Showing posts with label priest spells. Show all posts
Showing posts with label priest spells. Show all posts

2121 Tome of Magic review



The Tome of Magic, I just want to say that I don’t really care for this book, but I will try my best to give it a fair review. There are those out there that love this book, and those out there that hate it . . . I am neither. I have no feelings about this book at all. I bought it years ago and on the rare occasion that I pick it off of the shelf, I usually set it back down without finding anything of any value what so ever. I want to say that in all of the years that I’ve owned it, I have only found one single instance where I used it, which was last month; that is many many years of gaming, friends. I don’t know, maybe I’ve used it before and promptly forgot about it, the Tome of Magic is that kind of book.

It was released in June of 1991, and is the cumulative effort of David Cook, Nigel Findley, Anthony Herring, Christopher Kubasik, Carl Sargent, and Rick Swan. It also features some nice art. I always thought that it was strange for this book to be hardbound, the material found within it isn’t stuff that you are really going to use all the time, it came about because Dave Cook thought that there was some holes in the 2e spell list, which is really kind of crazy, 2nd Edition has some severe bulk issues when it comes to spells, there are lots of them in the Player’s Handbook which people complain about because many think of them as throw aways.

CHAPTER I: How to Use Tome of Magic

In case you don’t know how to use a book, then this section is for you! Just kidding. This section is very dated, it was written when this information was brand new and they thought that people wanted to logically explain why clerics suddenly get new spells that they didn’t have before, which isn’t relevant anymore. One of the things that it does offer is adding the Wild Mage to your core rules. Personally, I’ve never really done this. I’m not opposed to it, it just isn’t anything that has really come up in my campaign. Looking at them, they look like a DM’s nightmare, I always found NPC wizards difficult already and I honestly don’t want to deal with even more book work, maybe it just looks harder than it really is. These rules and alternative tables look more interesting and more advanced than the version introduced to us in Forgotten Realms Adventures.*

The Tome also does some modifying to the cleric’s spells and how they function, specifically in regards to cooperation, which is very welcome into the game.

CHAPTER II: Wizard’s Spells

None of these spells are all that exciting, but they weren’t supposed to be. They aren’t spells that are all that useful, or different from the core spells found in the PHB, except if you specifically write for them, but there are two camps: Those that want lots of spells, and those that think that there are just way to many, admittedly I think that there are way to many, but at least with wizards, there are limits on how many spells that a character can have, while you want to make sure that the mage has a good balance, it is nice to have lots of spells to choose from to fill in their lists, but how much is too much? I suppose that that is a personal question that everybody has to ask themselves. What really irritates me about the mage is that at 9th level they can create their own spells, which is difficult when there are so many spells already out there, however I know that I am nitpicking. When you are playing a wizard you tend to notice the holes present in the system more than the Dungeon Master does.


CHAPTER III: Priest Spells

This could had been a mess, but thankfully this book added new Spheres, for the most part, over just adding spells to the existing ones. Clerics are hard to play! Especially when magic is required, and this book tends to make it even more difficult, instead of speed reading one book looking for ideas for something that you can do, now you have two books to go through.

Another big problem with this section is that the new spheres aren’t in The Complete Priest’s Handbook, as the Tome was written afterwards. As a cleric, I generally ignore this thing unless I’ve got a huge problem. The way that I have found to get around it is through scrolls.

The Tome does offer a concept which they call “Quest Spells” that are pretty interesting. These are very powerful spells for both PCs and NPCs which can add story elements that you can’t normally achieve without ignoring things. I guess to me it is an attractive concept, and it is fairly well written so that it doesn’t break everything around it. By making sacrifices you can introduce some awesome concepts to your games which can take some interesting directions.

While I do have mixed feelings about adding this book as core to the 2e system, I always end up doing it simply because these spells have been play-tested, now I’m not afraid to write my own, but that can take a lot of book work to figure out something that at the end of the day really doesn’t matter. It is just easier to look through the handbooks for spells, and when it comes down to writing one, it is nice to have lots of examples to look at so that you can categorize it properly. What this books spells do do is offer nice and tight mechanics, which I might not be able to achieve on my own.

CHAPTER IV: Magical Items

I never use this chapter, I think that the DMG wastes too much space with detailing these things, and then you’ve got this book which adds even more. As a new user, I liked reading sections like these, but as a well-seasoned DM I find them absolutely worthless. I almost always create my own magical items for the game, I am stingy when it comes to them and when I put one into play there is usually a reason.

APPENDIX I-III

These are nice, they collect all of the core spells and categorize them; there is one for wizards and one for priests, and then an index which cross-references with the PHB. Now I prefer playing with the old PHB, and I use the first printing of the Tome of Magic as well, thus this index is accurate, but if you use the black PHB, unless you have the appropriate version of the Tome, these page numbers won’t be right.

SUMMARY

This is a popular book, there is no denying that. It saw many reprints and even reappeared for 3e. It does offer options, but I wish that it would had offered more than it does. I remember when I first bought this book I had some expectations and once I got it home and read it, I didn’t feel that those expectations were met.  I just don’t have much use for this book. I would had liked to see the clerical magic system reworked, but that never happened until Wizards of the Coast took over. I probably should use this product more than I do, and I would if I  played more magical settings than I typically run. It would make the NPCs that I create different, but honestly, this has never been a noticeable problem for me, but that is due to my personal style.

The physical specs of this book are incredible. Because I used to be a mobile DM, this book was almost always on the bottom of the bag and took a lot of punishment, which it handled like a champ. It is weird that it was hardbound, it boosted the price up, but because it was hardbound I think that more people bought it than normally would had. Typically the hardbound handbooks are awesome, which personally I don’t feel to be the case here. You can play the game for the rest of your life and never once need this book. It isn’t even a very good luxury item. At the time I originally bought it, I felt ripped off and gave it a D-, but as it has sat on my shelf for many years now, and I do pick it up from time to time, I can see how this book can spark some creative slumps, and give a campaign a little bit more color than it normally might, so I’ll improve this rating to a very shaky C+. This book was written for a specific market, and I do not fit this market, so admittedly, I’m just a bad judge of this thing because I have little use for what it offers.

Cost wise, you’ve got to be careful with this one, like I said before, if this book doesn’t match up with your Players Handbook then you won’t be able to use the index, which is one of its best features. Don’t trust pictures, if you use the black PHB you’ll need to buy the ToM printed after 1995, and likewise, any ToM published after 95 won’t match the handbooks printed before it. PDFs are probably better here, but honestly, this book really isn’t even needed to play the game so you can skip it unless you find some cool deal where you can get away with spending 5-10 dollars on the hardcopy while perusing your favorite used book store.  

*EDIT: The Tome of Magic introduces the Wild Mage as a playable character, the concept of Wild Magic was introduced in Forgotten Realms Adventures

Communing With Trees? YES!


I have played almost all classes, except for one. The Druid has always just been too confined for any group that I’ve ever played under, else the party needed something besides another cleric that don’t go into cities. True Neutral is also a really tough alignment to play, but I think that the real reason why most folks never play them is because DM’s have it in their heads that they can’t DM specialty settings. Of all specialty settings, be it underwater or in the air, the easiest to work would be a massive forest adventure which deals completely in rural environments and primordial forests or other outdoor settings, far far away from any civilized city or town.

Rangers and Druids are difficult characters to play, because they are so rural, and I would like to add a spell for your consideration which might aid you in designing a completely woodland adventure. Of course the biggest problem is lack of contact or information. In the city, you are surrounded with NPC’s who can slip or sell little tidbits to the party, but in a rural setting, one has to prove oneself to all of the inhabitants. Wood elves are not known to be very forgiving when their territory is breached, and it will take some time before they allow you to be there . . . though if you get to close to their villages, they are highly likely to kill you if you don’t take the hint to change course.

Other forest creatures are probably no help, however if you add the proper spell to a cleric or ranger, you can have tons of opportunities to allow the party to learn a bit of gossip from a source that maybe you haven’t thought about before, THE TREES!

The Complete Ranger’s Handbook contains a spell called Chatterbark, which is a 3rd level cleric spells aligned with the sphere of Plants. It says that the spell animates the tree so that it is allowed to talk, this allows the caster to ask the tree a simple question of it, and it will give a simple answer and revert back to normal.

For some, this spell might work, however I want a first level spell, and something less flashy. A spell that is fast to use, and more of a divination spell then a plant spell.

Commune With Trees
SPHERE: Plants, divination
RANGE: Touch
COMPONENTS: V
DURATION: 1 round/level
CASTING TIME: 2 rounds
AREA OF EFFECT: One tree
SAVING THROW: None


A variation of the 4th-level priest spell, speak with plants, this spell allows the caster to form a temporary psychic bond with the tree. The caster must touch the tree with his bare hand, and meditate upon the tree for at least 2 rounds before mental contact is made. Once contact is made, the caster must stay focused on the tree, and nothing else. If contact is broken suddenly, then contact is lost. This spell allows the caster to have a mental conversation with the tree for as long as he can maintain his focus, or 1 round/minute per caster level. The tree is a complex thinker, and may show the caster images which will require an INT check, or a WIS check depending on the information requested of the tree. Only the caster can see this information, or hear the trees thoughts in his head. The caster must ask questions mentally, each question requiring a wisdom check, to insure that he has the proper wording to convey his wishes.


Now this is all good and dandy, and nothing to fancy. It will probably require more player-testing on your part, as this is just a sketch really. What I really wanted to submit to you is a handy little chart which I got out of a book written by Donglas Monroe titled, “The 21 Lessons of Merlyn: A Study in Druid Magic & Lore”.

In this book, it contains a tree personality chart, which I will share, in part, with you. If you wish to learn more about Druid Magic as it was practiced by the Welsh, Donglas’s book is definitely a must read!

TREE – RANK – PERSONALITY / OPPOSITES

Oak – Chieftain – FATHERLY / dominating
Alder – Chieftain – AMBITIOUS / impulsive
Hawthorn – Peasant – PASSIONATE / ruthless
Holly – Shrub – DETERMINED / insensitive
Furze – Bramble – PROSPEROUS / vane
Birch – Chieftain – HAPPY / immature
Ash – Peasant – CHARMING / egocentric
Rowes – Shrub – SPIRITUAL / fanatical
Reed – Bramble – ADAPTABLE /indecisive
Heather – Bramble – CAREFREE / superficial
Apple – Chieftain – MOTHERLY / weak-willed
Willow – Chieftain – WISE / bitter
Aspen – Peasant – CAREING / insecure
Hazel – Shrub – GENEROUS / deceptive
Vine – Bramble – SYMPATHETIC / dependant
Pine – Peasant – OUTGOING / introverted
Yew – Peasant – ENDURING / sanguine
Blackthorn – Shrub – HONEST / deceptive
Elder – Shrub – INTELLIGENT / unfortunate
Ivy – Bramble – AMBITIOUS / lazy

You can use this list to quickly put a personality to the plants which you animate, even if you don’t use the spell. The uppercase words are the dominate trait, while the lowercased ones are what lies just underneath the surface. All trees should have the same personalities, they aren’t humans or people, they are creatures who sit and watch. They fight with one another in ways that we cannot perceive, and in many ways, they are beings all to themselves.

Chieftains are royalty, Peasants serve the royal trees, and shrubs and bramble are the common type, with shrubs being a higher class then the bramble. They see all men as children, and less intelligent then themselves. They will cut deals, they will say stuff just to get rid of us, or take pleasure in sending men on wild goose chases for the fun of it, but they won’t purposely try to hurt us. Life to them is more valuable then we will ever know. We are a short lived race who they just don’t understand.

How you chose to fit fantasy plants into this list is up to you. How do they feel towards Trents? They can be just as violent and as hurtful as man! What kind of personalities do the fantasy trees of Greyhawk possess? This is far from complete, but it can add some color into an area which before didn’t have any, so I hope that you can take out of it what you will.

Guide To Scrolls

We’ve talked about potions, and now it is time for what most probably is the DM’s least favorite treasure to dish out. No, I’m not talking about flaming swords or Rings of Spell-Turning, no, I’m talking about the dreaded Scrolls! These things are a huge pain in the bottom. Now, I don’t know about you, but when I roll these things up then I pray and plead, and probably whine to the gods of the dice to just let it be a protection scroll, but it never fails. POOF! It comes up a wizard spell or some crap.

There is no easy way to do this. Scrolls are, by their own nature, an evil necessity. It is also kept brief to allow us better control over what spells that our wizards have access too.

Today we’ll be doing a whole bio of these time consuming things, both random and character created, so lets have some fun shall we!

SCROLLS, THE LOW-DOWN

According to the Player’s Handbook:

Scrolls: Scrolls are a convenience and luxury for spellcasters. By reading the incantation written on the pages, the priest or wizard can instantly cast that spell. He does not need to memorize it, have the material components handy, or do any of the things normal spellcasting requires. Experienced and powerful wizards normally spend their evenings preparing such scrolls for their own adventuring use.
Some scrolls are usable by all characters, granting special but temporary protections from various dangers—evil creatures, werewolves, powerful beings from other planes, etc. Other scrolls bear hideous or humorous curses, brought into effect at the mere reading of their titles. Unfortunately, the only way to know what a scroll contains is to silently scan its contents. For scrolls containing wizard spells, this requires the use of a read magic spell. Other scrolls can be read by all. This scan does not cast the spell written on the scroll, but it tells the character what is written there (and exposes him to the effects of curses). Once the scroll is read, it can be used at any time in the future by that character.


Again, nice and straight forward.

SCROLL RESEARCH

Scroll research is one of the most important benefits of the spell casters class. It is probably through scrolls found during an adventure which allows the wizard to find a new spell to add to his spell book, and it is also how the DM can introduce brand new priest spells into the campaign world.

Of course I am assuming that you know how magic works, but for a brief and sloppy rehash, Priests can pray for ANY spell within their spheres of influence, and Wizards can only memorize spells that they have written into their spell books.

With that said, once a Priest is aware of a spells existence, then he can pray to his god to grant it to him, requiring that he has access to that sphere, of course. This is more important to a wizard, however, because if he finds a new spell written on a scroll, he must make a decision: Should he cast the spell, or add it to his spell book?

The wizard must still research the spell, but it is at half the cost and takes half the time as normal, and he still has to roll to see if he can learn the spell. If he succeeds in learning it, then he can add it to his spell book, but either way the spell disappears from the scroll, its magic was spent because the mage had to analyze the effect. Unfortunately, this kind of research can not be completed just anywhere, and never during adventures. You have to have carefully controlled environments to master the effects and record your success and failures accurately.

SCROLL CAPACITIES

Scrolls can be no longer then 25 pages long, of course this is a misleading sentence, by pages I mean an equivalent because the scroll is just one piece of paper that is rolled up. Each spell requires an amount of space equal to the spells level, plus an additional 1d6-1 pages.

A scroll may not be completely filled, as it is sometimes preferred by some wizards to hide protective devices and traps which will trigger against those who may steal the scroll from them . . . now who would go and do a nasty thing like that?

CREATING YOUR OWN SCROLLS

Experienced players know what a time saver that this is, and any wizard of 9th level, or priest of 7th level can create them. A character cannot create a scroll to a spell that he doesn’t know, it must be in his spellbook, or previously granted to him by his god in the case of a cleric. Protection scrolls are a bit different then spell scrolls; in order to properly do it, the protective spell has to fall within the purview of the characters art, or current spell list. As long as the wizard knows the spell, he can start fabricating it, all he needs is a few tools of the trade, and you guessed it! They are expensive little buggers.

The Quill: A normal, run of the mill common pen will not do! We are talking about serious magical forces here, and manipulating them demands only the best. Quills can sometimes come from an animal that can cast the spell, such as the tail feathers of a cockatrice is used for transcribing the flesh to stone spell, tips of bone, wisps of hair, the nature of magic is mystery, and the more mysterious one makes it the better. A wizard who hand picks his own quill improves his chances of success by 5%.

The Paper: Again, the scroll must be capable of excepting the magic. Paper is a commodity in most D&D settings, it is worth more then gold! True paper works the best (+5%), hand woven parchment is also preferred, especially among adventuring mages (0% but it holds up a bit better under stress then paper). In a pinch, one can use Papyrus, however the papyrus plant itself tends to taint wizard spells (-5%) OPTIONAL RULE: Spells that effect plants or are earth based gain a 5% bonus when scribed on papyrus

The Ink:The last, and most important ingredient to writing scrolls is the Ink itself! This is where the DM can get creative, as things can be brewed into the ink. Few wizards trust store bought inks, unless the ink is from a reputable source and specifically designed for magical inscriptions. Many wizards demand to have specially made ink for each scroll, and the inks must compliment the spell, for it is in the ink itself that is hidden the components needed to charge the words once they are spoken.

Once all of the ingredients have been acquired, finally the spell caster can begin scribing the spell. The wizard must have their spell books at hand to guide their work, while priests must work on a specially constructed alter, the actual process takes 1 full day per spell level, this includes short naps and bites of food. If at anytime the spell caster gets interrupted while transcribing the scroll, it was all for naught, the entire project is ruined.

After the work has all been completed, the DM secretly checks for success. The base chance is 80%. This number is either increased or decreased by the numbers above for the materials used. The level of the spell is also taken into account, -1% per level is subtracted from the base, however the spell caster gains a +1% per his level. This number is checked with a percentile dice.

Example: Memnock, the 12th level mage(+12%) is making a scroll of 5th level (-5%). He’s using parchment (+0%) and the feather of a griffon which he plucked from the beast himself(+5%)! Giving Memnock a 92% chance of success.

Failure indicates that the spell will fail once it is cast, but the player won’t be aware of this. The scroll will also be cursed in some way, if remove curse is cast on it, the entire scroll will turn to dust. A single scroll can contain 1 to 6 spells, the number determined randomly by the DM. The player can never be certain of the amount of space required, even for the same spell on two different scrolls.

A failed attempt takes up all of the scroll, now naturally a scroll could have spells that worked correctly before the failed attempt, in cases like this, they are normal and only the failed spell will curse the user once it is read.

If you’re reading a scroll that you yourself have prepared then you don’t need to cast read magic to cast it.

SCROLLS AS TREASURE

To figure out the XP value of the scroll, add up all of the spell levels and multiply them by 100. Easy as pie! Of course the hard part is picking out which ones to give to the players.

The scroll itself is usually found in a cylinder or tube of some kind, made of anything that your devious mind can conceive: from Ivory to leather. To make them more of a mystery you can have magic runes or some other kind of writing that the wizard must cast a read magic or comprehend language to open it. If we are feeling particularly mean we can also trap the scroll with symbols, explosive runes, and curses.

Each scroll is written differently, so a wizard can find a hundred scrolls with the same spell and still not be able to identify it without first using read magic each and every time. Once that particular scroll has been deciphered, the mage or cleric can cast the spell at any time that he or she wishes.

It is worth noting that even a scroll map will appear to be unreadable until a the proper spell is used to decipher it (usually comprehend languages). Also, a cursed scroll doesn’t radiate any evil or betray its existence until the spell is read.

The only scroll which can be read by any character without the use of a read magic spell are protection spells, these are immediately apparent and should be identified immediately. Wizards can only use wizards spells, Priests can only use Cleric spells, Thieves, can of course, use both.

SPELL LEVELS

One of those bizarre things that many folks don’t know is that the level of the wizard who wrote the scroll is used to determine what level the spell is cast at, NOT the character casting the spell. Actually, if you think about it, this makes perfect sense! A mage created the scroll for himself, and he can set the casting level as he wishes, this changes the spells characteristics (range, duration, area of effect, etc.), typically, the casting level is set at least 1 level higher then that required to cast the spell, but never below 6th level of experience.

In other words, a 6th level wizard spell is written at 13th level of ability, and a 7th level spell is set to 15th level. This will allow DM’s to make scrolls more powerful by increasing the level at which they are written, but of course this will also effect the chances of the spell failing. Hee hee hee

MAGICAL SPELL FAILURE

A spell which is inscribed at a higher level then the caster has a chance of just fizzling out. There is a 5% chance of this happening per level difference. Thus, a 1st level character attempting to cast a wish inscribed at an 18th level of experience (18-1 = 17; 17 x 5% = 85%) has an 85% chance of failing.

Once a failure has been indicated, we roll again, just to see what happens. There is always a chance that the spell may not just fizzle out, but actually screw up! reversing the spell, or in some other way becoming harmful for the person casting it. Table 112 in the DMG dictates the results.

Caster Level Difference: Reverse or Harmful Effect indicated
1-3: 5%
4-6: 15%
7-9: 25%
10-12: 35%
13-15: 50%
16+: 70%


USING SCROLLS

When a scroll is copied into a spellbook, or read to release its magic, the writing completely and permanently disappears from the scroll, the paper itself wilts and/or is destroyed, a scroll of 4 spells becomes a scroll of 3 spells. No matter what a player tries, a spell on a scroll is only usable once. Of course, there are rumors out there that very powerful mages from ancient times have been able to create scrolls that can be read once per week, now THAT is some powerful magic there, and this could just be a rumor.

CASTING SCROLL EFFECTS

Reading a scroll effects your initiative, thus, one must state that they are going to read a scroll prior to his initiative. Protection scrolls always have the reading times listed in their explanation, thus if you come up with new protective scrolls, don’t forget this in your own descriptions.

A scroll requires only sufficient light to read by, and that the caster can speak normally and freely. Infravision may or may not be powerful enough to read a scroll by, I know in my games standard Infravision of 60’ isn’t capable of reading a scroll in the dark, but 120’ Infravision is.

If the caster is hit by an attack or stops reading for any reason, the spell will fizzle and be ruined, however no adverse effects will ever happen if these events.

PROTECTION SCROLL 101

Protection scrolls can be used together, their effects are cumulative, however the duration will always stay the same. It is also worth saying that these things can never be used as an offensive weapon, if the scroll is intended to ward a specific creature away, and the warded character corners the specific creature, giving him no where safe to flee, then the protective ward is considered to be broken and disappears. I think that every body tries that trick at least once, and it should always fail.

RANDOM SPELL LEVELS

A DM should always set the spell levels himself, however this isn’t always practical. Thankfully Table 90 in the DMG makes things pretty easy to determine randomly, but you’ll still need to pick and choose the appropriate spells by hand picking them from the PHB.

They say that you can randomly chose spells too, however, regardless of how much of a pain in the butt it is to hand pick them, we can better control our games if we insist upon it. Remember, a wizard can always chose to add this into his spellbook, even if he has to save it for months to do it, and if our wizard becomes to strong for our games, well, it is our fault for giving him the ammo to do it.

CURSED SCROLLS

We should be as mean as possible when constructing our curses. Naturally, a 1st level mage can really be destroyed by too mean of a spell, as he probably doesn’t have the funds required to have the curse removed, so these should be as annoying to the victim as possible without actually making it dangerous. Curses shouldn’t ever be pretty, maybe for low level wizards their eyes always glow giving reducing their CHARISMA score until they can afford to have it fixed. Maybe they become natural rain water starts to burn them, or anytime they touch gold it turns it into wood? For high level play, were a fellow character has access to remove curse, these can be dangerous as you can make them.

Of course, devising curses is an art. We have to be careful that we don’t accidentally give them another attack, or a special power such as making metal items that they touch instantly rust, or something along those lines. Players are crafty little buggers, they don’t need help in the gaining new powers department.

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