I think the best thing about the open gaming license is that it delivered (and thanks to Paizo continues to deliver) options. After all, that's what much of our unique experiences while playing are based on. Today, I'm going to check out a great book by 4Winds Gaming that delivers exactly that: Options. Options for your martial characters that don't want to announce each round that they swing at at enemy, but rather do something more.
This pdf is 82 pages long, 1 page front cover, 2 pages editorial, 1 page ToC, 1 page SRD, 1 page advertisements, 1 page blank inside back cover and 1 page back cover, leaving 74 pages of content.
The pdf kicks off by 2 pages of introduction on both the book and the nature of violence, which are both a good read and a nice overview of the topic at hand.
After a short overview of strategy and the cultures of the standard races is followed by alternate class features for the different classes: We get serene barbarians (a great concept!), a tree of violent performances for bards, clerics can change domains for extra energyslots, druids can exchange trackless step for creating a trapped path, fighters can gain bonded animals, monks a climb speed, paladins can get spell-like abilities, rangers orisons, rogues can exchange evasion for spell-resistance. Sorcerors and Wizards get the only alternate features I'm not totally into - Essentially, you can play a sorceror that is a bit more wizardy for a sacrifice of their bloodline and you can play a more soceror-like wizard if you sacrifice arcane school. I didn't like these choices, because they undo the additional distinctive quality of the classes, but if you were bugged by these innovations in PFRPG, go ahead, here are the options. (6 pages)
Then, we're right into class variants and the part kicks off with a bang: The one-level modular apprentice-class for "multiclass"-characters just KICKS ASS. Seriously, this class with its selection of abilities depending on the aspired class combo is just brilliant. Due to being released before the APG, we unfortunately don't get support for these classes, though. I'd love an update or a treatment of them in a potential sequel. *Nudge nudge* Bards FINALLY get some love in this section: We get the schooled bard variant class, which is nice, and 5 cool wholly new bardic schools: Mesmerizing, Minstrel, Rousing, Sentry, Warchant. (10 pages)
Next on the platter are PrCs:
-Armor Bonded: d10, good BAB, medium Fort save, 2+Int skills: This class fuses with its armor, losing some part of its humanity. Cool concept, balanced class.
-Blood Caster: d6, bad BAB, medium Will save, 2+Int skills: This class can sacrifice Hp to gain blood points and use them to power spells. I love the concept of blood magic and thus know a versions of the sanguine caster, but this one, while mechanically solid, didn't excite me.
-Butcher: d8, medium BAB, medium Fort save, 4+Int skills: A class focused on the new severing limbs-mechanic. More on this later.
-Crowd Displeaser: d8, medium BAB, medium Ref and Will saves, 6+ Int skills: Cool class focused on annoying enemies. Nice class to piss PCs or NPCs off.
-Daredevil: d8, medium BAB, medium Fort and Ref saves, 4+Int skills: Unarmed, fast combatant, can choose from 7 special maneuvers. Nice class, but I would have loved to see more maneuvers.
-Expert Fighter: d10, good BAB, medium Fort save, 2+ Int skills: This 3 level class is restricted to people with only combat feats and grants a bonus feat per level.
-Holy Striker: d8, medium BAB, medium Fort and Will save, 2 +Int skills: Cleric/Fighter-like class focused on praying etc.
-Ioun Angel: d6, medium BAB, medium Will save, 4+Int skills: Cool catser-class that can use additional Ioun Stones to circle aroun body parts, granting bonuses to abilities depending on the body part.
-Jinx: d8, medium BAB, medium Will save, 3 levels of the 10 don't get spell-advancement, 4+ Int skills: One of the coolest PrCs I've seen in quite a while: This class gets an aura of bad luck, their curse getting stronger with the levels and later even a certain person immune to the curse. This class is rife with roleplaying potential and is just plain awesome.
-Land Shark: d10, good BAB, medium Fort and Will saves, 4+Int skills: A VERY niche class, this one gets an air-breathing shark as an animal companion and several shark-abilities and even Wild shape. No spell-progression, though, making this class more suitable for Rangers/Fighters/etc. than for Druids.
-Monster Within: d6, bad BAB, medium Fort and Will saves, one level does not gain spellcasting progression, 2+Int skills: This class is a great twist on the Jekyll/Hyde-trope with the transformation being triggered by casting magic. Depending on the level cast, the transformation becomes more powerful. While this class is dependent on book-keeping, I love it.
-Pikeman: d10, good BAB, medium Fort save, 2+ Int skills: A great class for the underrepresented spear-fighter - I love it and it made me immediately want to play one.
-Righteous Rager: d10, good BAB, medium Fort and Will saves, full casting progression, 4+Int skills: Barbarian/Cleric-combi class.
-Roughhouse: d10, good BAB, medium Fort save, 4+ Int skills: An expert bar fighter class. Cool one for the one dirty fighter who kicks out the drunks, the legend in the seedy bars etc. I wouldn't play this in a campaign not focused on urban adventuring, though. It comes with a table for improvised weapons, which is nice.
This section takes up 27 pages.
Chapter 3 contains 56 new feats, some of which expand upon new combat maneuvers presented in a later chapter. Others expand upon spellcasting (improving range at the expense of caster levels etc.), one lets you treat your levels for the purpose of one spell as spell-casting levels. My favorites, though, are the ones that expand on fighting styles: Want to headbutt enemies? Twist the knives in your enemies, fire bows while wielding melee weapons, also attack with your off-hand weapon as a standard action etc. The feats are all well-balanced, cool and fit some niche. I've rarely seen such a big collection of feats in which I didn't at least consider one over-or underpowered. Nice work!
We also get 21 new spells, of which several are centered on the severing limbs mechanic. In contrast to the feats, though, the spells didn't really make me yell with excitement. Perhaps due to being pampered by RiP's 101-series. The whole chapter 3 is 14 pages long.
Chapter 4 (6 pages) introduces new tactical maneuvers:
-Choking Strike: Choke enemies. Nice maneuver.
-Sever: I have a lot of problems with this one. The save to avoid losing the limb in question is the CMB-roll, which is HIGH. Additionally, the attack DEALS NO DAMAGE. Yep. Severing limbs DEALS NO DAMAGE. That's just wrong. While I get the mechanical balance reasons for this decisions, I think it's a) too easy to sever limbs and b) not dealing damage is just wrong. While I love the idea of the maneuver (I'm all for gritty play-styles after all!), this one just doesn't do it for me. Thus, also the feats, the PrC and the spells using this mechanic just don't do it for me.
-Throat Threat: A blade to the throat, the fantasy-equivalent of the Mexican stand-off, this maneuver rocks.
8 kinds of Off-hand tactics, special maneuvers for when you have one hand free, are also presented. i loved them and would love to see more of these minor maneuvers.
Finally, this chapter includes all the information for the penalties when you lose a limb. Great and useful information, even if you don't use the sever mechanics.
The final chapter contains the narrator of this book, Flynn Dielle (fighter 10, bard 5 CR 14) as well as a reprint of the prosthetics-section from 4-Winds Luven Lightfinger's book. (9 pages)
Conclusion:
Layout adheres to the two-column-standard, artwork is b/w and classic in style and e.g. all the PrCs get their own artwork. Editing is top-notch and I didn't notice any typos or editing glitches. The snarky and snide comments of Flynn make an otherwise dry and crunch-heavy book a great read and while some PrCs didn't strike my fancy, they are all well-designed and some just plain rock. The apprentice-class is a stroke of genius and the variant class features are cool and well-designed. On the downside, the spells, while not bad, left me absolutely unimpressed and the sever-limbs-mechanic is terrible in my opinion. This book is about options, though, and thus I'll just ignore these and use the rest. The book sets out to make fighters smart and succeeds in this endeavor. More importantly, though, this book also avoids power-creep and still offers interesting and cool options. Due to me not liking some mechanics and the spells, I'll refrain from giving the full 5 Rudii and instead settle for a final verdict of 4.5 Rudii.
Of course, that's not where I stop: Casters need options, too and I've got two more RiP-101-series-reviews for you.
This pdf is 34 pages long 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving 29 pages for 101 8th level spells. Let's dive in!
After 3 pages of spell-lists, we get to the 101 spells. I pasted the spells from the list and added information for which classes the spells were designed. The spells are:
- Anger of the Spirit (Drd): You inflict a terrible curse.
- Baleful Object (Sor/Wiz): Causes an object to deliver a
virulent curse.
- Basilisk Gaze (Drd, Sor/Wiz): Gaze attack turns victims to stone.
- Bastion of Pure Magic (Sor/Wiz): Create a bubble of ‘live magic’ in a ‘dead magic’ or antimagic area.
- Blackburst (Sor/Wiz): Globe of blackness sickens, deals 1d6/level cold/negative energy damage (max. 25d6).
- Blank Face (Clr, Sor/Wiz): Remove a subject’s eyes, ears, nose, and mouth
-Burn Out (Clr, Drd, Sor/Wiz) : You create an area of dead magic.
- Call Down the Thunder (Clr, Drd, Sor/Wiz): You call down two columns of intense thunder, damaging and deafening your foes.
- Chaotic Visions (Sor/Wiz): Random images distract targets, concealing reality from them and nauseating them.
- Chaos Unleashed (Clr 9, Drd, Sor/Wiz): Create a permanent field of unbridled chaos.
- Charm Contagion (Sor/Wiz): Subjects sing your praises to others, charming them in turn. Might potentially upset a campaign. Should be limited to very few or only one caster.
- Construct Form (Sor/Wiz): You gain many properties of a construct.
- Crippling Ray (Sor/Wiz): Ray reduces target’s highest physical ability score by your caster level.
- Curse of Languishing Death (Clr, Sor/Wiz): Victim suffers 1d6 points of Constitution damage/day.
- Curse of Undeath (Clr, Sor/Wiz): When target dies, he will rise as an undead.
- Curse Unto Generations (Clr, Sor/Wiz): Curses a man’s brothers and sons or a woman’s sisters and daughters for four generations.
-Deity’s Form (Clr): Channel a deity’s power through caster’s body.
- Deity’s Sign (Clr): Reveals a deity’s presence on the battlefield dazing unbelievers and empowering believers.
- Deluge (Drd, Sor/Wiz): Heavy rains stun and confuse foes.
- Discern Defenses (Sor/Wiz): You learn the equipment, active spell effects, special defenses, special attacks, and special qualities of a single creature.
- Dispel Magic Field (Sor/Wiz): You create an area of effect dispel magic field which allows you to dispel active spells as well as counter spells targeted at you for the duration of the spell. (Swift)
- Dispel Physical Barrier (Drd, Sor/Wiz): You cause 100hp damage/level to a non-living physical barrier you touch.
- Drowning Poison (Drd, Sor/Wiz 9): Target’s lungs are filled with a contact poison.
- Dweomer Nova (Sor/Wiz): Your spellcasting abilities increase for a short time.
- Earth Barrier, Greater (Clr 9, Drd): A swirling barrier of boulders and granite slates deflects attacks, deals damage to your attackers.
- Echoing Script (Sor/Wiz): Reading text inflicts echopraxia and echolalia.
- Encase in Ice (Sor/Wiz): Entraps target in block of ice.
-Enspelled Weapon (Clr, Drd, Sor/Wiz): Caster’s weapon has touchattack spell stored within it, inflicting the spell with each strike.
- Entropic Torrent (Clr 9, Drd 9, Sor/Wiz): Deals 1d8 damage/level and destroys objects in area.
- Escape Route (Clr, Drd, Sor/Wiz): Create a path to freedom that possibly cuts off or damages pursuers. (Swift)
- Evil Twin (Sor/Wiz): Creates a hostile twin.
- Faking the Dead (Sor/Wiz): Creates illusion of your death/destruction and renders you undetectable.
- Fiendish Infestation (Sor/Wiz): Summons fiendish rot grubs inside each target’s skin.
- Fiery Bombardment (Sor/Wiz): Deals 1d8 per level points of damage, half fire and half concussion, at great distances.
- Final Reward (Clr, Drd): Sends the spirit of the target on to the afterlife.
- Fivefold Exile (Sor/Wiz): Sends up to five targets to another plane and place them in stasis temporarily.
- Forewarning (Sor/Wiz): Target gains an insight bonus equal to your caster level on two saves or to its AC or CMD vs. two attacks.
- Globe of Electricity (Sor/Wiz): Electricity surrounds caster and allows caster to shoot small bolts of lightning.
-Godsblood (Clr): Vial of holy water is enchanted with various effects.
- Gravitational Crush (Sor/Wiz): Gravity increases, possibly crushing those in the area.
- Guardian Dragon (Sor/Wiz): Creates an invisible dragon that guards you.
- Heightened Senses (Sor/Wiz): Subject gains darkvision, blindsense, keen senses, scent and +10 bonus to Perception checks.
- Hellish Appearance (Clr 9, Drd, Sor/Wiz): Caster gains gaze attack that deals 1 point of Str, Dex, and Con/3 levels.
- Id Assassin (Sor/Wiz): Waking nightmare confuses, deals wisdom damage and deals nonlethal damage to one living creature.
- Inside Out (Sor/Wiz): Turn targets inside out, causing 1d6 points of damage per caster level, frightening creatures within 30 feet.
- Iron Maiden (Sor/Wiz): Armor impales the target inside.
- Khan’s Command (Sor/Wiz): Forces creature to come to your location.
- Magnetic Wall (Sor/Wiz): Creates a wall of iron that is also magnetic, pulling metal objects toward it.
- Manacles of Suppression (Sor/Wiz): Target is grappled by unbreakable chains of antimagic.
- Mark of Insight, Greater (Sor/Wiz): Subject has +5 to one chosen saving throw plus other power.
- Mark of Secrets, Greater (Sor/Wiz): Subject has +5 to one chosen skill plus other power.
- Massive Devastation (Sor/Wiz): All within 10-foot/level radius suffer 1d6 points of acid, fire, electrical, and sonic damage/level, plus special effects.
- Meteorite (Clr, Drd, Sor/Wiz): You drop a piece of celestial matter on a foe dealing 1d6/level to the foe and half that to all others in the area.
- Minions of Death (Sor/Wiz): Slay many creatures and animate them as undead warriors and servants.
- Mirrored Oracle (Clr, Sor/Wiz): The touched creature receives an insight bonus that he can apply in nearly any manner he wants.
- Mists of Ecstasy (Clr): All creatures within these mists helplessly revel in pleasure.
- Nature’s Cocoon (Drd): Target is imprisoned forever in a location, or dead subject is reincarnated and teleported.
- Perilous Weapons (Clr, Sor/Wiz): Target’s manufactured or natural weapons gain the perilous weapon special quality.
- Phantasmal Demilich (Sor/Wiz): Fearsome illusion renders the subject helpless or deals 7d6 damage.
- Phantasmal Roper (Sor/Wiz): Fearsome illusion drains 6d6 Strength or deals 7d6 damage.
- Phantasmal Shoggoth (Sor/Wiz): Fearsome illusion confuses you, deals wisdom damage, lashes you, constricts you, engulfs you or deals 7d6 damage.
- Phase Explosion (Sor/Wiz): Passes through non-living matter, dealing 1d6 points of damage per level.
- Pocket Arborea (Drd): Extradimensional paradise provides secure haven, food, and water.
- Power Word Pain (Sor/Wiz): Causes a creature to collapse and writhe with pain.
- Power Word Rage (Sor/Wiz): All affected creatures immediately fly into a murderous frenzy.
- Prismatic Chain (Sor/Wiz): Target suffers from all colors of a prismatic spray, and nearby targets are struck as per a prismatic spray.
- Prismatic Weapon (Sor/Wiz): You take down a prismatic wall or prismatic sphere and create a weapon that hits with all the effects of a prismatic spray.
- Prison of Stone (Clr, Drd, Sor/Wiz): Grasping hands of stone grapple and imprison creatures.
- Prophesy (Clr, Sor/Wiz): Catch images of the future
- Psychic Blast (Sor/Wiz): Creatures in cone suffer 1d6 points of damage/caster level and 1d4 points of Wisdom and Intelligence damage.
- Pure Sight (Sor/Wiz): Duplicates several lesser divinations, allowing caster to switch as a free action.
-Racial Ward (Sor/Wiz): Puts all creatures other than specified type into stasis.
- Ravage Abilities (Clr): You deal 1d6 points of ability damage to all the subject’s ability scores.
- Ride the Lightning (Sor/Wiz): Bolt inflicts 1d6 points of electrical damage/caster level and caster appears where it ends.
- Ring of Fire (Drd, Sor/Wiz): Shimmering violet fire deals 2d6 fire damage within 10 feet, 1d6 damage between 10 and 20 feet.
- Rob the Reaper (Sor/Wiz): Caster sends his soul away to safety rather than die. (Immediate)
- Sacrifice, Immortal (Clr, Drd): Sacrifice ageless creature to confer bonuses to subject.
- Savage Victim (Drd: Perform a successful combat maneuver while wild shaped and deal an additional 1d6 /2 levels plus double your Strength modifier. (Immediate)
- Scourge Foes, Greater (Clr, Drd): Blast of divine power deals 1d8/2 levels damage, deafens foes for 2d4 rounds, and restricts their actions for 1 round. The spell-name-header is missing in my version of the file.
- Seed of Terror (Clr, Sor/Wiz 9): You infect a target with a monster that grows inside it, dealing 3d6 Con damage.
- Shadow Arena (Sor/Wiz): Create a demi-space to partition a battlefield and isolate foes.
-Sky Barge (Clr, Sor/Wiz): Summons a flying barge that carries 400 pounds/level.
- Spectral Gallows (Sor/Wiz): Invisible tentacles encircle the necks of affected creatures.
- Spell Magnet (Sor/Wiz): Target of ray suffers –1 penalty/2 caster levels to saves against magic.
- Spellbore (Sor/Wiz): Force your spell through antimagic areas and effects. (Swift)
- Split Personality (Sor/Wiz): Creates second, opposite personality in target that has control half the time.
- Spore Bloom (Drd): Ranged touch attack deals 1d6/level magical piercing damage and 1d4 points of Constitution drain.
- Storm of Ballista Bolts (Sor/Wiz): Barrage of ballista bolts deals 3d8 to all creatures and objects in a very large area.
- Symbol of Hate (Clr, Sor/Wiz): Like symbol of death, except all creatures become overwhelmed with hate and immediately attack all those around it.
- Teleport Extraction (Sor/Wiz): Teleports part of a creature’s body outside of it.
- Tide of War (Clr, Sor/Wiz): Force creatures to attack nearby friends or foes.
- Timeslip (Sor/Wiz): Change outcome of one action by rerolling any one die.
- Unstoppable Bleakness (Sor/Wiz): 1d3 negative levels to all targets in area dispels death ward.
- Veil of Fiery Meteors (Clr, Drd, Sor/Wiz): Orbiting stones defend and can attack.
- Venerable Anointing (Clr, Sor/Wiz): Creature temporarily becomes venerable.
- Vorpal Strike (Sor/Wiz): Your strike may sever an opponent’s head. (Immediate)
- Wall of Reaving (Sor/Wiz): Shimmering plane dispels and suppresses magic.
- Wall of White Water (Clr, Drd, Sor/Wiz): Creates a wall of white water rapids.
- Waves of Infirmity (Clr, Sor/Wiz): A cone inflicts 3d6 Constitution damage.
- Wild Animus (Brd 6, Clr): Animates all inanimate objects in area of effect, which attack the nearest creatures.
- Xenophobic Rage (Clr, Sor/Wiz): Make subjects instantly aggressive to anyone not of their own race.
Conclusion:
Formatting adheres to the two-column standard, the artwork is nice. On the editing side, I noticed some minor glitches, but not many. The most prominent being the one spell-header missing. On the content side, I can say that 8th level has been one of the rather meh-levels for my players, which will change with this book. While not as iconic as the 9th-level installment, this part of the 101-series actually has some VERY cool archmage-level-battlespells that will see A LOT of use in my high-level builds - spellbore particularly is just great. I also liked the curse for future generations and the fake death-spell. Due to not being as mega-iconic, but still being a great file and the minor editing glitches, I'll settle for a final score of 4.5 Rudii.
"But Endzeitgeist", you say, "we all know that casters suffer most at low levels!" Yep, that's why I've got another review with me today:
101 0-level spells
This pdf is 24 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 19 pages for 101 o-level spells. Let's dive in!
After three pages of spell-lists, we get to the spells. The spells are:
- Alter Taste (Brd, Sor/Wiz): Changes taste, but not after the spell is cast.
- Animate Tools (Brd, Clr, Drd, Sor/Wiz): Accomplishes mundane tasks with your craft or profession skill
- Antagonize Wound(Clr, Drd, Sor/Wiz): Deal 2 points of damage by touching a wound, 1 on a successful save.
- Askew Balance (Clr, Sor/Wiz): Let creature fall prone on a failed fort save. Not sure whether this shouldn't be a CMD-check on the target's side, but oh well.
- Awaken (Sor/Wiz): Wake up target as if slapped.
- Balance Weapon (Clr, Sor/Wiz): +1 enhancement bonus to weapon, does not count as magical.
- Bash (Sor/Wiz): Next melee attack gains +2 to atk and reduces miss chance by concealment 10%
- Blossom (Brd, Drd, Sor/Wiz): Lets flowers blossom.
- Bone Spurs (Sor/Wiz): Deals 1d6 damage, but creature targeted gains +1 damage to grapple, natural & unarmed attacks
- Canny Effort (Brd, Clr, Drd, Sor/Wiz): Next skill check gets +2 insight bonus
- Capture Alive (Clr, Drd, Sor/Wiz): Nonmagical melee damage is converted into nonlethal damage.
- Cauterize (Sor/Wiz): Deals one point of damage, but stops bleed.
- Ceremonial Servant (Clr, Drd): Shadowy servant helps with ceremonies.
- Clandestine Conversation (Brd, Sor/Wiz): Makes conversation between 2 creatures private.
- Clean (Sor/Wiz): Clean dirt.
- Cleanse of Alcohol (Brd, Clr, Sor/Wiz): Negates effects of alcohol. I don't like this spell, especially not at this level. It could possibly ruin too many
good adventure set-ups and makes e.g. drunks in-game look like idiots.
- Cloth Armor (Brd, Sor/Wiz): Use cloth to improvise padded armor.
- Conjurer's Toolbelt (Sor/Wiz): Conjure a tool for your use.
- Countervailing (Clr, Drd): Temporarily reverses detrimental effects of other spells. E.g. -6 to Str would become +3. I think this spell is grossly
overpowered, especially for level 0, and should be disallowed.
-Crack (Brd, Clr, Drd, Sor/Wiz): Deal 1d3 DR and hardness-ignoring damage to an object, construct or undead creature.
- Create Snow (Drd): Create some snow.
- Crystal Symbol (Clr, Drd): Make a ranged touch attack for 1d3 divine damage.
- Dark Baubles (Brd, Sor/Wiz): Lets an object cast a dark shadow, granting a bonus to stealth.
- Dawdle (Sor/Wiz): -4 to Ini and -1 to reflex saves.
- Daze Animal (Drd, Rgr 1): Daze an animal with 4 or lesser HD.
- Decrypt (Brd, Sor/Wiz): +5 to decipher encrypted message.
- Detect Charm (Brd, Clr, Pal 1, Sor/Wiz): Detect charm spells.
- Detune (Brd): Detune instrument, imposing a -4 to perform.
- Dim (Brd, Clr, Drd, Sor/Wiz): Halves light strength.
- Discern Health (Clr, Drd): Detects HP, negative conditions etc. in
subsequent rounds. Due to the HP- and whether someone is drained etc.
info, I don't like this spell. I just don't like metagamey stuff like that.
- Disorienting Quake (Brd, Sor/Wiz): Target is shaken for one round and may
fall prone.
- Divining Rod (Drd, Rgr 1): Find water, shelter or grown food.
- Drench (Drd): Deal 1 point nonlethal damage and extinguish small fires.
- Elemental Sample (Sor/Wiz): Creates a small piece of the given element for
a short time.
- Encrypt (Brd, Sor/Wiz): Code a message.
- Eyes of the Augur (Clr, Sor/Wiz): +10 to spellcraft to identify spells. That is
a bif bonus for level 0. I would have went with +5.
- Glimmer of Hope (Brd, Clr, Drd): Adds +10% to the chance of the target stabilizing once it drops to negative HP.
- Gnome's Gold (Sor/Wiz): Impose -1 per 2 caster levels on appraise checks for the given item.
- Guardian Mote (Sor/Wiz): Mote absorbs 1d3 damage on the next attack that hits you.
- Guide Vessel (Brd, Sor/Wiz): Guide vessels with simple commands. Only simple movements work.
- Heaven's Teardrop (Clr, Drd): Deal 1 bludgeoning and 1 fire damage on a ranged attack.
- Idyllic Sleep (Sor/Wiz): Sleep well in terrible conditions.
- Infuse Weapon (Clr, Sor/Wiz): Choose an energy: Deal +1 damage of the chosen energy with your weapon.
- Iounic Transportation: Lets object orbit your head like an Ioun stone.
- Irksome Weapon (Sor/Wiz): Weapon punishes for provoking attacks of opportunity.
- Layer of Ice (Brd, Drd, Sor/Wiz): Target gets 1 cold damage, but also fire resistance 5.
- Light my Fire (Brd, Clr, Drd, Sor/Wiz): Start a fire when materials are there.
- Lightning Sand (Clr, Drd, Sor/Wiz): Entangle enemies.
- Lightsight (Brd, Clr, Drd, Sor/Wiz): Ignore penalties for light blindness.
- Long-range Weapon (Clr, Sor/Wiz): Increase range increment of ranged weapon by 50% for one attack.
- Low Blow (Brd, Clr, Sor/Wiz): 1 point bludgeoning damage and 1 round sickened.
- Magic Spike, Lesser (Clr, Drd, Sor/Wiz): Decrease DCs of enemies spells or spell-like abilities by 1.
- Mishap (Brd, Clr, Drd, Sor/Wiz): Make a caster level check and select a scroll mishap.
- Omen Casting (Sor/Wiz): Next spell you cast on the target gets +1 DC.
- Overlook (Brd, Drd, Sor/Wiz): Makes object easier to hide.
- Pants (Brd, Sor/Wiz): Lets targets pants drop.
- Parry Strike (Sor/Wiz): Gain +2 to AC against the next melee attack, whether it hits you or not.
- Parry Shot (Sor/Wiz): Gain +2 to AC against the next ranged attack, whether it hits you or not.
- Pause (Brd, Sor/Wiz): -4 to Ini
- Phantasmal Tripwire (Sor/Wiz): Tripwire potentially trips enemy, dealing nonlethal damage.
- Pointer (Brd, Sor/Wiz): Lightbeam from finger to show stuff, can be used to amuse felines.
- Putrefy Food and Drink (Clr, Drd): Spoils food and drink.
- Quicken Stride (Brd, Drd, Sor/Wiz): +5 ft movement rate.
- Quill (Brd, Sor/Wiz): Conjures up a quill.
- Ray of Mercy (Sor/Wiz): Deal 1d4 nonlethal damage.
- Resistance to Fear (Clr, Drd, Sor/Wiz): +2 morale bonus against fear.
- Restlessness (Brd, Sor/Wiz): Prevents target from sleeping for 24 hours.
- Rigged Coin (Brd, Sor/Wiz): Coin always lands on the same side.
- Sand in your Eyes (Sor/Wiz): Deals 1 point slashing damage and blinds
target for 1 round.
- Seeker (Sor/Wiz): Next ranged attack gains +2 to atk and reduces miss chance by concealment 10%.
- Shadow Snag (Sor/Wiz): Snag shadow to entangle foe.
- Shelve(Brd, Clr, Sor/Wiz): Correctly shelve item.
- Shield open Flame (Drd, Sor/Wiz): Helps against wind.
- Sickening Smell (Clr, Drd): Sicken targets.
- Sign of Discovery (Brd, Clr, Sor/Wiz): +2 to next Knowledge, Sense Motive or Perceptions check.
- Signal (Brd, Sor/Wiz): Signal can be heard in 1000 ft.
- Simple Bed (Brd, Clr, Drd, Sor/Wiz): Create a simple bed in e.g. nature.
- Slapping Hand (Brd, Sor/Wiz): Ranged touch to slap enemy for 1 damage.
- Smoke Image (Brd, Sor/Wiz): Create image from smoke.
- Song of Serenity (Brd): Negate fatigue of an ally.
- Spider's Thread (Sor/Wiz): Create a rope and anchor it e.g. to the ceiling. Now that is just damn cool.
- Spook Animal (Brd, Clr, Drd, Sor/Wiz): Frighten animals.
- Stonesense (Clr, Sor/Wiz): Gain stonecunning. If you have it, +5 to Perception.
- Subconscious Aggression (Sor/Wiz): If atarget has rolled a natural 1 on an attack, he must reroll and potentially hit an ally.
- Summarize (Clr, Sor/Wiz): Summarize up to 250 pages.
- Summon Nature's minor Ally (Drd): Summons tiny or diminutive animal of 1/2 HD or less.
- Thicken (Clr, Drd): Increase hardness by 10% up to 50%.
- Thorn of Light (Drd): Deal 1 point magical slashing damage on a ranged touch.
- Timer (Brd, Sor/Wiz): Audible alarm after set time. Cool one.
- Touch of Fascination (Sor/Wiz): Target is fascinated for the duration.
- Touch of Fatigue (Clr, Sor/Wiz): Target is fatigued, but can save again.
- Touch of Lethargy (Clr, Sor/Wiz): Target gains the staggered condition.
- Touch of Torment (Clr, Drd, Sor/Wiz): Creature touched gains -1 to atk, skills and ability checks.
- Trifling Image (Brd, Sor/Wiz): Very small immobile illusion.
- Tripline (Sor/Wiz): Creates a tripwire to let enemies fall.
- Ultrasonic Nodes (Brd, Sor/Wiz): 1d3 sonic damage on a ranged touch attack.
- Unarm Foe (Sor/Wiz): Disarm foes via CMB vs CMD on distance.
- Unruly Bolt (Sor/Wiz): Deal 1d2 random energy on a ranged touch attack. Damage lingers at higher levels.
- Unseen Attendant (Brd): Unseen servants grooms you.
- Virulence (Clr, Drd, Sor/Wiz 1): -2 to saves against disease and poison while the spell lasts.
- Wooden Club (Drd, Sor/Wiz): Create a wooden club.
Conclusion:
Editing is top-notch, I didn't notice any typos. Formatting adheres to the two-column standard and the b/w-artwork is nice. I was VERY curious about this file, as I considered 0-level spells, especially designing 101, a serious challenge. While I didn't like some and hate Cleanse of Alcohol, I loved others and can say that this pdf is an EXCELLENT addition to any campaign - spellcasters at lower levels are often rather boring to play and this pdf seriously helps with this old problem. Thus my final verdicts for this installment of the 101-series will be 5 Rudii. Well done!
All right, I think I now have a crunch overdose and thus will heed the siren call of some adventure reviews. I might even have some free stuff to talk to you about next time.
As always, thanks for reading my ramblings,
Endzeitgeist out.
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