Sunday 23 July 2017

Magic: Incarnum Spells

Magic: Incarnum Spells

A quite long time ago I converted a set of soul-based powers from D&D 3.5 Magic of Incarnum. The power modifier mentioned the existence of spells and other abilities that counteract meldshaping, but they did not actually exist. Now I took a look at the spell section in Magic of Incarnum and decided to convert the spells to vanilla GURPS magic. This post will present a list of spells, some of which have the special Incarnum type. Spells with this special type can only be cast by characters with the new Incarnum Spellshaping perk (basically, a perk-level Unusual Background) and can only be cast by spending essentia or be enhanced by spending essentia. High skill does not reduce the essentia cost. Most of the spells can be assigned to the Meta college, and the spells Soul Blight, Steal Essentia, and Wrathful Doom may be assigned to the Necromancy college.

Incarnum Spellshaping [1]
The meldshaper gains the ability to invest incarnum into his spells. A meldshaper with this perk can cast incarnum spells and invest essentia in them.
Statistics: Incarnum Spellshaping [1].

Incarnum Spells

Adept Spirit
Regular; Incarnum

You bestow the soul of a great ancient spellcaster on the subject. The soul lies dormant within the subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul’s wisdom grants the subject a +1 bonus to Occultism, Ritual Magic, Thaumatology, and Symbol Drawing.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Cost: 3 to cast. 1 to maintain. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2.
Prerequisite: Magery 1, Seek Incarnum.

Item
Jewelry. Energy cost to create: 500.

Animal Spirit
Regular; Incarnum

You bestow a small portion of the soul-energy of the animal kingdom on the subject. The soul energy lies dormant within the subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul energy grants the subject a +1 bonus to all Sense rolls and Night Vision 5.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Cost: 3 to cast. 1 to maintain. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2 and Night Vision to 7.
Prerequisite: Magery 1, Seek Incarnum.

Item
Jewelry. Energy cost to create: 500.

Channel the Mishtai
Regular; Incarnum

You bestow the soul of a long-departed mishtai on the subject. The soul lies dormant within the subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first.
The soul is chosen randomly, roll 1d on the table below. If the subject is a skarn or rilkan, roll 2d instead.
While awoken, the soul’s wisdom grants the subject a +1 bonus to Occultism, Ritual Magic, Thaumatology, and Symbol Drawing.
1d or 2d
Mishtai Spirit; effect of awakening
1
Inbred moron. The subject takes a -2 penalty to IQ. Make a Will roll or be mentally stunned for 1 second
2
Hearty serf. The subject gains a +2 bonus to HT, but loses ability to read and write.
3
Mishtai noblewoman. The subject gains Charisma 1, but takes a -1 penalty to HT.
4
Mishtai sage. The subject gains a +2 bonus to IQ, but takes a -2 penalty to ST.
5
Royal scout. The subject gains a +2 bonus to Per, but takes a -1 penalty to ST.
6
Bonded wizard. The subject gains a +1 bonus to Occultism and Thaumatology, but takes a -1 penalty to HT.
7-8
Knight-defender. The subject gains a +2 bonus to ST, but takes a -1 penalty to IQ.
9
Famed female rogue. The subject gains Silence 2, but takes a -2 penalty to ST.
10
Mishtai curator. The subject gains a +1 bonus to Leadership and Expert Skill (Incarnum), but takes a -1 penalty to HT.
11-12
Mishtai paladin. The subject gains Fearlessness 4, but takes a -1 penalty to Per.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Cost: 3 to cast. 1 to maintain. The caster may pay an 3 points of essentia during the casting to choose the spirit from the first 6 instead of rolling randomly. If the subject is a skarn or rilkan, then the caster may choose any spirit.
Prerequisite: Magery 1 and one of the following spells - Adept Spirit, Guardian Spirit, Guardian Spirit, and Valiant Spirit.

Item
Jewelry. Energy cost to create: 800.

Conjure Midnight Construct
Special; Incarnum

Conjure a midnight construct. The caster may determine the capabilities of the conjured construct by increasing or decreasing the attributes of the basic midnight construct; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid construct will not understand complex commands. A newly conjured construct serves the caster obediently for one hour, then disappears.
Cost: 2. The character can pay additional points of essentia during the casting to increase the character points used to build the construct by 10 per spent point of essentia.
Time to cast: Seconds equal to the total character points used to build the elemental.
Prerequisites: Magery 2 and Seek Incarnum.
Midnight Construct [Magic of Incarnum, page 184]

10 points
Attribute Modifiers: ST+3 [30]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: HP+4 [8]; Will+10 [50]; Per+10 [50]; Basic Move +1 [5].
Advantages: DR 3 [15]; DR 2 (Not vs. Magic, -15%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Infravision [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Night Vision 5 [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Automaton [-85]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Unnatural [-50].
Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0].
Creature Type: Construct.

Typical Stats
ST:
13
HP:
17
Speed:
5.5
DX:
10
Will:
10
Move:
6
IQ:
0
Per:
10


HT:
12
FP:
N/A
SM:
+0
Dodge:
8
Parry:
N/A
DR:
5 (3 vs magic)
Punch (12): 1d crushing (KYOS: 1d+1 crushing). Reach C.

                Traits: Automaton; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (Homogenous, No Blood, No Eyes); Night Vision 5; No Sense of Smell/Taste; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support.
Skills: Brawling-12; Stealth-12.
Creature Type: Construct.

Detect Incarnum
Regular

Determines whether any one object or person is infused with incarnum. This includes creatures and objects with incarnum abilities or affected by such abilities.
Cost: 1.
Time to cast: 5 seconds.
Prerequisite: Magery 1 or Sense Life.

Item
(a) Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 100. (b) Ring or necklace. Always on. It vibrates, alerting the wearer, when any incarnum-infused item or creature is within 5 yards. A Limit spell is often used to make it alert the wearer only to certain kinds of beings or effects. Energy cost to create: 300.

Divest Essentia
Regular; Resisted by HT

By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essentia he has currently invested to return to his essentia pool. This disables the abilities that are activated by spending essentia, returns the spent essentia to the ER pool of the target, but does not prevent the target from spending this essentia again on the next turn.
Cost: 2.
Prerequisite: Magery 1.

Item
(a) Any. Always on; only affects the wearer, preventing him from spending essentia. Energy cost to create: 300. (b) Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 800.

Essentia Lock
Regular; Resisted by HT

This spell freezes the subject’s essentia in place, preventing the subject from spending essentia to activate abilities, but also making it impossible to increase or decrease the subject’s essentia amount by other means.
Cost: 3.
Time to cast: 2 seconds.
Prerequisite: Magery 1, Divest Essentia.

Item
(a) Any. Always on; only affects the wearer. Energy cost to create: 400. (b) Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 900.

Guardian Spirit
Regular; Incarnum

You bestow a prescient unborn soul on the subject. The soul lies dormant within the subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul’s prescience grants the subject a +1 bonus to all active defenses.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Cost: 4 to cast. 2 to maintain. The caster may pay 2 additional points of essentia during the casting to make the bestowed soul additionally grant the subject the Danger Sense (B47) advantage.
Prerequisite: Magery 1, Seek Incarnum.

Item
Jewelry. Energy cost to create: 1,200.

Incarnum Arc
Regular; Incarnum

You create a drifting “lightning rod” of incarnum that appears at the point you designate. Instantly, an arc of soul energy forms between you and the incarnum rod, creating a line. At the end of your turn, any living creature in that line takes 1d-1 toxic damage, ignoring DR, unless it makes a successful Dodge roll.
In subsequent rounds, incarnum arcs again between you and the rod at the end of your turn. You can move the rod up at Move 3 by taking a Concentrate maneuver, or you can leave it in place and move yourself if you wish to change the path of the arc. If the distance between you and the rod at the end of your turn is further than 10 yards, no arc occurs but the spell remains active.
Duration: 5 seconds.
Time to cast: 3 seconds.
Cost: 3 points of essentia to cast. 1 point of essentia to maintain.
Prerequisite: Magery 1, Soul Blight.

Incarnum Bladestorm
Area; Incarnum

Creates a swirling storm of incarnum blades. It does not block vision, but inflicts cutting damage to all within it. Creatures in the storm take damage on their own turns. If less than an entire second is spent in the affected area, damage is halved (round down). Armor protects normally.
Duration: 10 seconds.
Base cost: 1 to 5 points of essentia; the storm inflicts 1 point of damage per second for every point of essentia put into the base cost. Same cost to maintain.
Time to cast: 1 to 5 seconds, depending on base cost.
Prerequisite: Magery 1, Soul Blight.

Item
Staff, wand, or jewelry. Usable only by mages. Cost to create: 250 energy.

Mass Adept Spirit
Area; Incarnum

Same as Adept Spirit, but affects all subjects in an area. Each subject can activate his dormant soul separately.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Base Cost: 3 to cast. 1 to maintain. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2. This essentia cost scales with the base cost for larger area.
Prerequisite: Magery 1, Adept Spirit.

Item
Jewelry. Energy cost to create: 800.

Mass Animal Spirit
Area; Incarnum

Same as Animal Spirit, but affects all subjects in an area. Each subject can activate his dormant soul separately.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Base cost: 3 to cast. 1 to maintain. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2 and Night Vision to 7. This essentia cost scales with the base cost for larger area.
Prerequisite: Magery 1, Animal Spirit

Item
Jewelry. Energy cost to create: 800.

Mass Guardian Spirit
Area; Incarnum

Same as Guardian Spirit, but affects all subjects in an area. Each subject can activate his dormant soul separately.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Base Cost: 4 to cast. 2 to maintain. The caster may pay 2 additional points of essentia during the casting to make the bestowed soul additionally grant the subject the Danger Sense (B47) advantage. This essentia cost scales with the base cost for larger area.
Prerequisite: Magery 1, Guardian Spirit.

Item
Jewelry. Energy cost to create: 1,400.

Mass Valiant Spirit
Area; Incarnum

Same as Valiant Spirit, but affects all subjects in an area. Each subject can activate his dormant soul separately.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Base Cost: 4 to cast. 2 to maintain. The caster may pay 2 additional points of essentia during the casting to make the bestowed soul additionally grant the subject the Danger Sense (B47) advantage. This essentia cost scales with the base cost for larger area.
Prerequisite: Magery 1, Valiant Spirit.

Item
Jewelry. Energy cost to create: 1,400.

Protection from Incarnum
Regular

For each point of energy put into the spell (up to 5), the subject gains a +1 bonus to all rolls made to resist incarnum abilities, including soulmeld effects.
Duration: 1 minute.
Cost: 1 to 5 to cast. Same cost to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery 1 and Detect Incarnum.

Item
(a) Wand, staff, weapon, or jewelry; only affects the wearer. Usable by anyone, but energy cost is doubled for nonmages. Energy cost to create: 300 per maximum point of incarnum resistance it can offer. (b) Any item. The item’s own incarnum resistance is increased by 1 through 10; the user’s incarnum resistance is unaffected. Energy cost to create: 200 per point of added incarnum resistance.

Seek Incarnum
Information

Determines the direction and approximate distance of the nearest significant incarnum item, active soulmeld, or incarnum being (incarnum beings include beings with innate or developed incarnum abilities). Regular range penalties apply. Any known examples of incarnum may be excluded if the caster specifically mentions them before casting.
Cost: 6.
Time to cast: 10 seconds.
Prerequisite: Detect Incarnum.

Item
Staff, wand, or jewelry. Energy cost to create: 1,200.

Soul Blight
Regular; Resisted by HT

Inflicts 1d essentia damage. This only depletes ER (Incarnum), without affecting normal FP.
Cost: 4.
Time to cast: 5 seconds.
Prerequisite: Magery 1 and Divest Essentia.

Item
Staff, wand, or jewelry. Usable only by mages; the item must touch the subject. Energy cost to create: 2,000.

Soulbanned Zone (VH)
Area

The subject area is (temporarily) dead to the flow of incarnum. Soulmelds are instantly unshaped and disabled, incarnum abilities cannot be activated, essentia cannot be spent on abilities or spells.
                Duration: The incarnum flow is restored gradually; the area shrinks at a rate of one yard every hour.
Base cost: 5. Cannot be maintained.
Time to cast: 10 minutes.
Prerequisites: Magery 2, Soul Blight, Soulmeld Disjunction.

Soulmeld Disjunction
Regular; Resisted by HT

This spell instantly unshapes and suppresses all soulmelds shaped by the subject. The subject adds his Meldshaping Talent or Totemism Talent to his HT when resisting this spell. The unshaped soulmelds cannot be shaped again, while this spell is active, but the soulmelds that were not shaped when the spell was cast, are unaffected.
Duration: 10 minutes.
Cost: 10. Same cost to maintain.
Time to cast: 1 minute.
Prerequisite: Magery 2, Suppress Soulmeld.

Steal Essentia
Regular; Incarnum

Take essentia from the subject to restore your own lost essentia and fatigue. The subject must either be willing or totally helpless (e.g., bound or unconscious). The caster must touch the subject. This works on living, sapient subjects with ER (Incarnum) only! The spell stops when the caster’s ER (Incarnum) and FP are fully restored, when the caster decides to stop, or when the subject’s ER (Incarnum) reaches 0 and the subject falls unconscious. This spell restores essentia first, and normal FP later.
Cost: None to the caster! For every 3 points of essentia taken from the subject, the caster regains 1 point of essentia or FP.
Time to cast: 1 minute for every 3 points of essentia drained from the subject.
Prerequisite: Minor Healing, Divest Essentia.

Item
Staff, wand, or jewelry. The wearer and the item must both touch the victim. Energy cost to create: 800.

Suppress Soulmeld
Regular; Resisted by HT

This spell instantly unshapes and suppresses a single soulmeld shaped by the subject. The subject adds his Meldshaping Talent or Totemism Talent to his HT when resisting this spell. The unshaped soulmeld cannot be shaped again, while this spell is active, but the other soulmelds are unaffected.
Duration: 1 minute.
Cost: 4. Same cost to maintain.
Prerequisite: Magery 1, Unshape Soulmeld.

Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 500.

Unshape Soulmeld
Regular; Resisted by HT

This spell instantly unshapes a single soulmeld shaped by the subject. The subject adds his Meldshaping Talent or Totemism Talent to his HT when resisting this spell. The unshaped soulmeld can be shaped again by the subject, if he wishes.
Cost: 2.
Prerequisite: Magery 1, Divest Essentia.

Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 400.

Valiant Spirit
Regular; Incarnum

You bestow a soul of an ancient hero on the subject. The soul lies dormant within the subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul’s prescience grants the subject a +1 bonus to DX and Fearlessness 2 (B55).
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 1 minute and cannot be maintained.
Cost: 4 to cast. 2 to maintain. The caster may pay 2 additional points of essentia during the casting to increase the bonus to DX to +2 and the level of Fearlessness to 4.
Prerequisite: Magery 1, Seek Incarnum.

Item
Jewelry. Energy cost to create: 1,200.

Wall of Incarnum
Regular; Incarnum

Creates an opaque blue wall of incarnum. Any creature passing through the wall takes 1d-1 damage to its essentia pool. The Wall of Incarnum is four yards high. Higher walls are possible at a proportionately increased energy cost (double for double height, etc).
Duration: 10 minutes.
Cost: 2 points of essentia per yard length to cast. Same cost to maintain.
Time to cast: 2 seconds.
Prerequisite: Magery 1, Soul Blight.

Item
(a) Staff. Usable only by mages. Energy cost to create: 400. (b) A Wall of Incarnum may be made permanent at an energy cost of 100 times normal.

Wrathful Doom
Melee; Incarnum; Resisted by HT

This caster turns his subject’s essentia against him by beckoning to dark powers that prey on soulstuff. The caster must strike the subject to trigger this spell; hit location is irrelevant. Every turn, the victim must roll against HT; on a failure (critical or not), he takes 1d-1 toxic damage and 1 point of damage to his essentia pool. On a success, he takes no damage that turn; on a critical success, the spell is broken. DR does not protect against this injury! Once the subject’s essentia pool is depleted, the spell ends. The caster must concentrate while maintaining this spell, but need not remain in physical contact.
Duration: 1 second.
Cost: 2 points of essentia to cast. 1 point of essentia to maintain.
Prerequisite: Magery 2, Soul Blight.

Item
Staff, wand, or jewelry. Usable only by mages; the item must touch the subject. Cost to create: 700 energy.

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