![]() ![]() ![]() However, not all of the spells herein are as innovative: Dwarven Stone Plating grants a ship MASSIVE DR and can be considered a kind of superior stone-skin for the whole vessel and unfortunately comes with a minor glitch, a misplaced "/" - I would have loved the spell to somewhat impede maneuverability of the ship it is cast on. And vessel-grapples via kelp are a great idea as well, at least in my book. ![]() Two spells influencing the water, either making it more stormy or calming it are interesting choices as well. Indeed, it is in the vessel-focused spells that the pdf truly shines: From the ability to conjure up Sargasso-seas and barnacle growth to impede vessel-movement, make the floor of a ship shiver and influence the crew by temporarily giving them sea-legs or temporarily regressing them to being landlubbers, we are given a neat gamut of magical options. While Alluria Publishing's "Cerulean Seas"-setting somewhat addresses these, Pirate Spells herein are more centered on shorter sojourns and vessels. The 24 new spells (including 2 mass versions) herein are interesting in that they might be changing how you view (under-)water adventuring: A major problem for low-level aquatic adventuring is the fact that the environment restricts players and the necessity for magic support to function properly. After that, we are introduced to a tightly-focused roster of spells, which, surprise, center on pirates and privateering. The pdf starts with spell-lists by class and includes antipaladins and the magus as well as the full APG-roster. This pdf is 10 pages long, 1 page front cover, 1 page editorial/SRD, 1 page back cover and 1 page advertisement, leaving 6 pages of content, so let's check out these spells! ![]()
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