Sunday, 6 April 2025

Wizardry: Magic of Incarnum Spells

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.
 
Adept Spirit
Keywords: Buff, Incarnum.
Full Cost (Self): 13 points.
Full Cost (Touch): 28 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 1 FP, optionally +1 HP or ER (Incarnum); see text.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 3 hours 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 ER (Incarnum) or 1 HP during the casting to increase the bonuses provided to +2.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Adept Spirit, +50%; Advantage, Adept Spirit (Costs Hit Points, 1 HP, -10%), +45%; Costs Fatigue, 1 FP, -5%; Delay, Triggered, +50%; Fixed Duration, +0%; Magical, -10%; Nuisance Effect, Limited duration of delay, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [13]. Note: “Adept Spirit” is Talent (Occultism, Ritual Magic, Symbol Drawing, Thaumatology; Magical, -10%) [5]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
 
Animal Spirit
Keywords: Buff, Incarnum.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 1 FP, optionally +1 HP or essentia; see text.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 3 hours 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 ER (Incarnum) or HP during the casting to increase the Per bonus provided to +2 and Night Vision to 7.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Animal Spirit, +100%; Advantage, Animal Spirit Bonus (Costs Hit Points, 1 HP, -10%), +65%; Costs Fatigue, 1 FP, -5%; Delay, Triggered, +50%; Fixed Duration, +0%; Magical, -10%; Nuisance Effect, Limited duration of delay, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. 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]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
 
Channel the Mishtai
Keywords: Buff, Incarnum.
Full Cost (Self): 22 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 1 FP, optionally +1 HP or essentia; see text.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 1 minute or 30 minutes; see text.
 
You invite the soul-energy of a long-departed mishtai to share a sapient living body. The mishtai that you channel is drawn from one particular era of the millennia of ancient mishtai history, and it possesses a particular station in the highly ordered mishtai society. The mishtai helps or hinders but does not control the subject. The soul is chosen randomly, roll 1d on the table below. If the subject is a skarn or rilkan, roll 2d instead.

1d or 2d

Mishtai Spirit (Time Period): Effect

1

Inbred moron of the late decadent period (Segorn Period): the subject takes a -2 penalty to IQ and must make a Will roll or be mentally stunned; he may roll against Will to recover on the following turns normally.

2

Hearty mishtai serf of the early period just after the discovery of incarnum (Tal Period): the subject gains a +2 bonus to HT, but loses ability to read and write.

3

Mishtai noblewoman of the Golden Age of Mishtai (Sudarn Period): the subject gains Charisma 1, but takes a -1 penalty to HT.

4

Sage of Ur-Mishtai from the postcollapse remnants of mishtai society (Geryn Period): the subject gains a +1 bonus to IQ, but takes a -2 penalty to ST.

5

Royal scout of the Landwalker’s League (Sudarn Period): the subject gains a +2 bonus to Per, but takes a -1 penalty to ST.

6

Bonded wizard of the Perfect Circle guild (Sudarn Period): the subject gains a +1 bonus to Occultism and Thaumatology, but takes a -1 penalty to HT.

7-8

Sarkros, mishtai knight of the Defenders of Ril (Tal Period): the subject gains a +2 bonus to ST, but takes a -1 penalty to IQ.

9

“The Pillow Spider,” famed female rogue (Sudarn Period): the subject gains Silence 2, but takes a -2 penalty to ST.

10

Dallyster Harkedde, Curator of the Incarnate Fane (Segorn Period): the subject gains a +1 bonus to Leadership and Expert Skill (Incarnum), but takes a -1 penalty to HT.

11-12

Mentriphiste Carre, “The Argent Paladin,” Champion of the Mishtai and Martyr of the Frozen Pyre (Sudarn Period): the subject gains Combat Reflexes, Fearlessness 2, but takes a -1 penalty to Per.

Optionally, the caster may spend an additional point of ER (Incarnum) or HP to extend the duration to 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x and No Reduced Duration, 1/3 (Costs Hit Points, 1 HP, -10%), +45%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable Enhancements, Mishtai Spirits (Up to 10 points; Limited Scope, Mishtai Spirits, -80%; Limited Selection unless the subject is a skarn or rilkan, -20%; Random, -30%), +200%) [22]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Accessibility, Only on sapient living beings, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+13].
 
Conjure Midnight Construct
Keywords: Incarnum.
Full Cost: 8 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 1 HP or ER (Incarnum) to cast, 1 HP or ER (Incarnum) per 10 seconds to maintain.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.
 
By casting this spell, you conjure a midnight construct worth up to 25% of your point value into existence using a piece of your own soul and ambient incarnum. The construct obeys your orders regardless of how you treat it. The construct does not possess any knowledge, so this spell cannot be used to gain information.
A conjured construct is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is destroyed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Statistics: Ally (Midnight Construct; Built on 25%; Constantly; Conjured, +100%; Costs Hit Points, 1 HP, -10%; Magical, -10%; Minion, +50%; Ranged, +40%; Reduced Duration, 1/6, -15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8].
 
Detect Incarnum
Keywords: Information.
Full Cost: 4 points.
Casting Roll: Skill. Expert Skill (Incarnum) to analyze.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (standard).
Duration: Instantaneous.
 
When you cast this spell, you can immediately sense all nearby sources of incarnum (soulmelds, effects of soulmelds, incarnum-infused creatures, meldshapers, etc.), sorted by the direction to each one, provided you can see their source with your own eyes. The GM will roll against your skill (plus Talent), minus the range penalty to the nearest incarnum source, and inform you if you succeed. You can make a follow-up Expert Skill (Incarnum) roll (plus Talent) to analyze the aura. An ordinary success tells you to which alignment and tradition (meldshaping or totemism) the effect belongs and the general description of the effect, and a critical success reveals the exact soulmeld or effect, if you are familiar with it.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics: Detect (Incarnum; Based on IQ, Own Roll, +20%; Blockable, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Vision-Based, -20%) [4].
  
Essentia Lock
Keywords: Resisted (HT).
Full Cost (Touch): 30 points.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
When you cast essentia lock, you freeze the subject’s current allocation of essentia in place. The target becomes unable to use any incarnum abilities or pay HP or ER (Incarnum) costs to cast spells with the Incarnum keyword. This does not dispel ongoing incarnum effects.
Statistics: Neutralize Incarnum (Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Nuisance Effect, Does not dispel ongoing effects, -20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [30]. The Short-Range version adds Ranged, +40% and Short-Range 1, -10% [+15]. The Ranged version removes Short-Range 1, -10% [+5].
 
Guardian Spirit
Keywords: Buff, Incarnum.
Full Cost (Self): 40 points.
Full Cost (Touch): 55 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 2 FP, optionally +1 HP or essentia; see text.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 3 hours or until awoken. After the awakening, the spell’s bonuses last for 18 seconds.
 
You bestow a prescient unborn soul 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 active defenses. The caster may pay an additional point of ER (Incarnum) or HP during the casting to have the soul additionally grant the subject the Danger Sense (p. B47) advantage.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Guardian Spirit, +270%; Advantage, Guardian Spirit Bonus (Costs Hit Points, 1 HP, -10%), +135%; Costs Fatigue, 2 FP, -10%; Delay, Triggered, +50%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Nuisance Effect, Limited duration of delay, -5%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [40]. Notes: “Guardian Spirit” is Defense Bonus 1 (Magical, -10%) [27]. “Guardian Spirit Bonus” is Danger Sense (Magical, -10%) [14]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
  
Incarnum Arc
Keywords: Incarnum, Missile, Obvious.
Full Cost: 19 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to place the effect.
Components: V, S, (E).
Cost: 1 HP or ER (Incarnum).
Casting Time: 1 second.
Range: 20 yards.
Duration: 10 seconds.
 
You create a drifting “lightning rod” of incarnum that appears at the point you designate (you target the hex at +4). 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, including insubstantial ones, in that line is attacked by the arc with effective skill level 14, modified only for the target’s Size Modifier, and takes 1d-1 toxic damage on hit, ignoring DR or any obstacles between you and the “rod.” This discharge can only be dodged, not blocked or parried. This spell has no 1/2D range and works identically in air and underwater.
In subsequent turns, 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 20 yards, no arc occurs but the spell remains active.
Statistics: Toxic Attack 1d-1 (Affects Insubstantial, +20%; Bombardment, Skill 14, -5%; Cone 1, +60%; Cosmic, Irresistible Attack, +300%; Costs Hit Points, 1 HP, -10%; Increased 1/2D, 10x, +15%; Increased Range, 10x (Accessibility, Underwater only, 50%), +15%; Magical, -10%; Mobile 3, +120%; Nuisance Effect, Range limit, -5%; Persistent, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Underwater, +20%) [19].
 
Incarnum Bladestorm
Keywords: Area (Fixed), Incarnum.
Full Cost: 11 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, (E).
Cost: 1 HP or ER (Incarnum).
Casting Time: 1 second.
Range: 20 yards.
Duration: 10 seconds.
 
You create a whirling storm of jagged incarnum blades in a 4-yard-radius 4-yard-high cylindrical area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. This spell works identically in air and underwater. Every second, everyone in the area, including incorporeal creatures, is attacked with an effective skill of 12, modified only for their SM. Blade deals 1d-1 cutting damage. The blades can be dodged, blocked, or parried.
Statistics: Cutting Attack 1d-1 (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Blockable, -5%; Bombardment, Skill-12, -10%; Can be parried, -5%; Costs Hit Points, 1 HP, -10%; Increased Range, 10x (Accessibility, Underwater only,  50%), +15%; Magical, -10%; Persistent, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Underwater, +20%) [11].
  
Open Chakra
Keywords: Buff, Incarnum.
Full Cost (Self): 35 points.
Full Cost (Touch): 50 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 1 FP, optionally +1 HP or essentia; see text.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
 
You use magical energies to pry open one of the subject’s chakras. You give the subject either one level of Forceful Chi (p. MA47) or one level of Inner Balance (p. MA47). You may pay an additional point of ER (Incarnum) or 1 HP during the casting to increase the level of the granted talent to 2. You can cast this spell twice on the same subject to give him both talents.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Alternative Enhancements, Open Chakra, +170%; Alternative Enhancements, Open Charka (Costs Hit Points, 1 HP, -10%), +155%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [35]. Note: “Alternative Enhancements, Open Chakra” is Forceful Chi 1 (Magical, -10%) [14] and Inner Balance 1 (Magical, -10%) [14] taken as alternative enhancements for the net cost of +170%. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
 
Protection from Incarnum
Keywords: Buff.
Full Cost (Self): 10 points for level 1 + 5 points/additional level.
Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
 
The subject and all his gear become magically warded against incarnum attacks, including internal attacks. This includes such damage-dealing incarnum abilities and such spells as Incarnum Arc and Incarnum Bladestorm. He and all his carried gear have DR against incarnum attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. The barrier is normally invisible, but it flashes electric blue when struck by an incarnum attack.
A side effect of this spell is that it prevents the subject from gaining ER (Incarnum), even if such an effect would be considered beneficial. Such effects automatically fail if targeted on the protected subject.
Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Incarnum 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Incarnum to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Incarnum” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Incarnum, -20%; Magical, -10%; Nuisance Effect, Cannot gain essentia, -10%) [5]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
  
Rend Essentia
Keywords: Resisted (Will).
Full Cost (Touch): 18 points.
Full Cost (Short-Range): 21 points.
Full Cost (Ranged): 26 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
You consume a small portion of the enemy’s soul. If the subject fails to resist, he loses 1d points of ER (Incarnum).
Statistics: Fatigue Attack 1d (Incarnum ER; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. The Short-Range version removes Melee Attack, Reach C, -30% from both advantages [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% from both advantages [+5].

Soul Blight
Keywords: Resisted (Will).
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 29 points.
Full Cost (Ranged): 36 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
You rip away some of the target’s personal essence. If the subject fails to resist, he loses 1d points of ER (Incarnum) and takes an equal amount of toxic damage, ignoring DR. Damage taken from this spell cannot exceed ER lost to this spell’s casting.
Statistics: Fatigue Attack 1d (Incarnum ER; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [19] + Toxic Attack 1d (Based on IQ, Own Roll, +20%; Damage cannot exceed burned ER, -50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [6]. The Short-Range version removes Melee Attack, Reach C, -30% from both advantages [+4]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% from both advantages [+7].
 
Soul Boon
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 22 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 1 minute.
 
When you cast this spell, you invoke the power of souls unborn to reinforce the recipient’s soul. This spell can only be cast on living creatures, and the “Self” version can only be cast if you are a living creature. You get +5 to resist abilities that neutralize your incarnum abilities, and you get +3 to HT and Will rolls made to resist soul-harming abilities, such as the Soul Blight, Rend Essentia, Souldrinker, and other similar spells.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Soul Boon, +80%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Soul Boon” is Protected Power (Incarnum; Magical, -10%) [5] + Resistant to Soul-Harming Abilities (+3) (Magical, -10%) [3]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only on living creatures, -10%, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+14].
 
Soulbanned Zone
Keywords: Area (Fixed).
Full Cost: 72 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
 
This spell creates a 2-yard-radius hemispherical invisible zone that negates incarnum. It is centered on the caster and moves with him. It completely prevents all incarnum powers from affecting anything in the area and prevents the use of incarnum by anyone in the area. Soulbanned Zone affects friendly and hostile abilities equally, and the caster himself loses the ability to use incarnum abilities, unless he cancels Soulbanned Zone prematurely with a Ready maneuver. Soulbanned Zone only interferes with attempts to affect creatures and objects in the area directly.
Statistics: Static (Incarnum; Area Effect, 2 yards, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Switchable, +100%; Takes Extra Time 1, -10%) [72].
 
Soulbleed
Keywords: Weapon Buff.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 18 seconds.
 
Once cast upon a weapon, this spell causes it to do an additional 1 point of follow-up (p. B105) toxic damage and ER (Incarnum) damage.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Soulbleed, +40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Note: “Soulbleed” is Fatigue Attack 1 point (Incarnum ER; Follow-Up, This weapon, +0%; Link, +10%; Magical, -10%) [3] + Toxic Attack 1 point (Follow-Up, This weapon, +0%; Link, +10%; Magical, -10%) [1].
 
Soulmeld Disjunction
Keywords: Resisted (HT).
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 40 points.
Full Cost (Ranged): 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) - Unlimited (standard).
Duration: 9 seconds.
 
This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum. These soulmelds cannot be reactivated for nine seconds. Soulmelds that were not active when this spell was cast can be shaped normally. This spell does not affect non-soulmeld incarnum abilities.
Statistics: Neutralize Incarnum (Accessibility, Only currently active soulmelds, -25%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. The Short-Range version adds Ranged, +40% and Short-Range 1, -10% [+15]. The Ranged version removes Short-Range 1, -10% [+5].
  
Steal Incarnum
Keywords: None.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
You can steal ER (Incarnum) from a living victim to replenish your own. This requires ongoing physical contact with the target. In combat, this means having the victim grappled. Out of combat, you can cast this spell on a helpless or restrained victim. On every successful casting (an Attack maneuver), he loses 2 ER (Incarnum) and you recover 2 ER (Incarnum). You can’t raise your ER above normal, but you can continue the drain without reinvigorating yourself.
Statistics: Leech 2 (Accelerated Healing, +25%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Only Heals ER, -20%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Steal ER, -25%) [14].

Suppress Magic
Keywords: Resisted (HT).
Full Cost (Touch): 13 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
You attempt to suppress the functioning of a single magic item. If you affect it successfully, the item’s magic enchantments are suppressed for the duration of this spell. However, ongoing effects already created by the item and ongoing effects affecting the item remain intact.
Statistics: Neutralize Magic (Accessibility, Only magic items, -20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Does not dispel ongoing effects, -20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [13]. The Short-Range version adds Ranged, +40% and Short-Range 1, -10% [+15]. The Ranged version removes Short-Range 1, -10% [+5]. Note: The resistance roll was shifted to HT for free because objects lack Will.
 
Valiant Spirit
Keywords: Buff, Incarnum.
Full Cost (Self): 40 points.
Full Cost (Touch): 55 points.
Casting Roll: Skill.
Components: V, S, (E).
Cost: 2 FP, optionally +1 HP or essentia; see text.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 3 hours or until awoken. After the awakening, the spell’s bonuses last for 1 minute.
 
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 1 (p. B55). The caster may pay an additional point of ER (Incarnum) or 1 HP during the casting to double the provided bonuses.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Valiant Spirit, +200%; Advantage, Valiant Spirit (Costs Hit Points, 1 HP, -10%), +180%; Costs Fatigue, 2 FP, -10%; Delay, Triggered, +50%; Fixed Duration, +0%; Magical, -10%; Nuisance Effect, Limited duration of delay, -5%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [40]. Note: “Valiant Spirit” is DX+1 (Magical, -10%) [18] + Fearlessness 1 (Magical, -10%) [2]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].

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