Grimoire Repartus (PFRPG)

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Grimoire Repartus (PFRPG)
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Lower your wards for Grimoire Repartus!

Master the 80 abjuration spells within this tome and live to see tomorrow! Repel creatures that have spoken ill of you, harness moonlight into a protective veil and transcend mortal flesh.

These spells provide a net gain in fun among all players and have been thoroughly playtested.

Design Goals:

  • Design an entire tome of abjuration spells that provide a net gain in fun.
  • Offer party-friendly alternatives to wards that often debilitate party members.
  • Reward forethought and cooperation.
  • Promote immersion and critical thinking.

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Solid collection of Abjurations

4/5

This installment of Dreadfox Games' Grimoire-series is 33 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 30 pages of content, so let's check out their take on abjuration-spells!

After about 7 pages of spell-lists by character-classes, we delve into the respective spells, kicking of with the Aegis of Energy-spell, which adds temporary hit points to curing effects via positive or negative energy effects. The very second spell this pdf offers, Aerial Mantle, makes AoOs automatically miss the target and depending on the strength of the wind surrounding the target, have their attacks rebounded on them with a bonus depending on wind strength. Druids get an significantly-enhanced spell duration, which is nice. What isn't nice at all is that the spell is essentially ruined by the fact that it does not specify whether it needs aforementioned, at least "strong" winds, to work at all or whether it conjures the storm winds up as a partial effect of the casting. In the end, we don't know and in my humble opinion, such a limiting factor would be necessary, since without it an auto-miss for ALL AoOs is overpowered. Rather interesting and cool is Arcane Gravity: A spell that lets you temporarily seal whole spell-levels off: If you chose to e.g. seal of level 3, you can't cast level 1, 2 or 3 spells. As a trade-off, your effective HD for purposes of spells like cloudkill etc., is increased by the value of the highest spell-level you chose to seal off. VERY cool!

Not so cool: Axis of Resistance: The subject's SR is increased by +2 for every source of SR he/she/it has in excess of 1. Stacking SR via a spell, even if it is such a minor stacking, is a design-decision I can't really get behind. While probably at the top-most a bonus of +6 or 8 will be achieved, it's a typical powergaming-enhancing type of design. Corpus Examinus is a witch-spell of unique iconicity and ranks among the best I've seen in a while: It allows you to painlessly sever parts of your body to control them as separated entities with Hp you determine, abilities depending on the body part you chose to extract. A table e.g. lists options to use evil eye via extracted eyes etc. Better yet: The options of regeneration etc. and the interaction with the spell are taken into account. Unfortunately, there are also problematic spells: The cantrip (elven) sobriety eliminates the effects of alcohol. I've seen that one before, in Rite Publishing's 101 0-level spells, and I already hated the idea there - an end of the hangover plots, of drinking contests and a major detriment to grittiness and the results of alcohol consumption. Violent drunken guy heading your way? Just cantrip him! An ok idea with problematic repercussions for a campaign-world's internal logic.

Field of Disintegration, on the other hand, is rather smart: You conjure a field that is very detrimental towards weapons that hit it, resulting in a lot of broken weapons and damage for those employing natural weapons - but before you start screaming unbalanced: With some sharpening after combat, the negative effects of this spell can actually be negated, which is rather neat! Hand of Rescue would be anotehr winner: Reducing the weight of the target creature, it even allows you to potentially throw the respective character a short distance, acting as a crunchy representation of the iconic rescuing catch of an almost-plunging-to-death-comrade. Luminore's Refractive Shell would be another interesting spell that eliminates invisibility and blurring effects in a small area, but cannot be used offensively - interesting, clever, neat! There also are two rather nice spells that allow you to create a reservoir of positive or negative energy respectively, acting as a kind of limited battery of the energy by foregoing healing by the energy. Repel Malignancy makes for yet another interesting idea, creating an impassable barrier that cannot be crossed by anyone who uttered any negative word to you in the last 24 hours, even if the words were meant as a form of criticism. There is also an interesting ritual herein, like the antipaladin's royal impunity, which sacrifices a virgin over 12 hours and sells one's soul to a fiend, but grants immunity to infernal powers exerted by non-noble fiends.

Two spells also are interesting in that their respective powers are tied to the time of the day, which is interesting, even though it requires some tracking on the player's part. There also are spells in here to suppress magical traps temporarily and a smart capstone level 9 druid-spell that makes one transmutation film essentially impossible to dispel, but inflicting damage on you if the spell in question would otherwise be dispelled. Speaking of cool interaction with transmutation: There's also a spell that potentially adds harmless transmutation effects to other creatures beyond the primary target.

Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. layout adheres to Dreadfox Games' two-column standard with its thorny borders and parchment-style background. There are no artworks herein, but the pdf is extensively bookmarked.
This collection of abjuration spells is interesting once again - displaying DFG's creativity with far-out spell concepts, the content herein is often bold in mechanics and imaginative in design. Not always, though: Some spells, as with many of the Grimoire-books, are variations of already existing ones. And in others, creativity backfires and can potentially create logic bugs in your setting - handling these with care is of tantamount importance. That being said, the majority of the content herein is interesting and should enrich a spellcaster's arsenal or a DM's creative arsenal to use and spin tales from. While not reaching the peak of genius of Grimoire Mutamateria or Grimoire Illusionatus, this pdf is actually one of the better installments of the series. Thus, I'll remain with a final verdict of 4 stars and a recommendation to everyone who is looking for some truly different abjurations.

Endzeitgeist out.


Contributor

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Gypsy's Charm:

Gypsy's Charm
School abjuration; Level bard 2, cleric 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target object worth at least 5 gp touched
Duration 1 day/level
Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)

A creature in possession of the affected object becomes resistant to curses. You choose whether the charm will protect a creature from all curses, in which case any curse has a 20% chance to fail, or one specific curse, in which case that curse has an 80% chance to fail.

Every effect of bestow curse is considered a single curse for the purpose of this charm, though each class requires a distinct charm (a charm against a witch’s bestow curse spell would not protect a creature from a cleric’s bestow curse spell).

This charm is capable of protecting a creature from a cursed object. If a cursed object would be the subject of this charm, that charm is automatically altered to protect a wielder from that object’s curse and only that object’s curse. This spell ends if the creature holding the charm believes that it has stopped working.

Lunar Mantle:

Lunar Mantle
School abjuration; Level druid 4, ranger 4, witch 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level*
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

While exposed to direct moonlight, the subject gains a deflection bonus to AC based on the moonlight ’s strength. The subject may end this spell as a free action while in direct moonlight to increase the critical threat range of one piercing or slashing weapon they wield by an amount equal to the bonus currently provided. This bonus lasts for 1 round or 1 attack (whichever ends first) and is always additive (the bonus never increases, even if the subject’s critical threat range is doubled).

(Table Omitted)

If your plane features more than 1 moon or a lunar cycle that is not 24 hours long, adjust the table so that a +5 bonus is granted when any moon is at its peak, and decrease the bonus by 1 for each hour that the moon closest to its peak has either fallen or has yet to rise.

When cast by a druid, the duration of this spell is increased to 1 hour/level.

Skylance:

Skylance
School abjuration; Level antipaladin 3, magus 3, paladin 3, ranger 3
Casting Time 1 immediate action
Components V, S, M/DF (a hawk’s nail)
Range personal
Target you
Duration 1 round

The next time you would take falling damage, the damage you take is reduced to a maximum of 2d6 points and you land on your feet. Creatures within a 5-foot radius of your landing suffer an amount of damage equal to the amount mitigated by this spell (Reflex half) and must make a DC 15 Reflex save to avoid falling prone.

Syncretic Field:

Syncretic Field
School abjuration; Level bard 4, cleric 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S, F (a gemstone worth at least 500 gp), DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature that has readied an action to cast this spell
Duration concentration + 1 round (maximum 1 round/level)
Saving Throw none; Spell Resistance no

When an arcane and divine iteration of this spell are both readied within range of each other, the spell casts itself. A field of energy erupts before you, spanning an area with a diameter equal to the distance between you and the other spellcaster that readied an action to cast this spell. You gain a +4 deflection bonus to AC, a +3 resistance bonus to saving throws, DR 5/adamantine, resist 15 acid, cold, electricity, fire and sonic and SR 5 + your caster level. When this spell is completed and once at the start of each of your turns thereafter, you may share these benefits with one creature within the area as a free action. Shared benefits last 1 round.

Arcane spellcasters must use a divine focus to cast this spell. Divine spellcasters must use a non-divine focus to cast this spell.

Both iterations of this spell end 1 round after either caster stops or is prevented from concentrating on it.


How to navigate the PDF:

Click the name of a spell to travel to that spell's description.
Click a class to travel to that class's spell list.


And reviewed here, on DTRPG and sent to GMS magazine. Also submitted a two-part batch-review of the whole series to nerdtrek. Cheers!

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