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
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.
Jewelry. Energy cost to create: 500.
Animal Spirit
Regular; Incarnum
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.
Jewelry. Energy cost to create: 500.
Channel the Mishtai
Regular; Incarnum
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.
Jewelry. Energy cost to create: 800.
Conjure Midnight Construct
Special; Incarnum
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
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
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.
(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
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.
(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
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.
(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
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.
Jewelry. Energy cost to create: 1,200.
Incarnum Arc
Regular; Incarnum
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
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
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.
Jewelry. Energy cost to create: 800.
Mass Animal Spirit
Area; Incarnum
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.
Jewelry. Energy cost to create: 800.
Mass Guardian Spirit
Area; Incarnum
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.
Jewelry. Energy cost to create: 1,400.
Mass Valiant Spirit
Area; Incarnum
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.
Jewelry. Energy cost to create: 1,400.
Protection from Incarnum
Regular
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.
(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
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.
Staff, wand, or jewelry. Energy cost to create: 1,200.
Soul Blight
Regular; Resisted by HT
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.
Staff, wand, or jewelry. Usable only by mages; the item must touch the subject. Energy cost to create: 2,000.
Soulbanned Zone (VH)
Area
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
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
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
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
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
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.
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
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.
Staff, wand, or jewelry. Usable only by mages; the item must touch the subject. Cost to create: 700 energy.
No comments:
Post a Comment