Magic of Incarnum is a supplemental book for the 3. It was first printed in to be applied to 3. It introduces new classes Incarnate , Soulborn , and Totemist and new races Azurin , Duskling , Rilkan , and Skarn , along with new feats, rules, and spells, for both classes within the book and classes from other books. Magic of Incarnum describes Incarnum , which, in its pure form, looks like a "radiant mist, deep blue in color.

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Cordell; Planar Handbookby Bruce R. Cordell and Gwendolyn F. This product uses updated material from the v. No portion of this work may be reproduced in any form withoutwritten permission. All Wizards characters, characternames, and the distinctive likenesses there of are property of Wizards of the Coast, Inc.

Distributed to the hobby, toy, and comic trade in the United States and Canada by regionaldistributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of theCoast, Inc. This material is protected under the copyright laws of the United States of America.

Any reproduction or unauthorized use of the material or artworkcontained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places,or events is purely coincidental. Printed in the USA. Visit our website at www. Impatient, Tordek drummed his fingers on his waraxe asRagnara leaned closer to hear.

Just a bunch of crazies wandering aroundthe ruins. He was clad in full plate formed of a metal none of them couldname. It was rich gold in hue, and the greatsword he carriedover his shoulder was the same color. It was his eyes, however,that caught their attention, glowing with a faint blue light inthe gathering dark. They are now wholly given over to those destructive passions, andmust be exterminated before their corruption spreads. Like the Expanded Psionics Handbook, this book presents anew system that is similar to magic but different, a novel way of looking at characters who deal with the supernatural.

Theheart of this system is the substance called incarnum. Chapter 4: Soulmelds presents the full rules system for theuse of incarnum; this introduction is intended to introducethe core concepts used throughout the book. INCARNUM Incarnum is an amorphous magical substance made up of the soulenergies of all sentient creatures—living, dead, and, it is theorized,those even not yet born. In its pure form, incarnum resembles a radiant mist, deep bluein color.

Those trained or gifted in manipulating incarnumcan shape it into physical objects called soulmelds or simplyuse it to imbue themselves with power. Shaping incarnum has no ill effect on the soul energyused. That said, the wielders of incarnum recognize that thesubstance is more than mere magic. It is, very literally, theessence of all creatures. Talented wielders of incarnumlearn to harness specific qualities of incarnum and byextension, properties of the souls tapped for this power ,including particular alignments, insights, experiences, andthe like.

In fact, most wielders of incarnum have strongmoral and ethical outlooks inextricably linked to their use of the substance. Onceshaped a daily process much like prepping spells , a soulmeld lastsas long as its creator wants it to. The characters who make use of the options in this book—new classes, prestige classes, feats, and other options—gainthe ability to shape incarnum into magical objects calledsoulmelds.

Characters who can shape soulmelds arecalled meldshapers. A soulmeld somewhat resembles a magic item or a spelleffect in physical form. Shaping incarnum into soulmelds requirestime and effort, much like a wizard preparing spells. Unlikespells, though, soulmelds generally last until the meldshaperdecides to unshape them, withdrawing the incarnum forfuture use. Essentia can be invested intosoulmelds in order to enhance their effects. Essentia can be reinvestedeach round to augment soulmeld and other effects as themeldshaper wishes.

Everybody has it, but only some characters learn to manipulateit to enhance magical effects. Meldshapers, for instance,can invest it into soulmelds to make them more powerful. Every soulmeld can be enhanced by investing essentia intoit, in much the same way as spells improve with higher casterlevels.

The more powerful the character, the more essentiahe can invest into his soulmelds and thus the more powerfulthey can become. In addition to its use in soulmelds, essentia can sometimesbe invested into feats, class features, and other abilities. Chapter 3: Character Options presents a new type of feat,the incarnum feat, which grants abilities that scale up with. Chapter 5: Magic introduces spells andmagic items that have similar scaling effects.

Any character,regardless of whether he can shape soulmelds, can gain accessto his personal pool of essentia by the selection of the properfeat or other option. Meldshapers have accessto all their chakras for the purpose of shaping soulmeldsto occupy them. In general, binding a soulmeld to a chakra produces aneffect similar to that granted by a magic item worn on thecorresponding body slot.

For example, binding a soulmeldto the throat chakra of ten grants the meldshaperabilities related to protection or discernment,just as a magic amulet or scarab usuallydoes. When ameldshaper binds a meld to a chakra, it becomes supernaturallytied or affixed to that body location.

As a side effect of the chakra bind, the meldshaper loses the ability to benefitfrom a magic item occupying the body slot associated withthat chakra. A meldshaper can shape soulmelds to occupy any of hischakras even at 1st level. However, the chakras are definedby a relative level of power or difficulty for the purposes of binding soulmelds to them.

As a meldshaper increases inlevel, he learns to bind soulmelds first to his least chakras crown, feet, and hands , then lesser arms, brow, and shoulders ,then greater throat and waist , and eventually to hisheart and soul chakras. A meldshaper can only bind soulmelds to a limitednumber of his chakras, but that number increases as he gainslevels. A description of how each works follows.

Casting featherthan a free action. You can perform one swift action per turnwithout affecting your ability to perform other actions. In that fall is an immediate action instead of a free action, as stated inregard, a swift action is like a free action.

You can take a swift action any time you Using an immediate action on your turn is the same as usingwould normally be allowed to take a free action. In addition, casting any spell with a casting it is not currently your turn. You also cannot use an immediatetime of 1 swift action such as divest essentia is a swift action. A soulmeld bound to the throat chakra might alsogrant the meldshaper a breath weapon or some ability relatedto speech, since these abilities are symbolically connected tothe throat.

A player who is very excited about incarnum might choosea new race from Chapter 1, one of the meldshaping standardclasses from Chapter 2, and feats from the new feats presentedin Chapter 3. His character can shape soulmelds drawn fromChapter 4 and wield magic items from Chapter 5.

Others might prefer to simply dabble in incarnum. If he has a spellcaster or psioniccharacter, abundant options await in Chapter 5. Several of theprestige classes in Chapter 6 are available to characterswith little previous exposure to incarnum, so they openup additional opportunities.

A campaign might introduce incarnum in tiny fragments:a single villain with a meldshaping class from Chapter 2,an encounter with members of a new race from Chapter1 or monsters from Chapter 7, or a strange item fromChapter 5 that holds the promise of more abilities thanit immediately reveals—if a character can learn to accesshis essentia pool.

The player characters might explore anancient ruin strangely laden with incarnum-related itemsand opponents, and learn new capabilities themselves asthey progress through the ruins and uncover their secrets.

Chapter8: Incarnum Campaigns includes a wealth of options andadvice about incorporating incarnum into an ongoing orall-new campaign.

DusklingRilkan scalesSkarn spikesIllus. Griffithncarnum is a part of every living creature. On an individuallevel, incarnum changes those who use it.

On agrander scale, it has altered or created entire races whosesubstance is infused with incarnum. Four of these racesare detailed in this chapter. Additional incarnuminfluencedcreatures appear in Chapter 7. Azurins are born of human parents, created when incarnumbonds with preincarnate those not yet born souls whoare born as human infants.

Dusklings are wild extraplanar fey whose bond with incarnumexists on a more primal level than perhaps any other creature. Rilkans and skarns are twin of fshoots of a common ancestorrace, the mishtai, but two siblings were never more differentthan these races. The rilkans are rakish, freethinkingscoundrels, while the skarns are fierce warriors dedicated toa philosophical ideal of physical perfection. Table 1—1: Racial Ability Adjustments, on the following page,shows ability score adjustments, favored class, and starting languagesfor each of the new races described in this chapter.

Every so of ten, the energies of incarnum bondwith a pure soul as it becomes instilled in a human form. Perhaps incarnum seeped into the place where the soulemerged, or the soul passed through an incarnum-richarea of the planes on its way to the mortal realm. Whateverthe cause, the result is an azurin child, a child who is notentirely human. The incarnum-infused spirit of an azurin ties itselfclosely to the physical form, but the intensity of the bondedenergies causes rapid physical aging and maturation.

Azurins do not always create other azurins when theyreproduce. Two azurin parents have a much greaterchance of conceiving an azurin child, but the childmight also be human. As a result, azurins tend to besolitary, living their lives within human civilizations. Azurins have never been born to non human parents. Theone exception to this is their eyes: the sclera whites of azurin eyes have a sky-blue sheen. Azurins areotherwise as varied in appearance as humans.

Bonus Languages: Any other than secret languages, such as Druidic. Multiple azurins in the same group mightsegregate themselves from humans who shun them fortheir dissimilarities. Alignment: Azurins are never neutral, instead favoringextreme alignments. Azurins are as likely to be lawful goodas they are chaotic good, lawfulevil, or chaotic evil. Moreso than most other mortalraces, azurins strive to embodytheir alignment.


Magic of Incarnum

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