the incanter may raise a housed soul in a more powerful body. This functions as the Death sphere Greater Undead advanced talent, allowing the incanter to raise an undead with a challenge rating less than or equal to 1/2 his incanter level. An undead raised this way is still a housed soul for all other purposes. Add a number of racial Hit Dice to the housed soul until it has an amount equal to your incanter level, adjust its Intelligence score, and grant it the weakness to possession and of pure body qualities. If the undead is not mindless, the incanter may choose to grant the housed soul a bonus to its Intelligence score equal to 1/2 his incanter level instead of replacing its existing Intelligence score.
Destruction
Intense Magic (Su): At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.
Penetrating Blast (Sp): At 8th level, when the incanter uses a destructive blast and rolls to penetrate spell resistance, he may roll twice and take the higher result. He may use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Indestructible: At 20th level, the incanter becomes immune to critical hits and precision damage. When below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.
Divination
Forewarned (Su): At 3rd level, the incanter can always act in the surprise round even if he fails to attempt a Perception roll to notice a foe, but he is still considered flat-footed until he takes an action. In addition, he receives a bonus on initiative checks equal to 1/2 his incanter level (minimum +1).
Foretell (Su): At 8th level, the incanter can utter a prediction of the immediate future as a free action. For one round, he emits a 30-foot aura of fortune that aids his allies or hinders his enemies, as chosen by him at the time of prediction. If he chooses to aid, he and his allies gain a +2 luck bonus on ability checks, attack rolls, magic skill checks, saving throws, and skill checks. If he chooses to hinder, his enemies take a –2 penalty on those rolls instead. He can use this ability for a number of rounds per day equal to his incanter level. These rounds do not need to be consecutive.
Perfect Knowledge: At 20th level, anytime the incanter would roll for initiative or a Knowledge check, instead assume the roll would have resulted in a natural 20.
Divination Sub-Specialization: Tactician
The following abilities replace forewarned and foretell.
Preempt Fumble (Su): At 3rd level, as an immediate action you can cause any creature within 60 feet to reroll any attack or saving throw it missed or failed that same round and accept the new result. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Share Information (Su): At 8th level, when you use a (divine) talent you can choose a number of creatures equal to your casting ability modifier within 60 feet. Those creatures gain the exact same information you gain from the (divine) talent for as long as you maintain concentration on it, although this is not enough to distract them or impose penalties in any way.
Enhancement
Physical Enhancement: At 3rd level, the incanter gains a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels he possesses. He can change this bonus to a new ability score when he rests to regain spell points.
Perfection Of Self (Su): At 8th level, as a free action the incanter can grant himself an enhancement bonus to a single ability score equal to 1/2 his incanter level for one round. He may use this ability for a number of rounds per day equal to his incanter level.
Permanent Enhancement (Su): At 20th level, the incanter can make one enhancement permanent. He can have no more than one enhancement made permanent in this way at one time. If he designates another enhancement as permanent, the previous permanent enhancement ends.
Fallen Fey
Fey Nature (Ex): At 3rd level, while under the effects of his fey-link the incanter gains DR/cold iron and an insight bonus to attack rolls made with natural weapons granted by the Fallen Fey sphere equal to half his class level.
Resist Fey Lures (Ex): At 8th level, the incanter may roll twice and take the better result on saves against mind-affecting abilities originating from creatures of the fey type.
Fey-Touched (Ex): At 20th level, the incanter is treated as a fey rather than as a humanoid (or whatever his creature type was) for the purpose of spells and magical effects. He is always considered under the effects of a fey-link, though fey-blessings still only last for the usual duration of a fey-link when activated.
Fate
Prescience (Su): At 3rd level, the incanter may, at the beginning of his turn, spend a free action to roll a single d20. At any point before his next turn, he may use the result of this roll as the result of any d20 roll he is required to make. If he does not use the d20 result before his next turn, it is lost. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
Tugging Strands (Su): At 8th level, as a non-action the incanter can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. He can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Fated Protection (Su): At 20th level, whenever he would be affected by a sphere effect, spell, or spell-like ability that allows a saving throw, he can roll twice to save against the effect and take the better result.
Illusion
Extended Illusions (Su): At 3rd level, any illusion the incanter creates and maintains through concentration lasts a number of additional rounds equal to 1/2 his incanter level after he stops maintaining concentration (minimum +1).
Bedeviling Aura (Su): At 8th level, as a standard action you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. Maintaining this effect is a free action, and you can use this ability for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive.
Permanent Illusion: At 20th level, the incanter can make one illusion permanent. He can have no more than one illusion made permanent in this way at one time. If he designates another illusion as permanent, the previous permanent illusion ends.
Life
Bolstering Essence (Sp): At 3rd level, the incanter may grant himself temporary hit points equal to his incanter level as a free action. These hit points last for 1 round. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
Life Sight (Su): At 8th level, the incanter can give himself blindsight to a range of 10 feet as a free action for 1 round. He may use this ability a number of times per day equal to his incanter level. This ability only allows him to detect living creatures and undead creatures. This sight also tells him whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Life Essence (Su): At 20th level, the incanter becomes immune to death effects and gains fast healing 1.
Light
Lighteyes (Su): At 3rd level, the incanter gains Perception as a class skill and he gains an insight bonus equal to 1/2 his incanter level on all Perception checks. This bonus increases to being equal to his incanter level when detecting invisible or incorporeal creatures.
Disappearance (Sp): At 8th level, the incanter may bend light around himself, giving himself the invisible condition as a swift action. The incanter may use this ability for a total number of rounds per day equal to his incanter level, and these rounds do not need to be consecutive. Ending this invisibility is a free action.
See All: At 20th level, the incanter can see perfectly in darkness of any kind, even magical darkness that normally impedes darkvision. The target may see all invisible and ethereal creatures as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
Mana
Mana Master: The incanter’s mastery over magic is unmatched by any other. At 3rd level, he gains a +2 bonus on all Spellcraft and Knowledge (arcana) checks. Additionally, his magic skill bonus and defense both increase by +1. These bonuses increase by 1 at 7th level and every four levels thereafter.
Reinforce Magic: At 8th level when an ally within close range of the incanter casts or attempts to dispel a sphere effect, as a free action that may be taken outside of his turn he may reinforce that magical effect. This grants the ally the benefits of his mana master ability, but only for that specific use of the sphere effect. He may use this ability a number of times per day equal to 3 + his casting ability modifier.
Impossible Magic: The incanter’s magic will forever be unimpeded, and his mastery of antimagic provides him with a defense against it. At 20th level, when the incanter casts a sphere effect, he may spend up to 10 additional spell points when casting it to reinforce the sphere effect. The sphere effect is unimpeded by any attempt to counterspell it (which fails automatically) and penetrates any antimagic effects originating from creatures with a magic skill bonus lower than twice the amount of additional spell points used to reinforce the sphere effect.
Mind
Enchanting Smile (Su): At 3rd level, the incanter gains Bluff, Diplomacy, and Intimidate as class skills and gains a +2 insight bonus to checks with those skills. This bonus increases by +1 for every five incanter levels he possesses, up to a maximum of +6 at 20th level.
Aura of Despair (Su): At 8th level, the incanter can spend a free action to emit a 30-foot aura of despair for one round, for a maximum number of rounds per day equal to his incanter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Reflective Mind: At 20th level, whenever the incanter succeeds at a saving throw against a mind-affecting effect, a spell of the enchantment school, or an effect from the Mind sphere, that spell or effect does not affect him and is instead reflected back at its caster, treating the incanter as if they had cast the spell (such as for the purpose of charm or domination effects).
Nature
Animal Companion (Ex): Beginning at 3rd level, the incanter gains an animal companion, as the druid class feature, treating his incanter levels as druid levels for this purpose.
Empower Companion (Su): At 8th level, the incanter may touch an animal to infuse it with power. The animal immediately gains the advanced creature simple template: it gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per Hit Die. This lasts for a number of rounds equal to his casting ability modifier.
During this time, the animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” Animals that already have the advanced creature template are unaffected by this ability. He may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.
Life Connection: At 20th level, the incanter may transfer up to half of any hit point damage dealt to himself to his animal companion.
Protection
Resistance (Ex): At 3rd level, the incanter gains resistance equal to his incanter level to an energy type of his choice, chosen when he rests to regain spell points.
Energy Absorption (Su): At 8th level, the incanter gains an amount of energy absorption equal to 3 times his incanter level per day. Whenever he takes energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing his daily total by that amount. Any damage in excess of his absorption is applied to him normally.
Protected Life (Su): At 20th level, the first time each day that the incanter would be reduced to 0 or fewer hit points by damage, he is instead reduced to 1.
Protection Sub-Specialization: Lattice Weaver
This following ability replaces resistance, energy absorption, and protected life.
Lattice (Su): Beginning at 3rd level, the lattice weaver gains the ability to call forth a floating mass of crystals made of solid force which they can control using their Protection sphere abilities.
Whenever they use their lattice, the effect remains for a number of minutes equal to their incanter level, or until they use their lattice for a different purpose. The lattice can not be broken or permanently destroyed, but things made from the lattice can be.
At 3rd level, the incanter can use his lattice to form his barrier ward. The lattice barrier can be destroyed or broken as normal (even though the lattice can not), and as a standard action, the incanter can dismiss the lattice barrier and create a new lattice barrier at a different location, or repair an existing lattice barrier. The incanter does not need to spend a spell point to make the barrier last without concentration, it remains until the normal duration of the lattice expires or until the lattice is used for another function.
The incanter can also use a move action to move their lattice barrier up to 20 feet, possibly pushing objects and creatures in the process. The barrier has the ability to bullrush targets using a CMB equal to 10 + the incanter’s class level + his casting ability modifier and an effective Strength score equal to his casting ability score, but does not harm those pushed. Alternatively, the lattice barrier can simply work around objects and creatures as it moves.
At 6th level, the incanter may use his lattice as an immediate action to form any aegis he can create around an ally within 60 feet. In addition to the normal effects of the aegis, the aegis has a 50% chance to turn any critical hit into a normal hit. The character who bears this aegis also receives a bonus to the damage of their natural attacks equal to half the incanter’s level, as the sharp edges of the lattice can draw blood easily. The incanter can not sacrifice the lattice with a (succor) talent. The spell point cost to create the aegis must still be paid, and its duration is limited to the duration of the lattice, and it ends if the lattice is used for another purpose.
At 10th level, the incanter may use the lattice to strike an enemy within 60 feet with a ranged touch attack as a standard action, imprisoning them with crystalline blades of force. The attack does 1d6 force damage for every 2 levels the incanter has, and the target must succeed at a Reflex save versus a DC equal to 10 + 1/2 the level of the incanter + his casting ability modifier or be entangled by the lattice and unable to leave the square they are currently in. This prison is fully effective against incorporeal creatures, but disappears if the lattice is used for anything else and does not prevent teleportation. The creature may attempt a new save at the end of each of its turns.
At 15th level, the incanter may seed a ward with lattice blades, causing all squares within to become difficult terrain for enemies without hindering allies. The lattice floats in the air, affecting flying enemies as well as those on the ground, and even affecting those underwater or underground. The seeding also provides partial cover to allies within the ward. Using this ability is a standard action.
At 20th level, the incanter may spend a standard action to wrap himself in a mobile sphere of lattice crystals. While encased, he gains improved cover against all attacks, has a fly speed of 60 feet with perfect maneuverability, and ignores difficult terrain. Whenever he moves, he can move through enemy squares, and when he does so the enemy must succeed at a Reflex save with a DC of 10 + 1/2 his incanter level + his casting ability modifier or take 1d6 force damage for every level the incanter has gained. A successful save halves this damage. He may carry others with him inside the sphere, if he can physically pick them up but they are effectively unable to act while within.
Telekinesis
Telekinetic Impediment (Sp): At 3rd level, the incanter may spend an immediate action to attempt to impede an attack made against a creature within 30 feet of him, including himself. He must declare he is using this ability before the attack roll is made. The attack suffers a -1 penalty, -1 per 5 incanter levels he possesses. He may use this ability a number of times per day equal to 3 + his casting ability modifier.
Great Flight (Su): Starting at 8th level, as a free action the incanter may grant himself a fly speed of 50 feet with perfect maneuverability for a number of minutes per day equal to his incanter level. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Telekinetic Stability (Su): At 20th level, the incanter gains a circumstance bonus equal to his incanter level to Fly checks, Acrobatics checks, and his CMD.
Time
Fast (Su): At 3rd level, the incanter gains a +10 feet bonus to his base movement speed, +5 feet for every 5 incanter levels he possesses.
Retry (Su): At 8th level, as a non-action the incanter may force a target within 30 feet of him to reroll a dice roll they just made, taking the second result regardless of whether it is worse or better. He must decide to use this ability after the roll is made but before the results are revealed. He may use this ability once per day at 8th level, plus an additional time for every 6 levels beyond 8th.
Twist Time (Su): At 20th level, the incanter gains two swift actions per turn instead of one.
War
Seize the Initiative (Su): At 3rd level, whenever the incanter and his allies roll for initiative, he can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before the initiative roll is made. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
Cooperative Defense: At 8th level, whenever a spell or effect targets the incanter and one or more allies within 30 feet, he can use this ability to allow his allies to use his saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. He can use this ability once per day at 8th level, and one additional time per day for every four incanter levels beyond 8th.
War Mage (Ex): At 20th level, the incanter and all allies within 60 feet gain a +2 circumstance bonus to attack rolls and damage rolls.
Warp
Shift (Su): At 3rd level, the incanter can teleport to a nearby space as a swift action. This movement does not provoke an attack of opportunity. He must be able to see the space that he is moving into. He cannot take other creatures with him when he uses this ability (except for familiars). He can move 5 feet for every two incanter levels he possesses (minimum 5 feet). He can use this ability a number of times per day equal to 3 + his casting ability modifier.
Dimensional Lord (Sp): At 8th level, whenever a creature attempts to use a teleportation effect or summon a creature within 30 feet of him, the incanter may attempt to block the effect by attempting a magic skill check as an immediate action. If the check succeeds, the effect or spell fails and is wasted; otherwise, it is unaffected. He can use this ability once per day plus one additional time for every 6 incanter levels he possesses beyond 8th.
Warp Mastery (Su): At 20th level, the incanter quadruples the distance he may teleport. This also affects his shift power, and he may use shift as a free action.
Weather
Weatherworn (Ex): At 3rd level, the incanter can treat the effects of any weather as being 1 step lesser in severity for himself. This improves to 2 steps at 12th level, and 3 steps at 20th level.
Cyclone: At 8th level, the incanter can create a vortex of turbulent wind around himself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per incanter level. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + the incanter’s MSB. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. Maintaining this ability is a free action and the incanter can use this ability for a number of rounds per day equal to his incanter level. These rounds do not need to be consecutive.
Cloak of the Elements (Su): At 20th level, the incanter is protected from weather and elements, taking only half damage from all sources of acid, cold, electricity, fire, and sonic damage.
Favored Class Bonuses
Aasimar: Gain a +1/2 bonus to all Spellcraft checks.
Dwarf: +1/6 of an item crafting feat.
Elf: +1/6 of a metamagic feat.
Gnome: +1/6 bonus to the DCs associated with one sphere of the incanter’s choice.
Goblin: Gain a +1/5 bonus to the incanter’s caster level with one sphere, but gain a cumulative 1% chance of wild magic happening when using an effect from that sphere. This stacks with the Wild Magic casting drawback.
Half-elf: Gain +1/6 of a new bonus magic talent.
Half-orc: Gain a +1/5 bonus to your effective class level when determining the strength and save DCs of a sorcerer bloodline.
Halfling: Choose any incanter ability with a number of uses per day equal to 3 + the incanter’s casting ability modifier. The incanter may use this ability an additional 1/2 times per day.
Human: Gain +1/6 of a bonus magic talent.
Merfolk: Choose a sphere. Whenever the incanter creates an effect from that sphere, the effect endures for 1/2 a round after the duration expires, or the incanter stops concentrating.
Orc: Choose one sphere specialization ability or domain ability that can be used a number of times per day equal to 3 + the incanter’s casting ability modifier. The incanter may use that ability an additional +1/2 times per day.
Tiefling: Gain a +1/2 bonus to all concentration checks.
Archetypes
The following are archetypes that incanters can choose.
Frostweavers have incredible control over ice.
The reincarnated master is exceptionally resistant to the grasp of death.
Spheres of Power
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Wiki Note: You may also want to look at the
Cosmic Sage archetype for the Wizard, which gets a similar number of magic talents, but trades the extra bonus feats of the Incanter for an arcane bond (familiar or object), expertise with scrolls, and a book that improves your caster level for all spheres when consulted.
The Incanter is among the purest forms of a caster, dedicated above all to expanding their knowledge of the magical arts. Their powers are almost entirely determined by their choice of Spheres - whether they're dabbling in everything or focusing their knowledge on a few areas, though, they're a force to be reckoned with.
Alignment: Any
Hit Die: d6
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 incanter’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all; Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Class Features
Table: The Incanter
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Base Caster Level |
Magic Talents |
1st |
+0 |
+0 |
+0 |
+2 |
Bonus feat, casting, specializations, spell pool |
+1 |
2 (+2) |
2nd |
+1 |
+0 |
+0 |
+3 |
Bonus feat |
+2 |
3 |
3rd |
+1 |
+1 |
+1 |
+3 |
|
+3 |
5 |
4th |
+2 |
+1 |
+1 |
+4 |
Bonus feat |
+4 |
6 |
5th |
+2 |
+1 |
+1 |
+4 |
|
+5 |
8 |
6th |
+3 |
+2 |
+2 |
+5 |
Bonus feat |
+6 |
9 |
7th |
+3 |
+2 |
+2 |
+5 |
|
+7 |
11 |
8th |
+4 |
+2 |
+2 |
+6 |
Bonus feat |
+8 |
12 |
9th |
+4 |
+3 |
+3 |
+6 |
|
+9 |
14 |
10th |
+5 |
+3 |
+3 |
+7 |
Bonus feat |
+10 |
15 |
11th |
+5 |
+3 |
+3 |
+7 |
|
+11 |
17 |
12th |
+6/+1 |
+4 |
+4 |
+8 |
Bonus feat |
+12 |
18 |
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
+13 |
20 |
14th |
+7/+2 |
+4 |
+4 |
+9 |
Bonus feat |
+14 |
21 |
15th |
+7/+2 |
+5 |
+5 |
+9 |
|
+15 |
23 |
16th |
+8/+3 |
+5 |
+5 |
+10 |
Bonus feat |
+16 |
24 |
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
+17 |
26 |
18th |
+9/+4 |
+6 |
+6 |
+11 |
Bonus feat |
+18 |
27 |
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
+19 |
29 |
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus feat |
+20 |
30 |
Weapon and Armor Proficiency
An incanter is proficient with all simple weapons.
Casting
An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
An incanter 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
An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter.
Bonus Feat
At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).
Wiki Note: Incanters may also select Drawback and Proxy feats as bonus feats, per the Handbooks they came out in. See the Feats page for more information about these options. Note that you must still meet the prerequisites for these feats, when applicable.
Incanter Specializations
At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities.
Specialization Points |
Lost Bonus Feats |
1 |
1, 10, 20 |
2 |
1, 6, 10, 14, 20 |
3 |
1, 2, 6, 10, 14, 18, 20 |
4 |
1, 2, 6, 8, 10, 14, 16, 18, 20 |
5 |
All bonus feats lost |
Admixture Adept (2 specialization points)
You gain the Admixture talent as a bonus magic talent. If you already possess the Admixture talent, you may instead select any talent from the Destruction sphere as a bonus talent. You also gain an admixture pool as an admixture savant of half your incanter level. These levels stack with admixture savant level for determining the size of your admixture pool.
Channel Energy (2 specialization points) [Core]
You may channel energy as the Cleric class feature a total number of times per day equal to 3 + your casting ability modifier, using your casting ability modifier in place of Charisma when determining its associated saving throw. You must choose whether to channel positive or negative energy when you gain this ability. Once this choice is made, it cannot be changed.
Cleric Domains (1 specialization point) [Core]
You gain the powers and abilities associated with one cleric domain of your choice. This does not grant domain spells. Use your casting ability modifier in place of Wisdom when determining the power of your domains. You may take this specialization multiple times. Each time it is taken, gain a different domain.
Fey Servant (2 Specialization Points) [Fey HB]
You gain a familiar, as the wizard’s arcane bond option, using your incanter level in place of your wizard level to determine its bonuses. This stacks with levels gained from other sources. This familiar must be an animal. Its type becomes fey (granting low-light vision if not already possessed) and its fey nature is obvious from its unusual coloring and features.
At 4th level, this familiar gains DR/cold iron equal to half your class level.
At 8th level, you gain the Improved Familiar feat, but must select an improved familiar of the fey type.
At 10th level, a number of times per day equal to 3 + your casting ability modifier, you may grant your familiar the benefits of any fey-blessing that you activate on yourself without paying any additional cost. Your familiar must be within 30 ft. and under the effects of your fey-link when the fey-blessing is cast.
Lay on Hands (2 Specialization Points)
At 2nd level, you may lay on hands as a paladin. Each day, you can use this ability a number of times equal to 1/2 your incanter level plus your casting ability modifier. With one use of this ability, you can heal 1d6 hit points of damage for every two incanter levels you possess. Using this ability is a standard action, or a swift action if you are healing yourself. You must have one hand free to use this ability. This is a positive energy effect.
You can use this healing power to deal damage to undead creatures, dealing damage equal to the damage you could have healed. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
You do not gain the paladin’s mercies, but qualify for feats and abilities that require the lay on hands ability.
Master of Creation (2 specialization points)
An incanter cannot possess both Master of Creation and Sphere Focus (Creation).
At 1st level, you gain the Creation sphere as a bonus magic talent. If you already possess the Creation sphere you may instead select any Creation sphere talent as a bonus talent.
Starting at 3rd level, any create effect you perform costs 1 fewer spell point than normal (to a minimum of 0). This spell point reduction is not applied to the creation of a casing for a creature.
At 5th level, you gain a +1 bonus to caster level for create effects. This stacks normally with caster levels gained from other sources.
At 8th level, you gain Exquisite Detail as a bonus magic talent. If you already possess this talent, you may instead select any other Creation sphere talent as a bonus talent.
Master of Mysteries (2 Specialization Points)
Source: The Abjurer's Handbook
The incanter has training in the deep mysteries in magic, and his influence can be felt by all spell casters. As a standard action, he may tune himself to the environment, so that all magic flows through him. He must spend a standard action every round to maintain the attunement, and he can only be attuned for a maximum number of rounds per day equal to his class level + his casting ability modifier. These rounds do not need to be consecutive.
When any enemy caster uses a sphere ability or casts a spell or spell-like ability, they must overcome the incanter’s influence if any part of their line of effect comes within 60 ft. of him. If they succeed on a magical skill check against his magical skill defense, then their spell acts normally. If they fail, there are consequences.
At 1st level, a failed magical skill check causes the spell to be weakened. The caster level of the spell is lowered by the amount the check was failed by. If this reduces the caster level to 0 or less, the spell is countered.
At 6th level, a failed magical skill check causes the spell to be countered.
At 11th level, if the incanter counters a spell, he may use an immediate action to redirect it to a different target as if they had been the original target of the spell. If an attack roll is required, he uses the same attack roll the original caster made.
At 16th level, the incanter may store a countered effect for later use. He may only store one spell this way, and may continue to store it for up to 24 hours. Using the spell is a swift action, and uses the caster level and casting ability modifier of the original caster, but the incanter now controls the ability.
At 20th level, the incanter may maintain this ability as a move action.
Merciful Healer (2 Specialization Points)
You gain mercies as a paladin of equal level. These mercies trigger whenever you take an action to use the cure ability of the Life sphere or when you use your Lay on Hands ability.
Omnimental Familiar (2 specialization points)
You gain a small omnimental familiar as the wizard’s arcane bond class feature. The omnimental never gains the speak with animals of its kind ability. At 6th level, you may determine range and line of sight for your destructive blasts from your familiar’s position instead of your own.
Sorcerer Bloodline (2 specialization points) [Core]
You gain the bloodline powers (but not the bloodline spells, feats, or arcana) of one sorcerer bloodline of your choice. If you already gain a sorcerer bloodline from another class, this instead allows levels of that class and your incanter levels to stack when gaining and determining the powers and abilities of your sorcerer bloodline. Use your casting ability modifier in place of Charisma when determining the power of your bloodline, if it is higher.
Sword Birth (3 specialization points)
You gain armory arena at 1st level and enhanced armory at 3rd level as a lingchi warrior of your incanter level. You gain 1 arsenal trick at 5th level and every 5 levels thereafter. You may select arsenal tricks as if you were a lingchi warrior of your incanter level.
Sphere Specialization (3 specialization points) [Core]
You specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere.
In addition, you also gain a series of abilities associated with that sphere, as detailed below.
Shapeshifter’s Renewal (Su): Whenever you apply a shapeshift to yourself and spend a spell point to maintain it without concentration, you heal 1 hit point per 2 incanter levels (minimum: 1) and may make a new saving throw against any poison or non-magical disease you are suffering from. At 11th level, you may choose to grant these bonuses to your allies when you place a shapeshift on them and spend a spell point to maintain it without concentration. At 20th level, you remove any poison and non-magical disease without the need for a roll and heal 1 hit point per incanter level when using this ability.
Battleshaping (Su): As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four incanter levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (claws deal 1d4 damage, 1d3 small, while bite and gore attacks deal 1d6 damage, 1d4 small). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Change Shape (Sp): At 8th level, you can change your form into anything you desire for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. This is similar to a shapechange, except shapeshifter’s renewal does not apply to this change, and you may treat yourself as possessing any one alteration talent you do not possess. Every time this ability is used, you may change this bonus talent to a different alteration talent you do not possess.
Bear Companion (Su): You gain an animal companion, as the druid class feature, treating your incanter levels as druid levels for this purpose. This companion must be a bear, and begins with an Intelligence of 6.
Bear Speech (Ex): You may speak and understand the language of bears, and wild bears begin with an attitude of neutral towards you instead of unfriendly.
Divine Bear: At 8th level, you gain the ability to, once per day as a full-round action, magically call your bear to your side. This ability is the equivalent of a sphere effect. You may use this ability once per day at 8th level, plus an additional time per day for every 4 levels thereafter, for a total of four times per day at 20th level.
At 11th level, the bear gains the advanced creature template.
At 15th level, the bear gains spell resistance equal to your incanter level + 11.
Hemorrhagic Magic (Su): Whenever you deal bleed damage to hit points with a sphere effect, add 1/2 your incanter level to the damage dealt (minimum +1). This bonus bleed damage is not increased by Empower Spell or similar effects. At 20th level, whenever you use blood control, you can roll twice to penetrate a creature’s spell resistance and take the better result.
Red Minion (Su): At 3rd level, you gain a blood construct as a permanent servant. The size of the construct is based on the following table:
Incanter Level |
Construct |
3rd |
Small |
6th |
Medium |
9th |
Large |
12th |
Huge |
15th |
Gargantuan |
18th |
Colossal |
A slain blood construct may be replaced with an 8 hour ritual and sufficient blood to create an construct of that size (see the Extract Blood Construct talent).
Hemorrhagic Aura (Su): At 8th level, you can emit a 30-ft. aura that intensifies any bleed effects for a number of rounds per day equal to your incanter level. Hostile creatures within this area that are suffering from ongoing bleed effects must make a Fortitude save each round or suffer 1d2 points of Constitution damage that round. These rounds do not need to be consecutive.
Summoner’s Charm (Su): Whenever you summon a companion from the conjuration sphere and maintain its presence through concentration, the companion remains for a number of rounds after you cease concentrating equal to 1/2 your incanter level (minimum 1) before disappearing. At 20th level, you may maintain one companion’s presence permanently, without concentration or needing to spend spell points. Only one companion may be maintained in this fashion at a time. You may designate another companion as permanent at any time, but doing so causes the previously-designated permanent companion to disappear.
Unstable Bonds (Su): At 1st level, your touch can disrupt the bonds that hold an extraplanar creature (whether summoned or called) on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your incanter level (minimum 1). You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Aura of Banishment (Su): At 8th level, you can emit a 30-foot aura of banishment for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell or effect that summoned it immediately ends. If that spell or effect summoned more than one creature, only the creature that failed its saving throws is affected. If the summoned creature was a companion, it cannot be summoned again for 1 minute.
Creator’s Focus (Su): Whenever you maintain an object you have created with the Creation sphere through concentration, that creation remains a number of additional rounds equal to 1/2 your incanter level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one creation permanent without concentrating or spending additional spell points. You can have no more than one creation made permanent in this way at one time. If you designate another creation as permanent, the previous permanent creation ends.
Create Gear (Su): At 1st level, you can create any object that weighs no more than 1 pound per incanter level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Forceful Alteration (Sp): At 8th level, once per day when using an alter ability from the Creation sphere, you can alter an object at a range of Close instead of Touch. You may use this an additional time per day for every 6 levels beyond 8th.
Home in the Dark (Su): You gain Blindsense 10 ft when within an area of dim light or darkness. This bonus increases by 5 ft per 5 incanter levels you possess, to a maximum 30 ft at 20th level. At 20th level, this becomes Blindsight.
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five incanter levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Shadow Step (Sp): At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per incanter level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5 foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons. If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.
Power over Undead (Su): You receive command undead or turn undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your casting ability modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your incanter level + your casting ability modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance.
The bonus on attack rolls and saving throws increases by +1 for every 5 incanter levels you possess. These bonuses last for a number of rounds equal to 1/2 your incanter level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell or hallowed totem. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Spirit Touch (Sp): At 8th level, you may grant yourself the ability to touch incorporeal creatures, as if your body, natural weapons, and wielded weapons were all under the effects of the ghost touch weapon special ability. While this ability is active, you are immune to the touch attacks of shadows, ghosts, and other incorporeal creatures. You can use this power a number of rounds per day equal to your incanter level. These rounds need not be consecutive.
Intense Magic (Su): Whenever you create a destructive blast that deals hit point damage, add 1/2 your incanter level to the damage dealt (minimum: +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. At 20th level, whenever you create a destructive blast you can roll twice to penetrate a creature’s spell resistance and take the better result.
Movement Burst (Sp): As a swift action, you may project a burst of energy, using it to propel yourself forward. You move 20 ft in a straight line in any direction you desire. This movement provokes attacks of opportunity as normal. This distance increases by 5 ft for every 2 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. This wall can be either a wall up to 20 ft long/level or a ring of fire with a radius of up to 5 ft/two levels.
One side of the wall, selected by you, sends forth waves of energy, dealing 2d4 points of any energy type matching a blast type talent you possess (determined by you when the wall is created), to creatures within 10 ft and 1d4 points of damage to those past 10 ft but within 20 ft. The wall deals this damage when it appears and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of damage + 1 point of damage per incanter level (maximum +20) to any creature passing through it.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5 ft length of wall takes 20 points or more of damage by its inverse element (acid for lightning, fire for cold, etc.) that length disappears.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your incanter level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your incanter level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30 ft aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, magic skill checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive.
Divination Sub-Specialization: Tactician
Incanters that specialize in the Divination sphere can instead choose to focus their studies still further. Incanters who choose a sub-specialization retain the bonus sphere and the caster level increase when using that sphere as normal, but the sub-specialization changes one or more of the powers granted by their sphere specialization. An incanter must take all of the replacement powers associated with his sub-specialization. Once a sub-specialization is chosen, it cannot be changed.
The tactician divination sphere specialist focuses in protecting and relaying information to its allies.
Preempt Fumble (Su): Once per round, without having to use an action, you can cause any creature within 60 feet to reroll any attack or saving throw it missed or failed that same round and accept the new result. You can use this ability a number of times per day equal to 3 + your casting ability modifier. This replaces the Divination sphere specialization, Forewarned (but not its 20th level benefit).
Share Information (Su): When you use a (divine) talent, you can choose a number of creatures equal to your casting ability modifier within 60 feet. Those creatures gain the exact same information you gain from the (divine) talent for as long as you maintain concentration on it, although this is not enough to distract them or impose penalties in any way. You can use this ability a number of times per day equal to 3 + your casting ability modifier. This replaces the Divination sphere specialization, Diviner’s Fortune.
Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you rest to regain spell points. At 20th level, this bonus applies to two physical ability scores of your choice.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five incanter levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your incanter level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your incanter level (maximum +10) for one round. You may use this ability for a number of times per day equal to your incanter level.
Fey Skin (Ex): While under the effects of your fey-link, you gain DR/cold iron equal to half your class level (minimum 1).
Fey Weaponry (Ex): At 3rd level, you gain an insight bonus to attack rolls with natural weapons granted by the Fallen Fey sphere equal to half your class level.
Resist Fey Lures (Ex): At 8th level, you may roll twice and take the better result on saves against mind-affecting abilities originating from creatures of the fey type.
Fated Protection (Su): Your ability to see the strands of fate allows you to react to magic before it happens. You gain a +2 insight bonus on saving throws against sphere effects, spells, and spell-like abilities. This bonus increases by +1 for every five incanter levels you possess. At 20th level, whenever you would be affected by a sphere effect, spell, or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Extended Illusions (Su): Any illusion you create and maintain through concentration lasts a number of additional rounds equal to 1/2 your incanter level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Illusionary Marvels (Sp): As a standard action, you may create the illusion of great magic, frightening those around you. This allows you to make an Intimidate check to demoralize all foes within 30 ft. You may use this ability a number of times per day equal to 3 + your casting ability modifier.
Invisibility Field (Sp): At 8th level, you can make yourself Invisible as the Invisibility Illusion talent (except with a +20 to your Stealth modifier) as a swift action for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive.
Life Essence (Su): Add half your incanter level (minimum: 1) to your hit points, Fortitude saves to stabilize when dying, and to saving throws against Death effects. At 20th level, you become immune to death effects and gain Fast Healing 1.
Steal Essence (Sp): As a standard action, you can make a touch attack against a creature, stealing its essence. The target suffers 1d4 nonlethal damage + 1 damage per 2 incanter levels you possess, and you gain temporary hit points that last 1 minute equal to the damage dealt. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Life Sight (Su): At 8th level, you gain Blindsight to a range of 10 feet for a number of rounds per day equal to your incanter level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Lighteyes (Su): Perception is always considered a class skill for you, and you gain a bonus equal to 1/2 your incanter level on all Perception checks. This bonus increases to being equal to your incanter level when detecting invisible or incorporeal creatures. At 20th level, you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Revelation Aura (Sp): At 8th level, you can emit an aura of revelation for a number of rounds equal to your casting ability modifier, revealing all invisible creatures, illusions, and other magical means of disguising or obscuring within 30 ft of you. You may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five incanter levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school or an effect from the Mind sphere, that spell or effect does not affect you, and is instead reflected back at its caster.
Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your incanter level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your incanter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Animal Companion (Su): You gain an animal companion, as the druid class feature, treating your incanter levels as druid levels for this purpose.
Wild Empathy (Ex): You gain wild empathy, as the druid class feature, treating your incanter levels as druid levels for this purpose.
Empower Companion (Su): At 8th level, you may touch an animal to infuse it with power. The animal immediately gains the advanced creature simple template: it gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. This lasts for a number of rounds equal to your casting ability modifier.
During this time, the animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” Animals that already have the advanced creature template are unaffected by this ability. You may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you rest to regain spell points. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su): As a standard action, you can create a 10 ft radius field of protective magic centered on you that lasts for a number of rounds equal to your casting ability modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five incanter levels you possess. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your incanter level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Protection Sub-Specialization: Lattice Weaver
Source: The Abjurer's Handbook
Incanters specialized in Protection have an alternate way they can manifest their abilities. Incanters that choose this sub-specialization still receive Protection as a bonus sphere at 1st level and a +1 bonus to their caster level with the Protection sphere, but do not gain any of the other abilities.
Instead, the lattice weaver gains the ability to call forth a floating mass of crystals made of solid force which they can control using their Protection sphere abilities. Whenever they use their lattice, the effect remains for a number of minutes equal to their incanter level, or until they use their lattice for a different purpose. The lattice can not be broken or permanently destroyed, but things made from the lattice can be.
At 1st level, the incanter can use his lattice to form any barrier he could create using the barrier ability. The lattice barrier can be destroyed or broken as normal (even though the lattice can not), and as a standard action, the incanter can dismiss the lattice barrier and create a new lattice barrier at a different location, or repair an existing lattice barrier. The incanter does not need to spend a spell point to make the barrier last without concentration, it remains until the normal duration of the lattice expires or until the lattice is used for another function.
The incanter can also use a move action to move their lattice barrier up to 20 ft, possibly pushing objects and creatures in the process. The barrier has the ability to bullrush targets using a CMB equal to 10 + the incanter’s class level + his casting ability modifier, but does not harm those pushed. Alternatively, the lattice barrier can simply work around objects and creatures as it moves.
At 5th level, the incanter may use his lattice as an immediate action to form any aegis he can create around an ally within 60 feet. In addition to the normal effects of the aegis, the aegis has a 50% chance to turn any critical hit into a normal hit. The character who bears this aegis also receives a bonus to the damage of their natural attacks equal to half the incanter’s level, as the sharp edges of the lattice can draw blood easily. The incanter can not sacrifice the lattice with a (succor) talent. The spell point cost to create the aegis must still be paid, and its duration is limited to the duration of the lattice, and it ends if the lattice is used for another purpose.
At 10th level, the incanter may use the lattice to strike an enemy within 60 ft. with a ranged touch attack as a standard action, imprisoning them with crystalline blades of force. The attack does 1d6 force damage for every 2 levels the incanter has, and the target must make a Reflex save versus a DC equal to 10 + 1/2 the level of the incanter + his casting ability modifier or be entangled by the lattice and unable to leave the square they are currently in. This prison is fully effective against incorporeal creatures, but disappears if the lattice is used for anything else and does not prevent teleportation. The creature may make a new save at the end of each of its turns.
At 15th level, the incanter may seed a ward with lattice blades, causing all squares within to become difficult terrain for enemies without hindering allies. The lattice floats in the air, affecting flying enemies as well as those on the ground, and even affecting those underwater or underground. The seeding also provides partial cover to allies within the ward. Using this ability is a standard action.
At 20th level, the incanter may spend a standard action to wrap himself in a mobile sphere of lattice crystals. While encased, he gains improved cover against all attacks, has a fly speed of 30 with perfect maneuverability, and ignores difficult terrain. Whenever he moves, he can move through enemy squares, and when he does so the enemy must make a Reflex save with a DC of 10 + 1/2 the level of the incanter + his casting ability modifier or take 1d6 force damage for every level the incanter has gained. A successful save halves this damage. He may carry others with him inside the sphere, if he can physically pick them up but they are effectively unable to act while within.
Telekinetic Stability (Su): You gain a +2 bonus to Fly checks, Acrobatics checks, and CMD. These bonuses increases by 1 for every 5 incanter levels you possess. At 20th level, whenever you make a Fly or Acrobatics check, assume the roll resulted in a natural 20.
Telekinetic Impediment (Sp): As an immediate action, you may attempt to impede an attack made against a creature within 30 ft of you, including yourself. You must declare you are using this ability before the attack roll is made. The attack suffers a -1 penalty, -1 per 5 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier.
Great Flight (Su): Starting at 8th level, as a free action you may grant yourself a flight speed of 50 ft with perfect maneuverability for a number of minutes per day equal to your incanter level. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Fast (Su): You gain a +10 bonus to your base movement speed. This bonus increases by 5 ft for every 5 incanter levels you possess. At 20th level, you may spend a swift action to take an extra move action, but this move action may only be used to move.
Slowing Touch (Sp): As a standard action, you may make a melee touch attack against a target and slow its movements. The target becomes staggered for 1 round per 2 incanter levels you possess (minimum: 1). You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Retry (Su): At 8th level, as an immediate action, you may force a target within 30 ft of you to reroll a saving throw, skill check, attack roll, or ability check they just made, taking the second result regardless of whether it is worse or better. You must decide to use this ability after the roll is made but before the results are revealed. You may use this ability once per day at 8th level, plus an additional time for every 6 levels beyond 8th.
War [Core]
War Mage (Ex): You gain proficiency and Weapon Focus with one martial weapon of your choice. At 5th level, you gain Weapon Specialization with that weapon. At 10th level, you gain Greater Weapon Focus with that weapon. At 15th level you gain Greater Weapon Specialization with that weapon. At 20th level, you may roll all your attack rolls with that weapon twice, taking the higher result.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before the initiative roll is made. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Cooperative Defense: At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four incanter levels beyond 8th.
Warp Mastery (Su): Whenever you use the teleport ability from the Warp sphere, increase the distance you may teleport by 5 ft per incanter level. At 20th level, double the distance you may teleport, including this bonus.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two incanter levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Dimensional Lord (Sp): At 8th level, whenever a creature attempts to use a teleportation effect or summon a creature within 30 feet of you, you may attempt to block the effect. Make a magic skill check as an immediate action. If the check succeeds, the effect or spell fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 6 incanter levels you possess beyond 8th.
Untouched (Su): Treat all weather effects as being 1 step lesser in severity. This improves to 2 steps at 11th level, and 3 steps at 20th level.
Wind Servant (Sp): As a standard action, you can generate a blast of air that hurls an unattended object within Close range or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per incanter level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Cloak of the Elements (Su): At 8th level, you surround yourself with wind, rain, and other natural forces for a total number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. While the cloak of the elements is in effect, all attacks against you suffer a -4 penalty and all melee attacks made against you cause the attacker to suffer 1d8 nonlethal damage. In addition, you gain resistance 10 to fire, cold, electricity, and acid damage.
Feats
The following feats are particularly helpful or appropriate for Incanters. Some of these may require taking specific specializations.
Channel Destruction
Prerequisites: Destruction sphere, Channel Energy class feature
Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type. If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her Channel Energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.
If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required.
Channel Destruction, Greater
Prerequisites: Destruction sphere, Channel Energy class feature, Channel Destruction
Benefit: When using Channel Destruction, you may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.
Channel Life
Prerequisites: Life sphere, channel energy class feature.
Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend a spell point in addition to the normal cost of the ability, but do not need to pay the cost associated with Mass Healing or Mass Restore. The Life sphere ability affects everyone affected by the channeled energy, even if they would normally be out of range of your ability. You are not actually using the sphere ability, and other abilities triggered by using sphere abilities are not triggered (such as vitality feats).
Channel Resolve
Prerequisites: Channel energy class feature
Benefit: When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.
Contingency [Core]
Prerequisites: Casting class feature, 10th caster level or higher.
Benefit: You may spend a spell point and ten minutes of preparation to use a sphere effect in such a way that it comes into effect under some later condition you have previously dictated. You must pay any spell point costs associated with the desired effect and must place the effect on yourself or onto a creature or location within Close range. The creature or area selected must be the target of the Sphere effect.
The conditions needed to activate the effect must be clear, but they can be general. (If the caster is dropped below half hit points, if an elf enters the room, or if Madame Deflour comes within Close range are all examples of contingency conditions.)
In all cases, the contingency causes the sphere effect to manifest instantly when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the effect may fail when triggered. The effect occurs based solely on the stated conditions, regardless of whether you want it to. You may only have one contingency active at a time; any previous unused contingency effect is dispelled when a new one is created. A caster always knows when their contingency is triggered, even if they aren’t present. If a contingency is placed on a creature or location, it can be detected and dispelled like any other sphere effect. For this purpose, a contingency is considered a magical trap with a Perception and Disable Device DC equal to 25 + 1/2 the caster level.
If a contingency remains unused when a caster rests to regain spell points, they may choose to dispel the contingency or sustain it, in which case they do not recover the spell points used to create the contingency.
Contingency Tampering
Prerequisites: Enhanced Contingency.
Benefits: You gain the following enhancements, which may be used to enhance sphere abilities enhanced by Contingency.
- Introduce Flexibility: You may spend 1 spell point to enhance a contingency, granting it an additional condition – this additional trigger must be a valid condition, as defined by the Contingency feat. If either condition is met, the contingent sphere ability triggers immediately.
- Suppress Triggers: You may spend 1 spell point to enhance a contingency, removing its trigger condition for the duration.
You may only target your own contingencies, as well as any other contingencies that you know the trigger condition for.
Create Spell Book [Core]
Prerequisites: Casting class feature, Spellcrafting.
Benefit: You may write down your spells in a magic book, allowing you access to more spells than the usual limit. See the Advanced Magic section for more information on spellcrafting and spellbooks.
Extra Magic Talent [Core]
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 [Core]
Prerequisite: Spell Pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Healing Touch
Prerequisites: Life sphere, lay on hands or fervor class feature.
Benefit: Whenever you use your lay on hands or fervor ability to heal a creature, you may invigorate or restore the same creature as part of the same action. You must pay the normal spell point cost of the ability.
Ritual Caster [Core]
Prerequisite: Casting class feature.
Benefit: You may use a ritual, even if you do not possess that ritual’s base sphere (see Rituals). If you also possess the Craft Rituals item creation feat, you still cannot research a ritual unless you meet all of its prerequisites.
Ritual Expert
You have learned much of ritual magic, and can call upon a wider variety as your needs dictate.
Prerequisites: Caster level 1.
Benefit: You may use any ritual under your magic type (arcane, divine, psychic), not only those tied to your specific tradition.
Ritual Master [Core]
Prerequisites: Casting class feature, Ritual Caster.
Benefit: You may use your MSB in place of your caster level when using rituals.
Spellcrafting [Core]
Prerequisite: Casting class feature.
Benefit: You may mix and match powers from various spheres into spells of your own creation. See the Spellcrafting page for more information.
Sphere Focus [Core]
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.
Succor
Prerequisites: War sphere, lay on hands class feature.
Benefit: You may spend a spell point to rally an ally, and use your lay on hands class feature on them. This costs the normal number of uses of your lay on hands class feature in addition to the spell point cost of the rally, but does not require the ally to be within the normal range of your lay on hands ability.
Totemic Channeling
Prerequisites: War sphere, channel energy class feature.
Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the totem chosen.
Vital Magic
Prerequisites: Fervor or lay on hands class feature.
Benefit: You may spend 1 spell point as a free action to regain 1 use of your fervor or lay on hands ability.
Favored Class Bonuses
Aasimar
Gain a +1/2 bonus to all Spellcraft checks.
Dwarf
+1/6th of a item crafting feat.
Elf
+1/6th of a metamagic feat.
Gnome
+1/6 bonus to the DCs associated with one sphere of the incanter’s choice.
Goblin
Gain a +1/5 bonus to the incanter’s caster level with one sphere, but gain a cumulative 1% chance of wild magic happening when using an effect from that sphere. This stacks with the Wild Magic casting drawback.
Half-Elf
Gain +1/6th of a bonus magic talent.
Half-orc
Gain a +1/5 bonus to your effective class level when determining the strength and save DCs of a sorcerer bloodline.
Halfling
Choose any incanter ability with a number of uses per day equal to 3 + the incanter’s casting ability modifier. The incanter may use this ability an additional 1/2 times per day.
Human
Gain +1/6th of a bonus magic talent.
Merfolk
Choose a sphere. Whenever the incanter creates an effect from that sphere, the effect endures for 1/2 a round after the duration expires, or the incanter stops concentrating.
Orc
Choose one sphere specialization ability or domain ability that can be used a number of times per day equal to 3 + the incanter’s casting ability modifier. The incanter may use that ability an additional +1/2 times per day.
Tiefling
Gain a +1/2 bonus to all concentration checks.
Archetypes
Appearing in Worlds of Power, the Mage gains a selection of Guild powers and a robust education in magic that helps to enhance their talents.
The Reincarnated Master is a druid-like individual with the ability to overcome death better than most. In addition to its other powers, this archetype was also designed to serve as a sample for how archetypes from other classes could be converted to archetypes for the Incanter in home games.
The Warlock gains fewer magic talents than the normal Incanter, exchanging them for a familiar and access to a patron that can drastically increase their abilities.
Archetype Compatibility
|
Weapon & Armor Proficiencies |
Magic Talents |
Specializations |
Bonus Feats |
Mage |
|
|
X |
M |
Reincarnated Master |
|
|
M |
M |
Warlock |
|
M |
|
|
Guide: M = Modifies, X = Replaces, Blank = No Change