In case anyone was wondering, I don't use AI to write these blogs. Since Google and every other AI company are scraping the internet for content and providing text-only summaries, I figured I'd stop adding images to my posts. Making this blog look fun and image-heavy takes a lot of time and attention away from what I want to do, which is posting my thoughts with minimal editing.
These are my opinions and analysis of these spells. I'm not an expert, but I've played an awful lot of D&D over the years, so I think these points are worth considering. This post is meant to accompany the Dolmenwood Player's Book readthrough. Summary: The early Arcane spells are quite weak and/or situational. With the rules as described, in which a caster must prepare each specific spell he/she wants to use that day, I feel that casters are at a major disadvantage early on (even more so than in other AD&D retro clones). That being said, if a caster can survive long enough, the spells become extremely powerful (even more so than in other AD&D retro clones). Rank 1 Arcane Spells I’m not usually one to do tier lists, but I think in this case, it’s warranted. CRYSTAL RESONANCE This spell allows the caster to imprint their surrounding energies onto a gem, then later release it. It cannot cause damage, blindness, deafness, or other special effects. There are four...