Spheres of Power

Incanter Class Features (DRS)

DRS_Polished_Spheres_Dark_Sphere.png
Polished Dark
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Incanter Specializations

The following are new or reworked incanter specializations. Their specialization point cost is listed with each specialization.

Sphere Specialization (3 specialization points)

The incanter specializes in a sphere of their choice.

The incanter gains that sphere as a bonus sphere and gains a permanent +1 bonus to their caster level with that sphere. In addition, they also gain a series of abilities associated with that sphere, as detailed in the respective sphere specialization. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is first gained. Like an archetype, sub-specializations trade out one or more of a sphere specialization’s benefits for new abilities.

Dark

Home in the Dark (Sp): At 3rd level, the incanter gains the ability to maintain a single cloak as a constant sphere effect; this cloak may be granted any options the incanter possesses that could modify a cloak. The incanter must pay any additional spell point costs for the cloak or its options as appropriate. The incanter may use their cloak sphere ability to select different options for their cloak, replacing the previously chosen options (instead of creating a new cloak effect).

Umbral Passage (Sp): At 8th level, the incanter gains the Traveler’s Darkness talent as a bonus talent. Whenever the incanter uses the step through darkness option, the incanter gains concealment for 1 round.

In addition, the incanter may use the step through darkness option to perform a special teleport as a standard action (that may be used even if the incanter is not within a darkened area). The incanter can travel using this special teleport up to 30 feet per incanter level per day, either in a single use or broken up across multiple uses, and does not require line of sight or line of effect when using this teleport. This movement must be spent in 5-foot increments and does not provoke an attack of opportunity (but does require that the incanter be able to move). The incanter may bring allies with them when teleporting this way but must spend increments of distance for each additional creature brought with them. Allies teleported this way also gain concealment for 1 round.

Essence of Darkness (Su): At 20th level, the incanter becomes immune to the negative effects of any gloom they create and gains the see in darkness ability.

As a move or immediate action, the incanter may willingly dismiss a single Dark sphere effect (such as in response to the Dark sphere effect being dispelled). The Dark sphere effect is dismissed and the incanter stores the lingering magical energy of that effect into their own shadow, gaining a number of temporary spell points equal to the number of spell points spent on that Dark sphere effect (including augments, spell points to continue without concentration, metamagic, etc.). These temporary spell points may only be spent on Dark sphere abilities and last until spent. The incanter may only have a maximum of 3 temporary spell points stored this way.