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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9052547" data-attributes="member: 27780"><p><strong><u>Polyhedron UK Issue 7: May 2000</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Librium Subtalis: Another common class of Dragon article gets a UK edition. It's time for a description of a spellbook filled with new spells, along with some info on it's owner. A good one becomes more than the sum of it's parts by combining fluff & crunch details in a way that makes them more than just another bit of treasure when found in game. Anyway, as the name implies, this one belongs to an Enchanter who prefers to resolve problems in a clever way rather than blasting through them, including not only new spells, but tips on how to use existing ones to good effect. That seems like a pretty promising start even before we get to the crunchy parts. </p><p></p><p>Beguiling Touch is just Charm Person, but delayed and touch-release, so you can cast it in advance and be less obvious when applying it. A very sensible little mod, especially when dealing with a group of adventurers who'll all go on the offensive if you obviously mindfuck one of them.</p><p></p><p>Allure of the Enchanter is a long term low level charisma buff, as will become a standard spell for all ability scores next level. (and then have it's duration massively nerfed in 3.5) Much less intrusive (and subject to resistance) than trying to cast spells on other people.</p><p></p><p>Bestow Hope gives it's recipient more confidence, working suspiciously similar to Bless only slightly weaker and with a different power source. But I guess a morale bonus and a divine bonus would stack in 3e so it's all good. </p><p></p><p>Cloak of Mail is a slightly more powerful, but also more finicky variant of Shield. Perils of using a school of magic that isn't optimised for the job so you can fill your bonus slots. </p><p></p><p>Elixir of Stupefaction halves the wisdom score of drinkers, which gives excellent synergy with other enchantment spells, and indeed the effects of mundane alcohol. A few penalties before the main course means you're much less likely to waste a high level spell.</p><p></p><p>Rune of Hold Person is another variant that's slightly less powerful than the regular spell, but makes up for it with increased flexibility and being able to cast it on lots of things to trigger later.</p><p></p><p>Bane Deflector is similar to Stoneskin, only instead of absorbing damage altogether, it transfers it into a piece of jewellery, which breaks once it's taken all the punishment it can handle. Probably weaker overall, but working differently once again makes them stackable.</p><p></p><p>Flaming Missile is kinda the reverse, drawing heat out of a hot coal to make a weapon flame. This is <em>much</em> weaker than just using evocation magic to create it ex nihilo. At this point it would be much easier just to collaborate with another spellcaster who has access to the schools you lack.</p><p></p><p>Silverblade's Mindkiller makes a victim believe it's been reduced to 1hp by your magical attack. Once again, weaker than Phantasmal Killer at the same level, but handy if you want to keep them alive to capture or get info, which you can't do if they've heart attacked themselves to death. </p><p></p><p>Silverblade's Woe drains confidence, acting as a wide area debuff on your enemies. Basic but effective when combined with a multi-pronged attack.</p><p></p><p>Charm the Crowd is an intermediate between charm person & mass charm. Remember, you only need to get some of them to turn a hostile mob into chaos or an indifferent one into patsies. </p><p></p><p>Gold Rush makes everyone who fails their save fight over a shiny item. Hopefully you're using that distraction to accomplish some other goal in the meantime like a truly subtle wizard.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9052547, member: 27780"] [b][u]Polyhedron UK Issue 7: May 2000[/u][/b] part 4/5 The Librium Subtalis: Another common class of Dragon article gets a UK edition. It's time for a description of a spellbook filled with new spells, along with some info on it's owner. A good one becomes more than the sum of it's parts by combining fluff & crunch details in a way that makes them more than just another bit of treasure when found in game. Anyway, as the name implies, this one belongs to an Enchanter who prefers to resolve problems in a clever way rather than blasting through them, including not only new spells, but tips on how to use existing ones to good effect. That seems like a pretty promising start even before we get to the crunchy parts. Beguiling Touch is just Charm Person, but delayed and touch-release, so you can cast it in advance and be less obvious when applying it. A very sensible little mod, especially when dealing with a group of adventurers who'll all go on the offensive if you obviously mindfuck one of them. Allure of the Enchanter is a long term low level charisma buff, as will become a standard spell for all ability scores next level. (and then have it's duration massively nerfed in 3.5) Much less intrusive (and subject to resistance) than trying to cast spells on other people. Bestow Hope gives it's recipient more confidence, working suspiciously similar to Bless only slightly weaker and with a different power source. But I guess a morale bonus and a divine bonus would stack in 3e so it's all good. Cloak of Mail is a slightly more powerful, but also more finicky variant of Shield. Perils of using a school of magic that isn't optimised for the job so you can fill your bonus slots. Elixir of Stupefaction halves the wisdom score of drinkers, which gives excellent synergy with other enchantment spells, and indeed the effects of mundane alcohol. A few penalties before the main course means you're much less likely to waste a high level spell. Rune of Hold Person is another variant that's slightly less powerful than the regular spell, but makes up for it with increased flexibility and being able to cast it on lots of things to trigger later. Bane Deflector is similar to Stoneskin, only instead of absorbing damage altogether, it transfers it into a piece of jewellery, which breaks once it's taken all the punishment it can handle. Probably weaker overall, but working differently once again makes them stackable. Flaming Missile is kinda the reverse, drawing heat out of a hot coal to make a weapon flame. This is [i]much[/i] weaker than just using evocation magic to create it ex nihilo. At this point it would be much easier just to collaborate with another spellcaster who has access to the schools you lack. Silverblade's Mindkiller makes a victim believe it's been reduced to 1hp by your magical attack. Once again, weaker than Phantasmal Killer at the same level, but handy if you want to keep them alive to capture or get info, which you can't do if they've heart attacked themselves to death. Silverblade's Woe drains confidence, acting as a wide area debuff on your enemies. Basic but effective when combined with a multi-pronged attack. Charm the Crowd is an intermediate between charm person & mass charm. Remember, you only need to get some of them to turn a hostile mob into chaos or an indifferent one into patsies. Gold Rush makes everyone who fails their save fight over a shiny item. Hopefully you're using that distraction to accomplish some other goal in the meantime like a truly subtle wizard. [/QUOTE]
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