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101 Divine Spell Components
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<blockquote data-quote="Capellan" data-source="post: 2011051" data-attributes="member: 6294"><p>101 Divine Spell Components is a listing of "supplementary" components, that can be used while casting a divine spell, in order to enhance the power of that spell. These components are in no way *required* for casting: they are just an optional extra. Using these components requires first that the caster knows of their value (a Knowledge (religion) check) and second that they use them correctly (a Spellcraft check). Some components, if used incorrectly, have negative side effects.</p><p></p><p>For the record: this is a *great* idea.</p><p></p><p>Unfortunately, like many products I've seen recently, the execution of this interesting concept is below what I would consider an acceptable standard. Some of this is from a purely technical (proof-reading and editing) aspect, but most is from a game balance perspective.</p><p></p><p>Weighing in at 33 pages, the PDF offers - as the title suggests - 101 divine spell components. Not all of these components can be used by every caster, however. In fact, only four pages are given over to general purpose divine components - the remainder of the document lists components that work only when casting spells from an applicable domain. The book does not make it entirely clear whether the spell must be cast *as* a domain spell, or if it simply must belong to the appropriate domain for the component. This has a significant impact on, for instance, the healing domain. I am forced to assume that the latter applies, since otherwise druids and adepts will get almost no use out of this work at all.</p><p></p><p>The first thing I noticed was the discrepancy between certain domains. Some (such as Earth) have as few as one supplementary component, while others (such as Evil) have as many as ten. I would have liked to see a more even distribution of these components.</p><p></p><p>I would also like to have seen a more even availability of the components: some domains have components that are all rare; others have several that would be readily and inexpensively available anywhere. Clever PCs will quickly learn how to capitalise on certain of the components: an Animal domain cleric might take a level of Druid so as to procure an Eagle as a companion (cry of the eagle is a supplementary component for the animal domain).</p><p></p><p>The biggest problem with the game rules, however, is how dangerously overpowered some of the supplementary components are. For example, the Death domain has a supplementary component of a flaying knife - a cheap (3 gp), readily available item. Possession of this supplementary component allows the caster to inflict six negative levels on the target of their spells. Theoretically, there is a chance that this will effect the caster, as a 'negative side effect' is listed, but this is one of a number of cases where no Spellcraft DC is given for use of the component, and negative side effects only occur on a spellcraft check roll of '1'. Is a check required? If so, what is the DC - no default value is listed in the document, and the DC varies from component to component, when it is mentioned.</p><p></p><p>Possession of a religious tome allows any divine caster to cast a spell without losing it (it remains prepared). Admittedly, it takes an extra 2 minutes to cast the spell, but this essentially means that, in most non-combat situations, a divine caster would never need to use up their spells at all.</p><p></p><p>There are many more problems of with the mechanics employer: barbarian's blood doubles all variable aspects of the spell being cast, but adds a number of rounds to the casting time equal to the barbarian's level. I have visions of PCs hiring large crowds of 1st level barbarians to follow the party around - it's much easier (and just as effective) to use their blood as it is a 9th level barbarian.</p><p></p><p>I think 101 Divine Spell Components can be a source of great ideas for an inventive DM, but unfortunately a large proportion of it is simply unusable as written: it will require substantial editing, both for clarification and balance, before it could be used in most campaigns. For that reason, I am giving it only a '3'.</p></blockquote><p></p>
[QUOTE="Capellan, post: 2011051, member: 6294"] 101 Divine Spell Components is a listing of "supplementary" components, that can be used while casting a divine spell, in order to enhance the power of that spell. These components are in no way *required* for casting: they are just an optional extra. Using these components requires first that the caster knows of their value (a Knowledge (religion) check) and second that they use them correctly (a Spellcraft check). Some components, if used incorrectly, have negative side effects. For the record: this is a *great* idea. Unfortunately, like many products I've seen recently, the execution of this interesting concept is below what I would consider an acceptable standard. Some of this is from a purely technical (proof-reading and editing) aspect, but most is from a game balance perspective. Weighing in at 33 pages, the PDF offers - as the title suggests - 101 divine spell components. Not all of these components can be used by every caster, however. In fact, only four pages are given over to general purpose divine components - the remainder of the document lists components that work only when casting spells from an applicable domain. The book does not make it entirely clear whether the spell must be cast *as* a domain spell, or if it simply must belong to the appropriate domain for the component. This has a significant impact on, for instance, the healing domain. I am forced to assume that the latter applies, since otherwise druids and adepts will get almost no use out of this work at all. The first thing I noticed was the discrepancy between certain domains. Some (such as Earth) have as few as one supplementary component, while others (such as Evil) have as many as ten. I would have liked to see a more even distribution of these components. I would also like to have seen a more even availability of the components: some domains have components that are all rare; others have several that would be readily and inexpensively available anywhere. Clever PCs will quickly learn how to capitalise on certain of the components: an Animal domain cleric might take a level of Druid so as to procure an Eagle as a companion (cry of the eagle is a supplementary component for the animal domain). The biggest problem with the game rules, however, is how dangerously overpowered some of the supplementary components are. For example, the Death domain has a supplementary component of a flaying knife - a cheap (3 gp), readily available item. Possession of this supplementary component allows the caster to inflict six negative levels on the target of their spells. Theoretically, there is a chance that this will effect the caster, as a 'negative side effect' is listed, but this is one of a number of cases where no Spellcraft DC is given for use of the component, and negative side effects only occur on a spellcraft check roll of '1'. Is a check required? If so, what is the DC - no default value is listed in the document, and the DC varies from component to component, when it is mentioned. Possession of a religious tome allows any divine caster to cast a spell without losing it (it remains prepared). Admittedly, it takes an extra 2 minutes to cast the spell, but this essentially means that, in most non-combat situations, a divine caster would never need to use up their spells at all. There are many more problems of with the mechanics employer: barbarian's blood doubles all variable aspects of the spell being cast, but adds a number of rounds to the casting time equal to the barbarian's level. I have visions of PCs hiring large crowds of 1st level barbarians to follow the party around - it's much easier (and just as effective) to use their blood as it is a 9th level barbarian. I think 101 Divine Spell Components can be a source of great ideas for an inventive DM, but unfortunately a large proportion of it is simply unusable as written: it will require substantial editing, both for clarification and balance, before it could be used in most campaigns. For that reason, I am giving it only a '3'. [/QUOTE]
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