Dweomercraft Familiars The d20 market has seen book specializing on classes, races, weapons, spells, prestige classes, feats and many other broader. Dweomercraft: Familiars. When I was a kid, and first started playing AD&D (1st edition), one of the funnest things about making a magic-user. Dweomercraft: Familiars has sections on how to play a familiar, and a discussion (and several options) on the true nature of the beast. The book then details.

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Okay, on the meat of this book. There are new origins dweomegcraft familiars too. Dweomercraft Familiars is the latest pdf by Dark Quest Games. Join Date Apr Posts 2, I wasn’t all that interested in those parts myself; the prime attraction for me was the new familiars and augmentations for familiars, which makes up most of the product. As I read through the book I did recognize dwwomercraft of the material from the other books, but the inclusion of them was pretty seamless and not obvious.

It should be an icky thing to do – in roleplaying terms, but what of the rollplaying?

Dweomercraft: Familiars

The layout is very well done making it easy to dweo,ercraft on the computer screen as well as once it is printed out. Here’s a brazen idea – give the familiar a personality! There are 10 pages before you see anything that looks like a stat block or number crunch.


I’d let the wizard or sorcerer find a Bowl of Staple Rations just to avoid the plot distractions of mundane feeding problems!

Well, this one takes a different route. I looked it up; it can also be used to describe the act of juggling! At the very least and we don’t need to hunt for the silver lining here these sections provide GMs with ideas.

Dweomercraft: Familiars

There are even a few cursed items here as well. What type of familiar should a character take? We’ve the fami,iars of comprehensive coverage and professional quality. I’ve always had a soft spot for familiars. In each chapter there are also ways to upgrade ones familiar.

There are no borders to eat up ink when it is printed and there is not a lot of art that would do that. It defines a familiar and answers many of the questions that the Players Handbook does not.

The personality of the familiars is done through a table of traits. Familiars was evidently an ensemble effort with Steve Creech, Michael Hammes, Neal Levin and David Woodrum all sharing the writing credit, and five others credited for additional writing. After these opening ten pages of flavour, concept introduction and lead in come some pretty brazen ideas.


New Origins quantifies new ways for masters to find their familiar. I would have liked to see them have those as bookmarks though.

It is useful for both players and GMs to add a twist to any campaign or as a resource from which to create their own ideas. Here you’ll find the chipmunk, ferret, mouse, shrew, gray squirrel and the like. That is nine people given writing credit on this book and the writing is pretty seamless. Some though seem a little difficult for what one can get with it.

Ah yes, in typical Dark Quest thoroughness we look through more than just the vanilla fantasy player races. This PDF is a monstrous pages long, presenting a myriad variety of familiars. The most recognisable logo here is, perhaps, the ENWorld one. Only the opening pages have borders, and dwdomercraft table of contents is hyperlinked for easy hopping.

I really famiilars the idea of having the death of a familiar be just a penalty in experience. I like systems which bundle the two seamlessly.