Dark_Mistress |
Thanks for taking the time to do a review of our product!
One note where you made a factual error, the spell forewarning does tell you what kind of bonus it is.
Forewarning: "This warning serves as either an
insight bonus to ..."
Yeah i meant the amount of bonus. What + number is it. The only number given is that it can not exceed +25. I reread it 4 times trying to figure out what the bonus was.
RickSummon |
Spellbore is probably the most practical spell in this book. You cast it as a swift action, then the next spell you cast in the same round will pass through an antimagic field, so long as it is an energy missile or ray. It's the ultimate archmage duel spell!
Archmage 1: Ha! I've just cast antimagic field! Now I'm just going to get on my horse and ride away, and you can't do a thing about it!
Archmage 2: (casts spellbore, then polar ray) Is it cold in here, or is it just you?
I'd also have to give credit to dweomer nova as another spell full of archmage awesomeness. A wizard with a headband +6 could easily have a 36 Intelligence while using this spell, for a bonus of +13!
Endzeitgeist |
- 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 stars, rounded down to 4 for the purpose of this platform.