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Book of Magic: Signature Spells 2 (PFRPG) PDF

****½ (based on 2 ratings)

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Creations of Master Spellcasters!

Created by some of the world's best spellcasters, the Book of Magic bears their unique magical creations. From the tools of Riyal the Abjurer to favorites of Tamis the undead hunting priestess and Rostov the snake-loving druid, these spells for every Pathfinder class are sure to surprise your foes and your friends.

Signature Spells 2 features more than 30 new spells, with a focus on levels 4 through 6, giving every spellcaster a unique edge in your game.

This product comes with a 13-page PDF and the corresponding Hero Lab data file.

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Product Reviews (2)

Average product rating:

****½ (based on 2 ratings)

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*****

Book of Magic Signature Spells 2 weighs in at 13 pages, with 2 covers, the OGL/credit page, an ad and an intro. We also have 2 ½ pages of the class lists breaking down available spells (and the listings pretty much cover the base classes). OK, so quick math says that leaves us with 5 ½ pages of new spells. Formatting follows the standard two column approach, with only one noticeable grammatical hiccup (and it was in the intro, so no harm no foul).

New spells with names...I can honestly say I miss spells with names. Yes, I know they are still there, and we can call them anything we want around our game tables...but when you have called a spell something your entire gaming life...well, it feels odd to not. Dale and his gaming crew obviously agree with my thinking, as these are a collection of spells straight from his table. The introduction gives us some pretty cool insight into the back stories, and leaves me hoping to perhaps see a few of these characters he discusses show their faces within his books. But all the fluff in the world doesn't matter if the spells aren't cool right? So let's get to them.

Presented here are 31 spells by my count, so if you have guessed that I am not going to detail them all here, you should probably buy a lottery ticket, because you are good at this game. What I will do is cover an assortment of what caught my eye, and what earned a spot in my personal character's spell book (more on that later). So, without further ado...

Tamis' Burst of Life is what I consider a great tactical spell when battling undead, as it essentially removes their undead immunities, making them a lot easier to screw up with tactics your GM is not prepared for...(lol, yes, I know, I just advised players on how to further drive their GM's nutz...I'll send in my union card). Shallan's Shadowy Cloud is fog cloud, done Plane of Shadows style. Darker, grittier and more dangerous...well done. Riyals's Counterspelling Preparedness allows you to counterspell as an immediate action, and packs a really cool visual effect to boot.

Shallan's Shadow Marionette is hands down my favorite spell out of the collection, you take control of a creature's shadow, thereby forcing the creature to act as you desire...oh the potential for this one...

Mikard's Burning Eyes target the eyes of your foe, flowing flame from their eyes, with per round damage, and the potential for permanent blindness...very very wicked! Iggaria's Demonic Form lets the caster assume the form of a chosen demon, enlarging in size and weight, with all the perks that come along with a size increase. Limited demonic perks come along with it as opposed to the full roster, but this one still feels slightly overpowered at a level 4. I say slightly because I am not entirely sold on the idea that it is overpowered. Gravada's Deadly Disease makes me want to meet these player's of Dale's, as this is just wrong to do to someone...lol. OK, the short and unsweet version, it resets the time duration on contracted diseases as if no time had passed. Essentially making the disease continue to run rampant within your body for far longer than it should...that's just wrong, lol. Clarissa's Confusing Speech is probably my second favorite of the bunch, and the first spell offered within the book. The targeted creature for the duration of the spell has trouble understanding and being understood...if you can't see the mass potential in this spell, I would recommend buying the Beginner Box and starting over...this is sheer brilliance in crippling an opposing spell chucker!

So, 31 spells, a few spacing issues due to the joys of justified text (have no fears, I have no intention of pinging points for that), and only one true grammatical misstep. Several spells worth noting, a couple that didn't really do much for me, but there will always be a few in a collection, it is the nature of the beast. Final ranking on this, 5 stars and well worth the price of admission.

Oh, and the reference to my personal character's spell book...which spell got in? Let me explain first why this matters at all. I GM, it's what I do. I rarely if ever get to play. When I do it is usually in a high level one off, or perhaps a game that will stretch across a few evenings. I have a favorite character, as most of us do, who has evolved throughout the years. His spellbook is a collection of precision, nothing wasted, no filler spells for the sake of having them. The agreement I have with the small group I do get to play with is that if I find something I love, I may add it at the cost of two others, with no review required by them in anyway at all. Yes, this gives me the opportunity for abuse, but they trust me. It is rare that I find a spell I feel is worth making me look over his spell book to decide which two to sacrifice, but this book contained one such spell. Shallan's Shadow Marionette is perfect for the play style of my demented spell twister, and there was barely a hesitation in deciding that this spell had to be his. I thought, Dale, that you might enjoy knowing you made me make changes to a character I treasure deeply this evening, and that doesn't happen often. Well done sir, well done indeed!


Solid selection of nice spells - an improvement over Book 1!

****( )

This pdf is 13 pages long, 1 page front cover, 1 page editorial/SRD, 1 page advertisement and 1 page back cover, leaving 9 pages of content, so let's check this out!

In the days of old, some spells were the creations of specific archwizards -"Disjunction" was the work of Mordenkainen, a certain "laughter"-spell the creation of Tasha - this book endeavors to recreate the iconicity of said wizards by providing spells that were created by specific spellcasters - thus, we first get an introduction to the story of the spellcasters before we get the lists for the respective spellcaster-classes, including APG-classes, Magus etc.

The first spells we are introduced to, are Clarissa's, which deal with divine and language-dependant spells and abilities: A dome that is deadly for the undead to sacred bonuses for you and your allies and also a spell that impedes language-dependant spells. On the other side of the holy/unholy equation, we get Gravada's 3 spells, which enable you to handle diseases better: From an improved form of contagion to a deadly tiring disease and a spell that makes getting rid of a disease harder, these sinister 3 spells make for a cool, nice niche of spellcasting. Also rather sinister are Iggaria's spells, which enable you to assume a demonic form or add claws, wings etc. to your form. Halabar's zone of frightening screams would be a way to panic multiple foes and we also get 3 new spells from Leighanna, which all could be considered to be rather interesting: From a compulsion to end movement to one that forces the foe to deal non-lethal damage (nice also against Belkar-style players...) to one that enables you to suppress breath weapons, the spells are neat and offer interesting tactical options.

Next up would be Mikard's spells, which are especially useful for Magi - from using an improved dirty trick with dust tosses to a spell that creates a minor tornado or a tripping gust, these mostly air-themed spells practically scream to be utilized by a gish-class. The 3 new Riyal's spells (yeah, the mage from Riyal's Research) provide us with an interesting spell: One enables the caster to once counter a spell as an immediate action - rather powerful, but works only once per cast, cost 10 GP material components and is a level 4-spell, so yeah - while powerful, it is still a spell you won't have active all the time: Nice! Also rather interesting in mechanics is a disrupting beam, which can be cast as an immediate action at a casting being to disrupt its casting, with the concentration DC being 10+ 1d8 per caster-level. Powerful, yet limited in appliance and the luck-factor of the dice means that players will be chewing on their nails. Rostov's trained snake enables you to add tricks to the repertoire of your snake, while Shallan's shadow-based spells will make for interesting additions not only to the Shadowsfall-setting, but also to the arsenal of any darkness-themed caster, including the iconic option to control a creature via its shadow. 2 of the 4 Tami's spells are rather expensive, but use a nice mechanic: One of them temporarily robs undead of their immunities - at the price of a 100 GP moon pearl! Cool, high-level enough to make it rarely used. The final new spell would be Trask's Wall of Blood, which nauseates those crossing the wall and grants partial concealment to one side.

Conclusion:
Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to a b/w 2-column standard that is very printer-friendly and the pdf comes with herolab files. The pdf comes with extensive bookmarks, which is nice to see - even smaller pdfs nowadays should have them.

The second installment of the signature spell-series is vastly better than its predecessors, utilizing some creative mechanics like interactions with combat maneuvers, smart counterspelling etc. without providing options that are unbalanced. When directly compared to its predecessor, this pdf definitely provides the better options, cooler spells and less filler. Thus and due to the low price, I'll settle for a final verdict of 4 stars.

Endzeitgeist out.



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