Table of Contents
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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 IncanterLevel | 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.).
Author's Note: "Any feat which has casting as a prerequisite" includes feats that require a magic sphere. Many of those feats do not list "casting class feature" as a prerequisite due to redundancy. For example, an incanter could take a feat which requires the Life sphere with a prerequisite line of "Prerequisites: Life sphere".
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.
Alteration Sub-Specialization: Bioreaver [EO3]
The following abilities replace battleshaping, change shape, and shapeshifter’s renewal.
Rend Flesh (Su): At 3rd level, the incanter gains the Alteration sphere Twisted Shapeshift talent as a bonus talent. When using the Twisted Shapeshift talent, the incanter reduces the spell point cost of the shapeshift by 1 (minimum 1) as long as he does not apply a transformation to the target(s) (except Blank Transformation). In addition, when the incanter spends 1 spell point to make their shapeshift deal damage with the Twisted Shapeshift talent, a successful saving throw against the shapeshift only halves the damage dealt. The incanter cannot use this in combination with the Homogenize Alteration sphere advanced talent.
Disrupt Biology (Su): At 8th level, the incanter gains the Fleshwarp Adept feat as a bonus feat (or a feat that has the Alteration sphere as a prerequisite if he already possesses the feat). Additionally, once per day when the incanter uses the Twisted Shapeshift talent, the incanter may choose to also deal 1 point of ability damage (Fortitude halves) per 2 incanter levels he possesses to a single ability score of his choice (except Constitution); the incanter may spend 1 additional spell point when using this ability to choose to deal Constitution damage.
The incanter may use this ability an additional time per day for every 4 incanter levels beyond 8th he possesses.
Flay Flesh (Su): At 20th level, whenever a creature fails their saving throw against the incanter’s shapeshift ability, he can spend 2 additional spell points as an immediate action to force the target to succeed an additional Fortitude saving throw or have their internal organs exposed. If the target fails this additional saving throw, the target loses all natural armor bonuses they possess and gains vulnerability to bludgeoning, piercing, and slashing damage for 1 minute or until the shapeshift ends, whichever comes first.
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:
- Languages: The housed soul can speak and understand one language you know, chosen at the time it is raised.
- 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).
Author's Note: A housed soul cannot have a template applied (from the Expanded Necromancy talent or other source) until 8th level (when the expedited calling feature is granted).
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.
Lingering Spirits and Housed Souls
Lingering spirits are the souls of the deceased, human or otherwise. These spirits have no statistics, similar to a soul from a soul weaver’s bound nexus class feature, but are not under anyone’s control and have some amount of free will. Characters should feel free to bond, commune, and interact with these lingering spirits but may find it difficult to communicate complex ideas or concepts if they do not possess an ability to speak with the dead (such as the Death sphere Gravetongue talent). Lingering spirits are an intentionally open-ended mechanic to allow this specialization’s abilities to fluidly fit a multitude of character concepts.
The guide of the dead sub-specialization grants incanters, soul weavers with the shepherd of the lost archetype, and others the ability to better interact with lingering spirits, raising them as housed souls. Some may befriend and make use of the same spirit throughout their career, much like a spiritualist and their phantom, while others may be less friendly with those they raise as housed souls, treating them as slaves or tools. Characters with this specialization may choose to continue to use the same spirit, and grant that spirit a new body each time they raise a housed soul or choose new spirits each time. A lingering spirit is not destroyed when the housed soul is destroyed and may choose to remain with the one who raised them or return to wherever they came from.
When GMing for a character with the ability to raise housed souls, giving the spirit a purpose or goal in the nearby area that the soul weaver can achieve to help put the spirit to rest can help add additional depth and roleplay to the soul weaver’s narrative. Sometimes this can be as simple as the spirit of a slain animal or adventurer lingering near their killer’s lair, where avenging the spirit will be enough to put it at peace. Other spirits may have more complex goals and emotions. Not all spirits need to have a way to put them at peace, and characters can choose to retain the spirit and bring them as a companion on their journey. Ultimately, being flexible with lingering spirits and housed souls and understanding this interaction is a more intimate partnership than ordinary necromancy will help add depth to the character’s story.
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, increasing by +1 at 7th level and every 4 levels thereafter. Additionally, he gains a +1 bonus to all magic skill checks, and his magic skill defense.
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. Additionally, the bonus to magic skill checks and his magic skill defense from his mana master ability increases by 1 at 8th level and every 8 levels thereafter. 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.
Nature Sub-Specialization: Aeromancer (air) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Warding Winds (Ex): At 3rd level, the incanter gains a circumstance bonus to his AC against ranged attacks equal to the circumstance bonus granted by his Nature sphere Breeze geomancing ability. This bonus is negated against any unusually massive ranged weapons (such as boulders or ballista bolts) or ranged attacks generated by spell effects. The bonus granted by this effect is calculated using the incanter’s permanent Nature sphere caster level (not including bonuses from implements, casting tradition boons, etc.). Additionally, when the incanter uses a geomancing or spirit ability from the air package that requires concentration, he may concentrate on the effect as a move action, instead of a standard action (or a swift action if he may already concentrate on an effect as a move action).
Gale Stride (Ex): At 8th level, as a free action, the incanter may grant himself a fly speed of 60 feet with good 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. The incanter may spend 1 minute and a spell point to reset the number of minutes per day he may use this ability.
Blessing of the Zephyr (Ex): At 20th level, the incanter may choose to make one instance of a geomancing or spirit ability from the air package that he casts be permanent. Any spell point costs must be paid as normal, and if the effect requires concentration, its duration instead changes to permanent (until changed). The incanter can have no more than one effect made permanent with this ability at one time. If the incanter designates another geomancing or spirit ability as permanent, the previous permanent effect ends.
Nature Sub-Specialization: Ferromancer (metal) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Vicious Magnetism (Ex): At 3rd level, the incanter may use his Magnetize ability on unwilling creatures (or their attended objects) that consist mostly of metal by spending 1 additional spell point, with a successful Will saving throw negating the effect. Additionally, when using the Magnetize ability to make an attack against a creature, the incanter deals an additional amount of damage equal to his casting ability modifier (minimum 1).
The incanter also gains the following metal spirit ability:
- Metal Infusion (spirit): As a swift action, you can attempt to infuse a creature or object with the essence of metal, requiring them to succeed at a Fortitude saving throw or be treated as if they were composed mostly of metal for the purposes of sphere abilities that rely on it for 1 round per incanter level he possesses. You can spend a spell point when using this ability to also impose a -2 penalty to the target’s AC and saving throws against electricity-based effects (this penalty does not stack with similar penalties, such as those imposed by the Electric Blast talent). At 8th level, this penalty also applies against Nature sphere abilities from the metal package. At 20th level, the creature also becomes vulnerable to electricity damage.
Ferrous Resilience (Ex): At 8th level, while the incanter concentrates on any Nature sphere ability from the metal package, or for 1 round after casting such a sphere ability, he gains the benefits of stalwart (if the incanter attempts a Fortitude or Will saving throw against an effect that has a reduced effect on a successful save, he instead negates the effect entirely).
Adamantine Soul (Ex): At 20th level, the incanter becomes immune to precision damage and critical hits. In addition, the incanter gains the following abilities augmenting the metal Nature package’s base abilities.
- Magnetize: When using the Magnetize ability, the incanter may roll their attack roll twice and take the better result if the target of their attack roll is wearing or holding an item made of metal. In addition, the incanter’s Magnetize ability deals additional damage equal to the ore or weapon damage of the thrown object. This additional damage is not multiplied on a critical hit. For example, ore which deals 1d6 damage would deal an additional 1d6 damage.
- Recover Ore: The incanter may choose to make one instance of their Recover Ore ability permanent. If the incanter designates another instance of the Recover Ore ability as permanent, the previous permanent effect ends.
- Reforge: The incanter may reshape metal objects into forms with complex moving parts (making a Craft check against the object’s Craft DC). The incanter gains a bonus to Craft checks made this way equal to 1/2 their caster level.
Nature Sub-Specialization: Hydromancer (water) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Fluid Motion (Su): At 3rd level, the incanter adds his casting ability modifier (minimum 1) as a bonus on Swim checks and to his Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. The incanter also gains the following water spirit ability:
- Grace of the Marid (spirit): As a standard action, you can spend 1 spell point to grant yourself the ability to breath underwater, and allow you to cast spells and sphere effects normally while underwater, even if you would possess a drawback that would normally be impeded while underwater (such as Verbal Casting or Somatic Casting). These components are still required to cast the spell, but the otherwise impeded actions prove sufficient to cast the spell. This ability lasts for 10 minutes per incanter level you possess, or 1 hour per incanter level if you possess the Deep Nature talent.
The incanter may spend a spell point when using this spirit ability to grant its benefits to multiple creatures as part of the casting, dividing the duration evenly among all touched creatures. If the incanter possesses the Grant Spirit talent, he does not need to spend a spell point to grant its benefits to multiple touched creatures. If he has taken the Grant Spirit talent twice, the duration of the ability is no longer divided.
At 20th level, this spirit ability also grants the benefits of the Fate sphere Freedom (word) talent.
Hydrostatic Pressure (Su): At 8th level, as a free action the incanter can emit a 30-foot aura that replicates water perpetually ebbing and flowing. At the start of each of his turns, the incanter attempts a drag combat maneuver (using his casting ability modifier instead of his Strength, and his caster level instead of his base attack bonus), comparing the result against the CMD of all enemies within the aura, dragging them either towards or away from the incanter (chosen when attempting the drag maneuver) on a success. Whenever an ally (other than the incanter) takes a 5-foot step within this aura, they may move an additional 5 feet.
Maintaining this effect 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. In addition, whenever an enemy fails a saving throw against one of the incanter’s water geomancing or spirit abilities, the incanter may attempt a drag combat maneuver against that enemy as a free action (as though the creature were affected by the incanter’s hydrostatic pressure aura); if the enemy would be made unable to move (such as with the Freeze geomancing ability), they cannot be moved by this effect.
Blessing of Open Seas and Endless Rivers (Ex): At 20th level, the incanter gains the benefits of his grace of the marid spirit ability as a constant supernatural ability, including the additional effects as if they spent an additional spell point (which are listed below).
Additionally, whenever the incanter uses his grace of the marid spirit ability, he can spend an additional spell point to also grant the target the following benefits: The target gains DR 10/slashing, increases their reach by +10 feet, and impose a -4 penalty to attempts made to confirm a critical hit against them. The target (and their equipment) can also pass through small holes or narrow openings and cracks (except other creatures). Finally, they can spend a standard action to extinguish a non-magical fire by touching it; they can attempt to extinguish magical fires this way as well, but it requires a successful magic skill check against the caster’s magic skill defense (the MSD of a supernatural effect is 11 + the CR of the effect’s source). Even if they fail to extinguish a fire, they are not harmed by it.
Nature Sub-Specialization: Phytomancer (plant) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Deadly Flora (Su): At 3rd level, the incanter can spend a standard action to cause a single branch he has animated using Pummel to explode, dealing 1d6 bludgeoning damage per 3 incanter levels he possesses to all creatures within 10 feet of the branch (Reflex halves), and destroying the branch. Additionally, the incanter can spend a spell point when using the Entangle geomancing ability to have them deal 1 bleed damage each round a creature remains entangled within the area, which stacks with itself (maximum equal to 1 + his casting ability modifier).
Nature’s Caretaker (Ex): At 8th level, the incanter may move through any sort of undergrowth (such as thorns, briars, and overgrown areas) at his normal speed and without suffering damage or any other impairment, including those of which have been magically manipulated (this includes the Pummel ability from the Nature sphere). Additionally, when using the Pummel geomancing ability, tree branches the incanter animates gain fast healing 1.
Natural Soul (Ex): At 20th level, the incanter is treated as either his original creature type or a plant for the purposes of spells and abilities, whichever is most beneficial to him. Additionally, he gains immunity to mind-affecting and poison effects; the incanter may choose to be affected by such effects if they wish (such as being subject to a beneficial mind-affecting effect).
Nature Sub-Specialization: Pyromancer (fire) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Heat-Resistant (Ex): At 3rd level, the incanter gains fire resistance equal to his incanter level which stacks with other sources of fire resistance the incanter may possess. Additionally, the incanter treats any aridity or heat weather effects as being 1 step lesser in severity plus 1 additional step at 11th and 19th level. This reduction in severity does not reduce the effects of a Weather sphere mantle, or similar beneficial effects based on the weather’s severity.
Blistering Aura (Ex): At 8th level, as a standard action, the incanter can emit a 30-foot aura that causes fire to burn brighter and more intense. Enemies within this aura must succeed at a Fortitude save or gain fire vulnerability as long as they remain within the area. If an affected creature possesses fire immunity, it is also reduced to fire resistance 40 on a failed save (but does not gain vulnerability). Creatures that remain within the area must save again at the end of each turn the incanter maintains this effect. Creatures that move into the area must save immediately. Maintaining this effect 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.
Iridescent Heart (Ex): At 20th level, the incanter becomes immune to bleed and fire damage, in addition to the blinded, deafened, nauseated, and sickened conditions. Additionally, the incanter can use his Create Fire Nature sphere ability as a swift action, although it only creates a Diminutive-sized fire. Additionally, the incanter gains the following fire spirit ability:
- Flesh of the Inferno (spirit): You can spend a standard action and 2 spell points to have your body give off an intense heat for 1 round per caster level. Creatures within 60 feet who observe you (functioning as a gaze attack) and do not avert their gaze from you are dazzled and treat all creatures as if they had concealment (20% miss chance) for 1 round). Additionally, whenever you would be reduced to 0 or fewer hit points, you immediately stabilize. Finally, your body gives off such intense heat that any enemy that ends their turn within 10 feet of you suffers fire damage equal to the largest sized fire you can create, and is set on fire; a successful Reflex save halves this damage and negates catching fire. A creature can only be affected by this spirit talent once per round.
Nature Sub-Specialization: Terramancer (earth) [EO3]
The following abilities replace animal companion, empower companion, and life connection.
Earthen Guard (Su): At 3rd level, the incanter reduces any forced movement (such as a bull rush attempt, but not a teleportation effect) by 5 feet, plus an additional 5 feet for every 10 incanter levels he possesses (to a minimum of 0 feet). The incanter also gains the following earth spirit ability:
- Mineral Barrier (spirit): As a standard action, you can spend 1 spell point to forge earth from around you into various plates and padding, replicating any mundane armor of your choice with a +1 enhancement bonus. Armor created using this ability is made of stone; the statistics of the armor are not changed (such as hardness, armor check penalty, and maximum Dexterity). The enhancement bonus granted to the armor increases by 1 for every 4 caster levels you possess. This armor lasts for 1 hour per caster level. You may exchange any amount of the granted enhancement bonus with the following special armor abilities: defiant (+1), fortification (light +1, moderate +3, heavy +5), green-touched (+1), grinding (+1), and impervious (+1). The incanter cannot reduce the granted enhancement bonus below +1.
At 20th level, the incanter may spend an additional spell point when using this spirit ability to double the granted enhancement bonus, although any enhancement bonuses above +5 must be exchanged for special armor abilities.
Calcifying Aura (Su): At 8th level, as a free action the incanter can emit a 30-foot radius that causes creatures to become rigid and stiff for 1 round, for a maximum number of rounds per day equal to his incanter level (these rounds do not need to be consecutive). Hostile creatures within this area must succeed at a Fortitude each round they remain within the area or suffer 1d3 points of Dexterity damage, in addition to a -4 penalty to attacks made as part of an attack of opportunity for that round. These rounds do not need to be consecutive.
Soul of the Mountain (Su): At 20th level, the incanter becomes immune to bull-rush, reposition, overrun, and trip combat maneuvers, and gains DR/adamantine equal to his incanter level.
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.
Alarun: Gain 1/6th of a Mind sphere talent.
Cecaelia: +1/5 of a (water) talent from the Nature sphere.
Cherufe: Gain 1/6th of a Nature sphere talent from the (fire) package.
Created: +1/2 racial bonus on Craft checks made when casting Creation sphere effects.
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.
Leshy: Gain 1/6th of a Nature sphere talent from the (plant) package.
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.
Sidhier: Gain +1/6 Fallen Fey sphere save DC.
Skinwalker: Gain +1/6 Alteration sphere save DC.
Tiefling: Gain a +1/2 bonus to all concentration checks.
Archetypes
The following are archetypes that incanters can choose.
Archmage
Trained in all magic, true Archmagi are capable of diverting their studies to quickly master all variants of magical knowledge.
Frostweaver
Frostweavers have incredible control over ice.
Reincarnated Master
The reincarnated master is exceptionally resistant to the grasp of death.
Class Equipment
The following magical item is especially appropriate for incanters.
Lattice Of Knowledge [TS:WAT]
Aura faint Variable (see text); CL 3rd
Slot any; Price 15,000 gp; Weight 2 lbs.
This crystalline lattice hums with elemental energy and has an aura that matches the effect it provides. While equipped in any slot by a creature with the incanter specializations class feature and three levels in the incanter class, a lattice of knowledge grants the 3rd-level ability of a single incanter sphere specialization, chosen when the lattice is made. A creature cannot benefit from more than one of these lattices per day, and must spend one hour attuning to it before they can use its effects that day. The creature must know the base sphere associated with the specialization included. Treat the creature’s total class levels as their incanter level for determining the effects of the ability granted by this item.
Construction Requirements
Craft Apparatus, the sphere associated with the sphere specialization in this item, creator must know the incanter sphere specialization added to this item; Cost 7,500 gp
Specialist’s Staff [TS]
Aura faint Untyped; CL Same as user’s normal CL; 3 if unbonded
Slot none; Price Varies, see description; Weight 4 lbs.
In the hands of an incanter, this staff grants a specific sphere specialization, chosen when the staff is made. The power of this sphere specialization depends on the wielder’s incanter level. It also acts as a +1 implement of the chosen sphere, gaining an additional +1 bonus in the hands of a 4th-level character and every 4 levels thereafter (to a maximum of +5 at 16th level); only count incanter levels towards this effect. In the hands of non-incanters, a specialist’s staff only functions as a +1 implement of its respective sphere and does not gain upgrades at higher levels. A specialist’s staff is worth 1.5x the cost of a regular implement (3,000 gp for characters level 1-3, 12,000 gp for characters level 4-7, etc.). Specialist’s staves interfere with each other; a wielder must carry the staff for 24 hours to bond with it before it begins working for them, and a character cannot benefit from more than one of these items (including any similar items that grant specializations) at any time. If the wielder already has the base sphere of the sphere specialization chosen for this staff, they gain a bonus talent in that sphere while wielding this item instead of gaining the base sphere. The bonus talent must be chosen when this staff is made and cannot be changed later. If the user has that talent as well, they do not gain any additional talents.
Construction Requirements
Craft Implement Of Power, creator must have a sphere and its corresponding sphere specialization; Cost 37,500 gp
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book