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101 Arcane Spell Components
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010190" data-attributes="member: 18387"><p><strong>By Glenn Dean, Staff Reviewer d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong></p><p>101 Arcane Spell Components is a 21-page PDF product written and published by Philip J. Reed. This black-and-white product contains line art by Larry Elmore and is available as a $4.00 download.</p><p></p><p><strong>First Blood</strong></p><p>What does a wizard do with a dead firefly, a displacer beast tentacle, or the lute of a slain bard? Why, use them to enhance his spells, of course! 101 Arcane Spell Components provides a list of 101 items that may be used to enhance the range, power, or effects of arcane spells when used as supplementary components in casting.</p><p></p><p>The spell components are grouped by the type of spells they affect, which include spells with the descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, miscellaneous, sonic, and teleportation. Each component listing provides a description of the component and the effect it has on an arcane spell, with the appropriate mechanics: a required Spellcraft check, an increase in casting time (usually of one or more rounds), a Knowledge check, or similar requirement. The Knowledge (Arcana) difficulty to know what the component does is also provided, as well as the weight and value of the component.</p><p></p><p>Most of the components listed are the body parts of various monsters, though there are some uncommon physical objects as well as some traditional magical ingredients – dirt from a grave, nails from a coffin, etc. – in the list. Some components may be combined, as noted in the component description. Most of the effects involve increasing or modifying damage from damage inflicting spells, though spells of other types may have their range, duration, area of effect, or effective caster level increased by these supplementary components.</p><p></p><p><strong>Critical Hits</strong></p><p>101 Arcane Spell Components certainly succeeds in its goal, “the idea of making some of those [Player’s Handbook] spells wondrous again.” Using the included mechanics can provide a bit of excitement for arcane spellcasters on any adventure, as they seek out specific magical beasts to find that unique component to add power to their spells. No longer does looting bodies have to mean going through pockets looking for loose change: the party wizard might want to lug the entire ettercap corpse along for the double damage he can inflict with his next acid arrow spell!</p><p></p><p><strong>Critical Misses</strong></p><p>Like any game mechanic that can modify spell effects, the GM is advised to use caution and weigh the potential impact before using these components in his campaign – this product assumes the use of the “Power Components” variant rule in the Dungeon Master’s Guide. Most of these components replicate existing metamagic feats, where the trade-off is increased casting time instead of higher-level spell slots – but this means that sorcerers will almost always opt for this approach over taking metamagic feats, since casting times will remain similar. The GM retains complete control over the creatures characters encounter, though, so some care will keep the use of these components reasonable. One or two components might need to be avoided however; for example, suffering damage from an evil spell can be turned into a +1d8 caster level for a good spell, with no compensating increase in casting time.</p><p></p><p>101 Arcane Spell Components lacks a by-component index, which makes it difficult to figure out, for example, what the use of an owlbear feather is without searching the entire book. Some key spells are neglected – notably, summoning spells and illusionary glamers. Otherwise, it is a fairly solid product.</p><p></p><p><strong>Coup de Grace</strong></p><p>101 Arcane Spell Components delivers a solid set of clever ideas in 100% Open Content format. Players of arcane casters and GMs alike who are looking to add a bit more unusual arcane flavor to their campaigns will find this product a good value for their gaming dollar.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to <em>Fast Tracks</em> at <a href="http://www.d20zines.com/html/modules.php?op=modload&name=News&file=index&catid=&topic=4" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010190, member: 18387"] [b]By Glenn Dean, Staff Reviewer d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] 101 Arcane Spell Components is a 21-page PDF product written and published by Philip J. Reed. This black-and-white product contains line art by Larry Elmore and is available as a $4.00 download. [b]First Blood[/b] What does a wizard do with a dead firefly, a displacer beast tentacle, or the lute of a slain bard? Why, use them to enhance his spells, of course! 101 Arcane Spell Components provides a list of 101 items that may be used to enhance the range, power, or effects of arcane spells when used as supplementary components in casting. The spell components are grouped by the type of spells they affect, which include spells with the descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, miscellaneous, sonic, and teleportation. Each component listing provides a description of the component and the effect it has on an arcane spell, with the appropriate mechanics: a required Spellcraft check, an increase in casting time (usually of one or more rounds), a Knowledge check, or similar requirement. The Knowledge (Arcana) difficulty to know what the component does is also provided, as well as the weight and value of the component. Most of the components listed are the body parts of various monsters, though there are some uncommon physical objects as well as some traditional magical ingredients – dirt from a grave, nails from a coffin, etc. – in the list. Some components may be combined, as noted in the component description. Most of the effects involve increasing or modifying damage from damage inflicting spells, though spells of other types may have their range, duration, area of effect, or effective caster level increased by these supplementary components. [b]Critical Hits[/b] 101 Arcane Spell Components certainly succeeds in its goal, “the idea of making some of those [Player’s Handbook] spells wondrous again.” Using the included mechanics can provide a bit of excitement for arcane spellcasters on any adventure, as they seek out specific magical beasts to find that unique component to add power to their spells. No longer does looting bodies have to mean going through pockets looking for loose change: the party wizard might want to lug the entire ettercap corpse along for the double damage he can inflict with his next acid arrow spell! [b]Critical Misses[/b] Like any game mechanic that can modify spell effects, the GM is advised to use caution and weigh the potential impact before using these components in his campaign – this product assumes the use of the “Power Components” variant rule in the Dungeon Master’s Guide. Most of these components replicate existing metamagic feats, where the trade-off is increased casting time instead of higher-level spell slots – but this means that sorcerers will almost always opt for this approach over taking metamagic feats, since casting times will remain similar. The GM retains complete control over the creatures characters encounter, though, so some care will keep the use of these components reasonable. One or two components might need to be avoided however; for example, suffering damage from an evil spell can be turned into a +1d8 caster level for a good spell, with no compensating increase in casting time. 101 Arcane Spell Components lacks a by-component index, which makes it difficult to figure out, for example, what the use of an owlbear feather is without searching the entire book. Some key spells are neglected – notably, summoning spells and illusionary glamers. Otherwise, it is a fairly solid product. [b]Coup de Grace[/b] 101 Arcane Spell Components delivers a solid set of clever ideas in 100% Open Content format. Players of arcane casters and GMs alike who are looking to add a bit more unusual arcane flavor to their campaigns will find this product a good value for their gaming dollar. [color=green][b]To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to [i]Fast Tracks[/i] at [url=http://www.d20zines.com/html/modules.php?op=modload&name=News&file=index&catid=&topic=4]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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