Spells


Magic of Incarnum

ASSASSIN SPELLS

2ND LEVEL

Divest Essentia: Target’s essentia becomes uninvested.

Soul Blight: Deal 1d4 + 1 per three caster levels essentia damage to foe.

3RD LEVEL

Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.

Unbind Chakra: Sever one chakra bind per four caster levels; deal 1d6 + 1d6/essentia damage per bind severed.

4TH LEVEL

Soulbleed: Melee weapon drains 1 point of essentia per hit.

BARD SPELLS

1ST LEVEL

Detect Incarnum: Detect soulmelds and essentia within 60 feet.

4TH LEVEL

Valiant Spirit: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.

BLACKGUARD SPELLS

1ST LEVEL

Detect Incarnum: Detect soulmelds and essentia within 60 ft.

Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.

4TH LEVEL

Soulbleed: Melee weapon drains 1 point of essentia per hit.

CLERIC SPELLS

1ST LEVEL

Detect Incarnum: Detect soulmelds and essentia within 60 ft.

Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.

2ND LEVEL

Adept Spirit: Subject can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.

Soulmeld Blessing: Allies can reallocate essentia for free.

Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.

3RD LEVEL

Guardian Spirit: Subject can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.

Soul Boon: Grant 1 point of essentia per three caster levels to subject.

4TH LEVEL

Essentia Lock: Target can’t reallocate essentia.

Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.

Unshape Soulmeld: One of target’s soulmelds is destroyed.

Valiant Spirit: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.

5TH LEVEL

Incarnum Weapon: Weapon shaped of incarnum attacks foe.

6TH LEVEL

Adept Spirit, Mass: One subject/caster level can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.

Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.

7TH LEVEL

Guardian Spirit, Mass: One subject/caster level can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.

Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.

8TH LEVEL

Valiant Spirit, Mass: One subject/caster level can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.

9TH LEVEL

Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.

DOMAINS

INCARNUM DOMAIN

Granted Power: You gain Incarnum Spellshaping as a bonus feat.

Special: Neutral clerics - those without an alignment component of chaotic, evil, good, or lawful - may not choose this domain.

Incarnum Domain Spells
  1. Detect Incarnum: Detect soulmelds and essentia within 60 ft.
  2. Soul Boon: Grant 1 point of essentia per three caster levels to subject.
  3. Wall of Incarnum: Creates wall of incarnum that deals essentia or Wis damage to those attempting to pass through.
  4. Essentia Lock: Target can't reallocate essentia.
  5. Incarnum Weapon: Weapon shaped of incarnum attacks foe.
  6. Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.
  7. Incarnum Bladestorm: Storm of blades deals Wisdom damage to living creatures within.
  8. Incarnum Apotheosis: Target's incarnum receptacles are treated as if invested with maximum essentia; target is immune to effects that reduce his essentia pool or unshape his soulmelds.
  9. Soulmeld Disjunction: One or more of target's soulmelds are destroyed.

DRUID SPELLS

2ND LEVEL

Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.

6TH LEVEL

Animal Spirit, Mass: One subject/caster level can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.

7TH LEVEL

Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.

HEXBLADE SPELLS

2ND LEVEL

Divest Essentia: Target’s essentia becomes uninvested.

Soul Blight: Deal 1d4 + 1 per three caster levels essentia damage to foe.

Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.

3RD LEVEL

Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.

Unbind Chakra: Sever one chakra bind per four caster levels; deal 1d6 + 1d6/essentia damage per bind severed.

PALADIN SPELLS

1ST LEVEL

Detect Incarnum: Detect soulmelds and essentia within 60 feet.

Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.

4TH LEVEL

Valiant Spirit: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.

RANGER SPELLS

2ND LEVEL

Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.

3RD LEVEL

Guardian Spirit: Subject can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute. SORCERER/

WIZARD SPELLS

1ST LEVEL

Detect Incarnum: Detect soulmelds and essentia within 60 ft.

Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.

2ND LEVEL

Channel the Mishtai: Draw a random mishtai’s soul into a target creature’s body.

Divest Essentia: Target’s essentia becomes uninvested.

Incarnum Arc: Movable line deals 1d6 damage +1d6/ essentia.

Soul Blight: Deal 1d4 + 1 per three caster levels essentia damage to foe.

Soul Boon: Grant 1 point of essentia per three caster levels to subject.

Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.

3RD LEVEL

Adept Spirit: Subject can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.

Wall of Incarnum: Creates wall of incarnum that deals essentia or Wis damage to those attempting to pass through.

4TH LEVEL

Conjure Lesser Midnight Construct: Shape a construct from incarnum to fight for you.

Essentia Lock: Target can’t reallocate essentia.

Guardian Spirit: Subject can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.

Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.

Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.

Unbind Chakra: Sever one chakra bind per four caster levels; deal 1d6 + 1d6/essentia damage per bind severed.

Unshape Soulmeld: One of target’s soulmelds is destroyed.

6TH LEVEL

Conjure Midnight Construct: Shape a construct from incarnum to fight for you.

Greater Channel the Mishtai: Draw a chosen mishtai’s soul into a target creature’s body.

Wrathful Doom: Target is dazed and takes damage each round equal to his essentia pool.

7TH LEVEL

Adept Spirit, Mass: One subject/caster level can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.

Incarnum Bladestorm: Storm of blades deals Wis damage to living creatures within.

Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.

8TH LEVEL

Conjure Greater Midnight Construct: Shape a construct from incarnum to fight for you.

Guardian Spirit, Mass: One subject/caster level can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.

Soulbanned Zone: Create an immobile area that blocks all incarnum effects for 10 min./level.

9TH LEVEL

Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.

Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.

ESSENTIA LOCK

Abjuration

Level: Cleric 4, Incarnum 4, sorcerer/wizard 4 Components: V, S, F/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes

When you cast essentia lock, you freeze the subject’s current allocation of essentia in place. The target is unable to shift essentia to or from any soulmelds, feats, or other essentia receptacles he might possess, and must maintain his current allocation of essentia for the duration of the spell. Creatures without essentia are unaffected by this spell.

Arcane Focus: A tiny padlock made of silver (10 gp).

PROTECTION FROM INCARNUM

Abjuration

Level: Blackguard 1, cleric 1, paladin 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 minute/level (D) Saving Throw:Will negates (harmless) Spell Resistance: No; see text

You ward a creature from attacks by soulmelds and incarnum creatures. The spell forms a barrier at a distance of 1 foot around the warded creature. The barrier is normally invisible, but it flashes electric blue when struck by an incarnum creature’s natural weapon attack or an effect generated by a soulmeld. While protected, the subject gains a +2 deflection bonus to Armor Class and a +2 resistance bonus on saves.

Both of these bonuses apply only against natural weapon attacks made by incarnum creatures or effects created by soulmelds. A side effect of this spell is that it prevents the subject from gaining essentia, even if such an effect would be considered beneficial. Such effects automatically fail if targeted on the protected subject.

SOULBANNED ZONE

Abjuration

Level: Sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Area: 40-ft. radius emanating from the touched point Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

You create an immobile area within which no incarnum can be used. All soulmelds are suppressed within the soulbanned zone. Essentia cannot be invested or reallocated by any creature within the area; currently invested essentia has no effect inside the zone. Incarnum creatures are not otherwise affected by the soulbanned zone (they can enter normally). Only creatures entirely within the soulbanned zone are affected. Should a creature be larger than the area enclosed by the soulbanned zone (or only partially within it), it can use its essentia incarnum-based abilities normally.

SOULMELD DISJUNCTION

Abjuration

Level: Incarnum 9, sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: All soulmelds shaped on one creature Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum. Make a caster level check (1d20 + caster level, maximum +25) against each of the soulmelds shaped on the chosen creature (against a DC of 11 + meldshaper level), starting with the soulmeld with the highest essentia investment (break ties randomly). Add +4 to the DC if the soulmeld is bound to a chakra. Essentia invested in unshaped soulmelds returns to its owner’s essentia pool.

SUPPRESS MAGIC

Abjuration

Level: Cleric 2, hexblade 2, sorcerer/wizard 2 Components: V, S (E) Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One object or soulmeld Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

You attempt to suppress the functioning of a single magic item or soulmeld. If you succeed on a caster level check against the item or soulmeld (against a DC of 11 + meldshaper level), the item or soulmeld loses all magical properties for the duration of the spell. This is identical to the effect of a dispel magic spell targeted on an object, except for duration and your ability to invest essentia to improve your caster level check.

This spell has no effect on ongoing spell effects, even if those effects are on items (such as greater magic weapon).

Essentia: Every point of essentia invested in this spell grants you a +2 insight bonus on your caster level check to suppress the item. If the spell fails to affect the item, the invested essentia immediately returns to your pool.

UNSHAPE SOULMELD

Abjuration

Level: Cleric 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No

You unshape (destroy) one soulmeld currently shaped on the target creature. You can choose a specific soulmeld if you wish; otherwise, the soulmeld affected is chosen randomly from all those currently shaped on the target. To succeed in unshaping the soulmeld, you must make a caster level check (1d20 + your caster level, maximum +15) against a DC of 11 + the meldshaper level of the soulmeld (add +4 to the DC if the soulmeld is bound to a chakra).

If the unshaped soulmeld was bound to one of the target’s chakras, the target takes damage equal to 3d6 points plus 1 additional point per caster level (maximum 3d6+15). Essentia invested in an unshaped soulmeld returns to the target’s essentia pool. If the target creature has no soulmelds shaped, this spell has no effect.

CONJURE GREATER MIDNIGHT CONSTRUCT

Conjuration (Creation) [Incarnum]

Level: Sorcerer/wizard 8

As conjure lesser midnight construct, except as noted above and as follows. You conjure a greater midnight construct instead of a lesser midnight construct.

Essentia: In addition to the options listed for conjure lesser midnight construct and conjure midnight construct, you gain two new options for modifying your midnight construct by investing essentia:

  • Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
  • Soulburning Aura: Bestow a damaging aura of dark soul- energy. The aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct’s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct’s turn.
CONJURE LESSER MIDNIGHT CONSTRUCT

Conjuration (Creation) [Incarnum]

Level: Sorcerer/wizard 4 Components: V, S, M (E) Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One conjured midnight construct Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

You create a single lesser midnight construct (see page 184). The creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions.

The midnight construct acts normally on the last round of the spell’s duration and dissipates at the end of its turn. Midnight constructs are not summoned; they are created on the plane you inhabit, using incarnum you coalesce. Thus, they are not subject to effects that hedge out or otherwise affect outsiders or summoned creatures.

Essentia: You can invest essentia in a midnight construct when you create it to gain one or more of the following modifications to the construct. Every point of essentia can be invested in any one modification.

  • Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.
  • Damage Reduction: Increase the construct’s DR by 2 points per point of essentia invested.
  • Land Speed Increase: Increase the construct’s land speed by 10 feet per point of essentia invested.

Material Component: A bead of dark glass.

CONJURE MIDNIGHT CONSTRUCT

Conjuration (Creation) [Incarnum]

Level: Sorcerer/wizard 6

As conjure lesser midnight construct, except as noted above and as follows. You conjure a midnight construct instead of a lesser midnight construct.

Essentia: In addition to the options listed for conjure lesser midnight construct, you gain two new options for modifying your midnight construct by investing essentia:

  • Fly Speed: Bestow a fly speed of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
  • Deadly Aura: Bestow a damaging aura. The aura deals 1d6 points of damage per point of essentia invested (Fort half, DC 10 + 1/2 construct’s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct’s turn.
INCARNUM BLADESTORM

Conjuration (Creation) [Incarnum]

Level: Incarnum 7, sorcerer/wizard 7 Components: V, S, M (E) Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: Cylinder (20 ft. radius, 40 ft. high) Duration: 1 round/level Saving Throw:Will half Spell Resistance: No

This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all within their area. This storm of incarnum blades deals 1d6 points of Wisdom damage to all living creatures within the area (Will half). This damage is dealt each round at the end of your turn (as well as to any creature who enters the storm). You can move the incarnum bladestorm up to 10 feet as a move action.

Essentia: For every point of essentia you invest, the incarnum blades deal 1 additional point of Wisdom damage.

Material Component: A handful of needles.

INCARNUM WEAPON

Conjuration (Creation) [Incarnum]

Level: Cleric 5, Incarnum 5 Components: V, S (E) Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Large weapon of incarnum Duration: 1 round/level (D) Saving Throw:Will partial Spell Resistance: No

An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance, as you direct it, dealing 2d6 points of damage per hit. In addition, any living creature struck by the incarnum weapon takes 1 point of Wisdom drain (a successful Will save negates the Wisdom drain).

The weapon takes a form based on your alignment: battleaxe (chaotic), flail (evil), warhammer (good), or longsword (law). Casters can choose any weapon whose alignment is not opposed to theirs (neutral casters can choose any of the four weapons).

Regardless of the weapon’s form, it threatens a critical only on a 20 and deals double damage on a critical hit. The incarnum weapon strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus.

It strikes as a spell, not as a weapon; for example, it can damage creatures that have damage reduction. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to.

An incarnum weapon cannot be harmed by physical attacks, but it can be affected by any effect that would affect a spell or a soulmeld. An incarnum weapon’s Armor Class against touch attacks is 11 (10 + size bonus for Small object).

Essentia: Every point of essentia you invest in the incarnum weapon adds a +1 insight bonus on the weapon’s attack rolls and damage rolls and expands the weapon’s critical threat range by 1. For example, an incarnum weapon spell with 2 points of essentia invested would have a +2 insight bonus on attack rolls and damage rolls and would have a critical threat range of 18–20.

WALL OF INCARNUM

Conjuration (Creation) [Incarnum]

Level: Incarnum 3, sorcerer/wizard 3 Components: V, S, M (E) Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Incarnum wall whose area is up to one 5-ft. square/level Duration: 1 minute/level (D) Saving Throw:Will partial; see text Spell Resistance: No

You cause a flat, vertical, opaque barrier of incarnum to spring into being. The wall cannot be conjured so that it occupies the same space as a creature or another object, but it can be adjacent to such. It must always be a flat plane, although you can shape its edges to fit the available space. The wall of incarnum must be anchored to a surface, but this can be a floor, a ceiling, or even a wall. The wall of incarnum can’t be moved once it is created. A wall of incarnum is 1 inch thick. It can be dispelled, but it cannot be damaged or broken, and spells cannot pass through it.

Ethereal creatures can pass through it, but any other creature (including the caster) attempting to pass through a wall must succeed on a Will save or be blocked by the barrier. Regardless of the save’s result, the wall of incarnum deals 1d4 points of essentia damage (or Wisdom damage if the creature has no essentia) to the creature.

Essentia: Every point of essentia invested in the wall of incarnum increases the damage dealt on a failed Will save by 1 point.

Material Component: A tiny, shield-shaped piece of blue quartz.

ADEPT SPIRIT

Divination [Incarnum]

Level: Cleric 2, sorcerer/wizard 3 Components: V, S, DF (E) Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You bestow the soul of a great ancient spellcaster on the creature touched, giving him great skill with magic. As an immediate action, the target creature can activate the adept spirit. While active, the spirit’s wisdom and learning provide the recipient of the spell with a +1 insight bonus to caster level and a +2 insight bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks. The adept spirit remains active for 1 minute, and then its power is expended and the spell ends.

No creature can be the target of more than one adept spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.

Essentia: For every point of essentia you invest in this spell, the bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks provided by the spirit improves by 1. (The bonus to caster level is not improved by essentia investment).

ADEPT SPIRIT, MASS

Divination [Incarnum]

Level: Cleric 6, sorcerer/wizard 7 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level

As adept spirit, except as noted above. Each target must activate his own adept spirit separately.

ANIMAL SPIRIT

Divination [Incarnum]

Level: Druid 2, ranger 2 Components: V, S (E) Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting him some of an animal’s sensory capabilities. As an immediate action, the target creature can activate the animal spirit. While active, the spirit’s keen senses provide the recipient of the spell with low-light vision and scent, as well as a +2 insight bonus on Wisdom checks and Wisdom-based skill checks. The animal spirit remains active for 1 minute, and then its power is expended and the spell ends.

No creature can be the target of more than one animal spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.

Essentia: For every point of essentia you invest in this spell, the bonus on Wisdom checks and Wisdom-based skill checks provided by the spirit improves by 2.

ANIMAL SPIRIT, MASS

Divination [Incarnum]

Level: Druid 6 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level

As animal spirit, except as noted above. Each target must activate his own animal spirit separately.

DETECT INCARNUM

Divination

Level: Bard 1, blackguard 1, cleric 1, Incarnum 1, paladin 1, sorcerer/wizard 1 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level Saving Throw: None Spell Resistance: No

You can sense the presence of incarnum. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of incarnum (including creatures with the incarnum subtype, soulmelds, or magic items invested with essentia).

2nd Round: Number of incarnum auras (soulmelds, creatures with the incarnum subtype, and so on) in the area and the power of the most potent aura present (see the table).

3rd Round: The power and location of each aura. If an aura is outside your line of sight, you can discern its direction but not its exact location. The power of an incarnum aura depends on the type of creature or object that you’re detecting and its Hit Dice or caster level, as shown on the table.

Creature or object Faint Moderate Strong Overwhelming
Creature with incarnum subtype (HD) 10 or lower 11–25 26–50 51 or higher
Creature with essentia (essentia pool) 2 or less 3–10 11–30 31 or higher
Shaped soulmeld (meldshaper level) 5th or lower 6th–11th 12th–20th 21st or higher
Essentia-invested object (caster level) 5th or lower 6th–11th 12th–20th 21st or higher

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

GUARDIAN SPIRIT

Divination [Incarnum]

Level: Cleric 3, ranger 3, sorcerer/wizard 4 Components: V, S, DF (E) Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipate danger. As an immediate action, the target creature can activate the guardian spirit. While active, the spirit’s prescience provides the recipient of the spell with a +2 insight bonus on Armor Class, Reflex saving throws, Dexterity checks (including initiative checks), and Dexterity-based skill checks. The guardian spirit remains active for 1 minute, and then its power is expended and the spell ends.

No creature can be the target of more than one guardian spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.

Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.

GUARDIAN SPIRIT, MASS

Divination [Incarnum]

Level: Cleric 7, sorcerer/wizard 8 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level

As guardian spirit, except as noted above. Each target must activate his own guardian spirit separately.

VALIANT SPIRIT

Divination [Incarnum]

Level: Bard 4, cleric 4, paladin 4 Components: V, S, DF (E) Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle. As an immediate action, he can activate the valiant spirit. While active, the spirit’s courage provides the recipient of the spell with a +2 morale bonus on attack rolls, damage rolls, Fortitude saves, Strength checks, and Strength-based skill checks. The valiant spirit remains active for 1 minute, and then its power is expended and the spell ends.

No creature can be the target of more than one valiant spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.

Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.

VALIANT SPIRIT, MASS

Divination [Incarnum]

Level: Cleric 8 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level

As valiant spirit, except as noted above. Each target must activate his own valiant spirit separately.

INCARNUM ARC

Evocation [Incarnum]

Level: Sorcerer/wizard 2 Components: V, S, M (E) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Line from you to a point you designate within range Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

When you cast this spell, you create a drifting “lightning rod” of incarnum that appears at the point you designate within range. 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 in that line takes 1d6 points of damage (Reflex negates). In subsequent rounds, incarnum arcs again between you and the rod at the end of your turn.

You can move the rod up to 20 feet by an act of will as a move action, 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 beyond the spell’s range, no arc occurs but the spell remains active.

Essentia: Every point of essentia invested in this spell increases the damage dealt by 1d6 points (2d6 points for 1 point of essentia, 3d6 points for 2 points of essentia, and so on).

Material Component: A small brass rod.

SOULMELD BLESSING

Evocation [Incarnum]

Level: Cleric 2 Components: V, DF Casting Time: 1 swift action Range: 20 ft. Targets: Up to one creature/level in a 20-ft. radius burst centered on you Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: Yes (harmless)

When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia. Affected creatures can immediately reallocate their essentia pool as if they had taken a swift action to do so (even though it isn’t their turn and no action is required). Essentia that cannot be reallocated with a swift action (for example, essentia invested in an incarnum feat) cannot be redistributed.

CHANNEL THE MISHTAI

Necromancy [Incarnum]

Level: Sorcerer/wizard 2 Components: V, S (E) Casting Time: 1 round Range: Touch Target: One living creature Duration: 1 minute Saving Throw:Will negates Spell Resistance: Yes

You invite the soul-energy of a long-departed mishtai (see the rilkan and skarn race descriptions in Chapter 1) to share a living body. The would-be host must have an Intelligence, Wisdom, and Charisma of at least 5. 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. Roll 1d6 and consult the table below to determine the nature of the mishtai that shares the subject’s body and its effects upon him (if the subject is a skarn or rilkan, roll 1d10 instead).

Roll Mishtai Spirit (Time Period): Effect
1 Inbred moron of the late decadent period (Segorn Period): Take –2 penalty on all skill checks; subject must succeed on a Will save (using the spell’s normal save DC) or be dazed for 1 round.
2 Hearty mishtai serf of the early period just after the discovery of incarnum (Tal Period): Gain +2 insight bonus on Str- and Con-based ability and skill checks; lose ability to read and write.
3 Mishtai noblewoman of the Golden Age of Mishtai (Sudarn Period): Gain +2 insight bonus on Cha-based ability and skill checks; take –2 penalty on Fortitude saves.
4 Sage of Ur-Mishtai from the postcollapse remnants of mishtai society (Geryn Period): Gain +2 insight bonus on Int- based ability and skill checks; take –1 penalty on attack rolls.
5 Royal scout of the Landwalker’s League (Sudarn Period): Gain +2 insight bonus on Dex- and Wis-based ability and skill checks; take –2 penalty on Will saves.
6 Bonded wizard of the Perfect Circle guild (Sudarn Period): Gain +1 insight bonus to arcane caster level; lose 1 hit point per Hit Die.
7 Sarkros, mishtai knight of the Defenders of Ril (Tal Period): Gain +1 insight bonus on melee attack rolls and damage rolls; proficiency with all martial weapons.
8 “The Pillow Spider,” famed female rogue (Sudarn Period): Gain +4 insight bonus on Hide and Move Silently checks; sneak attack +1d6.
9 Dallyster Harkedde, Curator of the Incarnate Fane (Segorn Period): Gain 1 point of essentia.
10 Mentriphiste Carre, “The Argent Paladin,” Champion of the Mishtai and Martyr of the Frozen Pyre (Sudarn Period): Gain +2 insight bonus on attack rolls and damage rolls against evil creatures; immunity to fear effects.

Essentia: Every point of essentia invested in this spell extends the duration by 1 minute.

CHANNEL THE MISHTAI, GREATER

Necromancy [Incarnum]

Level: Sorcerer/wizard 6 Duration: 1 hour Range: Touch

As channel the mishtai, except as noted above and as follows. Instead of rolling randomly, you can choose which mishtai spirit to channel with this spell. If the subject is a rilkan or skarn, you can choose any of the ten spirits; otherwise, you can choose only one of the first six listed. You cannot attempt to channel the same spirit more than once per week.

Essentia: Every point of essentia invested in this spell extends the duration by 1 hour.

DIVEST ESSENTIA

Necromancy

Level: Assassin 2, hexblade 2, sorcerer/wizard 2 Components: V Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essentia he has currently invested (with some exceptions; see below) to return to his essentia pool as if the target had set his essentia investment to 0. This doesn’t prevent the target from reinvesting essentia normally on his next turn, but it might make him vulnerable in the meantime. Essentia invested in an incarnum feat or other receptacle that can’t be reallocated by the target as a swift action can’t be affected by this spell.

REND ESSENTIA

Necromancy [Evil, Incarnum]

Level: Assassin 3, hexblade 3, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

When you cast this spell, you consume a small portion of your enemy’s soul to strengthen your own personal essence and become stronger. You deal 1d4 points of Charisma damage plus 1 additional point for every three caster levels, to a maximum of 1d4+5 points at caster level 15th. If the target has an essentia pool, he instead loses essentia equal to the Charisma damage that would be dealt (if the damage is larger than the target’s essentia pool, any leftover points of damage are dealt as Charisma damage). This spell can’t reduce a target’s Charisma below 1.

You gain 1 point of temporary essentia for every point of essentia or Charisma damage you deal to the subject. This temporary essentia remains in your pool for 1 minute, after which it dissipates. While you have it, you can use your temporary essentia just like normal essentia.

Material Component: A black pearl worth at least 100 gp.

SOUL BLIGHT

Necromancy

Level: Assassin 2, hexblade 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw:Will half Spell Resistance: Yes

You rip away some of the target’s personal essence, temporarily damaging the target’s essentia pool. You deal 1d4 points of essentia damage plus 1 additional point for every three caster levels, to a maximum of 1d4+3 points at caster level 9th. Creatures that do not have essentia pools suffer no ill effects from this spell.

Material Component: A tiny crystal vial.

SOUL BOON

Necromancy [Incarnum]

Level: Cleric 3, Incarnum 2, sorcerer/wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One living creature Duration: 1 minute Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

When you cast this spell, you invoke the power of souls unborn to reinforce the recipient’s essentia pool. The creature touched gains 1 point of temporary essentia for every three caster levels, to a maximum of 5 points of essentia at caster level 15th. These temporary essentia points can be used just like normal essentia points for as long as soul boon lasts.

Material Component: An empty insect cocoon.

SOULBLEED

Necromancy [Evil, Incarnum]

Level: Assassin 4, blackguard 4 Components: V Casting Time: 1 swift action Range: Touch Target: One melee weapon Duration: 1 round/3 levels Saving Throw: None (object) or Fortitude negates; see text Spell Resistance: No (object) or yes; see text

You invest your weapon with the power to bleed away part of the victim’s essentia. Each time you hit a living creature with a weapon affected by soulbleed wounding, that creature loses 1 point of essentia unless it succeeds on a Fortitude save. You don’t gain the essentia; it is simply lost. Spell resistance applies against this effect.

If any round of the spell’s duration goes by in which no living creature is affected by the spell (either because you didn’t hit a living creature or because no saving throw was failed), you take 1d6 points of damage from the spell. No save or spell resistance is allowed to resist this effect. This spell works only as long as you wield the weapon affected. Any other wielder gains no benefit from the effect.

UNBIND CHAKRA

Necromancy

Level: Assassin 3, hexblade 3, sorcerer/wizard 4 Components: V, S (E) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

You temporarily sever one or more chakra binds between the target and his soulmelds and/or magic items. This affects one chakra bind for every four caster levels, to a maximum of three binds at 12th level. For the spell’s duration, the target creature loses all benefits of the severed chakra binds. The target also takes 1d6 points of damage per chakra bind severed.

At the time of casting, you can choose particular chakra binds to sever (such as arms or soul). If you do not choose specific chakra binds, the DM randomly determines which chakra binds are affected.

Essentia: Every point of essentia you invest in this spell adds +1d6 to the damage dealt per chakra bind severed.

WRATHFUL DOOM

Necromancy [Evil, Incarnum]

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw:Will partial Spell Resistance: No

You turn your opponent’s essentia against him by beckoning to dark powers that prey on soulstuff. Each round on your turn, beginning on the round in which you cast this spell, your opponent takes damage equal to the amount of essentia in his essentia pool (up to a maximum value equal to your caster level) and is dazed for 1 round. A successful Will save halves the damage dealt and negates the daze effect; this save must be repeated each round that the spell lasts.

INCARNUM APOTHEOSIS

Transmutation [Incarnum]

Level: Incarnum 8 Components: V, S (E) Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/3 levels Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Your touch suffuses the target with incarnum. For the duration of this spell, all soulmelds, incarnum feats, and other incarnum receptacles of the target are treated as if the maximum allowable quantity of essentia had been invested in them. The subject is also immune to any effect that would reduce his essentia pool or unshape his soulmelds.

Essentia: Every point of essentia invested in this spell extends its duration by 1 round.

INCARNUM VIGOR

Transmutation [Incarnum]

Level: Cleric 6, druid 7, Incarnum 6 Components: V, S (E) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You infuse the target with incarnum laced with positive energy. He gains fast healing 1. In addition, any spell he casts that heals hit point damage heals an additional amount to each creature affected by that spell equal to your caster level or twice the healing spell’s level, whichever is lower.

For example, a cleric casting mass cure serious wounds would add either +14 (twice the level of the mass cure serious wounds spell) or the incarnum vigor’s caster level, whichever is lower, to the healing provided to each target of the spell.

Essentia: Every point of essentia you invest in this spell increases the fast healing granted by 1 point.

OPEN GREATER CHAKRA

Transmutation

Level: Cleric 9, sorcerer/wizard 9

As open least chakra, except this allows you to open the subject’s arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.

OPEN LEAST CHAKRA

Transmutation

Level: Cleric 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You use magical energies to pry open one chakra, allowing a creature to form a chakra bind that it otherwise could not. (The spell has no effect on chakras to which soulmelds or magic items are already bound; in other words, it does not allow you to double bind to a chakra). You can open a creature’s crown, feet, or hands chakra with this spell.

A creature benefiting from this spell can bind a soulmeld or magic item to his opened chakra just as if he had gained the ability to form a chakra bind from a feat or class feature.

OPEN LESSER CHAKRA

Transmutation

Level: Cleric 7, sorcerer/wizard 7

As open least chakra, except this allows you to open the subject’s arms, brow, crown, feet, hands, or shoulders chakra.