Wizardry: Magic of Incarnum Spells
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. |
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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].
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.
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.
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.
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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