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The Genius Guide to Homophone Spells (PFRPG) PDF

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What’s In a Spell Name!?
Does it REALLY matter if you are casting break enchantment or brake enchantment? Fey’s door is just as good as phase door… isn’t it?
Actually, sometimes it’s better!
Yes, it’s Homophone Spells. They SOUND like the spells you know and understand… but they’re not!
Written by Pathfinder expert Jason Keeley, with illustrations by renowned RPG bon vivant and cartoonist Stan!, these new spells may be kooky, but they are also functional magic AND fully compatible with the Pathfinder Roleplaying games. And while their tone is different, you might find yourself wanting to cast a few! If that sounds like fun, ignore the fact this was released on April 1st (yes, seriously, it's 7 pages of homophone spells) and get ready for a different version of some fantasy classics!

Page Count: 7

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Product Reviews (1)

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An Endzeitgeist.com review

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This Genius Guide clocks in at 10 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 5 pages of content, so let’s take a look!

Okay, after a brief and humorous introduction, we move right on to the spells in question – which btw. do take the occult classes, ACG classes etc. into account regarding their availability. The first of these would be Ade, which generates a refreshing beverage that quenches thirst for a day and prevents needing to succeed Constitution checks to avoid nonlethal damage from thirst. At 1st level, that trivializes travel hazards a bit early…and as an aside, personally, I become more thirsty when drinking ade – whether it’s Power- or Gator-ade…perhaps I’m just not used to the chemicals and the sugar/sugar-substitutes… Brake enchantment refers to itself, erroneously, as “break enchantment” in its text and makes stopping vehicles easier. Fey’s door opens a gateway to the First World. Flair makes the clothes of the target look more fancy, potentially allowing a Charisma-based ability- or skill-reroll. Gait is pretty potent for 3rd level, allowing each affected target to either increase its speed (I assume just one…or all?), ignore all types of difficult terrain (OUCH), +4 untyped bonus to Acrobatics or standing up from prone sans AoO. Not a fan.

Heel forces an affected animal to follow you and comes with a mass version. Make hole generates a hole under the target’s feet and allows you to make a dirty trick with CL and spellcasting attribute. Meatier swarm is a slightly improved summon swarm. Miner creation creates a digging automaton – oddly, the automaton has no stats, can’t be destroyed and can’t affect structures. No direction scrambles the sense of direction of the target. Plain shift is a cantrip that nets +1 untyped bonus on Fortitude saves versus cold or warm weather. Reed magic is cool: Quickly and magically woven, it makes the terrain over which the reed mat is put less slippery and also use it to trip targets. Sole bind renders immune to caltrops for its duration. Thyme stop eliminates all taste and seasoning from nearby food, making those that eat the fare more prone to being affected by some negative effects.

Conclusion:

Editing and formatting are good. I noticed no undue accumulation of bad glitches. Layout adheres to Rogue Genius Games’ two-column full-color standard. The sketches by industry-legend Stan! Are neat and actually my favorite part of the supplement. The pdf comes fully bookmarked for your convenience.

Jason Keeley’s homophone spells are pretty funny, or at least quite a few are. While I’m not a big fan of all the untyped bonuses and while I don’t consider all balancing decisions to be that great, this does represent a nice little supplement. System-immanently, the pdf has less use for you if you don’t play the game in English – homophone jokes usually don’t translate that well (see, most famously, Rammstein’s “Du hast”). When you take the joke component away, you’re left with a decent, if not mind-boggling collection of spells that sports some neat ideas. As a whole, this struck me as a solid, if somewhat unremarkable offering, mainly interesting if you enjoy the novelty-aspect of this supplement. My final verdict will clock in at 3.5 stars – and honestly, to me, they’re closer to 3, which is why I’ll round down.

Endzeitgeist out.


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