17 Paladin Spells

TheLe

First Post
[imager]http://www.thele.com/thelegames/images/tn/17PaladinSpells_tn200w.jpg[/imager]
17 Paladin Spells is a new 14-page pdf book for your d20 fantasy world, and is aimed squarely at the Paladin.

It never made sense to us that the Paladin had to use the same spells as the other spellcasters. Well, 17 Paladin Spells is here to fix that!

Written by the amazing Tony DiGerolamo, this book defines the following 18 Spells, useable only by the Paladin (We know it's called "17", but we thought we would throw in one extra, we're Unorthodox that way!):

1st Level Spells
·Hide the Innocent
·Righteous Strike
·Blessed Favor
·Shared Sacrifice
·Martyr’s Shield

2nd Level Spells
·Rapid Rescue
·Endless Endurance
·Create Holy Water
·Paladin Mind Trick
·Sword Dance

3rd Level Spells
·Rally the Righteous
·Avenging Angel
·Sleep of the Wicked
·Disarmament

4th Level Spells
·Light of Purity
·Martyr to the Cause
·Sword of the Crusader
·Vow of Justice

This zip file contains a fully illustrated Landscape PDF for easy online reading, A fully illustrated Portrait PDF for printing, and our standard no-image Rich-Text-Format version so that you can cut/copy/paste to your hearts content (and print without wasting alot of ink)! Each pdf is fully bookmarked for easy viewing.

Still not sure? Check out the free Demo!
 

log in or register to remove this ad

17 Paladin Spells is a pdf product from The Le Games, one of several products in the evolving The Le Games' 17 Series. 17 Paladin Spells actually features 18 new paladin spells, a good range of spells available for each spell level. 17 Paladin Spells is a 17 page pdf written by Tony DiGerolamo, with one page devoted to the introduction and table of contents, one page devoted to a description of a tome containing these religious writings, and three pages devoted to OGL declarations, leaving 12 pages to describe the spells in this pdf. 17 Paladin Spells normally retails on RPGNow for $2.50. I received this pdf for free as a review copy.

Initial Impressions:

As can be expected from The Le Games products by now, they all come with in several handy and different formats - onscreen, printable, and rich-text. The cover is also separate from the main documents, and is an appealing piece of artwork. The layout is simple, and the interior artwork mostly semi-suitable pieces of art grabbed from available sources. I did like one or two of the pieces, but I'd rather see less artwork that's relevant than 'space filler' artwork.

There are 18 paladin spells in this pdf - 5 level 1, 5 level 2, 4 level 3 and 4 level 4 spells. The spells are organised by spell level. As with some of the other The Le Games products I've looked at, game mechanical implementation is generally not the best, and its the ideas that are the most valuable part of these pdfs. 17 Paladin Spells is no different in this regard - there are some really nice spells, some good ideas, but almost all suffer from strange implementation of the game rules and the invention of clumsy mechanics to support them. Avenging Angel, Shared Sacrifice and Rapid Rescue are usable spells, for example, and I even liked the ideas behind Martyr to the Cause, a campaign shattering spell that can easily be used to kick off a new campaign along numerous DM generated ideas. But there are some others like Paladin Mind Trick that are neither interesting nor novel. But, on with more details on the spells.

The Details:

17 Paladin Spells present the Tome of the Crusader, a book that contains teachings related to the spells contained in this pdf. It's an interesting idea in that new divine teachings available in rare tomes of this nature allow paladins and potentially other divine spellcasters insight into their deity that would grant them the knowledge and insight to pray for these spells. While the Tome itself is not spectacular in implementation, the idea offers more verisimilitude to any DMs campaign and is definitely useful.

18 Spells are described in this pdf, some good and interesting, some very similar to existing spells, while others are rather uninspired. In places it was difficult to determine exactly how the spell was supposed to function, the mechanics very difficult to interpret into something that can easily be used. Blessed Favor, for example, grants the paladin a roll of '20' for any skill check he makes, but he's not allowed to use it for personal gain, only for a third party member of his church, must pray for an hour in the future and make a sacrifice to his deity after using the spell. For a first level spell all the additional text and restrictions are too cumbersome. Several other examples of this kind of mechanic exist among the 18 spells presented, whereas some are powerful, such as Sword of the Crusader allowing the paladin to destroy magical items with the sword if they fail a saving throw.

The various spells are summarized below:

Level 1:

Hide the Innocent: Allows you to hide innocents from the targets of this spell.
Righteous Strike: Overcomes damage reduction of all sorts on evil creatures.
Blessed Favor: Grants a roll of '20' on a skill check.
Shared Sacrifice: Takes damage as the paladin heals another's wounds.
Martyr's Shield: Absorb one successful strike against another creature per level, taking the damage instead of the recipient.

Level 2:

Rapid Rescue: Increases speed to save the paladin or other good or neutral creature.
Endless Endurance: While attempting to save a good or neutral creature, capable of resisting fatigue and other effects that force fortitude saves over time.
Create Holy Water: Creates a downpour of holy water.
Paladin Mind Trick: Influence the minds of the weak-willed, jedi style.
Sword Dance: Paladin's sword fights by itself.

Level 3:

Rally the Righteous: Paladin's allies gain various bonuses and are immune to fear.
Avenging Angel: Paladin gains combat effectiveness to avenge a fallen innocent or ally.
Sleep of the Wicked: Puts creatures to sleep.
Disarmament: Disarms opponents within range of the spell.

Level 4:

Light of Purity: Damages undead creatures in range, and vanquished vampires.
Martyr to the Cause: Grants paladin godly combat ability to combat deadly threats.
Sword of the Crusader: Powerful combat abilities placed on the paladin's sword.
Vow of Justice: Grants the paladin the ability to pursue miscreants who are unable to hide from the paladin's wrath.

As can be noted from the above list, there are some good ideas, but unfortunately the mechanics sometimes fall flat. There are some really useful spells in there that many DMs and players can use with some changes, but for the most part the spells would require some work. Many spells are niche spells, in that they often constrain the use of the spells to certain circumstances - a fallen ally, a level 20 paladin required, etc. or place numerous roleplaying constraints on the use of the spells. This can cause problems for DMs to adjudicate.

Conclusions:

17 Paladin Spell presents 18 paladin spells, and a religious text, the Tome of the Crusader. There are some good ideas here, but like other The Le Games pdfs, the mechanics are often weak. There are several editing errors scattered throughout the book, but its the mechanics that detract the most from an otherwise interesting collection of spells. DMs and players willing to work a little on the spells will find that the ideas behind them offer lots of opportunities for inspirational use and creative application. However, despite the good value for money, the pdf is unfortunately still of average quality, and therefore only gets a grading of three stars.

The Le Games Product Page
 



If you just want a brief review, skip ahead to the Conclusion below. Otherwise, read on for the full review.

17 Paladin Spells is a product from The Le Games. As is standard, the download includes both a full color screen version and an ink friendly printer version. The art in this product is, dare I say, pretty darn good. The layout is adequate, and the screen version makes good use of color. Its nice that the dowbload included a RTF file for copy / paste purposes.

17 Paladin Spells actually contains 18 spells. The Le Games have a number of similarly named products, and apparently didn’t want to break from their usual naming conventions. Who am I to complain about getting more than I had anticipated?

The PDF begins with a description of a book called The Tome of the Crusader. It isn’t immediately apparent whether the Tome is meant to be a magic item, or just some kind of paladin spellbook. If it’s the former, 17 Paladin Spells doesn’t tell us the Tome’s caster level, gp value, etc. If it’s the latter, well, paladins don't typically use spellbooks in D&D. The issue is further muddied by a couple of “GM’s Options” that make the tome function something like existing magic items (a Book of Exalted Deeds in one case.) The Tome of the Crusader is a cool idea, and it presents a nice way to help the GM integrate these new spells into his game, I just wish I knew what kind of item its supposed to be.

I should point out that the flavor text of the Tome describes it as containing 17 spells. Apparently, even the Tomb of the Crusader is in denial about that 18th spell. Speaking of spells, they make up the meat of this product, so let’s take a look at them:

The Spells
The majority of the spells in this book fit the flavor of the paladin fairly well. Spells like Hide the Innocent and Shared Sacrifice lend to the paladin’s role as a defender of weaker beings. Righteous Strike and Rally the Righteous give the paladin some added punch when leading allies against the forces of evil. For the most part, the designers did a good job with the flavor of the spells.

Where the book suffers is in the actual design and execution of the spells. Some of them seem unnecessarily restrictive. For example, Shared Sacrifice lets a paladin heal a creature’s wounds by taking on some of the damage himself. That’s a really cool idea, but for some reason the spell only works on good or neutral creatures. Why can’t paladins heal evil beings? Rapid Rescue is essentially an Expeditious Retreat that can only be used when rescuing a good or neutral creature. That’s too narrow a set of circumstances for this spell to see much use. It would have been better design to give the spell a primary effect (say, +30 speed) along with a secondary effect that only triggers when rescuing someone.

Other spells were designed fine, but just rubbed me the wrong way. Paladin Mind Trick allows paladins to perform “the old jedi mind trick.” It’s a neat ability, and in some ways fits the paladin, but the name drives me crazy. I’d rather have read a spell called Word of Clouding or Beguile the Wicked or something that had a similar effect without feeling so blatantly Star Wars. Martyr to the Cause is a spell that, despite its 4th level designation, can only be used by a paladin of 20th level or higher. The spell relies heavily on GM fiat to balance it, as it “hasn’t been used in several centuries” and “can only be cast when there is something very grave at stake.” While the flavor here is once again pretty cool, I’m left scratching my head at the logic of including a spell that the book clearly doesn’t want anyone to cast. On the other hand, I do think that blowing yourself up to deal 10d10 damage to every evil being in a 100 foot radius is a pretty cool way to go out.

Conclusion
17 Paladin Spells is full of spells with a lot of flavor and good concepts, but it suffers from restrictive design and occasional poor implementation. If you’re looking for a source of ideas and inspiration for new paladin spells, this book is a great value. If you are (or have) a DM that’s very good at wielding his fiat in a fair and logical manner, you can probably use some of these right out of the box.

This product earns good marks for intention and flavor, but loses points for execution and implimentation.

Andrew Branstad
 
Last edited:

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top