Ahoy my Shield Brethren, the time is upon us!
Khan’s SPELLS & FEATS Vol. 2 has arrived!
As promised, I lowered the price to $10 due to some requests but I didn’t skimp on the content. This book is longer than the previous one and has new ideas, suggestions and mechanics! Also check out the bundle link at the end to get a discount as well!
- Over 200 new SPELLS total
- 13th SPELL TYPE: CHAOS. Magic is even more unpredictable and powerful, but also extremely dangerous. Not for the faint of heart!
- 16 METAMAGIC SPELLS that let you cast multiple SPELLS, cast a SPELL you don’t even know, boost your spellcasting STAT and so much more
- CANTRIPS - New mechanic for casting selected SPELLS over and over again for free OR succeeding their ATTEMPTS automatically for a small price
- 45 new FEATS which can give HEROES many interesting abilites
- 10 MAGE KINDS & 10 MAGE CLASSES for cool new abilities and roleplaying inspiration for spellcasters
- 100 RARE INGREDIENTS for emergency use, or creating potions or casting SPELLS for free
- 100 CONSUMABLE LOOT ITEMS for fantasy, like healing potions, summoning animals, creating undead where you can use each item a couple of times before it is depleted
- 100 CONSUMABLE LOOT ITEMS for sci-fi, cyberpunk and futuristic games with portable body shields, stim packs, combat drones
- SPELL ROLLER TABLES to roll for random SPELLS from 3 books: ICRPG MAGIC, Khan’s SPELLS & FEATS Vol. 1 and Vol. 2 where all SPELLS’ description and page number are listed for easy reference
- SPELL LOOT TABLES
- Mage Character Sheet
- Blank FEATS Sheet for your own FEAT creations
- Blank SPELLS Sheet for your own SPELL creations
- GM tips to how to use the resources in this book very effectively
- Cast any SPELL even if you don’t know it.
- Combine two SPELLS to create a new SPELL.
- Absorb an enemy SPELL to cast it later.
- Forbid a certain event from taking place in an area.
- Steal abilities from NPCs and MONSTERS to use them as your own.
- Summon a duplicate of yourself from another timeline to double team.
- Replace your current character with another for a limited time.
- Turn into any creature you want and give yourself multiple abilities.
- Create a huge construct guardian with powerful abilities.
- Sniff and find LOOT.
- Be immune to all physical damage for some time.
- Sense hidden things, hidden motives and lies.
- Reflect SPELLS back to their casters.
- Absorb SPELL energies and use them to fuel your own.
- Stay CLOSE and prevent healing of enemies.
- Stay CLOSE and do automatic damage to enemies every ROUND.
- Cancel a SPELL being cast.
- Gem of Nine Lives. 9 charges; when you drop to 0 HP, get back up with one single full HEART.
- Weaponmaster’s Oil. 3 smears; with a melee weapon, behead/smash/crush the head of a creature on a CRITICAL ATTEMPT.
- Sunstones. 4 stones; throw them on the ground to teleport to a place you have been.
- Necromancer’s Keychain. 5 tiny skeleteons attached; drop one onto the ground to raise a skeleton.
- Speedy Toenails. Eat these to cast 1D4 additional SPELLS this TURN.
- False Idol. Smash this to automatically succeed your next 2 ATTEMPTS or CHECKS.
- Broken Weight. Roll HARD STR to learn a new FEAT immediately.
- Small Bait. Summon 1D6 small creatures appropriate to your surroundings.
If you want this volume only, get it from here:
Buy the bundle which consists of two volumes to get a discount: https://www.drivethrurpg.com/product/330724/SPELLS--FEATS-Two-Pack-BUNDLE
Edit: Here’s @Wildstar’s review of the book in podcast form: