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5e magic of Incarnum (Beta)
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<blockquote data-quote="Goober4473" data-source="post: 7007265" data-attributes="member: 6675240"><p>To be fair, it does give only ONE of the chosen benefits. But it is quite a bit more versatile than a paladin aura. Definitely looking into nerfing this.</p><p></p><p></p><p></p><p>So long as they're trading an equally useful class feature for it, I don't think it's a big problem. You can multiclass and get heavy armor, but you could also have Incarnum Radiance or a switchable expertise skill.</p><p></p><p></p><p></p><p>Good call on the clarifications. I'll need to specify at least that they can't be thrown, and I'll add a note that they occupy your hands the same way the given weapon would. You might for instance manifest a bite attack as a greatsword, but your hands would become paws or otherwise occupied in the meantime.</p><p></p><p></p><p></p><p>That's the intent, since it's "for the attack" rather than "for the attack roll", but I'll clarify that it applies to damage as well.</p><p></p><p></p><p></p><p>I'll clarify that it's as normal for the spell at Root level.</p><p></p><p></p><p></p><p>It trades at-will usage in for a higher level requirement. <em>Fly</em> then is in addition to at-will <em>feather fall</em> and <em>levitate</em>, but gained at level 9. Do you think this is fair? Should I maybe dial it back one step, granting <em>levitate</em> at 5, then fly at 7, and something else at 9?</p><p></p><p></p><p></p><p>You do fall at the end of your turn, so it's pretty limited. I do like the combo of those two melds, using wither <em>levitate</em> or <em>feather fall</em> to avoid falling damage (or falling at all). You can only pull the <em>levitate</em> trick at level 7+, so that should be fine as well.</p><p></p><p></p><p></p><p>They should have essentia equal to a warlock's normal spell slots, and when they just cast a spell, it's at best the same level as an equal level warlock (or other full caster). Except at level 1, where they have no essentia. Instead, they get their soulmelds, i.e. invocation analogue, at level 1.</p><p></p><p></p><p></p><p>That's a good point. Perhaps it should be Con like a barbarian.</p><p></p><p></p><p></p><p>The essentia ability is intended to be more of a 1st level spell than just a cantrip; only it gives you an at-will ability. How would you feel about a level 1 spell that gives you that attack for say, 8 hours in the vein of <em>mage armor</em>? Still maybe a little too much damage?</p><p></p><p></p><p></p><p>It is indeed supposed to be a 1/short rest power. Looks like I missed adding that limit. Will correct.</p><p></p><p></p><p></p><p><em>Eldritch blast</em> is pretty on-par with things like <em>firebolt</em> until you get Agonizing Blast, which is of course a warlock class feature. The soulmeld only allows for wizard cantrips though, so no problem either way.</p><p></p><p></p><p></p><p>It is, but it's also a level lower. For instance, at Root, which is level 3, you can cast a 1st level spell, while at Sacral, which is level 5, you can cast a 2nd level spell. More versatility for less power is the name of the game for Incarnates, and especially Necrocarnates. Is the variety still too much, do you think?</p><p></p><p></p><p></p><p>I might need to clarify the wording a bit, but the intent is that you can always cast <em>detect magic</em> or <em>identify</em>, but you can trade that to cast one of the spells you chose from chakras being open. So if for instance you had Sacral open, you could pick <em>scorching ray</em>, then cast it or you could still cast <em>detect magic</em> or <em>identify</em> instead. Essentially, you get one spell slots to cast one of the given spells, whether its <em>detect magic</em>, <em>identify</em>, or your selected spell.</p><p></p><p></p><p></p><p>Thanks! Your feedback is very helpful.</p><p></p><p></p><p></p><p>This is a much better problem to have than what I was worried about, which was that it wasn't enough. It's much easier to take powers away and nerf abilities than it is to add more content. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p></p><p></p><p></p><p>I think if Incarnum Radiance gets a nerf, it shouldn't be a big problem. I figure if it's good enough for clerics, it's good enough for me, and as above, if you want something like heavy armor proficiency, you're not getting the equivalent other cool feature.</p><p></p><p></p><p></p><p>This one might take some playtesting, but it's a good thing to keep in mind for more complex effects.</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="Goober4473, post: 7007265, member: 6675240"] To be fair, it does give only ONE of the chosen benefits. But it is quite a bit more versatile than a paladin aura. Definitely looking into nerfing this. So long as they're trading an equally useful class feature for it, I don't think it's a big problem. You can multiclass and get heavy armor, but you could also have Incarnum Radiance or a switchable expertise skill. Good call on the clarifications. I'll need to specify at least that they can't be thrown, and I'll add a note that they occupy your hands the same way the given weapon would. You might for instance manifest a bite attack as a greatsword, but your hands would become paws or otherwise occupied in the meantime. That's the intent, since it's "for the attack" rather than "for the attack roll", but I'll clarify that it applies to damage as well. I'll clarify that it's as normal for the spell at Root level. It trades at-will usage in for a higher level requirement. [I]Fly[/I] then is in addition to at-will [I]feather fall[/I] and [I]levitate[/I], but gained at level 9. Do you think this is fair? Should I maybe dial it back one step, granting [I]levitate[/I] at 5, then fly at 7, and something else at 9? You do fall at the end of your turn, so it's pretty limited. I do like the combo of those two melds, using wither [I]levitate[/I] or [I]feather fall[/I] to avoid falling damage (or falling at all). You can only pull the [I]levitate[/I] trick at level 7+, so that should be fine as well. They should have essentia equal to a warlock's normal spell slots, and when they just cast a spell, it's at best the same level as an equal level warlock (or other full caster). Except at level 1, where they have no essentia. Instead, they get their soulmelds, i.e. invocation analogue, at level 1. That's a good point. Perhaps it should be Con like a barbarian. The essentia ability is intended to be more of a 1st level spell than just a cantrip; only it gives you an at-will ability. How would you feel about a level 1 spell that gives you that attack for say, 8 hours in the vein of [I]mage armor[/I]? Still maybe a little too much damage? It is indeed supposed to be a 1/short rest power. Looks like I missed adding that limit. Will correct. [I]Eldritch blast[/I] is pretty on-par with things like [I]firebolt[/I] until you get Agonizing Blast, which is of course a warlock class feature. The soulmeld only allows for wizard cantrips though, so no problem either way. It is, but it's also a level lower. For instance, at Root, which is level 3, you can cast a 1st level spell, while at Sacral, which is level 5, you can cast a 2nd level spell. More versatility for less power is the name of the game for Incarnates, and especially Necrocarnates. Is the variety still too much, do you think? I might need to clarify the wording a bit, but the intent is that you can always cast [I]detect magic[/I] or [I]identify[/I], but you can trade that to cast one of the spells you chose from chakras being open. So if for instance you had Sacral open, you could pick [I]scorching ray[/I], then cast it or you could still cast [I]detect magic[/I] or [I]identify[/I] instead. Essentially, you get one spell slots to cast one of the given spells, whether its [I]detect magic[/I], [I]identify[/I], or your selected spell. Thanks! Your feedback is very helpful. This is a much better problem to have than what I was worried about, which was that it wasn't enough. It's much easier to take powers away and nerf abilities than it is to add more content. :cool: I think if Incarnum Radiance gets a nerf, it shouldn't be a big problem. I figure if it's good enough for clerics, it's good enough for me, and as above, if you want something like heavy armor proficiency, you're not getting the equivalent other cool feature. This one might take some playtesting, but it's a good thing to keep in mind for more complex effects. Agreed. [/QUOTE]
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