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13th Age: Slow Spell

Previously, we’ve shared two low-level spells from the recently released 13 Wizard Cantrips and Spells: web and mirror image. Today we are sharing with you a 7th level spell, perfect for high level characters—the slow spell. This classic spell makes it harder for enemies to attack. With this spell, it is impossible for an enemy to both move an attack, tipping the balance of power into the players’ favor. Check out this new spell now.

Slow

Ranged spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: On the target’s next turn, it can only take either a standard action or a move action, but not both.
In addition, at the start of each of the target’s turns this battle, if the escalation die is odd, roll a d20 and add the escalation die; on a 16+, this effect persists for that turn.
Miss: You regain this spell during your next quick rest.
9th level spell The roll to repeat the effect is now 11+ instead of 16+.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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13th Age: Web Your Enemies and Dance Like a Spider

Tomorrow sees the much anticipated release of 13 Wizard Canitrips and Spells—the second in our series of 13 Class Options for the 13th Age Roleplaying Game—and we couldn’t be more excited. Last week we showed off the mirror image spell, a classic spell with a 13th Age twist. This week we are sharing with you another classic spell updated with 13th Age that is also one of my favorites. Like last week, this spell has a nice twist to it.

Web

Close-quarters spell
Daily
Target: One or more nearby enemies (see below)
Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.
Attack: Intelligence + Level vs. PD
Hit: The target is dazed for a number of rounds equal to the escalation die; a normal save (11+) ends the condition. On an attack roll of natural 16+, the target is also stuck until the end of your next turn.
Natural Even Miss: The target is dazed until the end of its next turn.
5th level spell On any miss, the target is dazed until the end of its next turn.
7th level spell On an attack roll of natural 12+, the target is also stuck until the end of your next turn.
9th level spell You can target far-away enemies with this spell, and you suffer no penalty for targeting up to 3 enemies (targeting 4 or more enemies incurs all penalties as normal, however).
Adventurer Feat: The dazed effect ends only on a hard save (16+).
Champion Feat: You summon a swarm of spiders into the webbing, which deal 4d10 poison damage to anyone stuck in the web at the start of their turn.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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13th Age: Make More of You with Magic

Everyone at loves us some 13th Age. Richard Moore, our resident 13th Age expert, has committed more than once that there are some classic spell options missing from 13th Age and that is one we set out to correct when we started the 13 Class Options series.

This is not the first in the series. We started off the first with 13 Fighter Talents and Maneuvers. We are so glad that 13th Age fans love that supplement so much. If you have not checked that one out yet, download it today at the JBE Shop, DriveThruRPG/RPGNow and the Open Gaming Store.

Today we bring you a preview to what you can expect in the new supplement and I think the perfect place to start is a spell that I saw in my very first game of Dungeon and Dragons, approximately 30 years ago: mirror image. For those of you unfamiliar with this classic spell, it produces illusionary duplicates of yourself so there’s a chance that whomever is attacking you will hit one of the fake you’s instead. Naturally, we gave it a 13th Age twist, allowing it to not only get more powerful as you go up in level but also has some cool new tricks when you spend a feat on it.

Read the spell below and see all it has.

Mirror Image

Close-quarters spell

Daily

Target: You

Effect: This spell creates 1d2 illusory doubles of yourself which remain close to you in a nearby group. On a natural odd hit from an enemy, one of the doubles took the hit instead of you—it winks out and disappears.

3rd level spell Create 1d2 + 1 doubles

5th level spell Create 1d3 + 1 doubles

7th level spell Whenever you suffer a crit, a double automatically takes the hit.

9th level spell Add half of the current escalation die value to the number of doubles you create.

Adventurer Feat: This spell recharges on 16+ after battle if you have one illusory double left, or 11+ if you have two or more left.

Champion Feat: Your doubles may engage with nearby enemies. They can only make basic melee opportunity attacks identical to yours, which deal psychic damage.

Epic Feat: Your doubles explode in a dazzling display when struck, dealing psychic damage equal to your Intelligence modifier + your level + the current escalation die value.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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5e: What Should We Work On Next?

Last year, we asked what levels need more adventures. While we are working on adventures, we are starting to plan our player options. Tell us what you want to see and share with us your ideas as to what you want to see in the comments below, and be sure to check out what we already have in the JBE Shop.

What New Fifth Edition Projects Should We Do Next

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Pathfinder: Summon Monster VIII Unchained

Book of Beasts: Legendary Foes (PFRPG)

Considering that Halloween was earlier this week, it really has been the perfect time to discuss monsters that you can bring out of nowhere to do your bidding. If this is the first in the Summon Monster Unchained series, please check out I, II, III, IV, V, VI, and VII.

An elder elemental. What about it? Well according to the list of monsters that is the only thing a good spellcaster can summon with the core Pathfinder Roleplaying Game. Frankly, with all the thousands of other Pathfinder Compatible supplements released to date, I am highly surprised that this issue was not addressed years ago. This one list alone literally screams that it needs addressing a compatible publisher to come along and do something about it. You get a demon, a devil, and an elder elemental. No giant animals or dinosaurs to add a template. No other outsiders without a type or just an element. All you get is a more powerful chunk of rock, ocean wave, bonefire, or tornado. The previous spell has almost three times as many creatures on it. This one, is just sad.

Which is why we are here, to add more monsters to that list for you. Who wants a Valkyrie or an aerial servant? You want a celestial dinosaur, you gone one! A lion-headed agathion? There’s one on this list! This is a list worthy of a serious spellcaster, and one that you should use in your game.

Table 8: Summon Monster VIII

8th Level Subtype
Barbed devil Evil, Lawful
Elemental (elder) Elemental
Hezrou (demon) Chaotic, Evil
Pathfinder Roleplaying Game: Bestiary 2
Akhana (aeon)
Leonal (agathion) Good
Monadic deva (angel) Good
Derghodaemon (daemon) Evil
Meladaemon (daemon) Evil
Omax (demon) Chaotic, Evil
Kolyarut (inevitable) Lawful
Chernobue (qlippoth) Chaotic, Evil
Shining child Chaotic, Evil
Pathfinder Roleplaying Game: Bestiary 3
Aghasura (asura) Evil, Lawful
Baregara Evil, Chaotic
Doloxus (demon) Chaotic, Evil
Spinosaurus (dinosaur)*
Shira (div) Evil
Sapphire jellyfish*
Interlocutor (kyton) Evil, Lawful
Basilosaurus (megafauna)*
Valkyrie Chaotic
Pathfinder Roleplaying Game: Bestiary 4
Diplodocus (dinosaur)*
Dorvae Evil
Giant emperor scorpion*
Goliath spider*
Pathfinder Roleplaying Game: Bestiary 5
Aerial servant Air
Exscinder (archon) Good, Lawful
Cameroceras*
Heresy devil (ayngavhaul) Evil, Lawful
Manu (manasaputra) Good, Lawful
Blue whale*
Bestiary 6
Erodaemon (daemon) Evil
Spiny eurypterid*
Gongorinan (qlippoth) Chaotic, Evil
Razormouth (solifugid)*

When you run a high level game, you need lots of high level monsters, and most monster books do not have that many. The Book of Beasts: Legendary Foes consists only of monsters from CR 15 to 25. This is the monster book you need for your high level game. Download it today at the JBE Shop.

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Pathfinder: Summon Monster VI Unchained

Thank you for joining us as we expand the summon monster tables. If this is your first time, check out the expanded lists for summon monster I, summon monster II, summon monster III, and summon monster IV, and summon monster V.

The megafauna, or regular animals that are incredibly huge and powerful, entered the expanded summon monster list during the last expansion.  Their addition is simple: animals make up a much smaller part of the list than they did at lower level. The list already includes “dire” and “giant” animals. Megafauna is just the next logical step for these. Now someone that wants to summon only animals has more options and can build a theme around the creatures they want to summon.

Ultimately, that is why we are doing this: so someone can build the character they want instead of the only what is available. That is why there are so many classes and archetypes. This way, you can play how you want instead of only with what the core book as to offer.

Table 6: Summon Monster VI

6th Level Subtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge) Elemental
Elephant*
Erinyes (devil) Evil, Lawful
Giant octopus*
Invisible stalker Air
Lillend azata Chaotic Good
Shadow demon Chaotic, Evil
Succubus (demon) Chaotic, Evil
Triceratops (dinosaur)*
Pathfinder Roleplaying Game: Bestiary 2
Theletos (aeon)
Animated dream Evil
Axiomite Lawful
Goliath stag beetle*
Chaos beast Chaotic
Hydrodaemon (daemon) Evil
Denizen of Leng Chaotic, Evil
Allosaurus (dinosaur)*
Tylosaurus (dinosaur)*
Hellcat Evil, Lawful
Hound of Tindalos Evil
Giant jellyfish*
Arsinoitherium (megafauna)*
Mihstu Air, Evil
Naunet (protean) Chaotic
Shoggti (qlippoth) Chaotic, Evil
Sceaduinar Evil
Soul eater Evil
Giant tarantula (spider)*
Tenebrous worm
Pathfinder Roleplaying Game: Bestiary 3
Legion archon Good, Lawful
Adhukait (asura) Evil, Lawful
Caulborn
Shark-eating crab*
Pairaka (div) Evil
Baluchitherium (megafauna)*
Megalania (megafauna)*
Deadfall scorpion*
Pathfinder Roleplaying Game: Bestiary 4
Drowning devil (sarglagon) Evil, Lawful
Vanth (psychopomp)
Immense tortoise*
Emperor walrus*
Xenopterid*
Pathfinder Roleplaying Game: Bestiary 5
Balisse (angel) Good
Megaprimatus (ape)*
Dire polar bear*
Warmongerdevil (levaloch) Evil, Lawful
Uintatherium (megafauna)*
Psychemental
Veela Elemental
Bestiary 6
Duspiridaemon (daemon) Evil
Quetzalcoatlus (dinosaur)*
Brontotherium (megafauna)*
Deinotherium (megafauna)*
Pelagastr (protean) Chaotic
Utukku (qlippoth) Chaotic, Evil
Ichkoh (Sahkil) Evil
Hookfang worm (sea worm)*
Giant starfish*

Support our efforts to bring you more expansions for the Pathfinder Roleplaying Game by downloading Book of Magic: Signature Spells 2 from the JBE Shop. This book of custom spells from the great spell creators have lots of personality make a treasure pile fun and exciting. Download today.

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Pathfinder: Summon Monster V Unchained

We are now officially half way through the summon monster lists and this is where expanding the list of creatures to summon changes from a “want” to a problem that needs to be addressed. If you have not seen our previous expanded lists, check out summon monster I, summon monster II, summon monster III, and summon monster IV.

For summon monster at lower levels, the number of monsters on the list that requires a template dominate, making the number of creatures a good or evil spellcaster can summon to be close to equal. However, summon monster V is where the number of creatures with a predetermined subtype that do not get a template increases and the number of templated creatures drops. Compared to the original summon monster IV list, the number of template-requiring monsters on summon monster V drops by nearly 60% and the number of subtyped monsters increase by 75%. The problem is: there are a whole lot less creatures with the Good subtype rather than the Evil subtype, and this problem persists for all the rest of the summon monster lists. The reason why is very simple: The original Pathfinder Roleplaying Game Bestiary was loaded with monsters for a typical adventuring party to fight. Subsequent Bestiaries rounded out the world by describing their good counterparts, but those creatures were never added to the summon monster list. Evil outsiders still outnumber the good outsiders, but by expanding the list, a good character summoning monsters now has options that they did not have before.

Table 5: Summon Monster V

5th Level Subtype
Ankylosaurus (dinosaur)*
Babau (demon) Chaotic, Evil
Bearded devil Evil, Lawful
Bralani azata Chaotic, Good
Dolphin (orca)*
Dire lion*
Elemental (Large) Elemental
Giant moray eel*
Kyton Evil, Lawful
Salamander Evil, Fire
Woolly rhinoceros*
Xill Evil, Lawful
Pathfinder Roleplaying Game: Bestiary 2
Achaierai Evil, Lawful
Vulpinal (agathion) Good
Giant queen bee*
Belker Air, Evil
Ceustodaemon (daemon) Evil
Giant gar*
Hippopotamus*
Gylptodon (megafauna)*
Megatherium (megafauna)*
Mercane Lawful
Giant Mosquito*
Rast Fire
Emperor cobra (snake)*
Glacier toad*
Pathfinder Roleplaying Game: Bestiary 3
Giant adult ant lion*
Cerberi Evil, Lawful
Incubus (demon) Chaotic, Evil
Iguanodon (dinosaur)*
Achelon (megafauna)*
Shadow mastiff Evil
Ogre spider*
Tojanida Water
Pathfinder Roleplaying Game: Bestiary 4
Host devil (magaav) Evil, Lawful
Styracosaurus (dinosaur)*
Hypnalis
Ostiarius (kyton) Evil, Lawful
Mudlord Earth, Water
Owb Evil
Catrina (psychopomp)
Killer seahorse*
Pathfinder Roleplaying Game: Bestiary 5
Othaos (aeon)
Choral (angel) Good
Megapon ant*
Great assassin bug*
Polar bear*
Ceratosausus (dinosaur)*
Frog father*
Chalicotherium (megafauna)*
Kaprosuchus (megafauna)*
Wihsaak (sahkil) Evil
Giant scarab*
Bestiary 6
Giant hellgrammite (aquatic insect)*
Yamah (azata) Chaotic, Good
Venedaemon (daemon) Evil
Brimorak (demon) Chaotic, Evil
Yaenit (demon) Chaotic, Evil
Devil monkey*
Amargasaurus (dinosaur)*
Kentrosaurus (dinosaur)*
Dunkleosteus (fish)*
Azuretzi (protean) Chaotic

Support our efforts to expand your summon monster list and download Book of Beasts: Monsters of the Shadow Plane today direct from us at the Jon Brazer Enterprises Shop. Doing this helps us to bring you awesome gaming material. Be sure to tell your friends about expanded summon monster lists. 

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5e: Conjure Minor Elementals

Deadly Delves: Along Came a Spider (5e)

Today we come to the third major group of conjuring creatures to your side: conjuring elementals. If you haven’t read conjure animals and conjure celestial, be sure to check them out.

Conjure Minor Elementals

4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Between conjure animals and conjure celestial, this one more closely resembles the former. Like the druid/ranger spell, it brings a number of lower powered creatures.

This spell let’s a wizard do something similar to their nature-loving counterparts, having cannon fodder to attack in their stead. However, the kinds of creatures you can someone with this spell gives the wizard far more options. Creatures like an azer, fire snake, gargoyle, or magmin possess both a small measure of intelligence and hands. So the creatures summoned to a wizard’s side, while no more powerful than those conjured with the druidic spell, provides more options. Not only can they attack on the character’s behalf, they can build and they can provide information to the conjurer. If monsters are coming to attack, you can prepare and have additional help. If the characters are stuck, these conjured creatures can help provide answers.

Here’s the full list of what you can conjure from the MM:

  • CR 2: azer, gargoyle
  • CR 1: fire snake
  • CR 1/2: magmin, mephit (dust, ice, magma)
  • CR 1/4: mephit (mud, smoke, steam)

If these is one problem with this spell is a lack of options. Unless you desire something of the fire or earth elements, your option is a mephit. This is an issue that we at JBE wish to see rectified. Every Wednesday, we share a monster, either a new creature or one from our adventures. Stop by every week; we will be creating creatures for you to conjure.

Support our efforts to bring you monsters. Download Deadly Delves: Along Came a Spider today from Jon Brazer Enterprises Shop. This 1st-level adventure features spiders, perfect for those with acrophobia, like myself. Also you can get the printed terrain so you do not have to draw the amazing maps featured in this adventure. Order them today from DriveThruRPG and RPGNow.

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5e: Conjure Celestial

Book of Beasts: Monsters of the Forbidden Woods (5e)

Last week, we took a look at the lowest level spell to conjure monsters to fight on your behalf: conjure animals. Today, we are skipping to the opposite extreme and going to the highest level spell that lets you have help from beyond (other than gate): conjure celestial.

Conjure Celestial

7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the celestial’s statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

First point to notice about this spell versus conjure animals is that you can only bring one creature. With conjure animals, you can bring a greater number of lower level creatures, using them as cannon fodder if need be. This spell, however, you can only call in one creature. So you are going to want to make sure it is exactly the creature you want for the situation.

The next point to note is that you are limited to creatures of challenge 4 or below (5 if you cast it as a 9th level spell). As a 7th-level spell (which you have to be 13th level to cast in the first place), you can either call upon a single celestial for 1 hour that is of a difficulty that your group was defeating 9 levels prior. At a time when you can cast plane shift, regenerate, and resurrection, this spells seems under-powered. However, this can be countered be a large number of creatures with a wide variety of abilities that you can call upon. Which brings me to the most important point concerning with this spell…

There are not that many creatures that qualify for this spell. Like I mentioned you are limited to Challenge 4 and below (5 if you don’t need to use true resurrection today). In the MM, these are all the creatures this spell can conjure: couatl (Challenge 4), pegasus (Challenge 2), and a unicorn (Challenge 5). That’s it. If there were a spell called conjure fiend for an evil cleric (which, I assume there is), that cleric would have 11 creatures to summon (16 if cast as a 9th-level spell). That is more than 5 times as many. Sure the MM is designed with things to kill in mind, but there should be more options available.

That is a large oversight that needs corrected. Follow us at JonBrazer.com as we create some celestials just for you. Every Wednesday we showcase either a new monster or one from our adventures or monster books. We are working on some monsters for your to conjure (whether for this spell or the others that we are coming here).

Support our efforts to create monsters for you. Download Book of Beasts: Monsters of the Forbidden Woods today direct from us for your Fifth Edition game here at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Summon Monster III Unchained

Today we share with you the third in our Summon Monster Unchained series. The first in the series can be found here, and the second in the series is here.

It is about this time I should point out several omissions from this list. For those wanting a more Asian-influenced game will not find the oni on the summoned monster lists, the first of them should appear on this list just as many archons, angels, azatas and other outsiders are making their first appearances. It is rather unfortunate that these and similar outsiders are not on this list. The reason for their absence lies in the fact that they are native outsiders instead of extraplanar outsiders. This matters in that aasimars, tieflings, couatl, genies, and similar outsider creatures are all of the native outsider variety and not a one are on the original summon monster. Following this pattern other native outsiders are excluded from this list. Custom spells should be allowed to summon such creatures, but this series of spells should not do so.

We hope you enjoy this list.

Table 3: Summon Monster III

3rd Level Subtype
Ant, giant (soldier)*
Ape
Aurochs (herd animal)*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Dretch (demon) Chaotic, Evil
Electric eel*
Giant lizard*
Lantern archon Good, Lawful
Leopard (cat)*
Shark*
Wolverine*
Pathfinder Roleplaying Game: Bestiary 2
Paracletus (aeon)
Silvanshee (agathion) Good
Cassisian (angel) Good
Lyrakien (azata) Chaotic, Good
Azer Fire, Lawful
Dire badger*
Cacodaemon (daemon) Evil
Arbiter (inevitable) Lawful
Voidworm (protean) Chaotic
Cythnigot (qlippoth) Chaotic, Evil
Thoqqua Earth, Fire
Giant toad*
Pathfinder Roleplaying Game: Bestiary 3
Harbinger archon Good, Lawful
Tripurasura (asura) Evil, Lawful
Axe beak*
Doru (div) Evil
Augur (kyton) Evil, Lawful
Giant porcupine*
Giant sea anemone*
Pathfinder Roleplaying Game: Bestiary 4
Velociraptor (dinosaur)*
Mammoth flea*
Nosoi (psychopomp)
Bull shark*
Soulsliver Evil
Pathfinder Roleplaying Game: Bestiary 5
Cambion (demon) Chaotic, Evil
Plesiosaurus (dinosaur)*
Moa (megafauna)*
Esipil (sahkil) Evil
Wysp Elemental
Bestiary 6
Giant tube worm (sea worm)*

Witches can summon monsters but that is not all they can do. Support our efforts to expand your summon monster list and download Book of Magic: Patron Hexes today direct from us at the Jon Brazer Enterprises Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Conjure Animals

Last week, we started a series on the summon monster spells for Pathfinder. Summoning works differently in Fifth Edition and I thought it would be a good idea to take a few moments to discuss the spells one by one. Today, let’s start with the lowest level one: conjure animals, a third level spell for druids and rangers. This spell reads:

Conjure Animals

3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Alright, that’s all good, but what can you conjure up. Lets start with the creatures in the PHB (ignoring anything less than CR 1/4).

  • CR 2:
  • CR 1: brown bear, dire wolf, giant eagle, giant spider, lion, tiger
  • CR 1/2: black bear, crocodile, reef shark, war horse
  • CR 1/4: boar, constrictor snake, panther, riding horse, wolf

You’ll notice there is nothing in the CR 2 range for this. That is not a mistake; there are no “beasts” in the PHB of CR 2. How about the MM (in order they appear in the book, ignoring any options in the PHB):

  • CR 2: allosaurus (dinosaur), plesiosaurus (dinosaur), giant boar, giant constrictor snake, giant elk, hunter shark, polar bear, rhinoceros, saber-toothed tiger
  • CR 1: giant hyena, giant octopus, giant toad, giant vulture
  • CR 1/2: ape, giant goat, giant sea horse, giant wasp, reef shark
  • CR 1/4: pteranodon (dinosaur), axe beak, draft horse, elk, giant badger, giant bat, giant centipede, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider

Total: CR 2 has nine creatures to conjure, CR 1 has ten, CR 1/2 has nine and CR 1/4 blows the rest away with seventeen.

Personally, I feel that for the first conjuring spell, there should be more options at the highest power level. Once I am done going through the conjure spells, I will be creating more creatures for you to summon.

When you conjure up a creature, make sure you are first playing an awesome race. Go beyond the ordinary and download Book of Heroic Races: Player Races 2 today at the Jon Brazer Enterprises Shop. Also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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What Are We Up To?

We love to hear what our favorite game companies are working on as much as everyone else. Typically we do not announce very far in advance, but frankly, there is no reason not to share with you what we are working on. So here we go:

Coming in September is the previously announced Book of Magic: Dragon Spells and Archetypes. This book helps you to theme your character like someone that admires dragons, draws their power from a draconic ancestory or wants to hunt down dragons. With archetypes and class options like the draconic implement for the occultist or the wizard discoveries, there are quite a few ways you can create the character you want. Even more, there are spells in here ideal for those taking on a dragon, those that want to associate with dragons, or for dragons themselves. These spells enhance the natural abilities of dragons, making these creatures even deadlier, or penetrate straight them, turning them into useless wyrms. Look for this next month.

October sees the release of the Deadly Delves: Reign of Ruin adventure for both Fifth Edition as well as the Swords and Wizardry. Whether you prefer your games with modern rules or an excellent revisit of the classic game, this is an adventure your players will not soon forget. A black dragon attacks a town and the players track it back to its lair and encounter more than a few surprises along the way. Prepare for more than you expected in this adventure. We are hoping to bring you both version of this adventure at the same time, but one may be delayed (hopefully not too long).

This is where our schedule starts to get a little uncertain. We are working on the equivalent of the d66 Compendium for Starfinder (currently unnamed). I am just not certain it will be ready for its target launch in November. This book will be a handy toolkit for gamemasters of science fantasy names. It contains names of aliens, planets, moons, robots, guns, and a whole lot more. No Starfinder gamemaster will want to be without this book.

Coming in December is the Pathfinder adventure Deadly Delves: Nine Lives for Petane by Christen N. Sowards of Lost Spheres Publishing. They have a Kickstarter going on now; check it out. In Nine Lives the players need to resurrect someone from a crypt, but which corpse is the right one? To make matters worse, an evil cult has been using the crypt as their own private playground. Even worse, monsters keep appearing out of no where. Good luck solving the mystery when your GM decides to run this 13th level adventure.

That is all we have for you right now. We are working on so much more than that, but I cannot pin down a date when any of it will come out at this point in time. We hope you are as excited about it as I am.

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