SPELLS & SPELLCRAFT: The Greatest d20 Rulebook? YES!!!

Kaptain_Kantrip

First Post
Go buy FFG's SPELLS & SPELLCRAFT! It should have been labeled "Core Rulebook" because it's 176 hardcover pages jam-packed with crunchy goodness and deserves to be part of any "core" D&D 3e collection!
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EXAMPLES OF CRUNCHY BITS:
YES! Variant sorcerers, bards and clerics that don't upset or upstage existing core versions but can coexist alongside them,

YES! Variant familiars plus how to improve existing ones,

YES! Variant construct and golem creation rules made simple,

YES! Variant magical and mundane library and laboratory construction rules (how much do rare books cost and how long to find!)--having an awesome library gives you bonuses to Knowledge and Spellcraft checks,

YES! Spirit shamans and ancestor worship, plus clerics who revere an entire pantheon and derive power from all its gods, as well as more personal interaction with your deity-- the benefits of belonging to a lesser "deity's" cult (and basically how anything can become a god if enough people believe in it!), variant religions and doctrines and how gods view their worshippers,

YES! Arcane and divine place magic (nexuses, shrines, etc),

YES! New magic items,

YES! New familiars and magic items you can put XP into to "power up",

YES! 100 new spells for all spellcasting classes,

YES! Alchemy expanded and new alchemecial items,

YES! New metamagic and item creation feats, more!
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This is the best third party book on magic yet, easily trouncing S&S's RELICS & RITUALS--it is so much more than just another list of new spells--it expands the horizons of any spellcasting character and any campaign that uses magic in ANY way, shape or form. Easily the best non-core d20 rules book I've bought yet!

Run, don't walk, and buy SPELLS & SPELLCRAFT NOW!!!
 
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And yes, I actually have read the whole thing cover to cover before posting this time, LOL. :D

No, I don't work for FFG, Regdar! I just know what I like when I see it! And I really LIKE this book. I only heap praise on the things that blow me away, like AEG's Spycraft (best d20 game ever!)... the rest of the time, I just bitch. :D
 
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They go just far enough not to mess anything up, LOL. Minimal tweak with maximum effect! :)

You can change the bard's focus from music to dance to juggling to storytelling, each variant gives something and takes something away from the standard abilities, kind of like the Character Concepts from Mongoose's Quintessential books. If you want to be a variant, you must decide at 1st level or whenever you multiclass into a bard.

Sorcerers are handled similarly, with various "tainted" bloodlines (dragon, giants, fiend, fey...) all giving new powers while taking some standard abilities away or weakening them.

Includes new feats for bards and sorcerers, such as Compose Song of Power (item creation) or Sorcerous Quicken (metamagic).

My D&D game is ready to start, so I'll answer any more questions later! :)
 

I see how you ar epost and run!! :D

Since I'm playing a Bard I want to hear more about the Bard stuff.

Actually, do they have new spells for Rangers and Paladins?

"the benefits of belonging to a lesser "deity's" cult (and basically how anything can become a god if enough people believe in it!)"

Perhaps this will help you except Carl from Bluffside!!:D
 

Matafuego said:
It sound's pretty good specially the "lesser deities" thingy

Yes, that section is cool. There is a chart that shows the deity's CR, the highest level cleric (disciple) he can have, and the number of worshippers needed to advance or lower in its divine status (and therefore power/depower its disciples). Basically, anything with a CR 5 or better can be worshipped (mostly outsiders like demons or devas, but anything goes, like a mountain or river or something). I don't see why this can't be applied to player characters (or NPCs such as the god-kings in FR or sorcerer-kings of Dark Sun).

The god has a limited sphere of influence (10 miles per point of CR). Its disciples can invoke it for aid, which may take the shape of a cure minor wounds to a heal to actual direct divine intervention, where the god shows up and kicks ass for you... the only problem is, the god can be killed, and you lose your cleric powers if it dies! EEK!!! Interesting stuff. :)
 

Crothian said:
I see how you ar epost and run!! :D

Since I'm playing a Bard I want to hear more about the Bard stuff.

Actually, do they have new spells for Rangers and Paladins?

"the benefits of belonging to a lesser "deity's" cult (and basically how anything can become a god if enough people believe in it!)"

Perhaps this will help you except Carl from Bluffside!!:D

Okay, you got me there on Carl, LOL. I just hate the name more than anything...

There are new bard and ranger spells, yes.

Deities described above.

Now I gotta run!
 

I'll try to answer a few questions since I also picked up Spells and Spellcraft, although I haven't read very far into it since I also picked up Deities and Demigods and the latest Dungeon, and since I couldn't decide which to read first, I'm being inefficient and reading all three at the same time.:D

Bard spells: 40 spells
Paladin: 2nd level Aura of Light
3rd level Sword of Justice
4th level Halo of Vengeance
Ranger gets 5 new 1st level spells, 3 2nd level, 1 each 3rd and 4th.
 

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