A whole new system awaits you in the Magic of Incarnum D&D supplement. With this book, player characters can meld incarnum -- the power of souls living, dead, and unborn -- into magic items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield. This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign. The excerpts below include information on a new race called dusklings, the totemist class, the lammasu mantle, sphinx claws, the spell conjure midnight construct, and monster statistics for necrocarnum zombies.
|A lammasu mantle takes the
form of a golden cloak of wings
Classes: Incarnate, totemist
Chakra: Arms or shoulders (totem)
Saving Throw: See text
You form incarnum into a mantle of fur and feathers, shining golden brown around your shoulders and back. The cloak hangs down to your knees in back and wraps comfortably around your body to close in the front, if you wish. It is quite warm in cold weather, but not too hot in warmer temperatures. Wearing it makes you feel noble and righteous.
Lammasus are noble creatures, sometimes called the archons of the natural world. Totemists of lawful good alignment hold them up as the ideal of perfection for magical beasts, to be emulated in every way possible. By shaping this soulmeld, totemists hope to claim their righteous protection from the touch of evil creatures.
Your lammasu mantle protects you against the attacks of evil creatures. You gain a +2 deflection bonus to your Armor Class against attacks made or effects created by evil creatures.
Essentia: For every point of essentia you invest in your Lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures.
Chakra Bind (Arms)
The golden-brown fur of your mantle spreads down to your upper arms. At the same time, a palpable aura of goodness and power extends around you, cloaking your allies in the same protection the mantle gives you.
The deflection and resistance bonuses granted by the lammasu mantle apply to all allies within 10 feet of you.
Chakra Bind (Shoulders)
Your lammasu mantle becomes one with your shoulders, and its feathers separate from its fur to form small, nonfunctional wings that spread behind you as if to ward off attackers.
No summoned creatures except those of good alignment can approach within 10 feet of you (as the magic circle against evil spell).
Chakra Bind (Totem)
The golden-brown fur around your shoulders extends upward into an impressive mane around your head. There is a sensation in your mouth as if you were savoring a warm, sweet drink.
You can breathe a 15-foot cone of fire as a standard action. Creatures within the area take 1d4 points of fire damage, plus 1d4 points of fire damage per point of invested essentia (Reflex half).
|The sphinx claws soulmeld
makes this a fair fight
Chakra: Hands (totem)
Saving Throw: None
A powerful set of retractable, catlike claws forms over your hands. These magical claws seem almost alive, and they perfectly follow every move of your own hands and fingers.
Sphinxes are among the most powerful and majestic of all magical beasts. In the view of some totemists, they embody what it is to be a magical beast. Totemists hold up different varieties of sphinx as the pinnacle of sphinxkind: the gruff and noble androsphinx, the clever and enigmatic gynosphinx, the avaricious and powerful criosphinx, or the detestable hieracosphinx. Whichever variety a totemist seeks to emulate, the effects of sphinx claws are the same -- they make the Totemist a clawing, pouncing terror to behold.
While wearing sphinx claws, you gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to break down doors or to bull rush an opponent.
Essentia: Every point of essentia you invest in your sphinx claws increases the competence bonus by 1.
Chakra Bind (Hands)
Your hands become one with the claws that surround them, overlarge for your size. The most profound change, however, is in your proficiency in combat -- a powerful urge grows within you to leap at your foes, tearing with claws and teeth until your prey lies motionless in your savage grip.
When you use the charge action, at the end of your charge you can make a full attack using any natural weapons you possess. You can use natural weapons that you have by virtue of your race or kind, or natural weapons derived from soulmelds you have shaped. If you elect to use this ability, you cannot make any attacks with manufactured weapons at the end of the same charge.
Chakra Bind (Totem)
Your hands become one with the claws that surround them, overlarge for your size. You find you can use them to tear at your foes, and with that ability comes a powerful desire to put these tools to use. Will you temper that bloodlust with the wisdom of the gynosphinx or the nobility of the androsphinx? Or will you give in to it completely, rampaging like a hieracosphinx?
You can use your sphinx claws as natural weapons that deal 1d8 points of damage plus your Strength modifier.
For every point of essentia you invest in your sphinx claws, you gain a +1 enhancement bonus on your attack rolls and damage rolls with the claws.
While the claws are shaped, you can retain the normal use of your hands at any time, although you cannot hold an item in your hand and attack with the claws at the same time.