1001 Spells gives you—yes, you guessed it—1001 spells, that will help you realize the vision you've had for your spellcaster.
From spells that are cast as move, swift and immediate actions to maw of the purple worm which lets you swallow your opponents whole, or just have your dragon tattoo bite him instead. 1001 Spells brings you at least a hundred spells for each level of casting, from cantrips to orisons all the way up to the world changing spells of 9th level, making your character's spellbook truly unique.
Its a fat book full of spells. How are you going to say no to that?
I have the rant that fat high quality hardcover books like this and Deep Magic can come out but barely anything dedicated to martials and their options come along and when they do its a small PDF or something but other than that it's a good book.
Being a caster can feel limiting when you have a theme or a mode of operating that you want to do but there just aren't any spells at the level you want. Magi are starved for touch spells that isn't Shocking Grasp to liven up your spellstrike class feature and I feel like I always have the same spell list as a cleric. So a bunch of new spells are great for realizing your schtick or expressing more of your class features or style, and this product delivers that in a lot of ways. You can also hide the book from your players so that you can supply them with spells in the form of old dusty tomes buried at the bottom of a dungeon, an eccentric hermit that discovered a new spell, or an ancient prayer sung by natives worshiping a similar god. With a list of diverse and fun spells the possibilities become endless.
As for the power level. Well nothing as bad as the Core Rulebook but there are a few that look like they can be dangerous if misread or used in wands. Nothing too far out but still there. They are few and far between taking a serious min-maxer to find but takes one or two bannings instead of chucking out the entire book. Other than that the book is pretty much perfect for what it is and I'd recommend it to anyone. Five stars.
As you may have expected, this book is completed loaded with spells. And when you add hundreds of spells to your game, spellcasting gets a lot more interesting. You get a lot more customization and flavor with your characters.
Of course, you've got some slightly overpowered spells that plenty of people are going to want, but this is no different than core spells. Just make sure you run these spells by your GM.
As a bonus treat (which is slightly outdated with the Shaman), this book has full support for inquisitor, witch, summoner spells, and alchemist formulae books. As icing on the cake, this book has full Hero Lab support!
This book's format is simple and intuitive. Bookmarks are included (necessary for a book this massive).
The art isn't anything spectacular, but it definitely serves its role as a way to keep the book easy on the eyes.
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Summary: 5 stars. If you want more spells, it's simple: Get this book! This title isn't kidding when it says it has over a thousand spells!
1001 spells is the type of resource that both dms and players can really appreciate. It can add fun, grant new combat options (consuming line of acid), offensive spells (giant boulders), aid negotiation (zone of parley) or sabotages an enemy’s roll (utter failure). There is a lot of flavor here, and even if you don’t want to add all of them in, you will find some that are useful and others that you just have to let into your games (wildblast, when you want the element of a blast spell entirely randomized).
I question that some may be over-powered (a level 1 cleric spell that grants +2 bab to a target); but this is always inevitable in these types of books. I say this because the typical 3.5-pathfinder spell list, is a bit bland and some spells are better than others, so good new spells with effects we aren’t familiar with may seem too powerful. The standard spell list, after a few years of gaming is old, regurgitated and boring. Add over a thousand spells, and magic gets interesting. Because of these new spells, they may not always be the right level or may be more powerful than a group or dm is used to. So when introducing these spells, I recommend a dm takes care and chooses which ones come in and adjusts spell level as need be. This doesn’t have to be done though, as it is well organised and there are sections for alchemists, witches and magi spells.
With all these spells there is certainly plenty to add as scrolls or in old wizard books in long sealed away dungeons. Or, to make available only to secret orders (until the players kill them and take their stuff). Some like wildblast are begging to be added to wands, and others could be attuned to amulets (wall of light), gloves (unarm foe, a disarm via blast spell), or even a musical instrument (stunning note). I was surprised there wasn’t a section discussing the spells or making suggestions on which ones would make excellent magic items, but it is the type of book to give you the tools and let you experiment.
If spellcasting is getting a bit repetitive with the same old spells used over and over, 1001 spells will liven up spellcasting in your games. You could also try to use this book to the fullest and throw out the standard spell list and only use what is in here. Ha! That will make the magic of a game original, that is for sure. Now I just have to work out which ones I am going to add in.
I don't have time to wax episodic over the usefulness of this book for the Pathfinder Roleplaying Game. Even if you only use 10% of the material within, that is still a hundred uses!
All I can really do is ask the question, why hasn't every Pathfinder gamer purchased this book yet?
...Other than the fact it is sold out. I am sure that will change. :-)
This pdf is 291 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of advertisement and 1 page SRD, leaving a whopping 285 pages of content!
The compilation starts off with very extensive lists of the spells - the vast array of excellent spells provided so far by the 101-series. I did reviews for all of them, so my individual scores were:
Apart from the content from the individual files, we also get additional content: the APG and UM get full support with Alchemist formulae, Inquisitor spells, Summoner spells and Witch spells and yes, even Magus spell-lists, providing a great support for the new classes and making sure they also get their share of the pie.
Conclusion:
Editing and formatting are excellent, I didn't notice any significant amount of hick-ups - quite a feat for a book of this length. Layout adheres to RiP's old, rune-covered b/w-2-column standard and the artworks are stock and mostly repeated from the series, although I actually did notice some pieces I couldn't recall encountering in the individual pdfs.
The pdf comes with extensive bookmarks, which is a necessity for a book of this length. Content-wise, the vast majority of these spells rocks and the added APG-support and UM-support as well as the hero-lab support provided make sure that this vast tome retains its usefulness.
However, that's also where a part of my criticism falls: While spell-lists for the new classes are included, the entries of the individual spells don't feature this information (i.e. they only read clr, sor/wiz etc.), which is a pity. While I realize that including this information in the spell-lists would have been a tremendous amount of work, I would have loved to see it nevertheless, as it would have felt like it integrated the support for the new books instead of adding it via appendices. The additional Hero-lab support, for everyone using the software, is awesome. By the way: If you have purchased all individual 10 101-spells pdfs, you can get this compilation for free by shooting an e-mail @ Rite Publishing - stellar support for the customers! So, how to rate this one? While the minor gripe I had is unfortunate, you still get more than 1000 spells for less than 20 bucks. Now if that is not an awesome bang-for-buck ratio, I don't know what is. Add to that the high individual scores the component pdfs garnered from me and I'll settle for a final verdict of 4.5 stars, rounded up to 5 - excellent, almost perfect compendium of spells at an unbeatable price for the vast amount of content provided.
I think we have this issue identified, we're just doing some final testing now. Question for people - did anyone who had problems with Hero Lab crashing download through drivethruRPG?
The fix Colen is talking about worked for me and I was able to load all the .hl files. I'm glad it's fixed now, because I was not going to enjoy putting all those spells in Hero Lab myself :)
Fix is now up - download the latest Hero Lab update and you should be able to import the file without any problems.
This appears to have been happening because when the .hl file was extracted from the zip file with the PDFs, it had its creation time and modification time incorrectly set to "-1". The creation / modification time is meant to be 0 or higher, and count in seconds from the start of 1970 or something similar, so this confused the third-party library that we use for our import/export mechanism.
I've now fixed the issue in the import/export libraries we use, so it handles incorrect dates gracefully instead of crashing. It took so long to diagnose because when you email a file, the creation and modification times are changed - so when people emailed me the file it removed the actual problem, and I never thought to download the file from Paizo myself to test it. :(
Anyway, it should be fixed now, and the fix should remove this as a source of problems in the future. Thanks for your patience, all! And thanks again to the users who helped me get to the bottom of this.
Is there any word if this is in the Paizo warehouse yet? I am planning to combine this with another book that I ordered to have them shipped together, but don't want to bug customer service if it's not even there yet (and I don't want to ship them separately either).
Is there any word if this is in the Paizo warehouse yet? I am planning to combine this with another book that I ordered to have them shipped together, but don't want to bug customer service if it's not even there yet (and I don't want to ship them separately either).
it is, as you will notice it is no longer on preorder status.
I have the PDF and overall this is a great product. However, I see one problem, none of the spell descriptions are labeled for any of the APG or UM base classes. Once I get my hard copy I will have to hand write in a notation denoting a spell as a Magus spell.
Saint Bernard, it looks like you ordered your copy before we had a print/PDF bundle in the system. However, you (and everybody else that preordered the hardcover) should have a PDF copy of "1001 Spells" in your Downloads now.
I was one of those who preordered and went immediately on back order. But all is well, I just got my notice that my copy shipped out and should be arriving soon. :)
Got my hard copy on Saturday, absolutely awesone effort by Rite Publishing. What amazed me was the number of unusual curses and well thought out counter curses. I think this is an essential addition to any campaign.
I have been reviewing the spells, lots of great stuff. My hats off to the author. My one suggestion is giving Overcompensate to the Magus. The spell has the right feel to be a Magus spell.
I have a quick question. Borrow Skill is listed on the 1st Level Druid spell list. However when you look at the spell description, Druid isn't listed. Is this a Druid spell? Thanks!
ETA: also, I see that Glamour and Hex Weapon are the same way. On the list, but Druid is missing from the spell descriptions. As a general rule do we follow the spell list or spell description?
Arrgh! So it does. I was only looking at the spell lists in the front of the book. :)
(In my defense, I'm not sure I've looked at 1001 Spells even once; I bought the 101 Spells series as each level came out, so the collection was just an afterthought.)
That's so weird. It's in the SRD but it wasn't updated in PF. I thought they were in PF too. Huh.
I suppose it'd be easy enough to convert, I was just hoping it was already somewhere in Pathfinder. I remember a spell in 3.5 that did something very similar to this one, but I think it summoned multiple weasels attached to the target.
That's so weird. It's in the SRD but it wasn't updated in PF. I thought they were in PF too. Huh.
I suppose it'd be easy enough to convert, I was just hoping it was already somewhere in Pathfinder. I remember a spell in 3.5 that did something very similar to this one, but I think it summoned multiple weasels attached to the target.
That's so weird. It's in the SRD but it wasn't updated in PF. I thought they were in PF too. Huh.
I suppose it'd be easy enough to convert, I was just hoping it was already somewhere in Pathfinder. I remember a spell in 3.5 that did something very similar to this one, but I think it summoned multiple weasels attached to the target.
Yeah, I realized that shortly after making that post :P Gotta add the blood drain mentioned in the spell, but other than that, not a problem. Won't be long until the casters in my group are summoning weasels on peoples faces.
Also, I just wanna say, I absolutely love the Phantasmal spells....I've never liked Illusion spells, but now I really want to make an illusionist. Probably with a healthy dose of the Curse spells, as well. Whoever it was that came up with those spells, I owe them a drink.
That would be me (Steven D. Russell), they are really just built on the frame work of Phantasmal Killer, I just went as far as I could with the concept. It was really my goal to make sure during each part of the 101 for each level that each core class and each wizard school got a fair share of spells.
As to the curses, I am an Evil Bastard GM, I like curses, I like spells that don't kill PCs but hinder them. A dead PC means they are out of the game and are just rolling up a new character, a crippled PC now that is my kind of fun (joke people!).
That would be me (Steven D. Russell), they are really just built on the frame work of Phantasmal Killer, I just went as far as I could with the concept. It was really my goal to make sure during each part of the 101 for each level that each core class and each wizard school got a fair share of spells.
As to the curses, I am an Evil Bastard GM, I like curses, I like spells that don't kill PCs but hinder them. A dead PC means they are out of the game and are just rolling up a new character, a crippled PC now that is my kind of fun (joke people!).
I like the way you think. It's always more fun to see them crippled and helpless.
Phantasmal Roper is one of my favorites. That thing is just disgusting. Phantasmal Demilich is hilarious. And Accursed Rot is hands down one of the most vicious spells I've ever seen. I think it even has the majority of BoVD from 3.0 beat.
Also, the bard in my group plans on combining Pants with Damage Loins. This frightens me.