I love this cover. |
This spell is a good selection, but a gamble as well. You are gambling that something in the near future will be relying on metal. It is a reasonably safe bet, but many monsters rely completely on natural weapons and will immune to these effects. Creatures that do rely on metal are going to be up a creek without a paddle. They will have to make the choice to disarm and/or remove their armor, or just eat the effects. Unless they make the saving throw, they will lose access up to several appendages and possibly be knocked out by the spell. Either case is a boon for the party.
The next spell is coming from the 2nd half of the book, the Illusionist spells. For this, I chose one of the unique spells from the book, Shadowcast. This is a 5th level spell, adapted from 2nd Edition AD&D, that is used to gather information. It does not have all the flash/bang of the direct damage spells, but it should not be over looked. The premise of the spell is that you go into a dark room that was recently occupied by someone you want to gather information. The Illusionist lights a candle and the shadows that form on the walls show a recreation of the events 6 +1 per level turns in the past. The events create a shadow play in real time and the party can try to piece out any information they need. The basic spell does not come with sound, but if the Illusionist creates a special candle made with a large monster's earwax and gold leaf runes (200 GP), the images will have sound as well.
What do you think of the new spells? Are you excited to see more from the two expansion books? Make sure to comment below on things you would like to see, follow the blog for the next four parts, and share with other interested parties. Did you miss Part 1?
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I'm looking forward to this but I've never cared for the Illusionist class (in any edition). It seems to me that their spells should just be rolled into the Magic-User's list.
ReplyDeleteThey are pretty unique in this expansion. The spells don't overlap all that much.
ReplyDelete