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## Complete Book of Eldritch Might

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Thymos
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### Complete Book of Eldritch Might

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Post by Thymos » Thu May 07, 2009 12:19 am

Has anyone hear besides me looked through the Complete Book of Eldritch Might?
When I bought it on an impulse purchase I really wasn't sure why I got it. As I've read it though I have grown to really like the book, even if it isn't the epitome of balance. The prestige classes are very flavorful, soul magic worked well for a villain of mine, and the new rules for intelligent magic items could work well to bring melee users to less pathetic levels.
What do you all think of it?
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Psychic Robot
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###

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Post by Psychic Robot » Thu May 07, 2009 12:24 am

No idea. What's soul magic like?

> Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.

> Ant wrote:

> > Chamomile wrote:Ant, what do we do about Psychic Robot?

> You do not seem to do anything.

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Thymos
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  Posts: 418
  Joined: Thu Feb 12, 2009 5:02 am

###

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Post by Thymos » Thu May 07, 2009 3:40 am

There's just a few pages on it.
It's about making spells with experience. There are 3 types, although I can only remember one off the top of my head. Every type just takes existing spells and modifies them.
You can create these spells, even if your immobilized. All they do is change the form of spells you can already cast.
One of them is a trap, where the person who sets it off has to make a will save or they cast the spell. I had my campaigns villain who is trapped slowly over years create a soul magic spell so that when the party encountered the statue of him, one of the party members triggered his trap. He failed his will save and actually freed the villain, which I though was pretty cool.
It's mostly about creating independent spells. I personally thought they seemed fairly appropriate for ideas for DM plot devices.
Last edited by Thymos on Thu May 07, 2009 3:44 am, edited 1 time in total.
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Amra
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  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Amra » Thu May 07, 2009 12:18 pm

I've got it. Likewise, I thought the Soul Magic spells were useful... to the extent where I'm using a modified version of the Imperative Soul Magic as a campaign hook at the moment. Magic users are disappearing from the city because a powerful entity has created a self-replicating Soul Magic spell that forces Wizards to read it, draining their power for the next incarnation of the spell and leaving nothing behind but a strange aura that takes a few days to dissipate.
It's all just a big game of collect-the-souls, presented as a whodunnit, but Soul Magic gave me the mechanism for an idea that I'd had already so I was only too pleased to use it
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