The Compleat Spellcaster by Micahel Sechi and Verni Taylor
Nov 28, 2017 0:27:13 GMT -6
bravewolf likes this
Post by xerxez on Nov 28, 2017 0:27:13 GMT -6
Anyone else have this book? I got hold of it in an auction a couple weeks back and I really like it. I'm pretty certain some folks here have it or have even used it.
It is a supplemental book which was part of a trilogy and it is readily adaptable to AD&D, OD&D or other systems.
It creates five spell casting classes complete with class abilities and entire spell lists up to seventh level. Mainly designed with AD&D in mind I think.
The classes are:
Witch/Warlock
Mystic
Necromancer
Sorcerer
Sage
It has a section on summoning familiars as well, which in most respects is the same as D&D but has some interesting lesser demons as well as the animal types but also gives the possibility of binding an incorporeal familiar to an object or place, like a cauldron, hut or wizard's tower. I was really amused by the idea of that kind of familiar, fetching books and instruments for a cranky wizard.
It has a demonology which is derived from Bard Games' Atlantis the Lost World setting, a setting I have used successfully in games and can't say enough good things about. It is actually meant to replace the Monster Manual demonology for the different setting or provide one perhaps if you are playing a D&D game that does not have one.
It has a bestiary of summoned beings as well as the rites involved in summoning them according to what it calls "The Ancient Pact of Summoning". It is not only demons which can be summoned but True Elementals and angelic beings who serve the Lawful deities. Basically if you make the proper circles, burn an specific gold amount of incense and other ritual components, and provide the proper offering, a summoned being is required to provide one act of service. If your preparations are faulty, you may be in for a bad time.
The book also contains illustrated runes and symbols with varying powers to be unlocked by the Mystic class as he or she progresses in levels.
It also had a section of special spells and magic items. I wrote an in depth review of the book at my blog.
I like the depth that it gives to magical classes. I've long wanted to make level advancement and plot turns for mages more than a mere matter of killing beasties and gathering gold and poof, you level up. Seems it would make a fun and fresh game.
The Necromancer is a great class, if as nothing else as an NPC but it would also be an interesting addition to a campaign with any evil PC's. They can communicate with all undead, control or turn undead as per D&D, and if killed come back as undead in 13 days unless their body undergoes exorcism by a cleric. If they do rise as undead, they still possess their spells, class abilities and experience. And when they build a stronghold or attract followers, it is an abandoned crypt or ruin which becomes an "accursed temple" and their followers are undead who seek the Necromancer out to serve him or her.
Would something like this be fun to you? It has me kind of excited to DM some spellcaster PC's. For one thing, I have long thought it likely that while some mages would be free agents, it would seem that most would belong to a coven, magical order, or other organization. That has always seemed a missing element to me with the magic user class, It would seem like a 1st level mage would answer to someone the same way a cleric answers to a Temple (not that every cleric does but many do.) Would be fun factoring these elements into a campaign from the start and not just mages but all classes. Thieves Guild, Temple, Fighter loyalties such as nation, king or lord. Every player could at one time or another be called to task, rewarded or summoned by the powers that oversee his vocation in an ordered world.
Anyone have an opinion on this?