Incanter
Table of Contents
Spheres of Power

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 (Int), 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.

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.

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.

Alteration [Core]

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.

Conjuration [Core]

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.

Creation [Core]

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.

Dark [Core]

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.

Death [Core]

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.

Destruction [Core]

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 youself 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.

Divination [Core]

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.

Enhancement [Core]

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.

Fate [Core]

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.

Illusion [Core]

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 [Core]

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.

Light [Core]

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.

Mind [Core]

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.

Nature [Core]

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.

Protection [Core]

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.

Telekinesis [Core]

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.

Time [Core]

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 [Core]

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.

Weather [Core]

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.


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 new 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

-Mage

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.

-Reincarnated Master

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.

-Warlock

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

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