View Full Version : D&D 3.x Class Forgotten Realms Spheres of Power: Incantrix Sphere Specialization [PEACH]

2017-05-22, 04:56 PM
I am working on a few conversions for my eventual forgotten realms pathfinder game using spheres of power. Here is the first I've completed, PEACH is in order.

Incantrix Specialization (Alternate Sphere Specialization)
Source: Player's Guide to Faerun
Incantrixes are a highly specialized wizards in that they specialize in the art of metamagic or manipulation of the spells they cast and the incursion into the material plane by forces from beyond mortal understanding. This unusual twin specialization allows the incantrix to become exceptionally effective in dealing with the varied threats they have to deal with on a daily basis from extraplanar beings and the mad wizards who allow them to wreak havoc upon the materal plane.

An incanter or sphere wizard may choose the Incantrix specialization instead of one of the regular sphere specialization benefits:

Incantrix Specialization: Choose one of the following spheres: Conjuration, Protection, Divination, or Warp. You gain the 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.

Cooperative Metamagic: You can apply any metamagic feat you know to a sphere effect cast by another willing sphere caster within close range. Either you or your ally must delay their actions such that you both are adjacent in the initiative order (this is only relevant while in combat). Both of you must spend the appropriate action to cast the sphere effect with its modified casting time (so a normal metamagic effect would be a full round action to cast). They must pay any base spell point cost for using the effect as usual, but the cost from the metamagic feat is paid by you. This ability can not be used with the silent spell, still spell, and quicken metamagic feats.

Assume Control: At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. If the duration of the summon is concentration, you must provide the concentration for the effect for as long as you control the summoned creature. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner.

You can use this ability a number of times per day equal to 3 + your casting modifier.

Metamagic Mastery: At 8th level, you can apply any one metamagic feat that you know to a sphere ability you are about to cast. This does not cost any extra spell points or increase the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th.

Note: Assume Control copied from the Infernal Binder arcane school. Metamagic master copied from the Universalist arcane school.