Incantations in Theory and Practice


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    ř Ignore Endzeitgeist

    Incantations in Theory and Practice

    This pdf is 9 pages, 1 page front cover /including a piece of b/w artwork and text, 1/3 page SRD and 1/3 page editorial, leaving approximately 7 and 1/3 pages of content.

    Everybody who knows me from the boards I attend and the posts that I post, knows one thing: While I love the modularity of D&D's 3rd edition and its children like Pathfinder, I hate the way they usually treat magic items and I'm somewhat baffled by all the rules-crunching people do to build killer spell-casters. While I don't judge any of you, I was always wondering: Where is the MAGIC, where has the wonder of magic abilities and with it, the reason for the in-game perceived arrogance of the mighty wizards gone? Has magic, one of the most significant, defining factors of any given campaign, deteriorated into a predictable, boring force that just makes it easier for casters to dominate non-casters at higher levels?
    Nope. This is where this pdf comes in. Ever wondered how non-castes use those nifty little curses, rituals and other tools to utterly screw the lives of other people? How and why their rituals entail a sacrifice they are loathe to pay and try to avoid? What the potential consequences of their failure might be?

    For an almost ridiculously low price, you can have all these questions answered, at least crunch-wise, for you campaign. I'm not kidding. If you, as a D_M, EVER wanted to bring the sheer aspect of wonder of magic back to your campaign this is the way to do it.

    On a crunch note: What are Incantations? They are essentially skill-based, potentially co-operate rituals, complete with backlash, guidelines to use minor rituals and duplicate major magical effects. They ROCK! Your expert-mayor wants to curse the lvl 14 Wizard? There you go!

    You'll get all the DCs, modifier and the rest to make your own incantations. You even get 3 samples, previously unreleased incantations to both be examples of what could be done with the mechanics and help you design more.

    Conclusion:
    I love the concept. I love the execution. I love the price. Zombie Sky Press has done it. This file has the potential to change your approach to PFRPG, hell it has the potential to change your approach to roleplaying and the aspect of magic in d20-based systems. Editing and formatting are top-notch, I didn't notice any mistakes. The one piece of b/w-artwork is kind of cool. How do you rate a file that brought ritualistic magic, complex curses and all-out-non-spell-casting-class adventure seeds as well as an as of yet unperceived variety of hooks to your campaign?

    Simple: With the best possible score: 5 out of 5 and the Endzeitgeist-seal of approval. These mechanics should be standard rules, are made of (*internet slang*) awesome and win (/*internet slang*) and quite frankly should be part of just about any DM's campaign if (s)he wishes to give either his/her players an extra edge or the possibility to marvel at the potential usages of magic.
    Last edited by Endzeitgeist; Thursday, 13th January, 2011 at 05:35 PM.

 

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