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Dweomercraft: Enchanters $6.95 $3.95
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by Timothy B. [Featured Reviewer]
Date Added: 03/15/2011 15:17:46

This one is a bit of a mixed bag. There is a lot of fluff, which is fine really, but I might not ever use any of it. The cover art is great, the interior art, less so (though not bad). There are some new feats that are good and some new gods. The best part though are the spells. There are a good number of useful spells here. Plus some interesting tomes and magic items.

It might take some tweaking to fit some of the background information into your game, but there is still enough here to make it worthwhile to buy.



Rating:
[4 of 5 Stars!]
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by Jason C. [Featured Reviewer]
Date Added: 07/24/2009 22:34:13

This book gives a look into a school of magic from many different points of view. The standard character races, religions and gods, and other schools of magic all have their say and even differentiates between wizard and sorcerer approaches to enchantment. This gives a very thorough background for a player or GM wanting to add more detail to the practice of magic in their campaign world.

It would be especially helpful for games with arcane practicioners at the center, including the various "magical college" and "magical explorers" campaigns that have been published by many companies.

The list of spells is evocative and seems well-balanced for the most part. It certainly is detailed enough and if you're an obsessive spellbook-filler like myself you'll want to concoct quests to obtain many of these spells right away.

The file is in good shape but doesn't use any special PDF features. It's a steal for the price.



Rating:
[4 of 5 Stars!]
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by Derek K. [Featured Reviewer]
Date Added: 02/06/2006 00:00:00

In a market near-saturated with book- and .pdf collections of d20 spellcaster advice and material, "Dweomercraft: Enchanters" stands out as a unique and valuable supplement. Devoted to the enchantment school of spellcasting, this supplement provides both flavorful text and plenty of "crunch" for players and GMs that are looking to create characters specializing in the magic school of enchantment.

Supplement writers Chris Snook and David Woodrum waste little time getting into their subject matter. Subtitled "Racial Views," Chapter One (after a couple pages devoted to explaining the differences and interactions between the enchantment school and the other schools of magic) approaches each of the core D&D races and describes that race?s relationship with the school of enchantment. Players considering playing an enchanter will find rich material that can be used in creating character backgrounds and motivations. GMs can easily use this same material when creating their NPCs. This chapter could easily be inserted into the Player's Handbook, or at least the Dungeon Master's Guide.

Shifting gears, Chapter Two: Feats is a more "crunchy" section. None of these 19 feats stood out as unbalanced, and more than a handful of them felt quite useful. All of them are unique; I've not stumbled across any similar feats in any other sourcebooks. While these feats are all geared toward enchantment, they're all General feats, so any character can feasibly choose one or two of them for themselves. Chaotic Hint (projecting hints of a chaotic nature to better get along with chaotically-aligned characters), Compulsion Leech (healing one point of damage whenever someone casts an enchantment spell in your vicinity) and Wizard Shrill (being able to potentially disrupt a magic user's spellcasting) are all good examples of what can be found in this section.

Chapter Three: Deities Important to Enchanters takes a step back from the hard crunch of the Feats chapter and presents new gods and goddesses that a religious-minded enchanter may want to get to know. Again, as with the previous chapters, both players and GMs will find material here to add a bit of individuality to their game.

Chapter Four: Spells is the meatiest section of the "Dweomercraft: Enchanters," and rightly so. What would a spellcaster be without his or her spells? Over 60 new spells are presented here, and as with the rest of this book, nothing here seems overpowered or unbalanced. These spells are well thought out, as if a great deal of time was spent creating spells like "dyslexia" (a 1st-level spell designed to prevent those who have no business doing so from reading material the enchanter would like to keep private), "bestial panic" (a 4th-level spell that can cause up to 70 HD of creatures to go berserk), and "memory man" (a 7th-level spell that allows its recipient to perfectly retain anything sensed within a 24-hour period, so quickly reading through the contents of a library in a day would be material perfectly retained and remembered).

Chapters Five (Tomes of Knowledge) and Six (Magic Items) complete the book with more well-created and -balanced game material.

"Dweomercraft: Enchanters" can expand your game by taking one school of magic and making it so unique that it almost warrants its own class. There are a few typos and formatting errors, and the interior artwork isn't overly consistent in quality (although I'm still taken by Steve A. Roberts' cover art), but these are small things that can be overlooked because as a whole, the book is quite good.<br><br><b>LIKED</b>: Unique approach to the enchantment school of magic, not too-narrowly focused, utilitarian, and lots of material<br><br><b>DISLIKED</b>: Few typos and formatting issues, inconsistent interior artwork<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by Angus M. [Verified Purchaser]
Date Added: 02/15/2004 00:00:00

While there is a lot of good ideas in here, I have found myself relying on other supplements much more heavily, so this book fell into the "so-so investment" category. Good for what it focuses on, but there has been little emphasis on Enchantment, per se, in my campaigns.



Rating:
[3 of 5 Stars!]
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by James S. [Verified Purchaser]
Date Added: 09/22/2003 00:00:00

Ugh. Save your money and buy Joe's Book of Enchantment instead. Far too much fluff in this one to really justify the price.



Rating:
[2 of 5 Stars!]
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Dweomercraft: Enchanters
Publisher: Dark Quest Games
by Roy R. [Verified Purchaser]
Date Added: 02/28/2003 00:00:00

A reasonable product. This book gives a number of new spells and insights into enchantment magics. Also some new feats and gods. Alas, this book is not great. The spells are interesting but there are a fair number of spells affecting cats and dogs for some unknown reason. The feats are a little unbalanced but could be worked with. I personally have all my gods "set up and running" so the gods section is of no use to me. If it was of use to me, I would rate the product 1 point higher. All in all, I am reluctant to say this book seems somewhat lame.



Rating:
[2 of 5 Stars!]
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