Incarnate & Overchannel [Archive] - Wizards Community

Post/Author/DateTimePost
Rendur

02-06-08, 10:49 AM
I have an 11th level Psionic character. I want to cast Incarnate on Danger Sense (requires manifester level 13). Since I have the Overchannel feat, I understood that I can use it to temporary increase my ML to 13 (while manifesting the Incarnate power) and thus be eligible to have the Danger Sense power be affected by the Incarnate power. Since when I cast the Incarate I am, in effect, 13th level for purposes of spell variations.

can this be done as I say ? are there other options ?

here is the part of the feat and power description that I based my logic on. my DM wants another opinion.. :-)

the feat:
While manifesting a power, you can increase your effective manifester level....

the power:
Depending on the power to be affected, you must be of a minimum manifester level and must expend a number of XP.
DracoPhoenix

02-06-08, 11:57 AM
I have an 11th level Psionic character. I want to cast Incarnate on Danger Sense (requires manifester level 13). Since I have the Overchannel feat, I understood that I can use it to temporary increase my ML to 13 (while manifesting the Incarnate power) and thus be eligible to have the Danger Sense power be affected by the Incarnate power. Since when I cast the Incarate I am, in effect, 13th level for purposes of spell variations.

can this be done as I say ? are there other options ?

here is the part of the feat and power description that I based my logic on. my DM wants another opinion.. :-)

the feat:
While manifesting a power, you can increase your effective manifester level....

the power:
Depending on the power to be affected, you must be of a minimum manifester level and must expend a number of XP.

I'd have to say pay the appropriate pp & xp for the powers (i.e 13th level) and it shouldn't be a problem. It would only put you 1 power level ahead of the curve for one specific instance, for the next ~2 levels. And cost about 2000xp IIRC...

It gives +4 vs traps, so depending on how trap heavy your dungeons are, it's not going to be a game killer for the guy with one of the worst ref saves.

Incarnate(Read thoughts) (2nd Level power) on the other hand, way more useful.
(For a start, the wooden door needs to be 3ft to block it :))
Rendur

02-06-08, 12:44 PM
well, dont forget that Danger Sense can be used to actually emulate the "Uncanny Dodge" ability and even the "Improved uncanny dodge"...
so, by making this power permanent, you can gain a good bonus. but you would get that bonus at level 13 anyway...
AntiDjinn

02-08-08, 03:39 AM
I would allow a player to do this, as long a both Incarnate and Danger Sense are Overchanneled (you need to to be ML 13 for both effects). If available, you may want to use one or both powers from a powerstone with an ML of 13; once you have incarnated you have no need to carry either Incarnate or Danger Sense, so you will want to reform them away if they are actually taking up slots.

Incarnating this particular power only really saves you the 11 power points and an action to manifest each day. At 11 hours duration, that is most of an adventuring day. Once you hit level 16 it essentially lasts every waking hour even without incarnation. Still, 11 points per day to manifest it fully loaded, 13 if you want to Extend it, times however many days you adventure per year, it is probably worth the XP just to do it once and be done.

And the Uncanny Dodge feature is the only reason to bother with Danger Sense. The power is pretty weak if you don't put at least 8 points into it. It it only provides a +4 to AC vs. the attack of a trap. If a trap does not roll to hit your AC (one that releases poison gas, or drops a gate or locks a door to seal you in the dungeon) the power is of no benefit.