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<blockquote data-quote="(un)reason" data-source="post: 6199798" data-attributes="member: 27780"><p><strong><u>Dragon Issue 338: December 2005</u></strong></p><p></p><p></p><p>part 5/7</p><p></p><p></p><p>Wormfood eases up to third gear at last, as we reach the middle of the adventure path. While previous instalments have been deliberately generic, this is very specific to their current adventure indeed. Say hello to the Wormhunter prestige class. Any normal sane person would avoid letting a Kyuss worm get anywhere near them. But there's always a few insane cultists who figure out how to draw power from them. And unlike many vile prestige classes, this is one the good guys can theoretically learn as well, dabbling in the dark side for greater power to fight their foes with. That's the idea anyway. In practice it all falls down a bit because the powers gained are no better than a normal class, and quite a bit worse for spellcasters, plus you have the various prices to health and sanity to contend with subtracting from your overall competence. Once you crunch the math, adopting this will make you suboptimal from nearly any entry point. A fun read, and I'd have no objection to giving it to NPC's as a DM, but there's no way I'd choose this for my primary character as a player. Just not practical at all. </p><p></p><p></p><p>Spellcraft: Having just had a spell weaver ecology, we also get to see some of their unique spells, along with the incomprehensible methods used to record them. 3 books of 4 pentagonal pages, that only make sense when assembled into a d12 in the right configuration? Not sure if that's brilliant, or just weirdness for weirdnesses sake. Either way, it works quite effectively in making this seem alien, and ties in nicely with the previous article, despite them being by different writers. Kudos to the editors too for catching this one. </p><p></p><p>Anamensis is another means of tapping into unknown lore, this time with sanity threatening alien undertones. The usual disclaimers apply. </p><p></p><p>Cynosure makes your dimension hopping way more accurate. Since some of them have substantial percentages of killing you underground and the like, this will help the paranoid spellcaster stay alive through the centuries. </p><p></p><p>Modulate allows you to do amazing things with wands, tapping their energy to cast completely different spells. That's spellweavers all over for you. Who else would be able to pull off tricks that radical. Maybe a few elder dragons, but they wouldn't share this stuff. </p><p></p><p>Siphon is another metamagic one, stealing energy to kick butt in unexpected ways. Exactly the kind of thing wizards fight over, since they aren't coming up with stuff this radical. </p><p></p><p>Spell Star is a somewhat wonky bit of counterspelling that does seem appropriate, but isn't nearly as useful. Unlike earlier spells, this is a bit of a white elephant, given it's specificity and prep time. Even spell weavers are hardly perfect. They have issues too.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6199798, member: 27780"] [B][U]Dragon Issue 338: December 2005[/U][/B] part 5/7 Wormfood eases up to third gear at last, as we reach the middle of the adventure path. While previous instalments have been deliberately generic, this is very specific to their current adventure indeed. Say hello to the Wormhunter prestige class. Any normal sane person would avoid letting a Kyuss worm get anywhere near them. But there's always a few insane cultists who figure out how to draw power from them. And unlike many vile prestige classes, this is one the good guys can theoretically learn as well, dabbling in the dark side for greater power to fight their foes with. That's the idea anyway. In practice it all falls down a bit because the powers gained are no better than a normal class, and quite a bit worse for spellcasters, plus you have the various prices to health and sanity to contend with subtracting from your overall competence. Once you crunch the math, adopting this will make you suboptimal from nearly any entry point. A fun read, and I'd have no objection to giving it to NPC's as a DM, but there's no way I'd choose this for my primary character as a player. Just not practical at all. Spellcraft: Having just had a spell weaver ecology, we also get to see some of their unique spells, along with the incomprehensible methods used to record them. 3 books of 4 pentagonal pages, that only make sense when assembled into a d12 in the right configuration? Not sure if that's brilliant, or just weirdness for weirdnesses sake. Either way, it works quite effectively in making this seem alien, and ties in nicely with the previous article, despite them being by different writers. Kudos to the editors too for catching this one. Anamensis is another means of tapping into unknown lore, this time with sanity threatening alien undertones. The usual disclaimers apply. Cynosure makes your dimension hopping way more accurate. Since some of them have substantial percentages of killing you underground and the like, this will help the paranoid spellcaster stay alive through the centuries. Modulate allows you to do amazing things with wands, tapping their energy to cast completely different spells. That's spellweavers all over for you. Who else would be able to pull off tricks that radical. Maybe a few elder dragons, but they wouldn't share this stuff. Siphon is another metamagic one, stealing energy to kick butt in unexpected ways. Exactly the kind of thing wizards fight over, since they aren't coming up with stuff this radical. Spell Star is a somewhat wonky bit of counterspelling that does seem appropriate, but isn't nearly as useful. Unlike earlier spells, this is a bit of a white elephant, given it's specificity and prep time. Even spell weavers are hardly perfect. They have issues too. [/QUOTE]
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