Incarnum Spellbook

In order to use Incarnum magic you must take the "Adept: Incarnum" talent. Incarnum uses 3 key elements to decide your powers. Chakras, soulmelds, and essentia. Power comes primarily from shaping a soulmeld into the physical world, a piece of your own soul given physical form. This can be done at any time (takes a full round action) to summon any given soulmeld you have access to.

Soulmelds can be empowered by your essentia, putting additional essentia points (a swift action) into a meld can increase its power and effect. Once a character truly masters their abilities they will become capable of using Chakras, special spots along their body that a soulmeld can be bound to. Binding a soulmeld to a chakra unlocks the full potential of that soulmeld, but doing so takes an hour to do. However, once something is bound to a chakra even if its not shaped you cannot shape another one over it until you unbind it from the chakra.

Essentia is stored within the incarnum caster and does not go away on use, it is simply shifted into a soulmeld. The exception is with Incarnum active talents and abilities that require the expenditure of essentia. If essentia is expended on an active ability then it will return after 8 hours. Your starting essentia is equal to your constitution modifier, if you ever expend essentia on an active ability you lose 2 con until you recover it.

In order to place Essentia into a meld you must first bind that meld to a chakra. You can only manifest 1 meld to start though you can take talents that allow you to manifest more simultaneously.

On this page are the Incarnum talents that can't be found in the general talents page, as they only apply to incarnum users. See below.

Name Prerequisites Description Cost
Adept: Incarnum Con 12 Able to use tier 1 incarnum abilities 10
Least Chakra Adept: Incarnum Able to bind to the hand and feet chakra 20
- Lesser Chakra Least Chakra, 13 Con Able to bind to the head chakra 30
- Greater Chakra Lesser Chakra 14 Con Able to bind to the heart chakra 40
- True Chakra Greater Chakra, 16 Con Able to bind to the soul chakra 60
Adept: Necrocarnum adept: Incarnum Able to use necrocarnum soulmelds 20
Essentia I Adept: Incarnum You gain 1 essentia, this can be taken 3 times 10
- Essentia II Proficient: Incarnum, Essentia I You gain 1 essentia, this can be taken 3 times 30
Soulmelder I Adept: Incarnum You may manifest 1 more soulmeld at a time (up to 2) 5
Soulmelder II Soulmelder I You may manifest 1 more soulmeld at a time (up to 3) 15
Soulmelder III Soulmelder II You may manifest 1 more soulmeld at a time (up to 4) 25
Soulmelder IV Soulmelder III You may manifest 1 more soulmeld at a time (up to 5) 35
Soul Knowledge Soulmold III You may learn 2 soulmelds, can be repeatedly taken. 30
Incarnum Life Adept: Incarnum Expend a point of essentia to gain 1d4+con health. 10

 

The following charts are sorted by the chakra slot the items take. You cannot summon multiple soulmelds into the same chakra, even if they are not bound to that chakra. Some soulmelds can only be bound, to use these you must have the required chakras available for binding.

Tier 1

Head Chakras:

Name Prerequisites Effect Cost
Dominance Helm   +2 to willpower  
Dragon Maw   Extra 1d4 melee attack  
Enimga Mask   Do not appear to non-direct observation (cameras, scrying etc.)  
Lion Tongue   +2 Handle Animal and Ride  
Hawk Eyes   +1 to perception  

 

Heart Chakra:

Name Prerequisites Effect Cost
Body and Soul   Increases your maximum health Significantly  
       
Soul to Body Necrocarnate Expend essentia to heal yourself  
Soul Wings   Fly at your movespeed  
       
       

 

Soul Chakra:

Name Prerequisites Effect Cost
Avatar Incarnate   Gain powers that allow ranged abilities  
Guardian Spirit   Gives a secondary shield with its own rules  
Reaper Necrocarnate Necrocarnum +1 to hit and damage on all attacks per essentia  
Soul Bomb Necrocarnum Deals damage in a large radius around yourself based on essentia expended  
Soul Incarnate   Your body is no longer required to live  
       
       
       
       

Arm Chakras:

Name Prerequisites Effect Cost
Flamewreathed   +1d4 fire damage to unarmed attacks  
Lifeclaw Necrocarnum Deal 1d4 damage on touch, heal for equal amount  
Soulblade   Acts as melee weapon with 1d8 damage, cannot be sundered/disarmed.  
Soulshield   +1 to block  
Soul Stealer Necrocarnum Upon killing an enemy in melee, gain 1 expendable essentia  
Soulward   +1 to repulse  

 

Leg Chakras:

Name Prerequisites Effect Cost
Thunder Hooves   +1 meter distance and rolls for charging  
Cerulean Sandals   Walk on water  
Feather Feet   Immune to Fall Damage  
Wind Shoes   +1 to dodge  
       
       
       
       

 

 

Name Prerequisites Effect Cost
Flamewreathed   +1d4 fire damage to unarmed attacks  
Lifebond   Sacrifice your own health to heal a touch target for an equal amount.  
Lifeclaw Necrocarnum Deal 1d4 damage on touch, heal for equal amount  
Soulblade   Acts as melee weapon with 1d8 damage, cannot be sundered/disarmed.  
Soulshield   +1 to block  
Soulward   +1 to repulse  
       
       
       
       
       
       
Diadem of Light None Creates a constant source of light  
Necrocarnum Circlet none Detect life up to 30ft away  
Soulspark Familiar   Allows for an incarnum familiar  
Beast Tamer Circlet   +2 handle animal and ride  
Frost Helm   Survive the cold  
Threefold Mask of the Chimera   Really damned hard to sneak up on you.  
Acrobat Shoes   Move deftly  
Airstep Sandals   Move faster and walk on air.  
Cerulean Sandals   Walk on water  
Impulse Boots   Walk in space, retain dodge AC even when flat footed.  
Thunderstep Boots   Deal lightning damage whenever you charge and step.  
Bloodwar Gauntlets   Bonus to attk and damage, also gives healing on hit.  
Gloves of Poison   Grants a poison touch attack  
Incarnum Weapon   Bonus to attk, damage, and DR.  
Lightning Gauntlets   Grants a melee touch attack spell, bound transfers this power to your melee weapon.  
Necrocarnum Weapon   Grants bonus to attk, damage, and can do bursts of higher damage  
Sighting Gloves   Bonus to ranged attack chance, can remove dual wield penalties  
Armguards of Disruption   Bonus to AC  
Bluesteel Bracers   Bonus to initiative, can grant counter attacks  
Lifebond Vestments   Deals damage back to melee attackers  
Sailors Bracers   Assists in swimming efforts.  
Necrocarnum Vestments   Resistance to spell damage  
Soulshield   Acts like an ethi shield  
Spellward Shirt   Resistance to spell effects  
Strongheart Vest   Increases max health.  
       
       
       
       
       
       

 

Crystal Helm
Crown Chakra
Grants +2 to will
Chakra bound: Grants +5% AC
Essentia: For every point of essentia both will and AC bonuses are increased by +1 and 2%

Diadem of Light
Crown Chakra
Creates a constant source of light out to 25 ft.
Essentia: For every point of essentia the light goes out an additional 10ft.

Necrocarnum Circlet
Crown Chakra
Detects life up to 30 ft away.
Chakra bound: Grants a vague impression of what kind of life it is.

Soulspark Familiar
Crown Chakra
Allows the user to have an incarnum familiar. This creature can relay information on what it senses to its owner. It is limited to small creatures like birds or mice.
Chakra Bound: The creature's form becomes physical, allowing it to interact with corporeal objects and fight.
Essentia: If 3 essentia is invested, the familiar may be as large as a wolf or similar creature.

Beast Tamer Circlet
Crown Chakra
+10% bonus on animal(Natural) checks
Chakra Bound: +20%
Essentia: For every point of essentia it gains +5%

Frost Helm
Crown Chakra
Exist comfortaby in frigid temperatures up to -50 degrees celsius
Chakra Bound: immune to cold damage

Threefold Mask of the Chimera
Crown Chakra
+5% bonus to spotting sneaky things.
Chakra Bound: You can literally see in 360 vision around yourself. +15% to spotting sneaky people and you cannot be backstabbed.
Essentia: 1 point- Thermal vision. 2 points - arcane vision. 3 points - true sight.

Athletic Shoes
Feet Chakra
+5% to all Athletic skills
Chakra Bound: +10% instead
Essentia: Each point of essentia increases this by +5%

Cerulean Sandals
Feet Chakra
Walk on water
Chakra Bound: Run at full speed on water.

Impulse Boots
Feet Chakra
Move as you please in zero gravity environments. Chakra Bound: Retain dex bonus to AC when flat footed.

Thunderstep Boots
Feet Chakra
Deals 1d4 lightning damage when ramming or charging.
Chakra Bound: All enemies you move within an adjacent square to take 1d4 lightning damage every time you move through an adjacent square.
Essentia: Each point grants an additional damage die to the charge damage bonus (not the bound effect).

Armguards of Disruption
Arm Chakra
+5% Reflex AC
Chakra Bound: +2 ADR
Essentia: Every point of essentia increases AC bonus by 2%

Bluesteel Bracers
Arm Chakra
+5% to reflex checks
Chakra Bound: Attacking you in melee provokes an attack of opportunity.
Essentia: +2% to reflex for each point of essentia

Lifebond Vestments
Arm Chakra
Deal 3 damage back to any melee attackers who deal damage to you.
Chakra Bound: Deals half damage taken from melee back to attacker.
Essentia: Three points of essentia increases this to 75%

Nautical Bracers
Arm Chakra
+15% to swim(Athletic)
Chakra Bound: Negates half of armor penalties for swimming.

 

 

Bloodwar Gauntlets
Hand Chakra
+2 bonus on unarmed melee attack damage
Chakra Bound: Attacks that deal more then 5 damage heals you for 2 hp.
Essentia: Increase healing effect by 1 point per 1 essentia

Gloves of Poison
Hand Chakra
Unarmed melee touch attacks poison the target. Poison deals 1d4 damage per round for 3 rounds. 30% Fit save to negate the effects.
Chakra Bound: There is no Fit save.
Essentia: Every 2 points of essentia increases damage die type by one step up to a maximum of a d10.

Incarnum Weapon
Hand Chakra
Melee weapon you hold becomes one with you, gives +10% to hit and +2 to damage.
Chakra Bound: You no longer need to be holding a pre-existing weapon, you may simply summon a melee weapon of your choice. Everytime you strike an opponent for more then 5 damage it gains an essentia up to a maximum of 5 (can't be moved out of the weapon).
Essentia: Every point of essentia grants 1 DR. You may expend gathered essentia from striking to double your DR from essentia for one round (This is calcuated before removing the point of spent essentia).

Lightning Gauntlets
Hand Chakra
Deal 1d6 electric damage as an unarmed melee touch attack.
Chakra Bound: Can be used with a melee weapon in hand instead of as unarmed.
Essentia: Each point of essentia raises the die type by 1 to a maximum of d10.

Necrocarnum Weapon
Hand Chakra
Melee weapon you hold becomes one with you. Gives +10% to hit and +2 to damage.
Chakra Bound: You no longer need to be holding a pre-existing weapon, you may simply summon a melee weapon of your choice. When you kill someone with a necrocarnum weapon it gains 1 point of essentia up to a maximum of 5(can't be moved out of the weapon).
Essentia: Every point of essentia increases damage by 1 point. You may expend the necro-essentia gathered from killing to double the essentia point damage (calculated before the necro essentia is subtracted).

Sighting Gloves
Hand Chakra
+5% to hit with ranged weapons.
Chakra Bound: Negates dual wield to hit penalties.
Essentia: For every point of essentia you gain an additional +2% to hit.

Necrocarnum Vestments
Heart Chakra
DR 3 against magic and ethi damage
Chakra Bound: Whenever someone dies near you, you gain an additional point of DR for 3 rounds.
Essentia: Every point of essentia increases the additional points gained from deaths. Two essentia would grant an additional 3 DR when someone dies near you.

Soulshield
Heart Chakra
Must be Chakra Bound: Confers 10 shields and 2 recharge.
Essentia: Every point of essentia increases the recharge by 1.

Spellward Shirt
Heart Chakra
You have +10% to all rolls to resist magical effects (sleep, death, paralysis, etc.)
Chakra Bound: Bonus now applies for reflex saves against AoE magic damage as well.
Essentia: Increases bonuses by 2% per point of essentia

Strongheart Vest
Heart Chakra
Your max health increases by 5
Chakra Bound: Your max health increases by Fit
Essentia: For every point of essentia your max health increases by 2.

Fellmist Robe
Soul Chakra
You have a 4/10 concealment bonus from nonadjacent attackers.
Chakra Bound: You have a 6/10 concealment bonus from nonadjacent attackers.

Necrocarnum Shroud
Soul Chakra
Chakra Bound: This must be chakra bound to be shaped. You have an aura of pure malevolence and death about you, this is highly noticeable. Whenever anyone takes damage near you, you gain 2 health. If you are at your maximum health you instead gain 2 damage with your next melee attack. This has a maximum bonus of +10 damage.