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5e: Conjure Minor Celestial

Not long ago we shared with you one of my favorite creations for 5e, the lantern archon. This little talking ball of light is a guide through the heavens and a great helper to servants of a deity. There’s just one little problem with it, a cleric has to be level 13 to summon one and they cannot cast resurrection that day if they want to do so. I mean, I like that little guy and all but not that much.

It never seemed fair to me that wizards and druids can conjure up some help at much lower levels, but not the cleric. In other editions clerics are just as good at calling up help from beyond as wizards. So it only seemed logical that I do something about it.

Conjure Minor Celestial

5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon celestials that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

  • One celestial of challenge rating 2 or lower
  • Two celestials of challenge rating 1 or lower
  • Four celestials of challenge rating 1/2 or lower
  • Eight celestials of challenge rating 1/4 or lower.

A celestial 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.
At Higher Levels. When you cast this spell using certain an 8th level spell slot, you choose one of the summoning options above, and twice as many creatures appear.

Here’s the only problem with this spell, the MM as a total of 1 celestial you can conjure with this spell—the pegasus. Even worse, VGtM doesn’t add any. There are a decent number of beasts, fey (mostly evil ones), and elementals in that book, but not a single celestial a cleric can conjure up at any level. The flail snail is conjurable for wizards and druids (or crying out loud), but nothing for the cleric.

So I will continue to correct that oversight, both in our blog and in the book Book of Magic: Conjurable Creatures, coming late 2018/early 2019. This is without a doubt a book focused on spellcasting players, but it is also great for GMs as well. I mean, its a book of monsters; every GM can use more monsters, even ones that are primarily good ones. If you are a GM or someone that primarily players spellcasters, I hope you check this book out.

While you are at it, I hope you also check out all our other supplements for 5e. We have awesome adventures, radical races, and malicious monsters. Dive in at the JBE Shop.

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13th Age: Deific Weapon

All week long, we are looking at the new class options in 13 Cleric Domains and Spells. Earlier this week, we looked at the Luck domain and the Spark of Hope spell.

Lets be honest here a second, epic level spells and abilities should just be massively cool. This is the time where you can just ride a dinosaur and have it just eat your enemies. Or maybe through your sword of undead slaying and have it just appear back into your hand. If you’re a bard, you give an epic performance that lets a few high level character and a group of mooks to stand against an entire horde of enemies. So what should a cleric get? How about their deity’s personal weapon?

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Deific Weapon

Close-quarters spell
Daily
Effect: Excalibur. Mjolnir. Trishula. Areadbhair. The names of these legendary weapons echo across the ages, wielded by the gods, the icons, and their most powerful servants. The mightiest of the gods’ faithful can call upon these weapons in times of need. When you cast this spell, you must cash in an icon relationship point on which you rolled a 6 at the start of the session. The legendary weapon of your deity manifests in your hand for the rest of the battle, overwriting the appropriate magic item chakra (so any other item you currently have in that chakra slot is rendered inert until the spell wears off). The item grants a +3 bonus and the epic version of two weapon powers from those listed in Chapter 9: Magic Items. (If the two selected powers offer the same situational bonuses, use the higher of the two rather than stacking them.)
Additionally, when the escalation die value is less than or equal to your Charisma modifier, enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships, become vulnerable (16+) to attacks from your deific weapon.
Finally, on a hit by 4+ with this weapon, you ignore any resistances possessed by enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships.

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13th Age: Spark of Hope

Earlier this week, we released 13 Cleric Domains and Spells for the 13th Age Roleplaying Game. Yesterday we shared with you one of the domains inside. Today we want to bring you a 1st level spell, Spark of Hope.

Like the Luck domain, you can take the spark of hope spell at 1st level. Clerics are supposed to be a beacon of hope when all else looks dim, when the battle seems lost. That is exactly what this spell does: it provides a spark of hope when the battle turns against the adventurers, encouraging them to fight on all the harder for just a little longer.

In my own imagination, I see don’t see it so much as the cleric casting this spell as much as the deity channeling their power through the cleric. The cleric is seized by the god’s holy power and shoots beams of light through the eyes, mouth, finger tips, etc and then converging upon the target. How do you see this spell being cast? Share our thoughts in the comments below.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Spark of Hope

Close-quarters spell
Daily
Special: You must be staggered (at 50% or less of your total hp) to cast this spell.
Target: One nearby enemy (or more, depending on the spell level)
Attack: Wisdom + Charisma + Level vs. MD
Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.
Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.

3rd level spell Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+).
5th level spell Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+).
7th level spell Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+).
9th level spell Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+).

Adventurer Feat: Affected enemies are also dazed until the end of your next turn.
Champion Feat: Affected enemies are also weakened until the end of your next turn.

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13th Age: Pray for New Domains and Spells

May The Righteous Be Exalted

Liberate the oppressed from the yoke of tyranny! Shape the battlefield through acts of faith and divine allegiances! Shine your holy light where the deepest darkness pervades! Clerics channel their devotion into miraculous deeds that shield their allies from evil and smite foes born of the grave and the pit. Now you can go beyond the core book and expand your character’s repertoire of healing and protection spells, as well as utilize the icon relationship system to shape the story with your character’s unique spiritual journey.

13 Cleric Domains and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:

  • 3 New Cleric Domains for worshipers of the deities of Weather, Liberation, and Luck
  • 3 New 1st Level Spells to offer lucky opportunities in a fight, save an ally’s life at the cost of your own blood, and turn the tide of a desperate battle
  • 2 New 3rd Level Spells for limiting opponents’ tactics and sanctifying the ground on which you stand
  • 2 New 5th Level Spells that punish your enemies’ misdeeds and invoke the saints of your religious tradition in battle
  • 2 New 7th Level Spells to overwhelm your foes with the fear of your gods—or open their hearts to redemption
  • 1 New 9th Level Spell that calls forth a legendary weapon from the myths of your patron or pantheon

The Damned Will Cower Before Your Glory in the 13th Age.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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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.