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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.

Be sure to use Coupon Code OpenStore25 when you download our PDFs from the JBE Shop. Downloading direct from us helps us produce more of the games you love. As always you can find all of our PDFs at DriveThruRPG/RPGNow, the OpenGamingStore. and Paizo.

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Pathfinder: The Elemental Witch

Last week we started a series of witch hexes based on the patrons. We started off with the Shadow patron. We continue the series this week with the Elements patron.

Elements

Each of these hexes is only available to witches with the Elements patron.

Engulfing Hexflame (Su): The witch chooses a creature within 30 feet and the creature is engulfed in protective but harmless blue, green, and red flames for 1 round. While on fire, the creature gains either fire resistance 10 or cold resistance 10, per the witch’s choice at the time of using this hex. The duration of this hex can be extended with the cackle hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the engulfing hexflame hex, it cannot benefit from it again for 24 hours. A creature engulfed in the fire suffers a –10 penalty to all Stealth checks. The flames are always visible, even if the creature is invisible.

Whispers on the Wind (Su): The witch whispers a short message to a creature within 120 feet. Only the target of this hex hears the message. The target creature can immediately reply with a short message. At 5th level and every 5 levels thereafter, the witch can choose another creature who can hear and reply to the message.

Major Hex: Change Element (Su): The witch can alter the type of damage done by a spell she casts. When she casts a spell that deals energy damage (acid, cold, electricity, or fire only), she can have it deal another type of energy damage instead, so long as she has another spell prepared of 1st-level or higher which inflicts the desired energy type. For example, the witch can cast a lightning bolt that deals fire damage if she also has burning hands prepared, but after casting lightning bolt, she could not then cast a burning hands that deals electricity damage unless she has another appropriate spell prepared.

Try a witch with words of power! Download Book of Magic: Energy Words revisted at DriveThruRPG, RPGNow, the OpenGamingStore or at Paizo.com.

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Sale: Christmas in July for Pathfinder

Deadly Delves: To Claw the Surface (PFRPG)

Deadly Delves: To Claw the SurfaceIts that time of year again! The Christmas in July Sale at DriveThruRPG/RPGNow will be starting on 21st of June (tomorrow!!!) and running through the 29th. JBE will have quite a bit on sale for Pathfinder this year. If you wanted anything of ours, this is the best time to pick it up. Here are a few of the highlights:

Add everything you want to your Wishlist at DriveThruRPG/RPGNow today so you don’t miss a deal.

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Pathfinder: All the King’s Horses …

Book of Heroic Races: Advanced Wyrwoods (PFRPG)

All week long we are showing off what is inside the Book of Heroic Races: Advanced Wyrwoods. Monday we shared the racial stats. Yesterday we shared the golembreaker archetype. Today we want to take a look at healing a wyrwoods.

One of the hardest problems with it comes to construct characters is healing them. This is why you see more half-construct races like Androids. But a full on construct race cannot be healed by cure light wounds. You need the make whole spell, a 2nd level spell that can be cast by only 6 of the 38 classes published by Paizo (not counting archetypes). Compare that to the 14 classes that can cast cure light wounds and you quickly see that that number is extremely limiting. So we came up with 4 spells that solve that problem. These are the effect repair spells. They are based on the cure wounds spells but are not as effective when compared to both the equivalent cure wounds and make whole spell. What they do have going for them is that they can be cast by a much wider range of spellcasting classes. In total 15 classes can cast them. The number is higher than cure light wounds because there is no logical reason to keep arcanists/sorcerers/wizards off the list. We hope you like these spells.

Effect Light Repairs

School transmutation; Level alchemist/investigator 1, arcanist/sorcerer/wizard 1, bard/skald 1, cleric/oracle/warpriest 1, druid/hunter 1, shaman 1, summoner/unchained summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target one construct
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance no
By laying your hand upon a creature with the construct type, you repair 1d6 points of damage + 1 point per caster level (maximum +5). This spell neither heals nor harms living creatures nor undead.

Effect Moderate Repairs

School transmutation; Level alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, cleric/oracle/warpriest 2, druid/hunter 2, shaman 2, summoner/unchained summoner 2, witch 3
This spell functions like effect light repairs, except that it repairs 2d6 points of damage + 1 point per caster level (maximum +10).

Effect Serious Repairs

School transmutation; Level alchemist/investigator 3, arcanist/sorcerer/wizard 3, bard/skald 3, cleric/oracle/warpriest 3, druid/hunter 4, shaman 3, summoner/unchained summoner 3, witch 4
This spell functions like effect light repairs, except that it repairs 3d6 points of damage + 1 point per caster level (maximum +15).

Effect Critical Repairs

School transmutation; Level alchemist/investigator 4, arcanist/sorcerer/wizard 4, bard/skald 4, cleric/oracle/warpriest 4, druid/hunter 5, shaman 4, summoner/unchained summoner 4, witch 5
This spell functions like effect light repairs, except that it repairs 4d6 points of damage + 1 point per caster level (maximum +20).

Download the Book of Heroic Races: Advanced Wyrwoods for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore (formerly d20PFSRD).

Book of Heroic Races: Advanced Wyrwoods is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Spells from Another Life

Book of Heroic Races: Advanced Samsarans (PFRPG)

All week long we are showing off the samsaran race and racial options in the Book of Heroic Races: Advanced Samsarans. Monday we shared with you the racial traits. Yesterday we shared the Timeless Warden archetype. Today we are sharing with you some of the spells that are well known to samsarans.

Before we share with you some of the spell inside, there is one aspect of samsarans that we have not delved too deep into as of yet when discussing this race. When a samsaran is reborn, the gender of the previous incarnation has no influence of the gender of this life. However familiar habits of previous incarnations can show through each generation. So it is hardly uncommon for a samsaran who was male for the past several generations to be born biologically a woman but dresses and acts in a way consistent with her male previous incarnations, or vice versa. This can be overtly obvious or non-existent. How your character chooses to identify his or her gender, regardless of the character’s birth, is up to you. With that in mind, check out these spells.

Beneath the Flesh
School transmutation (polymorph); Level alchemist/investigator 1, arcanist/sorcerer/wizard 1, bard/skald 1, cleric/oracle/warpriest 1, inquisitor 1, paladin 1, shaman 1, witch 1
Casting Time 1 round
Components V, S
Range touch
Target humanoid touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance no
The touched humanoid’s features alter, revealing what is in the creature’s soul. A humanoid that brings wanton death and destruction might appear more gaunt, almost skeletal, while an honest person that fights for peace and justice would become brighter, almost shining, taking on an angelic appearance. The target may switch genders or take on the physical characteristics of a different race, without changing size, racial abilities or the target’s racial subtype. The eyes, being the windows to the soul, do not alter. This spell also gives the target a +4 enhancement bonus to Diplomacy or Intimidate checks for the duration

Past-Life Resurgence
School
divination; Level alchemist/investigator 2, bard/skald 2, cleric/oracle/warpriest 2, druid/hunter 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will (harmless); Spell Resistance yes (harmless)
You allow the target to call upon the knowledge of a past life for a brief period of time. They gain a +4 insight bonus to all Knowledge and Profession checks for the duration of the spell.

Speak with Past Lives
School
divination; Level arcanist/sorcerer/wizard 3, cleric/oracle/warpriest 3
Casting Time 10 minutes
Components V,S,F (a relic from a previous life)
Target self
Duration 24 hours
The caster communes with his past lives, gaining a general sense of how his activities will go (as an augury spell) in the next 24 hours.
In addition, for the duration of the spell, the caster gains a +2 competence bonus on all Knowledge skill checks and can make such checks untrained. He may also apply a +10 competence bonus to any single skill check during the spell’s duration, but doing so automatically ends the spell.

Download the Book of Heroic Races: Advanced Samsarans for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Samsarans is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Spells of the Sea

Book of Heroic Races: Advanced Merfolk (PFRPG)

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All week long, we are showing off what is inside the Book of Heroic Races: Advanced Merfolk. Yesterday we showed off the merfolk racial traits and two variants that you can play in your campaign. Today are sharing with you three spells common among the merfolk people. These spells help landwalkers adapt to life beneth the sea and help merfolk hear what is going on around them better.

Fish Breath

School conjuration; Level antipaladin 1, arcanist/ sorcerer/wizard 1, bard/skald 1, bloodrager 1, cleric/ oracle/warpriest 1, druid/hunter 1, inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, summoner 1, witch 1
Casting Time 1 standard action
Components  S, M (a small bladder filled with air)
Range  touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A small pocket of breathable air surrounds the touched creature’s head. The air bubble allows the creature touched to breathe underwater or in similar airless environments.

Fish  Fins

School transmutation (polymorph);  Level  arcanist/ sorcerer/wizard 2, druid/hunter 2, magus 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time  1 standard action
Components  S, M (fish scales)
Range  touch
Target  one creature
Duration  1 minute/level
Saving Throw  Will negates (harmless);  Spell Resistance  yes (harmless)
The creature’s legs merge together, forming a single tailfin, granting it a Swim speed of 30 feet. The creature also gains a +2 enhancement bonus to all Acrobatics and Stealth checks while in water. This spell ends if the creature attempts to walk on land.

Sonar

School  divination;  Level  alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2
Casting Time  1 standard action
Components  V, S, M (a sliver of dolphin brains)
Range  personal
Target  you
Duration  10 min/level
You can hear everything that moves in the water and pinpoint it with perfect accuracy. While underwater, you gain the blindsight ability out to a distance of 30 feet. This blindsight is suppressed when you are not underwater, but the effect persists and will resume if you enter the water again within the spell’s duration.

Book of Heroic Races: Advanced Merfolk is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Spells to Make Your Changeling More Hag-Like

Book of Heroic Races: Advanced Changelings (PFRPG)

Earlier this week, we showed off the new bloodrager bloodline for changelings. Today, we are sharing with you three changeling-related spells that are useful to a wider range of spellcasters. The hag aspect spells are based on the beast shape family of spells and all the variations thereof but are specific to the hag origins of a changeling. These will give you the protections that hags enjoy when combating powerful foes. We hope you enjoy these and every other new option presented in Book of Heroic Races: Advanced Changelings.

Hag Aspect, Lesser

School transmutation; Level alchemist/investigator 2, arcanist/sorcerer/wizard 2, bloodrager 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
You take on the aspect of a hag, including some of its physical characteristics. You gain low-light vision, damage reduction 5/bludgeoning, the benefits of pass without trace, and a +1 enhancement bonus to natural armor which increases by +1 for every four caster levels above 3rd (to a maximum of +4 at 15th level).

Hag Aspect

School transmutation; Level alchemist/investigator 4, arcanist/sorcerer/wizard 5, bloodrager 3, witch 5
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
As lesser hag aspect, and in addition you gain darkvision 60 feet, damage reduction 5/bludgeoning and magic, resist electricity 10, a swim speed of 30 feet, and you grow gills which allow you to breathe underwater. In addition your natural weapons and any weapons you wield are considered magic for the purpose of overcoming damage reduction.

Hag Aspect, Greater

School transmutation; Level alchemist/investigator 6, arcanist/sorcerer/wizard 8, bloodrager 4, witch 8
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
As hag aspect, and in addition you gain damage reduction 10/bludgeoning and magic; immunity to electricity, charm, and fear; a +4 racial bonus on saving throws against gaze attacks and disease; and a 20 foot aura of strong wind (Pathfinder Roleplaying Game Core Rulebook, Section 13 Environment). You are immune to the effects of this aura.

Download the Book of Heroic Races: Advanced Changelings for Pathfinder at DriveThruRPG/RPGNow and d20PFSRD and coming soon to Paizo.com.

Book of Heroic Races: Advanced Changelings is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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The “Not the GM’s Day Sale” Going on NOW

Book of Beasts: Legendary FoesThe Not the GM’s Day Sale is going on right now at d20PFSRD.com. Take 30% off all our releases over $1. That means 30% off the Book of the River Nations, 30% off Book of Beasts: Monsters of the Shadow Plane, 30% off Book of Heroic Races: Reapers, 30% off Book of Beasts: Legendary Foes, and even, oh myyy, 30% off Treasury of the Sands, our latest release of Magic Items designed for the Mummy’s Mask AP.

All this and much more going on now at d20PFSRD.

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Pathfinder: Does Your Spellcaster Have the Perfect Feat?

Book of Magic: 7 Spellcaster FeatsEvery spellcaster needs the best feats around and Book of Magic: 7 Spellcaster Feats brings you amazing feats for your spellcaster! Pure crunch with no filler material.

These feats are ideal for any spellcaster. Inside this 3-page PDF, you will find the feats Angelic Mastery, Improved Spell Critical, Inner Strength, Mindshaper, Planar Caller, Shadow Resistant, and Spell Critical.

Book of Magic: 7 Spellcaster Feats is now available at DriveThruRPG/RPGNow, Paizo and d20PFSRD.com. Download today.

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Pathfinder: Fire In The Hole!

Book of Magic: Insurgency of SummerWith the Reign of Winter winding down, we thought it was a good time to share with you a few of the fire spells that we created for you to use to combat this frozen force.

Blood Spray
School
evocation [fire]; Level magus 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, F (+1 flaming dagger, worth 8,000 gp or more)
Range 90 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fort half; Spell Resistance yes
As part of the spell’s casting, the caster must stab herself with a +1 flaming dagger (no attack roll required), dealing the dagger’s normal damage plus 1 point of Constitution damage. This damage can be lessened or negated through damage reduction, fire resistance and similar means, but the Constitution damage cannot be negated. Blood from the wound sprays forth in a 60-foot cone, dealing 1d8 points of fire damage per caster level (maximum 15d8) plus 1d6 points of Constitution damage. If a creature with the cold subtype successfully saves against this spell, the Constitution damage is not halved, although the fire damage is still halved as normal.

Fiery Blast
School
evocation [fire]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (pinch of sulfur and candle wax)
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Fiery blast creates an area of extreme heat and flame, originating at your hand and extending outward in a cone, dealing 1d6 points of fire damage per caster level (maximum 15d6).

Fire Mark
School
evocation [fire]; Level alchemist 2, druid 3, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target one creature
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The energy of this spell creates a red, flame-shaped brand on the face, hand or other prominent feature of any creature, living or undead. The creature bearing this mark gains a +2 enhancement bonus to Dexterity. The creature also possesses the ability to cast from the palm of the hand a ray of fire that deals 3d6 points of fire damage. A creature affected by this spell may make a successful ranged touch attack against a target within medium range (100 feet + 10 ft./level) with the ray of fire. Using this ray of fire ability is a standard action that immediately dismisses the fire mark.

Find more spells as well as character options in the Book of Magic: Insurgency of Summer available now at DriveThruRPG/RPGNow, Paizo.com or d20PFSRD.

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Pathfinder: Riyal’s Counterspelling Spells

Counterspelling has never been any d20-based game’s strong suit. So when I played an elven abjurer named Riyal, I decided I would come up with a few ways of my own to knock my fellow spellcasters down to size. These spells were an obvious choice to be added in when I was writing up Book of Magic: Signature Spells 2. I hope you enjoy them in your game.

RIYAL’S COUNTERSPELLING PREPAREDNESS
School
abjuration; Level magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, F (lace glove costing 10 gp)
Range personal
Target you
Duration 1 round/level or until discharged (D)
Emerald green runes glow along the length of your arms. While this spell is in effect you may counterspell as an immediate action. You do not need to ready an action nor does this alter your position in the initiative order. You may take your next action normally. Once you successfully counter a spell (whether as an immediate action or as your normal action) this effect is discharged and the spell ends.

RIYAL’S SPELL DISRUPTING LIGHT BEAM
School
abjuration [light]; Level magus 5, sorcerer/wizard 5
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one spellcasting creature
Effect one green ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A bright green ray flies toward the intended target. Upon a successful ranged touch attack, the target must succeed on a concentration check or lose the spell he is casting. The DC of the concentration check is equal to 10 + 1d8 per caster level (to a maximum 15d8) + the level of the spell being cast by the target.

Download Book of Magic: Signature Spells 2 from DriveThruRPG/RPGNow, Paizo.com or OpenGamingStore.