Book of Magic: Signature Spells 1 (PFRPG) PDF

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Created by some of the best spellcasters in the world, the Book of Magic bears their unique magical creations. From Riyal the Abjurer to Halican the Pirate King to Rostov the snake-loving druid, these spells for every Pathfinder class are sure to surprise your foes and your friends.

This book features more than 30 new spells focusing on levels 1-3. These new options for every spell casting class can give you a unique edge in your game.

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3.5 star review. Love the idea but it falls a little short of it's goals.

4/5

Book of Magic: Signature Spells 1 by Jon Brazer Enterprises

This product is 12 pages long. It starts with a cover, OGL, and credits. (2 pages)

Spell Lists (3 page)
This is a list of all the caster classes of which spells they get at which levels. Spells by class. The range in levels of cantrip to 7th.
Alchemist – 5
Anti-Paladin – 4
Bard – 13
Cleric – 12
Druid – 10
Inquisitor – 5
Magus – 15
Paladin – 4
Ranger – 8
Sorc/Wizard – 26
Summoner – 9
Witch - 15

Signature Spells (5 pages)
There is 31 new spells. While most of the spells where pretty good I didn't think all of them fit the idea of signature spells. Here is a few I thought was well done in that regard and some I thought was not well done with the concept.
Fits
Banshee Keen – a sonic/deafen cone attack.
Halican's Emergency Hull Restorer – gives temp hp to ships or objects. (there is several spells fitting a theme with Halican's name)
Leighanna's Bewitching Appearance – makes you look pretty and likeable. Gives bonus to social roles. (there is several spells fitting a theme with Leighanna's name)
Riyal's Mental Guard – Gives a bonus to save vs mind effecting abilities. (there is several spells fitting a theme with Riyal's name)
Rostov's Snake Strike – Gain one attack at highest attack immediately, only usable in certain ways. (there is several spells fitting a theme with Rostov's name)
Shallan's Wall of Shadows – A wall of shadow that grants concealment to those on the other side of it. (there is several spells fitting a theme with Shallan's name)

Doesn't Fit
Abyssal Body – gives a DR/5 vs good. There is versions of this spell each with it's own name for law, chaos, evil etc.
Dragon Scales – adds natural armor and energy resistance depending on dragon color.
Mage Armor 2 – better version of Mage Armor. There is 2 new versions 2 and 3.

It ends with a back cover and ads. (2 pages)

Closing thoughts. There is only two art pieces, both are black and white. One is fair and one is good. Editing and layout was good I didn't notice errors. Now I listed spells by those that fit and didn't fit the idea of the concept. Those that didn't fit doesn't make them bad spell, just they don't really fit the concept idea. The reverse is true not as well. Not all the spells that fit the concept where good spells. The snake strike example was actually I felt a bit to powerful for it's level. The named spells that fit a theme fit what I was expecting in the product. Most of the spells in the book where well done but some where rather bland and boring, like improved mage armor. I want to see more of Halican's or Leighanna's spells. I think the next book needs to have about 6-10 groups of 3-5 spells each like those. I also would have loved to have seen more history and flavor text about the spells, maybe a short paragraph or two side bar talking about the caster that made them. That would be very cool. I find this one a bit hard to rate. On one hand most of the spells are pretty well done and if you are just looking for some new spells I would give this a 4 star review. But if you are looking for cool signature spells then a chunk of them just falls way short of that and I would only give it a 3 star review. So I am going to settle on a 3.5 star review for this product.

Trust me, I'm a Succubus.


Some killer, some filler

3/5

This pdf is 12 pages long, 1 page front cover, 1 page editorial & SRD, 1 page advertisement and 1 page back cover, leaving 8 pages for the signature spells.

After 3 pages of spell-lists, providing lists for classes like Magus, Alchemist, etc. (NICE!) as well as the basic core classes, we are introduced to the selection of new spells herein. If I have not miscounted, we get 31 new spells, several of which are supposed to be signature spells or certain legendary mages. I really like that premise, as e.g. Bigby's hands will always have fond adherents among my players, as do the Tenser, Rary, Otiluke etc. spells - being a certain mage's work and carrying their distinct style makes them stand out amidst the flood of magic available.

That being said, signature spells need to go beyond just providing benefits - they have to fit a certain theme and feature an iconic quality - so, how do they stand up?

To be frank, the first three spells of this pdf did not excite me: They belong to a set of 4 spells that provide DR 5/alignment. Boring. Brick Wall's Fortitude provides a scaling bonus to fort saves. Not exciting either. There are also similar spells for reflex and will saves. Gaining Dragon Scales (DR, natural armor and associated resistance) is another spell I don't need. There are also two spells to cover one's scent, which I consider useful but not iconic per se.

Fortunately, Halican's 4 spells were up next - they deal with ships, repairing them or creating a hydraulic water burst - now we're talking! These water-related spells fit a characteristic niche, provide neat ideas and follow them. Leighanna's 3 spells, primarily dealing with subtle tactical advances and manipulations also offer some cool options like forcing foes to delay actions - again, neat!

After that, though, we once again get spells that are rather bland - greater variants of mage armor. Riyal's three spells are low-level defensive magic and Rostov's snake themed spells felt nice - though the Snake Strike is overpowered: A level 2 spell that grants an attack action to the creature touched at its highest attack bonus against a target, essentially enabling you to hit via your buddy. Ouch.

Shallan's 4 spells deal with shadows - shadow walls, an area-of-effect enfeeblement attack (10 ft. burst) and a cha-leeching ray sorcerors and other cha-based casters will hate.

The pdf closes with a spell to summon dwarven armor and a wall of leaves.

Users of Herolab should rejoice, for the pdf comes with a .hl-file - great additional support!

Conclusion:
Editing and formatting are top-notch, I didn't notice a single glitch. Layout adheres to a very printer-friendly, easy-to-read 2-column standard and I really like the covers - I did not like the layout-decision to print the sub-header on the front cover in a rather bland, standard font, though. It somewhat impedes the coolness of the otherwise neat cover. The 2 pieces of b/w-artwork are nice. The pdf comes with extensive bookmarks and I've already mentioned the herolab support, another plus. Oh boy. It's been quite I while since I was so conflicted about a pdf.

On the one hand, the new spells by mages and their thematic link is neat, as is the support for all the classes. On the other hand, several of the spells are the complete opposite to signature spells, being the epitome of blandness. The "alignment-body" spells and the + x to save spells are terribly uncreative and feel like filler at best. Call me cynical, but they just didn't do it for me. Which is a damn pity: Hallican's, Leighanna's and Riyal's spells felt VERY interesting, iconic and cool to me, making only more apparent that author Dale C. McCoy Jr. CAN write excellent spells. Moreover, none of the spells really felt completely out of line, striking a nice balance between innovation and power.

Let me be frank: This pdf contains some of my new favorite spells. However, it also contains some of my new least favorite spells. The aim of providing signature spells has been partially fulfilled and were I to voice a request, I'd ask for flavor text (spinning little stories around the spells or their creators)as well as getting rid of filler spells in future installments. Improved versions of Mage Armor belong to a book on spell variants, not in one on signature spells.

Unfortunately, not all spells in this pdf belong to the category of kicking ass and taking names unique spells. You should just be aware that not all spells herein are killer or signature spells. The pdf is very affordable, though, and comes with Herolab-support, which somewhat offsets the relatively low amount of content when compared to other spell-centric pdfs. In the end, my final verdict will be 3.5 stars, rounded down to 3 for the purpose of this platform - if you're in it for some cool spells, you won't regret the purchase.

Endzeitgeist out.


Great addition to any spellcaster's library.

5/5

This is a solid addition to anyone's spell repertoire. Dale does an awesome job of providing a solid mix of spells for a wide-range of classes. Not only that but these spells have a truly unique feel like they really did come from the private library of some caster or were perhaps one of their signature spells. Any way you look at it this is a solid deal of the number of spells you get.

For a more in-depth review feel free to check out my site: http://www.thealfredeffect.com/?p=736


Jon Brazer Enterprises

Now available! This 12 page PDF includes more than 30 new spells. Plus it includes the herolab data file and simple instructions on how to incorporate them to your hero lab program.

Liberty's Edge

Cool - looks very interesting!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Sounds very cool, this is going in my side cart.


I like a fair number of these! A few concerns though:

HALICAN’S HYDRAULIC BURST is better than Hydraulic Torrent in almost every way. But they're the same level.

I'm a bit wary about ROSTOV’S POISON FANG. It's really early, and constitution damage is nasty.

Additionally, how does the save work? Is the save of the poison the save of the spell? That could get quite high! How does stacking poison effects work with this? The second hit has a +2 DC?

Perhaps it should discharge after one hit?

From what I recall, granting a standard action (roughly equivalent to an attack action) is a 15th level ability, from the Pathfinder Chronicler PrC. ROSTOV’S SNAKE STRIKE grants it at level 3. Since it uses up a limited resource, I think it should be available before level 15 (since PF Chroniclers can use it a ton), but still, one extra attack is huge at 3rd level, and in many ways is probably the best action a wizard could take.

I'd recommend it for a 4th level spell, personally. 3rd level for bard, possibly magus. Maybe even 2nd for bard, since they are the support masters.

Jon Brazer Enterprises

Cheapy wrote:
HALICAN’S HYDRAULIC BURST is better than Hydraulic Torrent in almost every way. But they're the same level.

I'd call it different more than better. But I can see an argument there.

Would changing it to 4th level be good?

Cheapy wrote:

I'm a bit wary about Rostov's poison fang. It's really early, and constitution damage is nasty.

Additionally, how does the save work? Is the save of the poison the save of the spell? That could get quite high! How does stacking poison effects work with this? The second hit has a +2 DC?

Perhaps it should discharge after one hit?

Hmmm... I'd add in there a note that this poison does not stack. Will that do? The spell itself is a Target personal spell. There are no saves for the caster. the poison's DC is the poison's DC. So you can't grant this to the monk. This spell is mostly for animal companions and familiars. The only class without one of these that can cast this spell is the alchemist. And it only works on natural weapons. unarmed cannot be used with this.

Cheapy wrote:

From what I recall, granting a standard action (roughly equivalent to an attack action) is a 15th level ability, from the Pathfinder Chronicler PrC. ROSTOV’S SNAKE STRIKE grants it at level 3. Since it uses up a limited resource, I think it should be available before level 15 (since PF Chroniclers can use it a ton), but still, one extra attack is huge at 3rd level, and in many ways is probably the best action a wizard could take.

I'd recommend it for a 4th level spell, personally. 3rd level for bard, possibly magus. Maybe even 2nd for bard, since they are the support masters.

I wouldn't call a standard action and an attack action similar. Sure a fighter can get off a single sword swing, but a caster can't cast any standard action spells, which is most of them. The fighter can't full attack or charge. The spell trades the caster's standard action for an allies attack action. You can't stabilize a dying party member.

Plus there are a number of differences: Inspire action is anywhere in the sound of the PC's voice. So he could be in a clock tower RSS requires a touch. Plus RSS is a spell while Inspire Action works off of Bardic Performance. Running out of Bardic Performance wasn't something I had much of a problem with after taking Extra Performance. I currently play a wizard and I constantly have trouble with running out of spells.


Well, it would affect more enemies, rather than enemies in a line (which is notoriously hard to pull off!)

Not stacking would help out a lot! My main concern for the spell was actually shapechanging. Cast that on yourself, and polymorph into a lion! 5 attacks at the end of a charge! If they all hit (and the poisons stacked, the DC to get rid of the poison would be 10 + 2 + casting modifier + 8!

I was perhaps stretching it when I said the actions were similar. My main concern is that it blows away many other "damage" spells at 2nd level, IIRC.

A fighter will be doing somewhere around 15-20 damage. Scorching Ray is better, yes but...

I didn't take into consideration that Haste gives an extra attack, unconditionally, at level 5. That does change things quite a bit.

Another issue is that it's decent at lower levels, when you're granting an extra attack. But it really shines at higher levels when you don't have anything better to do, and have a ton of leftover 2nd level spell slots.

This is a very subtle spell, hmm!

Upon reconsideration, 2nd level is a little too low for my tastes, but 3rd level gives haste, which is solidly better in every single way. So 3 is too high.

2 is close enough, so I do now think it's close to fine. Perhaps it should use up an attack of opportunity?


Reviewed here and sent to GMS magazine. Cheers!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Endzeitgeist wrote:
Reviewed here and sent to GMS magazine. Cheers!

you're views are fairly similar to mine. I agree some of the spells where to bland or ho hum to be called signature spells IMHO. But they was fine spells just not really what I would call signature spells. I read it yesterday but have not started on a review beyond making notes when I read it.

Dark Archive

Pathfinder Roleplaying Game Superscriber

reviewed.

Jon Brazer Enterprises

Dark_Mistress wrote:
reviewed.

Thank you DM I appreciate it.

Jon Brazer Enterprises

Both DM and EZG mentioned in their reviews that Rostov's snake's strike is overpowered for a 2nd level spell. But as Cheapy mentioned, it is decidedly less powerful than haste is at 3rd level.

Well, at game this past week, my group and I were discussing a mass version of that spell. We were debating what level back and forth when we all realized that this spell is still decidedly less powerful than haste. Sure everyone gets one additional attack action right away, but haste last for rounds/level. At 5th level that 5 times the the number of attacks than a mass version. At 20th level that's 20 times the number of attacks. That's a sizable difference.


Dale McCoy Jr wrote:

Both DM and EZG mentioned in their reviews that Rostov's snake's strike is overpowered for a 2nd level spell. But as Cheapy mentioned, it is decidedly less powerful than haste is at 3rd level.

Well, at game this past week, my group and I were discussing a mass version of that spell. We were debating what level back and forth when we all realized that this spell is still decidedly less powerful than haste. Sure everyone gets one additional attack action right away, but haste last for rounds/level. At 5th level that 5 times the the number of attacks than a mass version. At 20th level that's 20 times the number of attacks. That's a sizable difference.

There are some subtle advantages that the mass version would have. For one thing, it's probably stronger during early rounds of combat if you have a lot of hybrid caster/warrior classes that want to cast spells instead of making a full attack. Also, if you don't have archers and the enemy moves around a lot, it gives you the attack without necessitating a full attack action to get it. You would get all the attacks simultaneously, without giving a flee-happy enemy a chance to get the hell out of dodge.

The last two points may or may not be true depending on the wording of the spell--first, if it doesn't call out that you can't use it on someone who is already Hasted, it could give even more attacks than Haste. Second, depending on what action it gives, the targets of the mass version may be able to use Vital Strike or even Deadly Stroke (from what I see here, it looks like Vital Strike can be used by not Deadly Stroke).

Granted Haste gives you a bunch of other good things too, so it wouldn't be an obvious choice to take Mass Serpent's Strike over Haste (though if they stack, taking both could be quite powerful--I think it depends vastly on party setup).

Jon Brazer Enterprises

Rogue Eidolon wrote:
(though if they stack, taking both could be quite powerful).

The spell specifically says it does not stack. Also the spell grants an attack action. Not a standard action. You can't cast a spell with with a standard action casting time, charge, channel energy or similar. Only swing a weapon.

I do admit the mass version of the spell can be quite powerful in the right circumstances. Like if everyone is within the attack range of the BBEG. Everyone gets an attack off on it and it goes from half full to drops. Sure it can happen. The opposite can also happen as well. The first guy that hits and drops the BBEG (who was close to 0 beforehand) and everyone else wastes their action since there's no one there to fight.

(M)RSS is more of a middle of combat spell. Haste is first round of combat spell. MRSS can be used to change the tide of combat sure, but if you're not set up for it then its far less useful.


Dale McCoy Jr wrote:
Rogue Eidolon wrote:
(though if they stack, taking both could be quite powerful).

The spell specifically says it does not stack. Also the spell grants an attack action. Not a standard action. You can't cast a spell with with a standard action casting time, charge, channel energy or similar. Only swing a weapon.

I do admit the mass version of the spell can be quite powerful in the right circumstances. Like if everyone is within the attack range of the BBEG. Everyone gets an attack off on it and it goes from half full to drops. Sure it can happen. The opposite can also happen as well. The first guy that hits and drops the BBEG (who was close to 0 beforehand) and everyone else wastes their action since there's no one there to fight.

(M)RSS is more of a middle of combat spell. Haste is first round of combat spell. MRSS can be used to change the tide of combat sure, but if you're not set up for it then its far less useful.

Definitely true.

Also, I knew from above that it doesn't allow spells--what I meant by hybrid casters who want to cast a spell is that the hybrid caster casts a spell on her own turn and attacks only with the Mass Snake Strike (not an option with Haste). Example:

The Snake Quintet--

Party composition--five hybrid casters who can cast Mass Snake Strike and focus on single attack devastation (frex, if it's a Druid spell, have them wildshape into an ankylosaurus with the Vital Strike chain if they qualify). Each of the casters casts Mass Snake Strike on her own turn. At level 5, Haste would mean at most 10 attacks from this team per round (two attacks each). With this combo, they get 25 attacks per round (granted it burns through spells very quickly, but you see what I mean).

Jon Brazer Enterprises

Rogue Eidolon wrote:

The Snake Quintet--

Party composition--five hybrid casters who can cast Mass Snake Strike and focus on single attack devastation (frex, if it's a Druid spell, have them wildshape into an ankylosaurus with the Vital Strike chain if they qualify). Each of the casters casts Mass Snake Strike on her own turn. At level 5, Haste would mean at most 10 attacks from this team per round (two attacks each). With this combo, they get 25 attacks per round (granted it burns through spells very quickly, but you see what I mean).

First off: That's one narrowly built munchkin party. We'll ignore that.

Vital Strike requires a +6 BAB which druids get at 8th level.

Wildshaping in to a huge creature cannot be done until 8th level.

So the that's a minimum of an 8th level party you're talking there. Haste at 8th level grants up to 8 extra attacks per ally in your party.

MRSS grants a maximum of 1 extra attack ally at the same level.

Looking at it like this, I am really having trouble seeing how the non-mass version of this spell is overpowered at 1 level lower than haste.


Dale McCoy Jr wrote:
Rogue Eidolon wrote:

The Snake Quintet--

Party composition--five hybrid casters who can cast Mass Snake Strike and focus on single attack devastation (frex, if it's a Druid spell, have them wildshape into an ankylosaurus with the Vital Strike chain if they qualify). Each of the casters casts Mass Snake Strike on her own turn. At level 5, Haste would mean at most 10 attacks from this team per round (two attacks each). With this combo, they get 25 attacks per round (granted it burns through spells very quickly, but you see what I mean).

First off: That's one narrowly built munchkin party. We'll ignore that.

Vital Strike requires a +6 BAB which druids get at 8th level.

Wildshaping in to a huge creature cannot be done until 8th level.

So the that's a minimum of an 8th level party you're talking there. Haste at 8th level grants up to 8 extra attacks per ally in your party.

MRSS grants a maximum of 1 extra attack ally at the same level.

Looking at it like this, I am really having trouble seeing how the non-mass version of this spell is overpowered at 1 level lower than haste.

Haste is an amazing spell, no doubt about it, and it's very hard to compare to it. For the single-target version, I'd recommend a comparison to a direct damage spell--you spend an action and a level 2 spell to do some damage to a baddy, so we'd want it to be balanced roughly the same whether you do damage via a fiery bolt, an acid arrow, or your friendly neighborhood Fighter.

So let's compare to the damage capacity for the class best at direct damage--Wizard/Sorcerer. If we look at Scorching Ray, the range is better. Scorching Ray is a touch attack and the attack action taken by an ally will usually not be (Gunslingers and Magi with the crazy new arcana aside). However, presuming that you pick your best ally to target (smiting paladin, raging barbarian, ranger vs favored enemy, fighter, etc), their accuracy against most enemies' regular AC will probably compare favorably to your accuracy with a range touch (particularly if you're taking the -4 for firing into melee). So we'll call the hit chance a wash. The question is damage. Does your most damaging ally do more than 14 damage per hit at level 3 (28 at level 7, 42 at level 11). I'd say they very likely do more than 14 at level 3 (18 Str Power Attacking Fighter with a +1 greatsword does 17 without any bard song or other temporary buffs, barbarians and others do more) and also probably 28 at level 7, but 42 at level 11 is probably pushing it for your ally, so Scorching Ray will eventually overtake RSS.

Of course, most non-Wizards don't have as good of direct damage as Scorching Ray, so they get more of a boost. However, the fact that it makes your partner feel good and get spotlight is not insubstantial and I think a mark in RSS's favor. The fact that it doesn't stack with Haste I think weakens RSS significantly after level 4--if you would have Hasted anyway or if your best damage-in-one-hit ally has Boots of Speed, then RSS is almost useless (though I suppose you could still use it to buff up one party member to the extreme with combat boosts and then give them many extra attacks all in one round, rather than Hasting).

So I think from looking at this that single-target RSS is a strong 2nd-level spell in the absence of Haste (making it likely the best direct-damage-dealer in the game at level 3 and 4 unless you don't have a teammate who does solid attacks), and potentially a powerful option in a party with one main martial damage dealer and many casters. The fact that it doesn't stack with Haste, I think, will prevent it from being overpowered to any but the most focused groups, and even those could probably have done something more ridiculous by looking elsewhere. It seems powerful but fair--and extra props for giving another player's character the spotlight.

A mass version would be potentially too dangerous for multicasts--however, if it took up your allies' immediate actions to attack (thus disallowing multicasting of it in one round), I think it could be a 3rd level spell.

Jon Brazer Enterprises

Rogue Eidolon wrote:
+1 greatsword

I don't have any argument with your math except for the above. The Wealth By Level table says that a 3rd level character should have 3000gp. So technically +1 armor and +1 weapon costs a minimum of 3450 before adding in the individual weapon's and armor's cost. Plus I assume long swords and shields (different preferences). Same math but with a masterwork longsword. The damage drops to 10 (4 weapon, 4 Str, 2 power attack). That's below scorching ray.

I will agree that for the ultra-munchkin scenarios you are presenting, there is the potential for abuse with this spell. But then again, there is the potential for abuse with the core rule book for the ultra-munchkin. I still feel that this is right in line with a regular 2nd level spell.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Well to be fair I did say I thought it was a bit powerful for it's level. Which since haste was brought up is another spell I think is a bit powerful for it's level. :)


Dale McCoy Jr wrote:
Rogue Eidolon wrote:
+1 greatsword

I don't have any argument with your math except for the above. The Wealth By Level table says that a 3rd level character should have 3000gp. So technically +1 armor and +1 weapon costs a minimum of 3450 before adding in the individual weapon's and armor's cost. Plus I assume long swords and shields (different preferences). Same math but with a masterwork longsword. The damage drops to 10 (4 weapon, 4 Str, 2 power attack). That's below scorching ray.

I will agree that for the ultra-munchkin scenarios you are presenting, there is the potential for abuse with this spell. But then again, there is the potential for abuse with the core rule book for the ultra-munchkin. I still feel that this is right in line with a regular 2nd level spell.

You're absolutely right about the +1--sorry about that. The reason I actually picked the greatsword is because the caster can choose their favorite martial character in the whole party for this spell. If there's a TWFer (like a guy with a longsword and shield, which is also an awesome style for a fighter--just look at my guide, they're my favorite) skip him and cast on the highest single-hit damager. If you don't have any character with a high damage attack (things like Sneak Attack, two-handed weapon, smite, favored enemy, or buffs), just cast Scorching Ray. I agree that multicasting the mass-spell is pretty munchy, but I think the greatsworder (minus the +1) is pretty vanilla. I think it's situationally better than Scorching Ray (and you'll always know beforehand whether its better or not based on your party, so if you dont have a one-hitter on your team, you can just pack Scorching Rays).

For the record, as I mentioned above, I think the single-target Snake Strike spell that's in the book is an interesting balanced option for damage at level 2 that will see a lot of play--and really, when I buy a book for new spells, I wouldn't want to see spells that were so conservatively designed that my players would rarely care to learn them, plus it makes the other character shine, so I definitely approve.

Dark Archive

Pathfinder Roleplaying Game Superscriber

So any chance we will see the rest of the caster and semi-caster classes get books soon?

Liberty's Edge

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WHY was I not informed that this existed?!? :) Certainly going on my buy list.


1 person marked this as a favorite.

OK, I really need to spend some time digging through all of my favorite 3PP's catalogs...I didn't even know this was out there, lol. Got it now though, and with Hero Lab files, sweet!

President, Jon Brazer Enterprises

This book is Powered by Hero Lab and includes a Hero Lab file in the download, making it easier to integrate into your game.

President, Jon Brazer Enterprises

Want awesome spells? The I'm Not Going To PaizoCon Sale starts Wednesday. So you can download the Book of Magic: Signature Spells 1 for just $1. Add it to your cart today.

President, Jon Brazer Enterprises

Be sure to pick up Book of Magic: Signature Spells 1 while it is still $1. The I'm Not Going to PaizoCon Sale ends soon.

Jon Brazer Enterprises

Want some awesome low level signature spells? This is a great supplement for just that. Download Book of Magic: Signature Spells 1 today.

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