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SPELLS & SPELLCRAFT: The Greatest d20 Rulebook? YES!!!
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 152977" data-attributes="member: 546"><p>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!</p><p>_________________________</p><p></p><p>EXAMPLES OF CRUNCHY BITS:</p><p>YES! Variant sorcerers, bards and clerics that don't upset or upstage existing core versions but can coexist alongside them, </p><p></p><p>YES! Variant familiars plus how to improve existing ones, </p><p></p><p>YES! Variant construct and golem creation rules made simple, </p><p></p><p>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, </p><p></p><p>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, </p><p></p><p>YES! Arcane and divine place magic (nexuses, shrines, etc), </p><p></p><p>YES! New magic items, </p><p></p><p>YES! New familiars and magic items you can put XP into to "power up", </p><p></p><p>YES! 100 new spells for all spellcasting classes, </p><p></p><p>YES! Alchemy expanded and new alchemecial items, </p><p></p><p>YES! New metamagic and item creation feats, more!</p><p>____________________</p><p></p><p>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!</p><p></p><p>Run, don't walk, and buy SPELLS & SPELLCRAFT NOW!!!</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 152977, member: 546"] 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! _________________________ 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! ____________________ 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!!! [/QUOTE]
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