Excerpts 09/07/2005


Magic of Incarnum Excerpt
By James Wyatt, Frank Brunner, Stephen Schubert



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.

Conjure Midnight Construct

Conjuration (Creation) [Incarnum]
Level: Sorcerer/wizard 6

Mialee conjures a midnight construct

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.

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 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.

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