101 3rd Level Spells (PFRPG) PDF (based on
2
ratings)
Rite Publishing
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Never Cast the Same Spell Twice!
101 3rd Level Spells gives you—yes, you guessed it—101 3rd level spells, ones that will help you realize the vision you've had for your spellcaster.
101 3rd Level Spells brings a host of new special effects to your character's spellbook.
Wholly compatible with the Pathfinder Roleplaying Game, 101 3rd Level Spells adds new agonizing choices to the creation of your character's spell list and their advancement without breaking the game.
Author: Steven D. Russell
Cover Art: Shane Woodis
Pages: 25 (29)
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This pdf is 29 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 25 pages for the spells and comes with a printer-friendly extra version, so let's take a closer look at the spells!
After 4 pages of spell-lists, we get the spells, but before I get to them, I'll elaborate a bit - scarcely a spell level has this influence on gaming. 3rd level. Fireball and Lightning Bolt. Dispel Magic. And I haven't even delved into the curative magic. 3rd level spells have always been a milestone in my games - players suddenly can tackle larger groups, hold their own better against mages and so on. Subsequently, some of the most important and iconic spells can be found at this level and it's hard, very hard to design valid alternatives. Does this file succeed? I'll try to highlight some spells, both positive and negative, that caught my eye in order to give you a good overview of what to expect from this installment of the 101-spells-series.
"Accelerate Decay" is a spell that damages ancient creatures like vampires usually up to 10d6 damage, 20d6 to particularly ancient creatures and suppresses their fast healing for 24 hours. While only applicable to rare creatures, I think that no 3rd level spell should deal that much damage AND suppress the enemies primary means of recovery. "Airsphere" on the other hand is a spell I sorely missed in 3.5 and sees the return of a sphere of breathable air. However, I also have a problem with this spell - it automatically counter dragon's breath (which dispels it, but still).
That means that a great wyrm breath can be negated by a 3rd level spell. Not going to happen in my campaign. "Blinding Ash" is a cool twist on obscuring mist with a bit of damage added. In the "Chilling Mist"-spell, which is a cool idea, there seems to be a discrepancy between fluff and crunch, making it hard to use. "Counterattack" lets you hit back at full BAB any time an opponent makes a melee attack against you. If you use a gish-class, this spell might be gold, but DMs ought to take heed - in some encounters this can be very powerful. "Curse of Capturing" transforms all damage the target deals to non-lethal. A great way to annoy players of the Belkar-mindset. "Curse of Item Rebellion" curses an item, turning e.g. a +3 sword into a -3 one etc.. Sorry, I don't like this particular curse - I lacks the "insult TO injury"-component I look for in curses. rather, it's only an insult. "Filch" is a great trickster spell that teleports unattended items either to you or a location in range you can designate. "Force Marbles" are also a great idea for iconic escapes and cool climbing helper. "Secret Speech" conceals messages in regular speech, which makes for some really nasty ideas. "Summon Firearm" lets you conjure your personal crossbow/firearm, locked and loaded, to you. It feels a bit weak for 3rd level. I should probably note that fans of the often-neglected water magic get several nice spells that deal non-lethal damage and control the terrain.
Conclusion:
Editing is ok, I didn't notice typos or glitches, but the spell "Chilling Mist" suffers from some formatting/editing problems. Layout adheres to the tried and true rite publishing two-column standard and the b/w-artwork is ok. I get that competing with easily some of the most iconic spells is hard, but in contrast to the other 101-books, I felt that this one was rather feeling uninspired - there are several deal x damage + minor effect z-spells in here, when the space would have been better suited for some non-combative or creative spells that deal with terrain control or even other spells - after all, we already have some of the most iconic combat spells, haven't we? All in all, this one felt like the weakest installment of the 101 series, my final verdict will be 3.5 stars, rounded down to 3 for the purpose of this platform.