1001 SPELLS PFRPG PDF

The following is the culmination of A LOT of sweat both on the side of the author and on the side of your humble reviewer - Rite Publishing has released a total of spells over 10 pdfs and compiled them into one massive book. Today, I'll first give you the overview-review of the compilation and then provide ALL the reviews, if you want to read the details! This pdf is pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of advertisement and 1 page SRD, leaving a whopping pages of content! The compilation starts off with very extensive lists of the spells - the vast array of excellent spells provided so far by the series.

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The following is the culmination of A LOT of sweat both on the side of the author and on the side of your humble reviewer - Rite Publishing has released a total of spells over 10 pdfs and compiled them into one massive book.

Today, I'll first give you the overview-review of the compilation and then provide ALL the reviews, if you want to read the details! This pdf is pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of advertisement and 1 page SRD, leaving a whopping pages of content!

The compilation starts off with very extensive lists of the spells - the vast array of excellent spells provided so far by the series. I did reviews for all of them, so my individual scores were:. Editing and formatting are excellent, I didn't notice any significant amount of hick-ups - quite a feat for a book of this length.

The pdf comes with extensive bookmarks, which is a necessity for a book of this length. Content-wise, the vast majority of these spells rocks and the added APG-support and UM-support as well as the hero-lab support provided make sure that this vast tome retains its usefulness.

However, that's also where a part of my criticism falls: While spell-lists for the new classes are included, the entries of the individual spells don't feature this information i.

While I realize that including this information in the spell-lists would have been a tremendous amount of work, I would have loved to see it nevertheless, as it would have felt like it integrated the support for the new books instead of adding it via appendices.

The additional Hero-lab support, for everyone using the software, is awesome. By the way: If you have purchased all individual 10 spells pdfs, you can get this compilation for free by shooting an e-mail Rite Publishing - stellar support for the customers! So, how to rate this one? While the minor gripe I had is unfortunate, you still get more than spells for less than 20 bucks. Now if that is not an awesome bang-for-buck ratio, I don't know what is. Add to that the high individual scores the component pdfs garnered from me and I'll settle for a final verdict of 4.

This pdf is 24 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 19 pages for o-level spells. Let's dive in! Not sure whether this shouldn't be a CMD-check on the target's side, but oh well. I don't like this spell, especially not at this level.

It could possibly ruin too many good adventure set-ups and makes e. I think this spell is grossly overpowered, especially for level 0, and should be disallowed. Due to the HP- and whether someone is drained etc. I just don't like metagamey stuff like that. That is a bif bonus for level 0. Now that is just damn cool. Damage lingers at higher levels. Editing is top-notch, I didn't notice any typos. I was VERY curious about this file, as I considered 0-level spells, especially designing , a serious challenge.

While I didn't like some and hate Cleanse of Alcohol, I loved others and can say that this pdf is an EXCELLENT addition to any campaign - spellcasters at lower levels are often rather boring to play and this pdf seriously helps with this old problem. Thus my final verdicts for this installment of the series will be 5 stars. Well done! This pdf is 28 pages, 1 page front cover, 1 page editorial, 1page SRD and 2 pages of ads, leaving 23 pages for spells.

I've been using this spell in my home campaign for years and designed it just like the people at RiP did! Disguised creatures are exempt. While the disguise-clause is nice, I don't like metagamey spells.

Quite powerful for a 1st level spell. Paladinspell and as such limited and not op. Editing and formatting are top-notch, I didn't notice any typos. Before I go on any further, let me say that the 3. Combine that with a rather skeptical approach to even more spells and you'll get this review.

Most of the spells actually, as I'm happy to report, are not per se stronger than similar spells from the Core rules. Where the book truly shines, though, is with spells like "Torchbearer" and "Undetectable Poison", spells that make me think "Why hasn't anyone made them before?

Unfortunately there are also some spells like "True Shield" that are in my opinion not perfectly balanced. The above example has a duration that simply is too long. On the other hand, though, many spells scale with levels and thus stay useful beyond the first level. What's my final verdict, then? Due to my minor points of criticism, I won't rate this a perfect 5-stars but rather, I'll rate this 4 stars: Good buy for the low price, but there is still room for improvement.

This pdf is 30 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 26 pages for the spells and comes with a printer-friendly extra version, so let's take a closer look at the spells, shall we? After 4 pages of spell-lists, we are introduced to the new spells. The first spell that I really enjoyed is "Arboreal Archer" - you imbue a tree with limited intelligence and instruct it to e. On the mechanical side, we get curses that counter e. This paladin spell grants a bonus to the paladin by forcing a confrontation with an outsider and forcing it to reveal its true name.

While the spell is not bad in any way, I personally won't be able to use it due to the amount of mythology on true names I established. I just wanted to mention this in case you're like me - it won't detract from my final verdict.

The same holds true for "Force Club". On a rules-side, I think conjuring and undead-devouring yellow slime as per the "Necrophage"-spell should also be accessible to druids. On the other hand, there is a "Support beam"-spell my players will never leave home without - escaping from collapsing dungeons is just too cool.

Editing is top-notch, I didn't notice any glitches. However, I also felt that there are more spells that felt like filler than in other installments. While still being a great book, e. This pdf is 29 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 25 pages for the spells and comes with a printer-friendly extra version, so let's take a closer look at the spells!

Fireball and Lightning Bolt. Dispel Magic. And I haven't even delved into the curative magic. Subsequently, some of the most important and iconic spells can be found at this level and it's hard, very hard to design valid alternatives. Does this file succeed? I'll try to highlight some spells, both positive and negative, that caught my eye in order to give you a good overview of what to expect from this installment of the spells-series.

While only applicable to rare creatures, I think that no 3rd level spell should deal that much damage AND suppress the enemies primary means of recovery.

However, I also have a problem with this spell - it automatically counter dragon's breath which dispels it, but still. That means that a great wyrm breath can be negated by a 3rd level spell. Not going to happen in my campaign. In the "Chilling Mist"-spell, which is a cool idea, there seems to be a discrepancy between fluff and crunch, making it hard to use. If you use a gish-class, this spell might be gold, but DMs ought to take heed - in some encounters this can be very powerful.

A great way to annoy players of the Belkar-mindset. Sorry, I don't like this particular curse - I lacks the "insult TO injury"-component I look for in curses.

It feels a bit weak for 3rd level. I should probably note that fans of the often-neglected water magic get several nice spells that deal non-lethal damage and control the terrain. All in all, this one felt like the weakest installment of the series, my final verdict will be 3. This pdf is 32 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 27 pages for the spells.

So let's dive in! Subsequently, my players have not been too stoked about this level and thus, I'm hoping for this book to change that.

Let's take a look whether it succeeds and which spells catch my eye, positive and negative. Among the spells were several that caught my eye, and I'll endeavor to give you some of the cool concepts contained herein: "Borrow Limb" lets you temporarily use an additional severed limb - creepy, cool, I love it. For all the people who want their paladin to become martyrs and make their character's ultimate sacrifice meaningful, we get "Last Act", which gives you one last round, even when you're dead, and "True Sacrifice", which sacrifices your life to resurrect another one.

There were also some spells I didn't care too much for: "Boorishness" drops charisma of a foe to 1, essentially being a "save-or-suck"-spell for bards and sorcerors.

The damage is evenly divided between both. However, I'm not entirely sure, whether the target receives all the damage when there's no-one in vomiting range. Editing and formatting are top-notch, I didn't notice any mistakes. The pdf is extensively bookmarked and layout adheres to the two-column-RiP-standard. The quality of the crunch is top and I liked more spells than I didn't. In spite of my praise, though, e. Thus, I'll settle for a final verdict of 4 stars - a good book of spells that helps casters make 4th level spells just as exciting as 3rd ones.

This pdf is 32 pages long, 1page front cover, 1page editorial, 1 page SRD and 2 pages advertisements, leaving 27 pages for spells, so let's dive in! After 3 pages of spell-lists we get the spells. Instead of milling through all the spells, I'm going to tell you about the ones that grabbed my attention, positive or negative. Let's go! On the "cool-idea-side" we get "fell tree", which drops a tree on your opponents.

Hilarious and kinda cool!

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1001 Spells Inquistiors Spell Lists (PFRPG) Free Preview

From spells that are cast as move, swift, and immediate actions; to maw of the purple worm which lets you swallow your opponents whole; or just have your dragon tattoo bite him instead. Wholly compatible with the Pathfinder Roleplaying Game , It also includes spell lists for the new classes that appear in the Advanced Player's Guide and Ultimate Magic. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In. New Account or Log In.

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1001 Spells (PFRPG)

Glen Terry order Rite Publishing Presents:. Inquisitor Spell List. These spells on this list come from the spells series you can find them for purchase HERE. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

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1001 Spells (PFRPG) with free Hero Lab support!

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