Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
101 Arcane Spell Components
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="catsclaw227" data-source="post: 2455375" data-attributes="member: 14197"><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>101 Arcane Spell Components – Revised.</strong></span></span></p><p><strong>Written by: Philip Reed</strong></p><p><strong>Published by: Ronin Arts</strong></p><p><strong>Illustrated by: Christopher Shy</strong></p><p><strong>PDF - 27pgs – Landscape</strong></p><p></p><p>This review is based upon a copy I purchased from RPGNow some time ago and have used in my game for a few months.</p><p></p><p>101 Arcane spell components is a 27 page PDF, with color illustrations, designed in landscape mode. There is a cover page, a credits page and the OGL, leaving 24 pages of material. The art is in the typical abstract colorful style that Ronin Arts is known for, and the various pieces throughout the book are provocative, dark and generally linked to one of the components described in the body of the text. I love their style. ‘Nuff said.</p><p></p><p>This is a revised version of the original 101 Arcane Spell Components, with changes made due in part to the help of Enworlders. This version actually has 117 spell components, though I don’t actually know which were additions to the original text.</p><p></p><p>The book essentially finds ways to take mundane items, monstrous bits and events, allowing arcanists to weave them into their spells for some additional effect. None of the effects are overwhelming, given the restrictions and rarity of some of the components, and using these in play has not only added a new level of uniqueness to our spellcasting, but made them acutely aware an curious about the use of other things to enhance their skills. It has opened the door to imagination and this is really what a good supplement is supposed to do.</p><p></p><p>The book separates components into categories defined by 18 spell descriptors, fairly equally distributed, providing unique effects if certain components are used to augment a spell in it’s descriptor. The component is destroyed in the process.</p><p></p><p>For Example, under the ACID category is a Digester’s Skull. When casting a spell with an ACID descriptor, the skull will provide a bonus multiplier to the range of the spell. A spell craft check (DC15 + spell level) is required to activate the enhancement, and the skull is destroyed. </p><p></p><p>Some components have a negative side effect though, so caution is sometimes required when using certain components. </p><p></p><p>Another type of component is actually not a physical item at all. ‘Suffered from..” components allow you to react to taking damage or being affected by a certain effect. For example, under the FIRE descriptor, there is a Suffered Fire Damage component that allows the caster to add ½ of the damage she received from fire damage to her own fire spell directed back at the enemy that dealt her damage. She has only 10 rounds to respond to this attack and use the damage she took to her advantage.</p><p></p><p>For my players, I provided a tome with a subset of the components in this book, with legendary knowledge of a 2nd and 3rd tome in existence. I house ruled the use of these in the following way: If the caster spends 1 hour and pays 5xp he can learn the necessary verbal and somatic components to augment his spells with the new component. The sorcerer in the party learned 10 of them, at the cost of 50xp, and it worked out very well. Note that his “change” is not suggested or recommended in the PDF, but merely how I implemented these in my game. </p><p></p><p>This book provided a nice add-in for the arcanists in the game I GM. I wholly recommend it to anyone looking to add some flavor, without overbalancing things.</p><p></p><p>Matthew Olivia</p><p>aka Catsclaw</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 2455375, member: 14197"] [COLOR=DarkOrange][SIZE=3][B]101 Arcane Spell Components – Revised.[/B][/SIZE][/COLOR] [B]Written by: Philip Reed Published by: Ronin Arts Illustrated by: Christopher Shy PDF - 27pgs – Landscape[/B] This review is based upon a copy I purchased from RPGNow some time ago and have used in my game for a few months. 101 Arcane spell components is a 27 page PDF, with color illustrations, designed in landscape mode. There is a cover page, a credits page and the OGL, leaving 24 pages of material. The art is in the typical abstract colorful style that Ronin Arts is known for, and the various pieces throughout the book are provocative, dark and generally linked to one of the components described in the body of the text. I love their style. ‘Nuff said. This is a revised version of the original 101 Arcane Spell Components, with changes made due in part to the help of Enworlders. This version actually has 117 spell components, though I don’t actually know which were additions to the original text. The book essentially finds ways to take mundane items, monstrous bits and events, allowing arcanists to weave them into their spells for some additional effect. None of the effects are overwhelming, given the restrictions and rarity of some of the components, and using these in play has not only added a new level of uniqueness to our spellcasting, but made them acutely aware an curious about the use of other things to enhance their skills. It has opened the door to imagination and this is really what a good supplement is supposed to do. The book separates components into categories defined by 18 spell descriptors, fairly equally distributed, providing unique effects if certain components are used to augment a spell in it’s descriptor. The component is destroyed in the process. For Example, under the ACID category is a Digester’s Skull. When casting a spell with an ACID descriptor, the skull will provide a bonus multiplier to the range of the spell. A spell craft check (DC15 + spell level) is required to activate the enhancement, and the skull is destroyed. Some components have a negative side effect though, so caution is sometimes required when using certain components. Another type of component is actually not a physical item at all. ‘Suffered from..” components allow you to react to taking damage or being affected by a certain effect. For example, under the FIRE descriptor, there is a Suffered Fire Damage component that allows the caster to add ½ of the damage she received from fire damage to her own fire spell directed back at the enemy that dealt her damage. She has only 10 rounds to respond to this attack and use the damage she took to her advantage. For my players, I provided a tome with a subset of the components in this book, with legendary knowledge of a 2nd and 3rd tome in existence. I house ruled the use of these in the following way: If the caster spends 1 hour and pays 5xp he can learn the necessary verbal and somatic components to augment his spells with the new component. The sorcerer in the party learned 10 of them, at the cost of 50xp, and it worked out very well. Note that his “change” is not suggested or recommended in the PDF, but merely how I implemented these in my game. This book provided a nice add-in for the arcanists in the game I GM. I wholly recommend it to anyone looking to add some flavor, without overbalancing things. Matthew Olivia aka Catsclaw [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
101 Arcane Spell Components
Top