Monday, 26 March 2018

Sorcery: Incarnum Spells

Sorcery: Incarnum Spells

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.

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].

Adept Spirit
Keywords: Buff, Incarnum.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

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. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2.
Statistics: Affliction 1 (HT; Advantage, Adept Spirit, +50%; Advantage, Adept Spirit (Accessibility, Costs 1 ER, -10%), +45%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Adept Spirit” is Talent (Occultism, Ritual Magic, Thaumatology, Symbol Drawing; Magical, -10%) [5].
  
Animal Spirit
Keywords: Buff, Incarnum.
Full Cost: 34 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

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 Per and Night Vision 5. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2 and Night Vision to 7.
Statistics: Affliction 1 (HT; Advantage, Animal Spirit, +100%; Advantage, Animal Spirit Bonus (Accessibility, Costs 1 ER, -10%), +65%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%) [33]. Notes: “Animal Spirit” is Per+1 (Magical, -10%) [5] + Night Vision 5 (Magical, -10%) [5]. “Animal Spirit Bonus” is Per+1 (Magical, -10%) [5] + Night Vision 2 (Magical, -10%) [2].
  
Channel the Mishtai
Keywords: Buff, Incarnum.
Full Cost: 57 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

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 the listed bonuses.
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.
The caster may pay a point 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.
Statistics: Affliction 1 (HT; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%; Variable Enhancements, Mishtai Spirits (Up to 20 points; Limited Scope, Mishtai Spirits, -80%; Limited Selection unless the subject is a skarn or rilkan, -20%; Can choose if pays 1 essentia, +20%; Random, -30%), +400%) [57].

Conjure Midnight Construct
Keywords: Incarnum.
Full Cost: 27 points.
Casting Roll: Will. Special casting time, see below.
Range: Special, see below.
Duration: Margin of success hours.

Each time you cast this, you conjure a midnight construct (worth 75% or less of your point value). The GM will create this being, but you can request one that meets broad criteria. The conjuration itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 1 FP and 1 point of essentia. If you are victorious, the construct is conjured. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully.
Unlike most sorcery with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the conjured being. However, there is no FP cost to maintain this spell, only to cast it. A conjured being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Midnight Construct [Magic of Incarnum, page 184]

-43 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: Dark Vision [25]; DR 3 [15]; DR 2 (Bane, Magic, -15%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [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]; Cannot Learn [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
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:
9 (unarmed)
DR:
5 (3 vs. magic)
Punch (12): thrust 1d crushing (KYOS: 1d+1 crushing), Reach C.

                Traits: Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Night Vision 5; No Sense of Smell/Taste; Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Brawling-12; Stealth-12.
Creature Type: Construct.
Statistics: Ally (Midnight construct; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Costs 1 ER, -10%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Requires Will Roll, -5%; Special Abilities, +50%) [27]. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by requiring a reaction roll.

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