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Book of Eldritch Might III - now out!
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<blockquote data-quote="Victim" data-source="post: 472551" data-attributes="member: 78"><p>While the organization could make finding certain mechanical effects difficult - because the spells, feats, and items are organized by area/situation instead of put into a feat section and spell section, etc, the PDF is set up with bookmarks and has an index with spell summaries and page numbers.</p><p></p><p>The Nexus is a magical place that can be used for travel and info gathering as it links to a number of different areas. The spells and feats are focused on scrying - with a good variety of anti-scrying spells - and have transportation effects that open portals. There is also a set of DC modifiers that help people hide from scrying. While these spells aren't going to be used all the time, I'd think, they could provide "fun" suprises for those who rely too much on scrying.</p><p></p><p>Nothing in this section seemed excessively powerful, if you ignore the artifact.</p><p></p><p>The next area is a place where demons and people are fighting. There are new kinds of demons and a lot of cool battle magic. 2 of the feats modify touch spells, including a new metamagic feat that lowers the level of the spell. Many of the spells provide ways to get around the DR, elemental resistances and SR of demons, with cool buffing spells and some of the less resisted damage types. For example, one spell drains some of the caster's strength, but boosts the damage of a weapon. </p><p></p><p>Some of the spells and items seem somewhat overpowered. Quintessal Energy is a 5th level spell that hits a cone for 12d6 max, but the damage is whatever the creature is most vulnerable to. It can also bypass most elemental protection spells. Gird the Warrior also looks too strong. The weapon enhancements that can destroy shields or armor are expensive, but can cripple characters or NPCs by killing powerful magic items. Also, there is a weapon property that grants an arcane caster a bonus to attack when using it. Unfortunately, the power isn't tied to caster level - like the Arcane Puissance ability that I saw someplace (R&R 2?) - so a character with 1 wizard or sorcerer level (for the shield spell, of course) reaps huge bonuses. However, I'd like to them in play before coming to a Final Judgement, since they look borderline overpowered.</p><p></p><p>There's a bunch more stuff. However, I'd like to do other things instead of writing this.</p><p></p><p>The ideas, both in crunchy and creamy bits, seem pretty cool. I like it.</p></blockquote><p></p>
[QUOTE="Victim, post: 472551, member: 78"] While the organization could make finding certain mechanical effects difficult - because the spells, feats, and items are organized by area/situation instead of put into a feat section and spell section, etc, the PDF is set up with bookmarks and has an index with spell summaries and page numbers. The Nexus is a magical place that can be used for travel and info gathering as it links to a number of different areas. The spells and feats are focused on scrying - with a good variety of anti-scrying spells - and have transportation effects that open portals. There is also a set of DC modifiers that help people hide from scrying. While these spells aren't going to be used all the time, I'd think, they could provide "fun" suprises for those who rely too much on scrying. Nothing in this section seemed excessively powerful, if you ignore the artifact. The next area is a place where demons and people are fighting. There are new kinds of demons and a lot of cool battle magic. 2 of the feats modify touch spells, including a new metamagic feat that lowers the level of the spell. Many of the spells provide ways to get around the DR, elemental resistances and SR of demons, with cool buffing spells and some of the less resisted damage types. For example, one spell drains some of the caster's strength, but boosts the damage of a weapon. Some of the spells and items seem somewhat overpowered. Quintessal Energy is a 5th level spell that hits a cone for 12d6 max, but the damage is whatever the creature is most vulnerable to. It can also bypass most elemental protection spells. Gird the Warrior also looks too strong. The weapon enhancements that can destroy shields or armor are expensive, but can cripple characters or NPCs by killing powerful magic items. Also, there is a weapon property that grants an arcane caster a bonus to attack when using it. Unfortunately, the power isn't tied to caster level - like the Arcane Puissance ability that I saw someplace (R&R 2?) - so a character with 1 wizard or sorcerer level (for the shield spell, of course) reaps huge bonuses. However, I'd like to them in play before coming to a Final Judgement, since they look borderline overpowered. There's a bunch more stuff. However, I'd like to do other things instead of writing this. The ideas, both in crunchy and creamy bits, seem pretty cool. I like it. [/QUOTE]
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