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101 3rd Level Spells (PFRPG) $5.99
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101 3rd Level Spells (PFRPG)
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101 3rd Level Spells (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Verified Purchaser]
Date Added: 05/30/2011 09:55:35
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!

After 4 pages of spell-lists, we get the spells, but before I get to them, I'll elaborate a bit - scarcely a spell level has this influence on gaming. 3rd level. Fireball and Lightning Bolt. Dispel Magic. And I haven't even delved into the curative magic. 3rd level spells have always been a milestone in my games - players suddenly can tackle larger groups, hold their own better against mages and so on. 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 101-spells-series.

"Accelerate Decay" is a spell that damages ancient creatures like vampires usually up to 10d6 damage, 20d6 to particularly ancient creatures and suppresses their fast healing for 24 hours. 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. "Airsphere" on the other hand is a spell I sorely missed in 3.5 and sees the return of a sphere of breathable air. 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. "Blinding Ash" is a cool twist on obscuring mist with a bit of damage added. 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. "Counterattack" lets you hit back at full BAB any time an opponent makes a melee attack against you. 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. "Curse of Capturing" transforms all damage the target deals to non-lethal. A great way to annoy players of the Belkar-mindset. "Curse of Item Rebellion" curses an item, turning e.g. a +3 sword into a -3 one etc.. Sorry, I don't like this particular curse - I lacks the "insult TO injury"-component I look for in curses. rather, it's only an insult. "Filch" is a great trickster spell that teleports unattended items either to you or a location in range you can designate. "Force Marbles" are also a great idea for iconic escapes and cool climbing helper. "Secret Speech" conceals messages in regular speech, which makes for some really nasty ideas. "Summon Firearm" lets you conjure your personal crossbow/firearm, locked and loaded, to you. 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.

Conclusion:
Editing is ok, I didn't notice typos or glitches, but the spell "Chilling Mist" suffers from some formatting/editing problems. Layout adheres to the tried and true rite publishing two-column standard and the b/w-artwork is ok. I get that competing with easily some of the most iconic spells is hard, but in contrast to the other 101-books, I felt that this one was rather feeling uninspired - there are several deal x damage + minor effect z-spells in here, when the space would have been better suited for some non-combative or creative spells that deal with terrain control or even other spells - after all, we already have some of the most iconic combat spells, haven't we? All in all, this one felt like the weakest installment of the 101 series, my final verdict will be 3.5 stars, rounded down to 3 for the purpose of this platform.

Rating:
[3 of 5 Stars!]
101 3rd Level Spells (PFRPG)
Publisher: Rite Publishing
by Peter I. [Featured Reviewer]
Date Added: 08/19/2010 17:12:35
101 3rd Level Spells does exactly what it says on the tin, presenting 101 3rd level spells for the Pathfinder RPG. The spells cover all the available classes, with a rounded distribution of number amongst the core RPG classes and, for wizards and sorcerers, the schools of magic. Layered in between the many spells are a few scattered art pieces, although the cover artwork is by far the better piece, being a vivid image of a spellcaster using the Weapon of Nightmares spell. Rite Publishing have impressed me with their professional outlook on publishing, and this presentation is a serious document from a top notch publisher.

The spells, as one would really expect from a product with some many spells of the same level, are a bit of a mixed bag, but that's not something you can hold against the product. You're inevitably, amongst 101 spells, going to find some you don't like, whether for flavor or power or other reasons. Rest assured that the majority are very neatly crafted and designed, and there are a lot that combine good descriptions with good mechanics to create an enticing spell that even players spoilt for choice with spells will still think of selecting. It was good to see some of the spells break the traditional mould, and by that I mean going beyond being a 'clone' of an existing spell with just a subtle difference in damage, energy type, or spell data. It's too easy when creating such a vast library of spells to create 'filler' material in this way, and I'm pleased that the authors (both the Sorcerer Supreme and the Meddling Archmage are they're called in the product credits) have largely managed to avoid this.

I particularly liked the enchantment and illusion spells for wizards and sorcerers, Glossolalia being one of my favorites where you curse a person with random speech. The evocation spells are largely standard fare, although here spells like Object Grenade with no save or spell resistance bring visions to mind of parties hurling these damaging grenades all over their place as a result of the overly long duration of the spell. I also liked the additions to the paladin spell list, such as Disarmament, for disarming a group of enemies with the wave of a hand, and Intercession, for protecting allies and innocents. I though the flavor and mechanics there supported the compassionate side of the paladin class, rather than the holy warrior aspects. Overall, a solid product with plenty of creativity, the odd rotten tomato, but by and large nifty additions to any class' spell list.

Rating:
[4 of 5 Stars!]
Publisher Reply:
I wanted to than Peter Ingram for taking the time to do a review of our product. "Rite Publishing have impressed me with their professional outlook on publishing, and this presentation is a serious document from a top notch publisher." Those are some very kind words, and I truly appreciate them. Steve Russell Rite Publishing
101 3rd Level Spells (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 08/11/2010 12:39:51
This product is 29 pages long. The first 2 pages are the cover and credits, then it goes into the spell lists. (4 pages)
Bards – 31 spells
Cleric – 27 spells
Druid – 20 spells
Paladin – 15 spells
Ranger – 16 spells
Wizard/Sorc was broken up by school – 78 spells
Abjuration – 8 spells
Conjuration – 12 spells
Divination – 9 spells
Enchantment – 9 spells
Evocation – 9 spells
Illusion – 9 spells
Necromancy – 9 spells
Transmutation – 13 spells

Next it gets into the spell descriptions. (21 pages) I counted a 102 spells but I might have counted wrong. There was a lot of spells I liked or just found interesting, some examples.

Accelerate Decay – It cause things like undead or other creatures that have unnaturally not aged to suddenly let time catch up. It causes damage and if reduced to 0 or fewer points they crumble to dust.

Armor of Light – Makes the target give off intense light for 30ft, those looking at them have a 20% chance to miss due to the brightness with a slight boost to AC as well.

Chilling Mist – creates a mist 60ft radius, those with in 5ft have a 20% miss chance, those beyond 50%. It also causes damage to those inside. I like the spell but there was a bit unclear. The spell says range 20ft, the text reads it rises around the caster. I am chalking that up to flavor fluff not matching the mechanics. Also it is not clear if the caster is also damaged by the mist, since even with the limited range the caster will be inside the mist when cast.

Corrosive Blood – causes acid damage to the weapon(or creature if natural attacks) that causes damage to you.

Chaos Curse – Lets you curse someone in baneful or annoying way. Baneful drops a random ability score each day by -4(reroll each day), annoying changes how they look each day. On annoying I would have liked a different random system, just one roll with more results. Otherwise great amusing spell.

Curse of Truth – Permanent curse, the target can no longer tell a lie. Until the curse is removed.

Frictionless Sheet – 40ft area is slick, reflex save each round or fall prone. I love the spell but not the fluff. Frictionless metal is meh to me, but change it to slick ice and I love it.

Intercession – It lasts for awhile until used or time is up. If the target of your spell is attacked, you may take a move action and move into their square. All attacks by that one creation attacking then goes against you instead.

Toady – Just like baleful polymorph only with a limited duration. I love the spell but wish the duration have been longer. For combat now it is great but is of less use outside of combat due to the fair short duration. I would have liked to have seen 10 mins or more per level on duration.

Vermin Kiss – You kiss then spit on the target. The target is contently attacked by flys, gnats and other small vermin with several bad side effects.

Weapon of Nightmare – You cast it on a weapon, if you hit with the weapon it does normal dmg. The target must make a will save or suffer nightmarish visions causing subdual dmg 1d8 per caster level.(max 10d8) and fall unconscious. If they save they take half damage and don't fall unconscious.

Then there was some spells I was meh about.

Blackout – Basically darkness spell that only effects darkvision.

Counter Attack – You can make a attack back on someone who just attacked you. It is a melee or touch attack at full BaB. The only saving part of the spell is if you have a touch spell active you can use it. But mostly not a favor of this as it is a wizard/Sorc only spell.

Curse of Item Rebellion – Makes a existing magic item into a cursed item. +3 sword becomes a -3 sword etc. It is a touch attack(the person holding it not the object) but it is permanent until remove curse is used. I just found this potentially to powerful for a 3rd level spell, you of course my disagree.


It finishes with a OGL and ad (2 pages)

Closing thoughts, like the first two of the series it is a group of new spells. Just like before some of the spells are listed at other levels for classes as well, but all of them in the book is a 3rd level spell for one class. The art work is fair to good, art by Shane Woodis, Tamas Baranya and V Shane. I didn't notice any errors and it was well written. I did notice the one spell Chilling Mist which I was a bit uncertain about. Most of the spells are good, well done, interesting and fighting in power. There was a few more I thought was to weak or powerful to be 3rd level but only a few. Though that is to be expected as the levels go up, things get more subjective. So whats my rating? This time I am going to have to give it a 4 star. The spells where good but I didn't think as good as the first two books. Close but not there.

Rating:
[4 of 5 Stars!]
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