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Magic of Incarnum (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Magic of Incarnum (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)




CHOCKING HAZARD - CONTAINS SMALL PARTS - NOT FOR CHILDREN UNDER 3

User Ratings and Reviews

2 Stars Ouch
I’ve had this book for quite a while now. It’s not yet seen any use in our game. I thought for sure this would be a useful resource…boy was I wrong. Ouch and ick.

4 Stars Almost There
The introduction of Incarnum can be a very rewarding experience. It’s a different system of power for your NPC’s and PC’s alike, and can break up some of the tedium of basic spell-casting.

My biggest problem with the book is tied in with one of my favorite parts of it: the acknowledgment of Psionics. I love the fact that these systems, independent as they are, were given feats to marry them into an altogether new, and exceedingly fresh character build. However, the Prestige Classes have an overt lack of any psionic-based progression. There is an incarnum/divine class, and an incarnum/arcane class, but there is no incarnum/psionic class. Arguably these would be easy to create independently, but I was sorely disappointed. It was as if this slight nod in the direction of Psionics was all they could afford.

Overall, this is an interesting read and I would love to have it dropped in on any campaign that I play in. If you’re merely looking to augment the magic in your game, I wouldn’t recommend buying this; If you’re looking for an all new system of power, akin to the parallel between magic and psionics, then this is for you.

5 Stars Interesting additions to magical combat
I found the Magic of Incarnum full of interesting alternatives to a purely magic based RPG. While I dont think incarnum should be a replacement for magic in any game, some of the feats, monsters, and prestige classes could give your character a little something extra next time you game.

5 Stars Magic of Incarnum review
The Magic of Incarnum (hereby referred to as MoI) is a really fun magic variant which can be applied to any v3.5 D&D game. It features incarnum, which are basically pseudo-permanent magic items which can be switched on a daily basis for different items. This may seem overpowered at first, but players play a dear price to make these items decent, in class levels specifically. The book itself features 3 base classes, a dozen prestige classes for those base classes, and feats, most of which are only as necessary as their effects (incarnum using classes in the book don’t NEED them, they’re recommended though).

Also, this book has the totemist, also known as the “build your own magical beast” class because of its incarnum selection. Definitely a good purchase.

4 Stars Pretty nice
I rather enjoy the idea here. I’m not quite sure how to use it since I’ve not gotten past the play testing and theorycraft end of things right now. but from what I’ve seen so far it feels abit like psionic and magics love child. I recommend the product for any advanced dmer who’s fed up with the innate imbalance of spells per day. (I’ve got my own spell casting system that works.. ) I’m not sure where this falls in my systems scheme of things yet, I’m still testing it against the ‘default’ rules. Once I have a better of idea of how things fall in mine I will comment then about its balance.

but so far so good. the only thing I -don’t- like here, is that it seems abit ripoff ish of the force. which is ok.. but does it all have to glow blue? *L*

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