SpellsMagic of Incarnum
ESSENTIA LOCKAbjuration 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: YesWhen 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 INCARNUMAbjuration 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 textYou 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 ZONEAbjuration 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: NoYou 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 DISJUNCTIONAbjuration 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: NoThis 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 MAGICAbjuration 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: NoYou 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 SOULMELDAbjuration 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: NoYou 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 CONSTRUCTConjuration (Creation) [Incarnum] Level: Sorcerer/wizard 8As 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:
CONJURE LESSER MIDNIGHT CONSTRUCTConjuration (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: NoYou 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.
Material Component: A bead of dark glass. CONJURE MIDNIGHT CONSTRUCTConjuration (Creation) [Incarnum] Level: Sorcerer/wizard 6As 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:
INCARNUM BLADESTORMConjuration (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: NoThis 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 WEAPONConjuration (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: NoAn 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 INCARNUMConjuration (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: NoYou 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 SPIRITDivination [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, MASSDivination [Incarnum] Level: Cleric 6, sorcerer/wizard 7 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/levelAs adept spirit, except as noted above. Each target must activate his own adept spirit separately. ANIMAL SPIRITDivination [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, MASSDivination [Incarnum] Level: Druid 6 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/levelAs animal spirit, except as noted above. Each target must activate his own animal spirit separately. DETECT INCARNUMDivination 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: NoYou 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.
If an aura falls into more than one strength category, the spell indicates the stronger of the two. GUARDIAN SPIRITDivination [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, MASSDivination [Incarnum] Level: Cleric 7, sorcerer/wizard 8 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/levelAs guardian spirit, except as noted above. Each target must activate his own guardian spirit separately. VALIANT SPIRITDivination [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, MASSDivination [Incarnum] Level: Cleric 8 Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/levelAs valiant spirit, except as noted above. Each target must activate his own valiant spirit separately. INCARNUM ARCEvocation [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: YesWhen 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 BLESSINGEvocation [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 MISHTAINecromancy [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: YesYou 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).
Essentia: Every point of essentia invested in this spell extends the duration by 1 minute. CHANNEL THE MISHTAI, GREATERNecromancy [Incarnum] Level: Sorcerer/wizard 6 Duration: 1 hour Range: TouchAs 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 ESSENTIANecromancy 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: YesBy 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 ESSENTIANecromancy [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: YesWhen 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 BLIGHTNecromancy 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: YesYou 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 BOONNecromancy [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. SOULBLEEDNecromancy [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 textYou 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 CHAKRANecromancy 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: YesYou 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 DOOMNecromancy [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: NoYou 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 APOTHEOSISTransmutation [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 VIGORTransmutation [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 CHAKRATransmutation Level: Cleric 9, sorcerer/wizard 9As open least chakra, except this allows you to open the subject’s arms, brow, crown, feet, hands, shoulders, throat, or waist chakra. OPEN LEAST CHAKRATransmutation 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 CHAKRATransmutation Level: Cleric 7, sorcerer/wizard 7As open least chakra, except this allows you to open the subject’s arms, brow, crown, feet, hands, or shoulders chakra. |