Wizardry: Magic of Incarnum Spells
The almighty random number generator told me to take a look at the spells from Magic of Incarnum. Not that long ago (not even two years), I
reworked the way incarnum works in my games, because my first attempt was... the first attempt indeed. The Incarnum power modifier includes the existence of anti-powers, and magic spells are one of them. Thus, we will have spells that can counteract soulmelds. However, the book also has a bunch of spells that are incarnum-themed. Some of them allow the caster to spend essentia or HP for additional effects, some do some other soul-related stuff. For the most part, these spells will go into the Spirit college - a variant Necromantic college that is less about death and undeath, but more about spirits. Their presence on the list will make these two colleges feel more different from each other. I introduced a new keyword - Incarnum - that indicates that the spell can be enhanced by spending essentia/HP. This is also reflected in the Components line with a (E).
Adept Spirit is a delayed buff that temporarily improves some of your magical skills.
Animal Spirit is another delayed buff that temporarily increases Per and grants Night Vision. While normally I'd assign it to the Animal college that is inaccessible to arcane spellcasters, I decided to make an exception here due to thematic reasons.
Channel the Mishtai is a flavorful buff spell with semi-random effects.
Conjure Midnight Construct is a very cheap summoning spell that nonetheless can create a very useful ally. The duration is short, and it always costs HP or essentia.
Detect Incarnum is just a detection spell.
Essentia Lock is a spell that prevents the victim from using incarnum abilities.
Guardian Spirit is another delayed buff that temporarily boosts defenses.
Incarnum Arc is an interesting spell that deals toxic damage in a line between you and a mobile "lightning rod."
Incarnum Bladestorm creates soul-infused ephemeral blades that cut through material and immaterial victims.
Open Chakra has nothing to do with the original series of Open [x] Chakra. Now, this is a spell that grants chi talents, which seems appropriate to me because chakras are mostly a chi concept now, and incarnum's theme is that it can be used to boost abilities of other power sources.
Protection from Incarnum creates an ablative barrier that stops incarnum-based attacks, but prevents the subject from gaining essentia.
Rend Essentia is an attack that targets ER (Incarnum).
Soul Blight is the same as Rend Essentia, but in addition deals toxic damage equal to ER burned.
Soul Boon makes it difficult to harm your soul and dispel your soulmelds.
Soulbanned Zone is a very situational spell that probably is never worth learning (unless you're in an area where enemies often use incarnum). However, it could be a nice situationally useful scroll, couldn't it?
Soulbleed makes a weapon deal follow-up essentia and toxic damage.
Soulmeld Disjunction dispels all active soulmelds on the target creature and prevents their reactivation for a short time.
Steal Incarnum is an ER (Incarnum) variant of Energy Drain.
Suppress Magic lost its ability to affect soulmelds and now is a spell that temporarily suppresses magic items.
Valiant Spirit is the final delayed buff spell that increases DX and resistance to fear temporarily.