I have an idea I need for an adventure, but I need a way to help the adventurers get more brain power…..
Brew Thought Philter Cost: variable magic points; 1D6 Sanity points Casting time: 1 hour Through a concentrated mix of effort and mental strain, you extract magic power from your self or a restrained victim. This power is condensed in to a shimmering blue liquid that you can place into any container of your choosing. Your or the victim lost one point of magic per magic point put into the brew. These points are restored normally. The liquid lasts for a week per point of magic extracted. If the magic power is extracted from yourself, no additional sanity is lost. But, if the magic points are extracted are extracted the victim loses two points of sanity for each point of magic extracted.
Thought Philter
Used by:Anyone
This shimmering blue liquid restores the mind’s power. Upon drinking this brew, you los 1d6 sanity and gain magic power back equal to the number of magic points invested in this brew.
Basics– What’s that ahead on the trail? Down Darker Trails is a wild west source book for Call of Cthulhu. This book has information for both the game master and players to build anything, from gunslingers to wild west cults serving dark gods all across the west. Let’s look at the parts.
Mechanics or Crunch– This book is an interesting and well done mix of old and new. Arguably there are LOTS of reskins of stuff we have seen before, but honestly, that’s what I need. I need to know what the fire rate for guns in that time was and and the prices. There are some major changes between 1880 and 1920, but the damage really doesn’t change that much in this game. That said, this book adds a lot of new stuff, from spells to real life states for characters, to excellent new options for investigators/players. I like everything that is here and it adds the right amount of depth and crunch for a game in this time. 5/5
Theme or Fluff– I like what’s here, but I have some minor issues. I mentioned before that there is a lot of reskinning for the time. That’s true and it’s true here too. But, I don’t see anything crazy new here regarding the mythos. It doesn’t invent a ton of new monsters or elder things. Lovecraft didn’t do a ton out west, so thats part of it, but I would like to see more new in the story of the mythos. That said, what is here is excellent. Amazing history summaries, great write ups on persons of the time, solid respect to the cultures of the west and its people, and character options that will let a person who is new to the old west beyond Back to the Future III into the world of what really went on out there. There is always more to be learned, but as a first pass into this world and the idea that a book can’t continue for forever, this is a great way to build mythos into the west and the west into the mythos. 4.5/5
Execution– Chaosium knows book publishing with the art, layout, readability, and book mechanics like hyperlinks and such all on point. This book even has real pictures of people from the time to so you can see the real faces of the west. Furthermore, since the real west was a lot more racist than the fun and wholly-pretend cowboy and Indians I played as a child, the book treats the indigenous peoples of the west with respect in art, writing, and design. 5/5
Summary– This is a phenomenal book. I love Call of Cthulhu, and recently lots of my video games have been old west as well. The pretend old west is fun, but the real west is far more entertaining and deep. This book gives me the keeper/gm the tools I need to merge those loves and it gives my players the tools they need to jump right in as well. I have some minor issues, but like all the products I love that quibble about it comes down to wanting more. What I do have is a well done book with crunch and stories to build a fun western adventure and a book that easily revealed its secrets. If you want cowboys in the mythos, then you need this book. 96%
ok, we got some groundwork, so now we can move forward!
clay bottles with elements inside of them. These foci increase the potency of your spell attack rolls. These items are held in one hand when you cast a spell and does not imped somatic components of a spell but are integrated into them.
Mage Shield, lesser Item 4
Magical Abjuration Price 80 gp Usage worn; Bulk L
This simple bronze bracelet has a crude shield carved into it.
Activate reaction; Frequency once per turn; Effect Make a ranged spell attack roll when you are the subject of a single target attack with a +1 item bonus. If your attack roll beats the attacker’s result, you deflect the attack and you do not take any damage or suffer any effect of the attack.
Mage Shield Item 12
Magical Abjuration Price 1800 gp Usage worn; Bulk L
This simple bronze bracelet has a crude shield carved into it.
Activate reaction; Frequency once per turn; Effect Make a ranged spell attack roll when you are the subject of a single target attack with a +2 item bonus. If your attack roll beats the attacker’s result, you deflect the attack and you do not take any damage or suffer any effect of the attack.
Mage Shield, Greater Item 18
Magical Abjuration Price 22,000 gp Usage worn; Bulk L
This simple bronze bracelet has a crude shield carved into it.
Activate reaction; Frequency once per turn; Effect Make a ranged spell attack roll when you are the subject of a single target attack with a +3 item bonus. If your attack roll beats the attacker’s result, you deflect the attack and you do not take any damage or suffer any effect of the attack.
Fighter, Barbarian, Champion, Ranger Trigger A creature within your reach makes a melee attack targeting you.
You slash at your foes blade to knock it aside. Make a melee Strike against the triggering creature. If your attack is equal to a higher value to the triggering attack, you knock the blow aside and the attack does not hit you. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
I thought a bunch about this, and I think I have a new fun way to block!
Parry
When you are the subject of a melee attack, as a reaction you may make a melee attack. If your attack value equals or exceeds the attacker’s, the original attack misses you. Otherwise the original attack occurs as normal. A critical on your attack blocks the attack as well regardless of your total attack.
There are no items to boost your spell attack rolls in Pathfinder 2e. I have a caster who wants them. LET’S MAKE THEM!
Spell Force Foci are crafted by gifted casters in each tradition, and their appearance and abilities are tied to that tradition. Arcane foci are built into tomes. Divine foci are built into prayer beads. Occult foci are made from fetishes. Primal foci are built from wood carvings. And, elemental foci are clay bottles with elements inside of them. These foci increase the potency of your spell attack rolls. These items are held in one hand when you cast a spell and does not imped somatic components of a spell but are integrated into them.
Spell Force Foci (+1) Item 2
Price 35 gp
Usage held in 1 hand
The item bonus to spell attack rolls is +1.
Spell Force Foci (+2) Item 10
Price 935 gp
Usage held in 1 hand The item bonus to spell attack rolls is +2.
Weapon Potency (+3) Item 16
Price 8,935 gp
Usage held in 1 hand The item bonus to spell attack rolls is +3.