Emperor Tippy
2011-11-11, 10:27 PM
So I was paging through Magic of Incarnum earlier and came across something.
Necromancy
Level: Assassin 2, hexblade 2, sorcerer/
wizard 2
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
By delivering a jolt of magical energy
to your target, you scramble his
personal essence, causing all essentia
he has currently invested (with some
exceptions; see below) to return to his
essentia pool as if the target had set his
essentia investment to 0. This doesn’t
prevent the target from reinvesting
essentia normally on his next turn,
but it might make him vulnerable in
the meantime.
Essentia invested in an incarnum
feat or other receptacle that can’t be
reallocated by the target as a swift
action can’t be affected by this spell.
And
Abjuration
Level: Cleric 4, Incarnum 4, sorcerer/
wizard 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
When you cast essentia lock, you freeze
the subject’s current allocation of
essentia in place. The target is unable to
shift essentia to or from any soulmelds,
feats, or other essentia receptacles he
might possess, and must maintain
his current allocation of essentia for
the duration of the spell. Creatures
without essentia are unaffected by
this spell.
Arcane Focus: A tiny padlock made
of silver (10 gp).
Can you really practically shut down any Incarnum class with two no save spells at level 7?
Unless I'm missing something, anyone who can use them should just pick up a Wand of each. For 25,500 GP you can pretty much kill 50 Incarnum users without a problem. That's a mere 510 GP per enemy.
Or just have the wizard in your party if you know you are going to be facing an Incarnum user.
Ugh, why in the world are those no save spells?
Necromancy
Level: Assassin 2, hexblade 2, sorcerer/
wizard 2
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
By delivering a jolt of magical energy
to your target, you scramble his
personal essence, causing all essentia
he has currently invested (with some
exceptions; see below) to return to his
essentia pool as if the target had set his
essentia investment to 0. This doesn’t
prevent the target from reinvesting
essentia normally on his next turn,
but it might make him vulnerable in
the meantime.
Essentia invested in an incarnum
feat or other receptacle that can’t be
reallocated by the target as a swift
action can’t be affected by this spell.
And
Abjuration
Level: Cleric 4, Incarnum 4, sorcerer/
wizard 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
When you cast essentia lock, you freeze
the subject’s current allocation of
essentia in place. The target is unable to
shift essentia to or from any soulmelds,
feats, or other essentia receptacles he
might possess, and must maintain
his current allocation of essentia for
the duration of the spell. Creatures
without essentia are unaffected by
this spell.
Arcane Focus: A tiny padlock made
of silver (10 gp).
Can you really practically shut down any Incarnum class with two no save spells at level 7?
Unless I'm missing something, anyone who can use them should just pick up a Wand of each. For 25,500 GP you can pretty much kill 50 Incarnum users without a problem. That's a mere 510 GP per enemy.
Or just have the wizard in your party if you know you are going to be facing an Incarnum user.
Ugh, why in the world are those no save spells?