Spells & Spellcraft Question

Nellisir

Hero
Actually, two questions. Is the binding on anyone else's copy a little stiff? I'm having the worst time getting this book to open evenly...

Anyways, the important question concerns Chaos magic and the chart on page 91. The whole chaos magic concept in this book is a little unclear to me, but it looks like you have one "chaos magic spell" that has six "manifestations", or ways to cast it, and those six manifestations have stats identical to regular D&D spells. It's kinda like a six in one deal. All good. The confusion comes with the chart. The chart has entries like "Spell 5, harmful mutation". What does this mean? Does it mean manifestation #5? What if the caster isn't casting manifestation #5? Does it just get logged for later? (casting a chaos spell always screws up -something-).

So. The chaos spell Serpents Journey has the following manifestations: dimension door, expeditious retreat, fly, phantom steed, shadow walk, teleport without error. What happens when I attempt to cast "fly" and get a result of "Spell 2, harmful mutation"? Does "expeditious retreat" go off instead?

Nell. Who might be starting to get it...
 

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I think that's exactly how it works. Basically you randomly get one of the six manifestations each time you cast.

You have to use the control points to get what you really want, though.

At any rate, Chaos Magic isn't for the timid. You have to be the kind of player who really gets off on unpredictability to enjoy it!

I was really impressed with this system, I think it is simple and yet its integration with d20 was quite elegant. I would have appreciated a little more detail on how to choose what 6 spells go into each chaos spell. There is potential for abuse on the part of the chaos mage if he chooses 6 spells that all work basically the same.

Same for the arcane nexus and shrines. Good concept, not enough governing crunchy bits. As far as I can tell the DM is the only one who can "create" these and at that point their location and effects are arbitrary.

My favorite part so far is cooperative casting, it's also quite simple and yet elegant in its integration.

The section on improving familiars worries me greatly. Seems far too powerful.

I just got the book a couple days ago and haven't curled up with it in any serious fashion yet, so I am not sure how much more useful material I will be able to mine from it. But I am sneaking back into bed to read it now!

Wulf
 

I really like the rituals. The Ranger one for switching your Favored Enemy for a few days is really something that class needs. THe magical sites are very interesting and I think a lot of fun can bge had with them. Seems like the perfect place to have some highly unusault ebncounters.

I haven't read on improving familiars, yet. I do like the additional familiars though. And my binding is not that great either. Otherwise I think this is there best book to date.
 

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