![]() ![]() So we have spells, and bit of Strahds personality.There it is: Thematic, simple, decent, but not too strong. This ability is more like a "get out of jail free" card than anything else. ![]() Charm is interesting because it only stops them from attacking the charmer. Auto failure on the first turn, WIS save on subsequent turns. It's important not to step on the Holy Symbol of Ravenkinds' toes here, so i made it a weaker effect: 1/day charm any undead but Strahd. So what is one of Strahds defining attributes? Well he can control Undead. In a way, part of Strahds soul is included in it's words. The book is Strahds diary, it should reflect that. It's an improvement for sure, but we can squeez our more. Now just spells doesn't make it that interesting in and of itself.You can change or add some of these spells, though I like to keep the unholy/forbidden magic theme. At level 8 I put in Blight and Evard's Black Tentacles. At level 6 I included Feign Death and Vampiric Touch. Say something along the lines of "your arcane potency increased, and with it you find hidden meanings in the diary" when they level, and have them find appropriate spells. The great part is that you can have the book scale with the caster. All three level 1 and 2 spells, very reasonable. I included Ray of Sickness, Darkness, False Life as copyable spells. I had my party find it at level 4, as a reward for saving Arabelle. This is the perfect vessel for thematic spells. Either I forget about them or because finding random spellbooks with powerfull spells in them.doesn't make any real sense for a low level party. I personally struggle to include copyable spells for wizards into my campaign.So.why not turn the Tome into something for casters? It's so obvious it hurts. Both are incredible powerfull, the former more so than the latter. How do we go about fixing this? Glad you asked.Īlmost every DnD adventuring party has a spellcaster, and yet the only two magic items included for casters specifically are the "Staff of Power", and the "Staff of Frost". The Lost Sword is a +1 sentient sword that can cast Crusaders mantle one a LR, fyi. So why is the alchemy jug and the Lost Sword there? Those are two awesome items that will see almost no use. That thing is a deathtrap that few sub-level 10 parties will venture into. The "too hard to find" problem is shown perfectly when you look at Castle Ravenhof. (The Gulthias Staff might fall in this category too but u/MandyMod already fixed it in his "fleshing out Curse of Strahd" guide, go check that out) The 2d6 temp hp is alright, yes, but at the level you get this that's maybe 1 hit worth of health and only if you land the killing blow. The +2 is really just there to get it on par with something like a +1 longsword, and gets outclassed by a +1 two handed weapon. ![]() But then you realise it's a spear, a simple weapon. +2 spear that gives 2d6 temporary hit points on a kill? Really? And only if your party has a barbarian/druid/ranger? Now that sounds decent on a surface level, +2 weapons are rare after all. It's so sad that a weapon with such a cool introduction is a. ![]() Here i use the Blood Spear as a second example. "Oh look, the vampire is weak to sunlight and stakes. Yes it gives backstory, that part is good. What manner of unholy knowledge can it contain? Apparently some info 90% of players probably already know. Take the Tome of Strahd for example one of the legendary three artefacts, Strahds diary. They are either bad, or too hard to find. I genuinely think Curse of Strahd really missed the mark on magic items, for two reasons. ![]()
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