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Hardcover Magic of Incarnum Book

ISBN: 0786937017

ISBN13: 9780786937011

Magic of Incarnum

(Part of the Dungeons & Dragons Edition 3.5 Series)

A new source of power for the Dungeons & Dragons? roleplaying game! This supplement introduces a magical substance called incarnum into the D&D game. With this book, the players characters can meld... This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

5 ratings

Interesting additions to magical combat

I found the Magic of Incarnum full of interesting alternatives to a purely magic based RPG. While I dont think incarnum should be a replacement for magic in any game, some of the feats, monsters, and prestige classes could give your character a little something extra next time you game.

One of the better D & D game supplements presented this decade.

When it comes to supplement books to the Dungeon & Dragons game, players and Dungeon Masters alike must learn to pick and choose their battles. I say this because while many D & D books can prove to be quite viable in introducing new material into the game (e.g., new spells, character feats and options, monsters, and adventures), others can be a tad redundant and perhaps even useless to a given campaign. Luckily, Magic of Incarnum--released back in the September of 2005--is of the former eventually and not of the latter, as the idea it introduces into the core D & D game is one that neither TSR, Inc., nor Wizards of the Coast had ever tried before until this past year. See, Incarnum is the soul energy that manifests itself within living beings. Anyone and everyone who either lives in the present, has ever lived in the past, and will soon be born in the future has a touch of this substance within them, although certain beings are more blessed by and intuitive about it than others are. The human-born azurin, for instance--one of the four races introduced in Magic of Incarnum--are especially aware of that which composes their very essence and utilize it in their careers as adventurers, aiming to either right the wrongs of the material world or subjugate the masses to their will to fulfill more malignant objectives. Similarly, there are the wild, gray-skinned dusklings, whose ties to incarnum blesses them with an innate knowledge about it and the knack for manipulating the energy of their spirits in an effort to mimic the powers of mystic beasts via the Totemist Character Class. The final two races presented in this manual--namely, the rilkans and the skarns--are offshoots of an ancient reptilian race called the mishtai that, when they existed, aimed at attaining "perfection of form" via a philosophy that espouses both physical and mental discipline and development as well as the use of incarnum. Unfortunately, the mishtai failed in this well-meaning yet lofty goal of theirs and eventually became extinct, hence spawning these two peoples and the bitterness they have toward one another as the result of the polar opposition of their general personalities (the nimble rilkans being friendly, outgoing, and daring and the skarns being studious, strictly disciplined, and somewhat scornful of those races they think are beneath them). More important than the new races, however, are the three Character Classes this book introduces, all of which allow participants to utilize incarnum to aid them in their adventures within their home realm. The aforementioned Totemist, for instance, uses incarnum to forge different artifacts of magical power called Soul Melds that enable her to mimic the properties of the many magical beasts that populate the typical D & D world, from unicorns and blink dogs to manticores and chimera. The Soulborn, in contrast, uses his inner soul energy to bolster his martial prowess and smite those who oppose his moral philosophy, which ca

For those who like variation and trickyness

This book is fantastic! Incarnum can be dropped into any setting easily with no changes. In fact, WoTC layed the groundwork for this system way back in Bastion of Souls. Basically, incarnum is "creation-energy". You draw upon the essence of the universe that is responsible for life - and the power of souls past. You don't draw power from others like a leech, you know how to use the stuff of the universe to create enhancements on yourself. Incarnum is based around flexibility. Each day you get to decide upon your enhancments for the day, and moment to moment you decide how powerful any one enhancement is. This magic system ain't easy. Anyone expecting to pick a list of spells to throw will be disappointed. Anyone looking to use a techie class to help fill holes in a party with some fun variation will be rewarded. For example, my party was going into a heavy combat zone, so my character built himself up to handle front line fighting. He had a xd6 electricity touch attack, and a xd6 fire based shield. Every time he scrapped with an opponent, the opponent took touch damage and then fire damage if they hit back. He cleared his way through a group of goblin worg riders while the cleric kept him standing. The next session was more exploratory so he wore a get up that removed all conceleament benefits so the party couldn't be surprised by shadow dwellers. The third session he took up the range attacker spot. He was doing 4d6 ranged touch attack damage with acidic spit, and a magically enhanced armor class. Final example: I played the totemist with shark pounce and a blink dog shirt. He would pounce for massive damage, next round he would strike and blink away 10', and then next round pounce, repeat ad infinitum. Incarnum requries knowing the rules well and manipulating the different abilities for max collaborative benefit. It can be tricky and functions differently than every other class in the game. It also has a learning curve as you explore and understand how it all really works together. An excellent way to add spice and variation to any campaign.

Not perfect but very inspiring

I was excited when I first read Magic of Incarnum (hereafter MoI) and two months later I still am. Incarnum as a form of "magic" has some very interesting and inspiring ideas. In 20+ years of gaming I don't think that I have ever seen a product quite like this one. The basic concept of "soulmelds" powered by "Incarnum" seems very fresh to me and the execution of the idea is an inspirational one. The authors set out to create something new to DnD and I think that they succeeded admirably. Incarnum as defined by MoI is essentially the energy of souls born and yet to be born. Individual living beings can tap into this power and gain pools of "essentia" that they can use to power feats or even solid incarnum creations called "Soulmelds." Soulmelds function like virtual magic items. They are "shaped" on a "chakra" point that is roughly analogous to an item slot. For a more potent effect the soulmeld can be "bound" to the chakra and actually prevents a real item from being used there. The base classes are all interesting and all have some degree of ability to shape Soulmelds. The Incarnate is the soulmeld specialist can easily fill the role of trapfinder or skill monkey and give it a totally different feel than a rogue would have. The Soulborn is a minor soulmeld user much like a Paladin or Ranger & can fill much the same roles in a party. The Totemist is a flavorful class that can be a natural weapon damage dealer (think wildshaped druid) or something of a blaster though most wizards will be better at the latter. The Totemist Soulmelds are some of the most powerful and interesting in the book. The Prestige Classes (hereafter PrCs) are exciting as well ranging from the good Incandescent Champion to the vile Necrocarnate and from the combative Totem Rager to the sneaky Unbral Disciple. I didn't see a single one that I would consider unuseable either in flavor or mechanic. Many of these PrCs actually seem designed for non- MoI classes as do many of the feats in the book. Rogues, Wizards, Clerics, Fighters, Soulknives, and more can all benefit from material in this book without taking a single level in one of the new base classes. The book is not perfect however. I found the new races less than inspiring. Maybe I've watched too much Star Trek but I'm well past the point where "looks human except for the scales around the neck" and such really seems novel or even needed. The authors also made a poor decision in formatting the Soulmeld tables on pages 54-58 the way they did. Unlike many of the spell lists you cannot look at these tables and really understand what a given soulmeld does. I have seen several reviews elsewhere where folks were turned off by seeing that the "power of souls" grants a mere +2 to a skill or +1 to AC. If you just look at these tables I can easily see how folks would say "That's it?" You actually need to read the soulmeld descriptions to see what exactly you can do with it. There are also some minor probl

Introduce a new magical element into your game!

Magic of Incarnum brings you a new magic system to add to your D & D 3.5 game. When I opened the book, I felt the same excitement I felt when I opened the Expanded Psionic Handbook and Weapons of Legacy. The book introduces something entirely new into your campaign, which requires a great deal of work on the part of the DM and also an above average effort on the side of the Players. Magic of Incarnum brings a new color into your campaign, but it is up to you to decide if you like this color or not. Just as in the case of psionics, it is not enough to let players create incarnum using characters, as if you only do this, you will quickly discover that incarnum users are much too powerful. Just as any other kind of magic or psionics would be unbalanced if only the players had access to it, Magic of Incarnum should be introduced into all levels of gameplay (like background motivations, monsters, locations, NPCs, etc.) If you integrate incarnum magic completely into your game, you will find that it is balanced. With that said, those who are prepared to make the effort will find everything they need to do it in this book. The book describes the system how incarnum works, introduces new races, classes, PRCs, skills and feats, spells, monsters and adventure ideas. The book also has several small maps to be inserted into any campaign.
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