Dungeons & Dragons Spell Compendium 3.5 Edition Premium Reprint

You’ve seen this book before. Sure you have, sure. Only when it first came out (around the end of 2005) it didn’t have a nifty shiny foil like cover like this:

spellcomp

Over the years I collected many a spells; cut outs from Dragon Magazine, various online resources, even some that were hand-written on loose paper. All of those were stuffed into my Dungeon Master’s Guide from.. Gosh this one I got back in the late 90’s. The binding is worn, the pages are well read, you could say it has.. “character“.

In December of 2005, Wizards of the Coast gathered together some of the more popular spells from the ether and stuffed them into the Spell Compendium. It held over 1,000 different spells that covered all of the spell casting classes. No, it didn’t have ALL the spells out there, but dang, with over 1,000 to choose from..

If you have the original from 2005, then this version really does not offer much. However, if your copy is worn and tattered (like mine) and you are looking to upgrade to a shiny new book, then this book is what you want. It’s simply a reproduction of the original with just a few small changes.

Some of the spell names have been changed, a few examples:
Air Bubble is now Deep Breath
Guided Arrow is now Guided Shot
Undeniable Gravity is now Earthbind

In addition to a few of the spell name changes there is also corrects (errata) to some of the spells themselves. WoTC made a few changes with how the spells worked since it’s original release in 2005 so those corrections have been.. well.. corrected in this reprint (so you don’t need to keep that print out from their website anymore).

All in all, I really like this reprint. The cover is slick; foil embossment (gives it a really nice feel), the artwork within is the same as it was several years back (I’ve always loved the artowrk in my D&D books).

Book Info:
Title: Spell Compendium 3.5 Edition Premium Reprint
Item Code: 35770000
Release Date: April 16, 2013
Format: Hardcover
Page Count: 288
Price: $49.95; C$58.00
ISBN: 978-0-7869-6448-2

You can pick up the book here:


Premium 3.5 Edition Dungeons & Dragons Spell Compendium (D&D Accessory) Hardcover

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Erich Von Hase Professional Minis Painter

Facebook can be a wonderful place sometimes. I admit it.. I’m on there quite a bit. I ran across a post today that I want to share with you guys.

A good while ago.. hell, around the mid 1990’s I guess it would have been, I met a guy by the name of Erich Von Hase, who was great at painting miniatures. This guy would churn out painted minis by the truck-loads. Seriously, He produced a complete Blood Bowl boxed set (that’s two teams folks) in less than a day! Remember the old Games Workshop games Epic 40K? I actually watched him paint THREE complete boxed sets for our display case IN ONE DAY!

I’m not talking slapped on paint here either, I’m talking slick, clean, and full of details. I’m talking flocked bases, and more detail.

Take a look at some of his works:

cav1
cav2
orcs
orcs2
space1
space2

I’m posting this because it just came to my attention that he is making some incredible deals on his painting services.

His rates are as follows:

Field quality = Current Retail Cost of the Figures.
Studio Quality = 3x Current Retail Cost of the Figures.
Basic basing + $1 per miniature.
Studio basing + $2 per miniature.
Custom services = negotiable.

In regards to shipping he states: “I’ll charge whatever the shipping costs are. No reason to mark any of that up.

Want to ask him some questions or need to find out some more info from Erich? You can get a hold of him here: Erich Von Hase.

Go ahead and pull out your minis (hey! get your mind out of the gutter!) and start visualizing how you want it painted; then reach out to Erich, get those minis looking all wicked and watch your opponents surrender in defeat based on how your minis look!

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20,000 D&D Random Magical Effects

Let it be known that I did not create the following massive list(s) of Random Magical Effects. I was simply cruising the net looking up some random (no pun intended) stuffs and came across a guy named Orrex (Dave). While reading some things he posted I came across his.. mind blowing list of 10,000 Random Magical Effects. (the lists are at the bottom of this article in .pdf formats)

Roll 275, for example, Candles are automatically snuffed out in the caster’s presence.

Roll 9,437, for example, Nearest Giant is summoned; appears in 2d10 rounds.

10,000 of these!

But wait! There’s more!

I contacted Orrex to seek permission to post these here on GameMasters.com and he informed me of another 10,000 Random Magical Effects!

He went on to explain that the 1st list was a list of Wild Surges, while the 2nd list is a list of Chaos Bursts. What’s the difference you may ask.. well..
There is a FAQ displayed at the top of each list, but direct from Orrex we have:

Wild Surge
Some would suggest that casting a spell is analogous to going to a faucet for a drink of water. A conventional mage is like a normal person. He holds his glass beneath the spigot, turns on the tap, fills his glass to the desired level, and turns off the tap. Simple, efficient, and orderly. However, the wild mage doesn’t work that way. Instead, he smashes the spigot with a hammer, tries to catch as much water as he wants in his glass, and then tries to reseal the ruptured faucet. Complicated, inefficient, and chaotic. And very likely to get the wild mage soaked in the process. So it is with magic. Instead of opening a precise channel for magical energy, the wild mage tears a gaping hole in reality and hopes to get a particular effect. If he can reseal the hold, great. If not, the result is a Wild Surge.

Chaos Burst
Chaos bursts may be thought as eruptions of disorder resulting from poorly controlled magic use.

But that’s not all!

Orrex also told me that he is working on a 3rd list of 10,000 MORE Random Magical Effects! He is about 6,500 or so into that list.

He mentioned to me that the original goal was to have a list of 30,000 effects, 10k affecting the caster, 10k the target, and 10k the general area.

Well, to me at least, this was all mind-blowing. I delved right in. Yeah, some of the effects are kinda goofy ( roll 1121 on the 2nd list has the caster covered in peanut butter), but it damn well works. I mean.. that’s the beauty of lists like this, if you, as the Dungeon Master, don’t like a result, re-roll!

Grab em up, read em up, print em out if you want (but do know that each on is just over 80 pages in length).

http://www.freewebs.com/orrex/NLRME.pdf

http://www.freewebs.com/orrex/NLRMEv2.pdf

I hope you enjoy them as much as I do, and YES, when the 3rd list comes out, I’ll be sure to let you all know about that one too!

-GameMasters

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GameMasters.com’s Dollar Shave Club Unboxing and Review

I shave.

I grow the hair that I shave like a wookie.

I recently shaved my head, so I shave even more now.

I joined the Dollar Shave Club so I could Save More because I Shave More.

This is my unboxing and review of their product.

If you want to order some up follow this link (it’s my referral code): Dollar Shave Club

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D&D Spell Critical Success Hit Chart

As much as I wanted to give a full 100 options to this one, I kept finding it difficult to introduce ways in which the spell worked without making it over-powered. It’s only a d20 (at this time.. I may revisit this chart and add more to it).
There also has to be the assumption that the Spell Critical Successful Hits are combat spells and not just a sucessfuly cast non-combat spell. For example:

Know Direction
Bards and Druids can cast this.
You instantly know the direction of North from your current position. The spell is effective in any enviornment in which “North” exists, but it may not work in extraplanar settings. Your knowledge of North is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

How would you define a Critical Success on that? Either it work or it doesn’t. Besides.. what GM is going to make you roll.. well.. okay, there ARE certain circumstances I suppose.. It’s windy, there is a sand-storm, at night, and you just woke up, it’ll be a DC check of.. 15? So yeah, I guess there could be an instance like that. But this chart does not go there. Instead it just applies to combat spells.

With that in mind, know also that the spell cast always works as intended with the following additonal effects:

1: You feel a twinge in your mind, you gain 1d100 exp.

2: You gain +1d8 to ALL saves for 2 turns.

3: Time stops for your enemies for 1d4 rounds.

4: You have no need for eating, drinking, or sleeping for 1d2 days. No spells are lost during this time.

5: You immediately are able to cast another spell on this same turn, but you cast it after all other initiatives have gone.

6: 1d4 lightning spheres bursts forth from the ground and each dealing 1d8 damage to your enemy.

7: Your target’s hands lose their bones for 1d2 rounds, if holding an item (weapon, wand, shield, etc) it is dropped and they are considered unarmed.

8: Your skin turns crimson for 1d8 hours and causes all enemies that see you to make a Fear check vs your Charisma. Should target fail this check, they are frightened.

9: A duplicate of yourself appears 1d5 feet away from you, they are an exact copy of you and for the rest of the battle each spell you cast they cast. Every roll you make applies to their actions as well.

10: Your spell does an additional 2d12 damage to your target.

11: Your eyes turn black for 2d5 days and you now have night-vision for the duration.

12: 2d100 small spiders erupt forth from the ground and mass attack your target, wrapping the target in webbing for 1d4 rounds. The tiny spiders seem to smile at you then march their way back underground.

13: After you finish your spell you notice a new ring on one of your fingers. It has within 1 limited Wish spell.

14: A random party member gains 1 point to their lowest stat, this is permanent.

15: You hear what sounds like a million voices cry out, then silence. All enemies are silenced for 1d2 rounds.

16: A shimmering Gate opens behind you. It is up to the DM to determine where it goes should you choose to enter. It will remain open for 1d4 hours.

17: All weapon on all party members glow blue for 1d4 rounds. While glowing the weapons deal as extra 4d6 damage.

18: Your target turns on his/her own party on the next round, if it is a solo fight then they attack themselves the next round. They return to normal the round after that.

19: Your attack deals 4x damage.

20: The area fills with whisps of black smokey tendrils, they weave among and around your party as if seeking something out. The tendrils come together and force their way into the mouth of your enemy. Your enemy is paralyzed for 1d2 rounds. At the end of those rounds, if your enemy is still alive, he/she will explode in a splash of black smoke. His/her gear is completely unharmed and can be looted.

3,434 total views, 2 views today

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