| Post/Author/DateTime | Post |
|---|---|
| Underdark_Tourist08-07-07, 12:07 PM | Having recently read through the Incarnum book, I was hoping to collect some feedback on how others have incorporated this into their campaigns, either as DMs or PCs. Any contributions are appreciated. |
| Lyinginbedmon08-07-07, 12:46 PM | I'm the DM, so it's been incorporated into the campaign world's mythos. Basically, every living creature (Sentient or otherwise) needs Incarnum to be living. This means that each living creature is the container for a small 'puncture' between the material universe and the original location of Incarnum (Which has yet to be defined). Incarnum isn't native to the universe, so it causes a reaction. It's a small reaction, but it leaves a trace element of chaotic exotic materials behind. Sentient minds and others with innate talents can mentally manipulate these exotic materials, producing various effects. However, it takes a certain concentration of Incarnum in an area of the material universe for there to be enough of the chaotic materials for them to do this. This means that Incarnum is the cause of Magic. We can go further too. Get a massive number of living sentient creatures, and get them considering another creature, doesn't even have to exist at the time. That subconscious worship or prayer or whatever devotes a tiny amount of the raw magic to that creature. With enough of them doing this, the target creature gets more powerful, it becomes a deity. The equivalent of 500 divine ranks from this worship and through these deities and you get a kind of fountain flow effect that encircles the entire universe. Magic suddenly becomes more focused, more chaotic, more powerful. Epic magic. So yeah, Incarnum has been heavily integrated alright. ;) That said, the use of actual Incarnum feats, classes, equipment, etc. is pretty heavily regulated. Not because it's broken, but because it would involve a deep knowledge of the inner functions of the universe. |
| Moosh Nailo08-07-07, 04:56 PM | Rogue sailor-type character, took Shape Soulmeld (sailor's bracers) as his bonus human feat. The story is that his family, far back as can be traced, has always had ties to the sea. Each parent teaches their children to touch the souls of their ancestors by shaping these bracers, gaining access to knowledge and memories. It is great for adding touches of flavour like this, and the best part is these touches have excellent mechanical effects as well. It was allowed for the fluff to be that the only souls used in this particular meld were those from the character's family (only those now deceased, not the future souls). |
| Terjon of the Blue Rose08-08-07, 06:35 AM | I haven't.:P Just don't like the flavor of it as written. It strikes me as slightly jarring in a game where standard magic is fairly mainstream to allow such a different form to exist and be readily available to anyone who wants to study it. That said I do like it as a primitive magic. I like the idea of using it as a replacement for magic for creatures that typically wouldn't be able to gain entrance into the established schools which teach magic in many worlds. I also like it as a location based type magic where it only works in places where the line between this world and the next goes thin. Both give Incarnum a feel other than simply another case of "oh that's just how they do magic where I come from". I'd really love to run Incarnum in a Ghostwalk campaign. |