Magic of Incarnum?

Ashrem Bayle

Explorer
I wasn't at all interested in this book, that is, until I sat down to skim though it a little deeper. What I found inside actually kinda impressed me, and certainly has me intrigued. I'm thinking about getting it.

So have you guys been using incarnum in your campaigns? What are the pros and cons? How did you explain its role in a world with arcane and divine magic, and maybe even psionics?
 

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I've been using it for a while now (the PCs have hit 7th level), and I've seen the Totemist, Soulborn and Incarnate in action.

It's worked very well so far.

It's important to note that Incarnum doesn't replace regular magic - it's more of an enhancer.

As far as explanations go:
Totemists are presumed to have a connection to the world of magical beasts - the other side of nature. (Druids can be depressingly mundane).

Incarnates draw upon the magical abilities sourced through outsiders (primarily) and are a form of divine champion (although their magic is not considered "divine"). I see them as being "blessed" by the servants of the gods (angels and the like).

Ditto Soulborn, although they're more martial.

The Incarnate, in particular, has proved extremely effective in the campaign - the other PCs miss her when she's gone - without overshadowing any of the other PCs.

Cheers!
 

i got the book a few weeks ago and have only just begun using incarnum in my campaign, though from what ive read and experienced at the table, its a very cool new 'system, though as mentioned above it shoiuld not be seen as a replacement for magic, like psionics.
in particular im impressed with the prestige classes, the umbral disciple especially, which i think is oozing character
 

I own the book and have thumbed through it but have scoffed at allowing it just yet since I do not fully comprehend it. I am not afraid of Incarnum myself, as I am not afraid of most WotC books within a void. What I fear is that there are combos that can be built with Incarnum and existing rules that provide a character far more power than was intended (re: divine spell power + bead of karma + holy word = BBEG dead on the first round or chain spell + heirophant ranged spell ability + divine metamagic = mass harm or mass greater spell immunity).

Until I can foresee at least some of these kinds of dangers, I am hesitant to allow it into my campaigns. However, I would like to someday as it seems quite interesting.
 

airwalkrr said:
Until I can foresee at least some of these kinds of dangers, I am hesitant to allow it into my campaigns. However, I would like to someday as it seems quite interesting.

But....what if there are none? There probably are, but you could look forever for something like that.
 

I've had the book a while, but haven't played with anything in it yet. My only real gripe is that I don't like good incarnates. I want to play one, but I hate their abilities....high AC+no attack bonus=boring. Sigh.
 

I love Incarnum, and I'm currently playing a Totemist in my campaign.

I just hate the flavor text inherent with most of it. For the game I'm in, I'm channeling the spirits of totem beasts. The thing I'd watch out for is that if an Incarnumist knows he NEEDS a skill ability in something, and has the time to rest and prepare the correct meld, you can get some ungodly high skill bonuses. My 5 level Totemist, for example, can easilly get a +8 Listen bonus on top of his ranks and Wis bonus, which frustrates the DM to no end when he's trying to sneak people up on me.
 
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D.Shaffer said:
I just hate the flavor text inherent with most of it.

Yeah, the flavor seems like a big impediment to me. I'd rather just call it "magic" without needing to get into the metaphysical explanation of what it is or where it comes from. After all, D&D has no good explanation of what regular magic is or where magic energy comes from; it's all "behind the scenes" generally speaking; why dwell on this for alternate magic systems?
 

My biggest beef is the soulmeld appearances. I realize that the comparison to anime is thrown around WAY too much as a derision, but when a big goofy quasi see through chimera head appears over your own, I cant help but think Yu-Gi-Oh. The system would be better received without the stupid descriptions and art. So I ditched them entirely. same with the alignment descriptors on melds (since our game doesnt use alignment). You're still limited to one of the fields, its just not necessarily tied to your place int he cosmic order. So if you're a good guy who focuses more on offense, you could access the normally evil ones. Or if you're an orderly type, you could take the chaotic oriented speed boosts if that fit your concept more.

Mechanics wise, the incarnate feels like the best jack of all trades class there is, and puts the binder to shame IMO. It really seems to call for a level or two of either fighter or rogue, but it yields a very fun character. Same with the totemist.

The soulborn just felt dull in comparison to the other two. At first glance, it also felt weaker than the others with a few levels of fighter or what not thrown in, since their melds are fewer and (generally imo) inferior. I'm sure someone who took a larger interest in the class can prove me wrong, but I've never liked the weak casting progression hybrid classes.

Balance wise, it seemed pretty good. The feats however, largely felt on the weak side, as unlike regular melds you had to invest essentia for the full day in them. I'm not sure about letting people slide essentia into them on a round by round basis though... perhaps letting it be moved over the course of a minute might make them more balanced.

If anything would be over the top, it would be a rogue/incarnate combo, as they can pump certain skills over what a rogue would have at the equivalent level. However, since they are trading sneak attack dice, special rogue abilities and actual skill points, I dont know how much of an issue it would be.
 

I've had it since last year. I've yet to play it, but I really liked the system when I read it. I agree that the flavor can get a little cloying, especially when you've got overlapping effects, but most of that's easily worked around. Maybe next campaign.
 

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