101 Swamp Spells (PFRPG) PDF

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Don’t Explore Swamps Unprepared!

101 Swamp Spells enhances the range of spellcasting options for players and gives GMs exciting new ways to challenge the marsh-exploring adventurers in their campaigns.

Want to really take advantage of those slow-rolling banks of fog on the edges of the swamp? Any interest in changing what natural toxins do? Want more ways to enjoy creatures from will-o-wisps and stirges to oozes and jellies?

Entirely compatible with the Pathfinder Roleplaying Game, 101 Swamp Spells is brought to you by the same folks that brought you 1001 Spells, and expands the spell lists of casters in the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Advanced Player's Guide and Pathfinder Roleplaying Game Ultimate Magic.

Author: Dave Paul
Cover Artist: Vincent Lefevre
Pages: 39

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Oh cruel swamp, spare me!

5/5

In 101 Swamp Spells we start off with great art and get into truly ingenious great spells. The font is an excellent choice and the design is solid. After readings this I know my players are not going to trust swamps or swamp spellcasters in the future.

This is about adding spells and that is what it does. I want to mention six of my favourites so you get a sense of what is inside. First, Awaken Algae, to kill foes with an algoid that is immune to electricity and fire and has mind blast. Wonderful. I’ll take seven.

Secondly, blinding mist. An offensive spell that hides that the targets have even been blinded while they are in the bog. Nice low level group-blinding spell.

Thirdly, boiling fog. Now that’s just cruel. If you can keep them... bogged down inside the mist the damage becomes amazing.

Fourth, daemonic spit. Warps your head, grants you abilities like poison immunity and you gain a sleep-inducing spit. How horrifying.

Fifth, decay weapons. No saving throw, medium range -2 to hit and damage for weapons. A very useful spell to hinder a foe before they engage, or a spellcaster could launch this at the party before they fight a challenging boss or group of foes.

Sixth, grippli guise. Turn temporarily into a grippli to gain many benefits. The picture is rather cute.

There are many more, and I would like to talk about them all day, but I suggest you buy the book to check out these excellent new spells. Really complements the 101 forest spells if you want the wilds to be truly wild and dangerous for pcs.

P.S: I wish I had this when I ran my Sargavan game.


An Endzeitgeist.com review

5/5

This installment of Rite Publishing's classic 101-series clocks in at a massive 44 ages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with 39 pages of content, so let's take a look, shall we?

Unlike most spells, these are tied to the very environment - a rules-decision I like. After all, fiction brims with monsters and casters drawing strength from their domain (and yes, that happens to be one of the rules-concepts I pretty much love in D&D 5th edition), so seeing spells like this added makes for a good thing in my book. The pdf sports the swamp patron-spell list and spell-lists for ALL casting classes. So, essentially - these spells are potent, but when executed in a swamp (a term defined e.g. by virtue of ranger's favored terrain et al., rendering the concept not alien to PFRPG's rules and thus safe from my nitpickery), their potency increases beyond the otherwise existing combo-potential.

Okay, I can babble on for all eternity, but you're interested in what I actually mean by that, aren't you? well, let's take a look at Acid and Poison, an 8th level spell that lets you target an object or point in space - said object thereafter becomes the origin of an emanation that transforms environmental liquids into acid that also poisons targets. Now if you're familiar with making spells, this will render ALL alarm-bells a-ringin': First, we have a complex area of effect, since it does provide the option for movement of the emanation origin. Well, the wording covers that. Secondly, the save-sequence versus acid/poison is less linear than one would expect. Once again, the pdf manages to handle that. Thirdly, the spell relies on environmental liquids - a term that is open to wide interpretation...until the concise, well-written definition gets rid of all ambiguity. Additional swamp effect? Ruin and affect magical and attended liquids on a successful caster-level check. And there I was looking forward to tearing the spell apart...

Kidding aside, this is pretty impressive, since it takes just about all variables of a spell and does something unique and interesting with them, elevating this spell far above the default "yet another damage-spells" crops. This spell also renders one sample of the aforementioned terrain-based enhancements these spells receive. Other spells utilize a slight escalation of the potency of their effects, while others are indeed, completely dependent on the terrain - flying through foggy air saturated with high degrees of ambient moisture only works for as far as there's enough of that around - upon leaving such a swampy area, it's literally all downhill for the airswim spell - love btw. the imagery the name alone evokes. This, however, is NOT where this pdf is content to stop - Kin of the Moor deserves, nay, needs to acknowledged for its interesting mechanics. A ritual in anything but name, it requires the recipients to provide hair as a fetish for a specific bonding to a vast area. Now the most intriguing part of this base spell would be that the text actually renders a highly complex mechanic for area of effect extension possible, allowing for the slow, but gradual extension of one's domain. All creatures thus bound not only see a significant increase in potency (and yes, this increases proper wording that manages to capture numerical escalation beyond the bonds of usual level-caps) while in their chosen terrain, they also can be returned from the dead much easier.This is NOT where the spell's appeal ends, though.

Let me confess something. I'm pretty much bored with many types of vanilla spellcasting. I've simply read too many default deal xyz/conjure forth bla-spells to be impressed by them anymore. I shrug, move on and hope for some glimmer of the new. Now, aforementioned spell serves as the basis for other spells, allowing you to teleport established kin to your side via another spell. This may sound pretty bland, but one look at the level and the entwined mechanic unveils this as a) actually pretty innovative and b) interesting also regarding the inherent logic of conflict-resolution in a magical world. I am dead serious when I'm saying that a couple of brief reflections made me come up with pretty interesting stalemate situations and adventure-seeds. And these days, not too many spells or themes evoke that from me.

Speaking of interesting synergy and terrain control - if you read a spell-title like chill fog, you pretty much expect a bland numerical damage, perhaps some obscuring mist/fog cloud-duplicate, but, at least I, did NOT expect the supercooled fog to quickly escalate its damage potential, potentially even duplicating full-blown the effects of encase in ice. More straight-forward, yes, but even if you refrain from utilizing this spell in its regular way, the base mechanics can make one glorious hazard - just think about it: The PCs open portal X, crash cooling tube of super-golem Y and suddenly, they have to flee the dungeon from the spreading, deadly cold - and taking too long to clear the doors and debris will see them slowly freeze, the escalation providing ample hints at the unpleasant fate to come. Yes, I may like this a bit - why? Because it COULD be bland. It could be boring. It could be reductive and simple. It's nothing of these, instead electing to be evocative, uncommon and inspiring.

Now the terrain-control spells via control fog and e.g. control bog remain in no way behind these interesting options in the rather versatile and interesting benefits they put at the behest of their casters. Yes, not all spells reach this level of coolness (pardon the pun) - summoning nightmares 8and later, cauchemars) would be thematically fitting, but also pretty bland. However, what about the protection from swamps-spell? It sounds like everything I HATE about environmental spells - I mean, what good is a cool locale if the PCs can easily negate all effects? Well, this one instead makes hiding in swamps easier as well as providing bonuses versus poisons and diseases. Bonuses, not immunities, mind you. While a humble spell, it once again could have run afoul of quite a few bad design-choices and instead opted for a story-enabler: It doesn't negate the threats of swamps, it tips the scales in the PC's favor. And it's better hiding component can be used by a good Dm to send an experienced group into swamps beyond their capacity. "Yeah, you only have to save the townsfolk from the swamp's inbred cannibal - be sure to not run into the black dragon while crossing his terrain..."

Hey, remember those nifty shock lizards? Those cute buggers with the arcing electricity that got TPK-level nasty in groups? Well, what about spells that make you and your allies shockingly good team-members, providing essentially a teamwork-spell? Yeah, neat! There would also be a spell that is very powerful called Spirit Naga Soul. This allows the caster to cast cleric spells of 3rd level or lower at the cost of a reduction of 6th level spells...and very exotic material components. Now this spell could be considered very powerful and indeed, thankfully, the pdf acknowledges this. So what it does to balance this is the requirement for nasty and costly material components. Is this spell for every group? No. But instead of leaving the DM in the dark about its potency, it instead finds a way to balance this and thus puts control firmly in DM hands. What about a spell that lodges a stirge-proboscis in the target, draining blood and potentially attracting living stirges in swamps...Yeah, these spells take quite a lot work off the hands of a DM seeking to portray a concise environments - where usually, one would have to remember the like or create synergy-effects on the fly, these spells increase the immersion by helping the DM with generating the illusion of a concise terrain and spell/world-interaction. Yes, the spells may at times be variants of already existing options - but they are NOT boring. They are not bland. They are superior, more concise and creative iterations. They are, essentially, closer to my own ideal of how magic ought to be.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a greenish variant of Rite Publishing's two-column full-color standard. Artwork ranges from mind-boggling original to thematically-fitting stock-art and the pdf comes fully bookmarked with nested bookmarks for your convenience.

I did not expect to like this book one bit. It has ALL the strikes going against it. Yet another spell-book? Yawn. First time author? Urgh. Terrain-centric spell-book? Noes. I mean, think about 3.X terrain-books - cool hazards, cool effects, challenging ideas - and a bunch of classes and spells to negate all of that coolness. Not fun. Plus, I've read more than 4K spells for Pathfinder alone. On the plus-side, the book had Rite Publishing (with a nigh unparalleled track-record of decidedly non-boring, original and most of the time, superb pdfs) as a publisher. And I happen to be aware that author David Paul has academic teaching experience. Why is that good? Because academic writing (or software coding) isn't that different from writing good crunch - you have a very specific set of rules-language, a syntax and semantics you have to work with, while at the same time being required to create new and innovative results without violating said parameters. And if the parameters hit their borders, expand them in a way that fits as seamlessly as possible within the frame of the presentation of the established rules-set.

I haven't seen such a good spellbook from a novice-designer in ages. I am not engaging in hyperbole when I'm saying that I consider the spells herein innovative and inspiring. I am also not exaggerating when I'm saying that I was rather impressed by the willingness to tackle difficult concepts and putting them into a tight, fitting rules-language without compromising the vision behind these spells. This pdf was inspiring to read to an extent I very, very rarely encounter with spell-themed books. Better yet, this pdf's crunch is not only inspiring, it displays the required mastery of craftsmanship to back up the artfully depicted effects of these astonishing spells.

To my complete surprise, this pdf's pages blew too fast by while I was reading the pages and actually left me craving more such supplements for other terrain types. David, if you're reading this, please keep writing. I really want to see where you can take your designs -we need more pdf like this that make spells interesting again. Final verdict? 5 stars + seal of approval.

Endzeitgeist out.


Don't Upset the Druids

5/5

This is an excellent addition for any Game Master or player where the campaign is primarily in a swamp environment. The PDF is 44 pages with 38 having content. Most of the spells have excellent flavor test even though mechanically they function as already existing spells.

The Good:
The Kinfolk spells are amazing both in flavor and mechanics. If a party of either PCs or NPCs were to make their base of operations in a swamp, these spells greatly enhance the effectiveness of their base. One nice thing is the definition of Kinfolk is left up to the GM. So unrelated PCs could be granted the Kinfolk property. Great addition to the game.

The Bad:
From a balance standpoint I have some concerns about Swamp Bane Weapon being a 2nd level Magus spell. The Magus has access to this at 4th level and I could see it being a go-to spell in a swamp based campaign. I will have to see how it play tests out. The general power level of spells seems slightly higher than 1001 Spells but again more play testing needs to be done.

The Ugly:
The Fog spells are scary. Imagine marching through a swamp, not the easiest thing to do, worrying about a shape changed druid (squirrel) sneaking up on you and casting Flesh to Fog. Turning into a fog statue is a serious SOD spell. The author turned the fog spells from being a nuisance into weapons of mass destruction. Great job.

Conclusion and Recommendation:
The PDF is well written and edited, I did not notice any glaring errors. I would highly recommend 101 Swamp Spells in any campaign, which is swamp based.

Saint Bernard


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Hey liz thanks for getting this up but this should be in the 101 series not the 10 series (I know I am bad)>


Thanks Liz

Free Preview: Click Here


I loved the 101 spells series so does this mean we will be getting a set of 101 spells for each terrain type.


I checked out the preview and immediately purchased it. I will post a review as soon as I finish reading it. The preview looked great.


Reviewed as promised. Now when to we get the next 100 spells of an environment?


I really like how the Hag form spells work, with skill bonuses given IF you use the skills to gratify some rather nasty desires the spell brings you along with the more usual bonuses. Seriously, I'd love to see some more polymorph spells like that.


Saint Bernard wrote:
Reviewed as promised. Now when to we get the next 100 spells of an environment?

Funny you should ask...

There are several in the extremely nebulous stage, but, there are two in particular I've been working on lately. One has about 40 spells already, the other about half that.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.


Thanks for the review thilo!


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Saint Bernard wrote:
Reviewed as promised. Now when to we get the next 100 spells of an environment?

Sorry for the late response. You can find 101 Forest Spells already, and there are two more books sitting on the editor's desk. Book 5 is in the works!


Nice spell book, although I found about 5 spells that are listed in the spell lists but don't appear in the book.

Shrouds of Fog
Soporific Fog, Greater
Fog Creature II
Fen Twin
Recuperative Slumber on the Moor

Unless I just missed them....

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