1001 Spells
Publisher: Rite Publishing
Pages: 285 pages
Cost: $39.99 ($19.99 for the PDF)
Release Date: 02/09/02012
Get It Here: DrivethruRPG.com
INTRODUCTION: This 285 page supplement by Rite Publishing contains 1001 spells for clerics, druids, bards, rangers, paladins, sorcerers, and wizards. This is a Pathfinder RPG compatible supplement. The spells contained within this document can be used fully with little or no conversion for past D20 games and some conversion for earlier editions of Dungeons & Dragons.
CONTENTS: The contents of this supplement is a listing of spells that can be used by players if allowed by a GM. The entire spell list is in alphabetical order for easy reference. Pages 1-33 has a listing of every spell, with a small description of each next to the spell name. Beginning on page 34 is the list of spells in alphabetical order, with its entire listing including its school of magic, casting time, spell components required, range, target, duration, saving throw, magic resistance, and the spell’s full explanation. The spell lists are limited to the basic core classes of the D20 and Pathfinder RPG’s, as well as earlier editions of other fantasy roleplaying systems.
PRACTICAL USE: A game master who wants to add new spells to those spells that are already provided in a core rulebook will find a veritable treasure trove of them in this supplement.
POSITIVE NOTES: A supplement of this nature needs to be well formatted and written in such a way that will not cause any strain on the eyes, and that is the case with this supplement. It is very well presented and set up in such a way to make for easy reading and comprehension. I found the charts for some spells and the artwork contained within to be exceptional. I am pleased to see that it is strictly a black and white document that will make for easy and cheap printing. I also found that a lot of the spells are not repeats of other spells, and I noticed some that can be extremely useful for certain types of campaigns. The 0-level spells lists were interesting and expanded upon, which will make for some interesting decisions by me in the near future in my games. I can imagine the time it took to compile this amazing list of spells and I am indeed impressed with this supplements turnout.
NEGATIVE NOTES: It took me elven days to read just over 750 spells before I decided it was time to write this review. I found a few spells that can be considered overpowered, but until used in an actual game, I shall remain neutral in my judgement on those particular spells. I personally feel that some of the 0-level spells could stand a bit of critique due to their descriptions and possible abuse. It is imperative that a GM carefully understand the possible issues that can arise if they allowed this book to be used freely by the players. GM’s should read the spells and take into consideration how they are used per the description and how the spell can be possibly abused by the players if not carefully researched.
OVERALL REVIEW: This is a good supplement for those players who wish to add a new complement of spells to the already large repertoire found in the main core rulebooks. As a GM, I would use this supplement strictly in the sense that these spells are found in lost spellbooks for the players to find, and once they accomplish studying them after translating them, can finally add them to their existing spellbooks. Some of the spells might be on scrolls used by enemies the players encounter. In any case, I find this supplement useful because it brings a sense of surprise when the spells are used by GM’s without players understanding where they came from.
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