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101 Divine Spell Components
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<blockquote data-quote="Crothian" data-source="post: 2010869" data-attributes="member: 232"><p>101 Divine Spell Components</p><p></p><p> 101 Divine Spell Components is a pdf done by Philip Reed. He has done a few books in this series of 101. Each book has a specific focus and is very detailed. The 101 Divine Spell Components deals with new types of components clerics can use to enhance their spells. </p><p></p><p> While it is 101 Divine Spell Components it seems really designed for the Cleric class. The divine components are categorized under the domains presented in the 3.0 players hand book and are used to enhance spells of that particular domain. A little work will need to be done to open these components up to Druids, Paladins, and Rangers. </p><p></p><p> The pdf is 33 pages in length and as with most of Philip Reed’s books it is packed with information. The whole book is considered open game content, so it is a great source for people looking to use these ideas elsewhere. Like many of his books, this one is illustrated by Christopher Shy. The art is has great style to it and the pictures really serve to help the book flow. The pdf is well formatted making it easy to read at the computer. It is full color so it might eat a little bit of ink when printed. </p><p></p><p> The components are highly varied. It can be a strong wind, the birth of an animal, or even the death of someone near by. There are also the more usual things like Trolls Heart or a specific type of plant. The components can be learned by a knowledge Religion check, but the text also suggests that they are better learned as a reward or after a quest. The components are also not automatically successful. One usually has to make a spellcraft roll to succeed, and a natural one on the roll always fails as well has having a negative effect. </p><p></p><p> Some of the components add an amazing amount of power to the spell. Some do so at a cost like Angel’s Fury which triples are variables of the caster but also does 5d6 damage to him. Others like Powdered Blood just increase the damage by 1d8 per caster level (maximum 10d8) at no additional penalty. The DM should take care and make sure the components he wishes to use will not drastically affect the game, but in most cases sine the NPCs as well as the PCs should have access to this it should be okay.</p><p></p><p> 101 Divine Spell Components can add a lot of interesting variations to a divine spellcaster. There are many opportunities for adventures to locate the knowledge of some of these components as well as the additional hardships of actually acquiring them once one figure out what a certain component is. They can also make a great reward for a divine spellcaster from their god of choice.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2010869, member: 232"] 101 Divine Spell Components 101 Divine Spell Components is a pdf done by Philip Reed. He has done a few books in this series of 101. Each book has a specific focus and is very detailed. The 101 Divine Spell Components deals with new types of components clerics can use to enhance their spells. While it is 101 Divine Spell Components it seems really designed for the Cleric class. The divine components are categorized under the domains presented in the 3.0 players hand book and are used to enhance spells of that particular domain. A little work will need to be done to open these components up to Druids, Paladins, and Rangers. The pdf is 33 pages in length and as with most of Philip Reed’s books it is packed with information. The whole book is considered open game content, so it is a great source for people looking to use these ideas elsewhere. Like many of his books, this one is illustrated by Christopher Shy. The art is has great style to it and the pictures really serve to help the book flow. The pdf is well formatted making it easy to read at the computer. It is full color so it might eat a little bit of ink when printed. The components are highly varied. It can be a strong wind, the birth of an animal, or even the death of someone near by. There are also the more usual things like Trolls Heart or a specific type of plant. The components can be learned by a knowledge Religion check, but the text also suggests that they are better learned as a reward or after a quest. The components are also not automatically successful. One usually has to make a spellcraft roll to succeed, and a natural one on the roll always fails as well has having a negative effect. Some of the components add an amazing amount of power to the spell. Some do so at a cost like Angel’s Fury which triples are variables of the caster but also does 5d6 damage to him. Others like Powdered Blood just increase the damage by 1d8 per caster level (maximum 10d8) at no additional penalty. The DM should take care and make sure the components he wishes to use will not drastically affect the game, but in most cases sine the NPCs as well as the PCs should have access to this it should be okay. 101 Divine Spell Components can add a lot of interesting variations to a divine spellcaster. There are many opportunities for adventures to locate the knowledge of some of these components as well as the additional hardships of actually acquiring them once one figure out what a certain component is. They can also make a great reward for a divine spellcaster from their god of choice. [/QUOTE]
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