Arcana Unearthed: The Malhavoc Handbook

Features of this variant players handbook from 3rd Edition codesigner Monte Cook include:

- 10 new PC races, including giants, runechildren, and the lionlike litorians
- 13 new classes, such as witches, mageblades, and the unfettered
- Hundreds of new skills, feats, and spells
- Variant rules for handling magic and combat
- A rulebook to challenge your assumptions about your favorite RPG

This hardcover can supplement an existing campaign or may be used as a complete game unto itself.
 

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By Duane Nutley, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Arcana Unearthed is the much anticipated variant Player’s Handbook written by acclaimed RPG author Monte Cook and published by his company Malhavoc Press. The first hardcover supplement written by Monte since starting Malhavoc Press, Arcana Unearthed is 254 pages in length and available from your local gaming store or online store for $29.95 (the same price as the revised Core Rulebooks released by Wizards of the Coast).

First Blood
Just like most other d20 gamers out there, I was eagerly awaiting the release of this sourcebook and read all the tidbits released by Monte on his Design Diary. Now I have it and have read through it from cover to cover (only once or twice so far, but that will soon change) and am still unsure what changes it will make to my game. Don’t get me wrong, the material in the book is definitely outstanding, but I am not sure how I will implement it into my game alongside some of the new revised d20 rules. I know I won’t be having a solely Arcana Unearthed campaign, as I think it would be more fun to combine it with other elements.

Before going into the contents of the book I would quickly like to look at the book itself. The cover of this hardback is exquisite, to say the least. Not just to look at but to touch as well. Glossy and with a nice smooth finish, the cover contains the only color images for the book. That’s right, there is only black and white images for art throughout the whole book. There is nothing wrong with black and white, especially when you look at some of these pictures. The paper is also glossy (like the PHB, and unlike the pages in hardcovers produced by Fantasy Flight that are more coarse) and is completely white with black text. There is no background visible on the page, just the text and any artwork that may be on the page. HURRAH! No more annoying background lines in a PHB! No page border apart from some lines at the top of the page. Each chapter also contains a small image in the top right hand corner that readers of other Malhavoc products will be familiar with. Now onto the good bits – the contents!

As this is a variant PHB there is some background information that introduces the book, but it does not make the assumption that readers are completely new to the game (we can leave that to the Player’s Handbook by Wizards of the Coast). The chapters are similar to the PHB as well: Abilities, Races, Classes, Skills, Feats, Equipment, Playing the Game (which incorporates Combat as well as some aspects of Adventuring), Magic and finally Spells. Unlike some complete d20 games (Oriental Adventures, Wheel of Time, Call of Cthulu) there are no chapters on magic items, rewards, monsters or the like, only information for a player to play with Arcana Unearthed rules. The most commonly known fact about this sourcebook was that Monte was not using commonly used races or classes, but was creating his own. The only carry-over from the original Player’s Handbook is the human race – but with a slight difference. One thing before looking at the chapter on races, in the Abilities section there is the bonus spells table. One change on this table is that Monte gives bonus spells for 0 level spells. Let’s look at these new races in a bit more depth.

There are in total eight races, with one race having three subraces. These are (in alphabetical order) Faen (with the three subraces of Quickling, Loresong and Spryte), Giant, Human, Litorian, Mojh, Runechildren (actually a racial template), Sibeccai and Verrik. The faen are the smallest of all the races and consist mainly of Quicklings and Loresongs. These faen can choose to become a Spryte at any time after 3rd level. Humans have no different racial abilities, but instead the description and their place in Arcana Unearthed’s default setting – Diamond Throne – is quite different to most fantasy campaigns. Giants were originally not native to the Diamond Throne setting, but invaded after finding the humans enslaved to the evil dramojh. The giants defeated their enemy and installed themselves in the dramojh place, with humans still serving another race. Giants start at about 7 foot in height and can grow larger by taking racial levels (a bit more about racial levels later). Litorians are lion-headed humaniods literally. In all pictures they have a lion’s head on top of a humanoid’s features. The litorians are still somewhat savage and crave their freedom. The Mojh are humans trying to emulate their old masters, the dramojh. The resulting transformation is the mojh, who have a hunger for all things magical. The Runechildren is actually a template that can be applied to a being of any existing race who has the interest of the world at heart. Named as such for a distinctive rune, a runechild gains supernatural powers to “act in the best interests of the world”, without actually stating what these interests are. Sibeccai were once animals who were transformed into humanoid form giants before the giants came to the Diamond Throne continent. It is not stated why the giants would do such a thing, but since then the Sibeccai have developed their own culture and society. The last race is the Verrik, who resemble humans apart from the red skin and white or blue-black hair. Verrik think different to other races and always seem composed and slightly aloof. The interesting thing about these races, is that all apart from humans are able to take racial levels (runechildren are a template). Basically this immerses them more into their racial lot. I think it is a way to bypass ECL and is very reminiscent of Savage Species.

11 new core classes are presented in the classes chapter. These classes are not meant to be direct equivalents between PHB classes, but some parallels can be made. One notable difference is that some classes have a different saving throw progression which is in between the good and bad save - +0 to +9 with a new bonus gained after 2 levels. Also of note is the fact that multiclassing does not draw an experience point penalty and that the races do not have favored classes – you can have as many classes as you want! The Akashic is meant to be Monte’s take on the mystical Akashic Records that records all of history. The akashic can delve into the collective memory and draw upon a needed ability. The akashic also is the only class with 8 skill points. The Champion champions one cause to the best of their ability. Some sample causes are detailed with the powers gained at certain levels, but rules are also given in how to create powers for your own created powers. The Greenbond is detailed next and is a spellcaster with connections to nature. The greenbond gets full spellcasting progression (up to 9th level, whereas most classes only get up to 7th level). I found the spellcasting tables for all the spellcasting classes confusing – a table of spell slots per day and another for spells readied at one time. If this also does not make sense to you, immediately turn to page 164 and read the sections Reading Spells and Using Spell Slots! Then it will all make sense.

The Mage Blade is the ultimate synthesis of magic and martial prowess. The Mage Blade has the most unusual saving throw progression and must choose a bladed weapon as their magical focus. Next up is the Magister – the ultimate spellcaster. They live only for magic and are the only class to get automatic access to complex spells (more on that later). Magisters must have a staff which helps them cast their spells as a focus. Oathsworn are people devoted to an oath and will do everything honorable to complete the oath without the aid of tools. By tools this means mainly weapons or armor, and the oathsworn learns to rely on their body and wits. An interesting progressive class ability is where they first don’t have a need for food, then water and finally air. The Runethane is a spellcasting class that can cast spells, but is more interested in runes and defining magic into symbols and the effects these runes can have. The also have an affinity for mechanical devices. The Totem Warrior, like the Greenbond, believes spirits are everywhere and learns to communicate with spirits for abilities. Only one main ‘spirit’ or totem can be chosen. The totem chosen determines the totem warriors HD and weapon/armor proficiency. The Unfettered class is the archetypical swashbuckler – someone who disdains heavy armor for the advantage of manoeuvrability. Unfettered are the only people to get Sneak Attack without need of using a feat. They also gain an AC bonus when wearing light or no armor. The opposite of the unfettered, the Warmain is the tank of all the classes and likes to wear heavy armor. A class ability they get allows them to maximise their use of armor and get an additional bonus depending on the type of armor. The last class presented in Arcana Unearthed is the Witch. The witch casts spells, but learns to harness their own personal energy to cast their spells. However their main focus is in ‘witchery’ and a character must choose one of six types of witch to become.

The next three chapters, Skills, Feats and Equipment, are nearly the same as the chapters in the PHB. Of note are the following: Hide and Move Silently have been combined into one skill – Sneak, Wilderness Lore/Survival (depending on which version you are using) is now named Wilderness Survival. The Skill Table is a lot easier to read with only the one type of dot. A little sidebar provides rules on a Listen check for sleeping characters (HURRAH!). Pick Pocket has been renamed to Sleight of Hand as in revised d20. Feats (nearly 140 of them!) see a considerable change, first in the number to choose from at 1st level (2 instead of 1 with humans getting 3 instead of 2 at 1st level) and the additional of Talents and Ceremonial Feats. Talents are feats only available from 1st level and basically show inborn ability. Ceremonial feats are those that can be chosen once a ceremony has been completed. Also of note is the choice players must make at 1st level – to have a Truename or not. The ceremony at 1st level represents the choice of truename. If a player decides not to have a truename they are classes as Unbound and can choose another talent or general feat. Truenames have repercussions in the game, especially where spells and magic are concerned. There are a lot of new general feats including Aid Spellcasting, First Strike, Tough Hide and Two-Weapon Fighting, Massive. The chapter on Equipment includes a few new types of weapons – Dire as well as new armor types – Articulated. The equipment table has been broken down to smaller sections with the descriptions after each table.

Everyone who buys Arcana Unearthed should read the chapter on Playing the Game carefully. Monte puts in a number of small changes to different parts of combat. More detailed rules for Vision and Spotting Distance have been included, thankfully at the front of the chapter after movement. A nice improvement over the PHB is the section on Actions in the Round. Monte breaks this down to individual actions that are permissible in combat, states what type of action it is and whether it draws an attack of opportunity or not. One big difference I noted was with two weapon fighting. If you like to use a light weapon in your off-hand, have Two-Weapon Fighting and Ambidexterity Arcana Unearthed gives you NO PENALTY to either weapon. And if you have the feat Two-Weapon Fighting, Massive you can fight with 2 one-handed weapons also without penalty. One action I found interesting – Stand from Prone. In d20 it did not draw an attack of opportunity, in revised it did and in Arcana Unearthed it doesn’t. So what are gamers to do? The chapter ends with Hero Points – what they are, when to award them and how they can be used.

Perhaps the most changed aspect of d20 in Arcana Unearthed is the magic system. No distinction between arcane and divine magic, all spellcasters use the same list of spells, spell templates, diminished or heightened effects, the list goes on for a bit. I recommend reading the last two chapters carefully to make sure all the changes are understood. For those looking for something different in magic, this might be what you are looking for. Rules for using items/objects to enhance spells, what happens if you use the same spell level twice for a spell, using a higher spell slot to power some lower level spells or vice-versa and 20 different spell templates provide something for everyone. Also of note is the lack of metamagic feats. There are still Item Creation feats, but these are slightly changed in what type of magic item a character can create. However I do not think there are a lot of spells in total. There are nowhere near as many spells for each spell level when compared to the PHB. A number of spells from the PHB have made its way into Arcana Unearthed, some unchanged, others changed while some have their name changed (eg. identify to analyze). Spells from other Malhavoc products (mainly from the Book of Eldritch Might series) are also in Arcana Unearthed. I mentioned earlier complex spells. This is another new concept – simple, complex and exotic spells – a little bit like weapons. All spellcasters have access to simple spells. Only the magister gets automatic access to complex spells. But other spellcasters can spend a feat to gain access to a certain spell level. No one has immediate access to exotic spells and a feat must be expended each time a new exotic spell is to be learnt.

So that is a bit of a detailed rundown of the contents of Arcana Unearthed, without giving away too many spoilers. My thoughts on the book are still mixed. Hints are dropped about things I would have liked to have read further about, like enslaved humans or the lack of information about deities, but I know I will have to wait for the Diamond Throne setting book for further information. Some parts of Arcana Unearthed can easily be used in a normal d20 game – the spell catalysts, exceptional skill success and some feats for example. I am still trying to decide on the strength of the classes and the spell system. Some standard spells now can’t be accessed by everyone. For example a common 1st level spell - magic armor is now called eldritch armor and is an exotic spell. Invisibility is now a complex spell. A number of spells have increased in spell level. Said invisibility is now a 3rd level spell. It was nice to see that Monte is human after all and made a mistake when providing an example for the spell duplicate. Monte’s example uses a mage blade, but duplicate is a 9th level spell with a target of the caster and mage blades don’t have access to 8th or 9th level spells.

Critical Hits
The main hit of this book is showing the versatility of the d20 system when people think outside the circle. A number of new unique ideas are presented within its pages and hopefully these will make people think about what else is possible. The magic system, for me, is the single best inclusion in the sourcebook. I always love playing wizards or other spellcasting classes. Now I will have to figure out a new magic system and see what versatility it has.

Critical Misses
The only bad remarks I have about the book are the few problems (eg my example provided above) that occur through the book. But as I said no one is perfect and to expect no errors at all is impossible.

Coup de Grace
Monte Cook promised a book with a difference and he delivered. It is now up to each individual to decide whether they like the contents and use it in their own game. I believe there is already heated discussion about the balance/strength/munchkinism of this book, but I think in the end it is a personal preference and if it enhances gameplay to something more fun or enjoyable why not use it?

Elements of what was discussed in Arcana Unearthed have intrigued me enough to seriously look at purchasing Diamond Throne as I would like to know more of the background of the setting.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

The magister needs the staff as a focus in order to cast spells at his or her stated level. Without it, their caster level is one lower and casting times are doubled for all spells. So, casting is difficult but *not impossible* without a staff, from what I read on page 44.
 

Monte Cook's Arcana Unearthed isn't going to be for everyone. This hardcover is an alternative Player's Handbook that includes races, classes, feats, and a brand new spell system.

There are numerous little changes in the way many things are assumed to work. Some skills like tumble and making a concentration check on the defensive now for example, have DC's that are influenced by how powerful the enemy you're trying to defensively cast or tumble by are. Some major changes for spellcasting including templates, which Dragon magazine already featured as a popular add on. The little changes happen with some names of skills or the inclusion of some skills that 3.5 removed or altered. Other things might not go noticed at first like the different experience point table or the long term effects of starting off with one more feat than standard characters or using non-standard races and classes.

But what about the book itself? If you're looking for D&D with a slightly different edge, Arcana Unearthed is for you. Note that a lot of core information is repeated here as it's a self contained game. This isn't a d20 book after all, but an OGL book. That means ability charts, modifiers, ability definitions, and even the human as a race, are repeated. If you can't stand that though, then this book isn't for you.

If you're willing to read further though, you will be richly rewarded. Much like the races, spells, and deities in the Player's Handbook hint at a world, those in this book do as well. This ranges from the giants who liberated the land from great evil, to the mohj, a race that is a legacy of those defeated by the giants.

On the 'cool' scale, Monte takes a page from Savage Species and gives these races levels that they can take. Each race starts as a 0 ECL, meaning they are perfect for standard classes, but each can take racial levels to become more in tune with their ancestry. Giants for example, while normally a hardy folk, aren't size large. Taking giant levels allows them to achieve large size.

In terms of classes, Monte has brought some of his old rolemaster memories with him. See in that system, having a core class fighter-thief (known as a rogue in rolemaster) or a warrior mage capable of using spells of swords is standard. It's not some prestige class. It's not some third party add on core class. It's right in the core rules. Monte brings both of those classes to the d20 system with the unfettered, a lightly armored fighter who gets sneak attack damage and is very mobile, almost swashbuckler like and the mage blade, a competent warrior who uses magic to augment his martial abilities. Other classes help fill in the standard D&D roles. Instead of a mage, we have the magister, a somewhat more robust spellcaster. Instead of the druid, we have the greenbond. These classes complement each other nicely and for ambitious GMs, can be mixed into a standard d20 campaign with a little work.

One of the biggest strengths of the classes is that in many ways, Monte took the road that the Holy and Unholy Warrior from Green Ronin did. Options. You're not locked into a certain type of class. In D&D, the fighter gets bonus feats and can be highly customized. In Arcana Unearthed, many professions have options within their ranks. The Champions, which are similar in some aspects to the paladin, but can champion anything, have different abilities and powers they gain depending on their cause. The witches have different varieties and abilities depending on their foicus. It's all about options, it all about making the characters different.

Now Monte is about offering options. That includes two new types of feat. Well, not really new but may be new to some people. For example, talents are feats that you take at 1st level. We've seen this before as regional feats, racial feats and other options. The point? You've got a birth skill that augments your abilities in some way. Because Monte isn't using standard 3.5 rules for ambidexterity and two-weapon fighting, that only time to get ambidexterity is at first level so all those dual scimitar using ranger imitators take it at first level.

The other type of feat is the ceremonial feat where the character must undergo a ritual to gain some special ability or power. Unfortunately, I don't agree with all of Monte's choice for what makes a feat a good candidate for a ritual feat. For example, weapon specialization. This is not a good candidate for ritual to me for a few reasons. One, the fighter based classes can get it as a bonus feat. Getting any bonus feat that is a ritual feat means you can skip the ritual. Some of these ceremonies allow you to channel energy through your weapon or apply templates to your spells. Good high fantasy stuff.

Now for spells, things are a lot more flexible here than they are in the standard game. You can take three lower level spells and merge them into a higher level one. You can take a higher level spell and split it into two lower level ones. You can double a spell's power by using two spell slots of the same level. You can apply templates to spells and increase their power in a number of ways. The spells overall are less powerful than standard Player's Handbook spells, but with the additional hit points and abilities the spellcasters here receive, not to mention their increased versatility in casting spells, they'll have no true issues long term.

Monte Cook's Arcana Unerathed is an excellent resource for those looking for new ideas for their standard game as well as being a game in and of itself. I personally feel that Monte didn't quite make enough effort to be able to slot this material into a standard d20 campaign but that's my bais not the full intention of the book. Monte Cook's Arcana Unearthed is a solid resource with setting support, it's own counters, and its own adventures with several publishers helping out. In short, it's a self sustained campaign setting with tweaked rules that has all of the potential of D&D with that new car smell.

My review is short in part due to reviewing different parts of this already in PDF form for those who don't want the whole book. I advice against that personally though as I find that the whole works better than the individual parts as when I read them, no effort was made to break them of Arcana Unearthed and make them more d20 complaint. They work best as hand outs to players who may not have the book or for those who only enjoy certain aspects of a game like magic or melee.

Way of the Sword
Way of the Staff
[a]http://enworld.cyberstreet.com/reviews/index.php?sub=yes&where=active&reviewer=JoeGKushner&product=Grim[at]Grimoire
 

Recently I was writing an email to my gaming group about the changes Monte made to the D&D system in Arcana Unearthed. When I was done writing, I realized that I had basically written a review of the product! So I figured I'd publish it here for anyone who is interested. I hope you find this information of value!

ATMOSPHERE:
First, I should point out that the atmosphere of the game world is one in which ceremony and ritual are an integral part in people's lives. In that way, the background of the setting reminds me of Werewolf. Although Monte doesn't rule out the worship of gods, there is no class in his system (like a cleric) that gets spell power directly from the gods. So in this system, gods seem to be more like they are in the real world - beings who are venerated because of what they stand for, not because of the power that they can provide.

CHARACTER CREATION AND ADVANCEMENT:
Basically, all characters in this game start out with a bonus feat. What kind it is depends on whether you know your Truename. All characters in the game can decide whether to learn their Truename - the name of their soul. If they wish to know, then they have to take part in a ceremony in which the name is delivered to them by an angel. If they don't choose to take part in the ceremony, then their Truename will remain forever unknown (by anyone). If you have a Truename, you can gain certain ceremonial feats that require it. The Truename is also used for certain important spells (like Raise Dead). Of course, it is also used for certain harmful spells, so you have to be careful who you give it to.
If you decide to learn your Truename, your bonus feat at first level will be a Ceremonial Feat, one of the feats that requires your Truename as one of the "components". If you decide not to learn your Truename, your bonuse feat will be a "Talent". A Talent is a feat that can *only* be taken at 1st level. Basically, a Talent is just something your character is particularly good at. As I flip through the feats section, I find one Talent called Natural Swordsman - you get a +1 to all attacks made with a sword. Another is called Fast Healer - you heal at 1.5 times the normal rate. (That one may seem crappy, but it may not be as crappy as you think considering that healing magic is much less powerful in this system.) Another is called Spell Artist - you cast spells in a unique way that gives others a -10 penalty to Spellcraft checks to figure out what you are doing. Etc.
In addition to this bonus feat at 1st level, characters still get their normal (regular) feat at first level. This can be swapped out for a Talent, if you prefer. And humans still get their usual bonus feat at first level. So a human character will effectively start the game with 3 feats (although 1 of them has to be either a ceremonial feat or a talent). Other characters start out with 2 feats (where 1 of them is either ceremonial or a talent).
While we're on the topic of characters, it is interesting to point out that there are no multiclass restrictions in Monte's system. So you don't have to worry about your "primary" class or keeping your classes within 2 levels of each other. However, Monte's XP level progression chart basically adds 10% to each level. So instead of becoming 2nd level at 1000 XP, you become 2nd level at 1,100 XP. Etc. So Monte's characters are more powerful, but you pay for it with a slower level progression. Another very important thing to keep in mind with regard to character creation and development is that there are no alignments in Monte's system. You are what you do. You are no longer constrained by asking yourself "What would a lawful good character do in this situation?" Instead you have to ask yourself "What would my character do in this situation?" Although alignment can sometimes be valuable as a check on a player's worst gaming instincts, I think I like this change. It allows players to expand their characters' moral choices beyond the constraints of the 9 limiting options they have in D&D.

RACES:
When I imagine how Monte created his races, I imagine the following sentence as his primary motivation: "This one's going out to all the ladies in the house." (spoken in Barry White baritone) Monte's races seem a little cheesy to me, but maybe I'm just too cynical. He's got humans, of course. But he also has cat people - humanoids with lion heads (called litorans). And don't forget the dog people - humanoids with jackal heads (called sibeccai). Plus, he's got 3 kinds of fairies. One kind are called loresong faen and another kind are called quickling faen. These are size Small creatures similar to (but different from) halflings and gnomes. But it turns out that either one of these "faen" races can transform themselves in a few levels into the third kind of fairy - the spryte. The spryte is size Tiny and has wings - think of Tinkerbell.
So far, Monte seems to be catering nicely to all the female gamers in the world. They can play kitty people or doggy people or Tinkerbells. How precious! :-)
Another race Monte offers us is a human with wine-colored skin called a Verrik. Verriks can have dark blue or white hair, so they seem a bit like human-based drow, in appearance anyway. Although this race isn't "for the ladies" like the others, because it seems so much like a drow in appearance, it seems uninspired.
The only new race that really inspired me in this collection (from a player's perspective) was the Giant. This is a race of human-like people who are about as stocky as dwarves but start out at 7 feet tall. And if they continue to add levels as Giants (rather than taking levels in a class) they can get as tall as 12 feet! I'm sure it's just the munchkin in me, but this is pretty cool. But Giants aren't just for munchkins, they also have a pretty cool backstory/motivation. Giants feel a strong sense of commitment to and responsibility for all other sentient species. Essentially, they are the caretakers of the world. They aspire to protect and serve. So you get your combat munchkin-ism along with a great roleplaying hook. It's win-win! :-)
The last "race" is Mojh. These were beings that worshipped the power of dragons to such an extent that they went through a process to transform themselves into dragon-like beings. They look kind of like lizard men and the get special affinities with magic. Since the dragons were the ancient evil overlords (that the Giants defeated long ago), the Mojh seems more like an NPC class. Mojh would be a good class for bad guys. I suppose it has some roleplaying potential for players with a martyr complex who like to pick a race that is "misunderstood". But mostly the Mojh seems like a race for the villains in your campaign.
Now here's where I make my disclaimer that creating new fantasy races is hard work. Almost no matter what you do, your new race is going to seem silly or derivative. So I grant that making new races is hard. Still, except for the Giant (and possibly the Mojh for villainous NPC's), I didn't find much here that I liked. The Races section is not where the book shines, as far as I'm concerned.

CLASSES:
The classes are more intriguing, though. He's got something called an Akashic, which is basically the Rogue substitute (the class that focuses on skills). However, I think I like the Akashic better than the Rogue. Why should we assume (as D&D does) that someone who is skillful is going to be Rogue-ish or thief-y? The Akashic class makes no such assumptions. Basically, Akashics are good at skills because they are able to tap into the collective memory of all sentient beings and use it to "recall" how to perform skills well or find out important bits of info. I really like the idea of a character that taps into the collective memory. Next is the Champion. This is essentially the Paladin-substitute without the inherent D&D assumption that all Paladins are good. Next is the Greenbond. This is the Druid-substitute in that it is a character that is in close touch with life and the power of nature. However, since there are no clerics in this game, and since the Greenbond has inherent healing abilities, the Greenbond will probably be just as essential to a party of Arcana Unearthed adventurers as a cleric is to a party of D&D adventurers. Next is the Mage Blade. This is basically a class for Fighter-Wizards. If you want to be able to swing a sword and sling a few combat spells, this is the class for you. The Magister is the Wizard-substitute, except it has more of a Gandalf/Saruman feel because a Magister requires a staff as a focus for spell-casting. The Oathsworn is the Monk-substitute. They specialize in unarmed attacks. In fact, Oathsworn characters are not allowed to use weapons of any kind except in dire emergencies. Oathsworn characters are powered by their own will, discipline, and determination. As such, they get bonuses for attempting to uphold certain types of oaths that they may swear over the course of the campaign. The Runethane is a crafter of magical symbols that have magical effects. Crafting magical runes is also a neat fantasy concept. Then there is the Totem Warrior is the Barbarian-substitute. Each Totem Warrior can pick a spirit animal who gives the character certain special bonuses, and over time the Totem Warrior will even come to resemble his chosen spirit creature. (This whole totem/spirt guide idea is very reminiscent of Werewolf.) Next there is the poorly-named Unfettered class. The Unfettered is the finesse fighter. Think of swashbucklers and you've got the right idea. Next is the Warmain. This is the Fighter-substitute. Finally, there is the Witch who is kind of like the Sorcerer-substitute. The Witch has many options. She can specialize in 6 different types of magic and 5 different ways of manifesting it. However, the Witch is the only spellcasting class in Monte's system that requires the use of material components to cast spells.

MISCELLANEOUS:
The Skills are basically the same as in D&D with a few additions, like Craft - tattoo and Knowledge - runes. We've already talked about feats. Monte adds a number of heavy armor types beyond full plate to help provide potential for higher ACs. He also adds a Hero Point system that allows characters to do things they otherwise wouldn't be able to do. So if you do something very heroic, you get a Hero Point that you can use later to help get yourself out of a jam. It's not like a get-out-of-jail free card. Monte does provide explicit mechanics for how the Hero Points can be used. I like this addition. I also like the fact that Monte extends the death and dying rules a bit. Now instead of being disabled at 0 (and only 0) hit points, a character is disabled (and only able to take partial actions) from 0 to negative CON bonus. A character is dead at negative (10 + CON bonus). I like this change, too. It allows characters to do a little bit more before they fall unconscious from over-exerting themselves while disabled. I think this will allow for more drama during combat. Finally, Monte streamlined the magic item creation process. Rather than having artificial distinctions between rods and rings and staffs and wondrous items, Monte splits magic items up into spell completion items (like scrolls), single use items (like potions), charged items (like wands), and constant items (like rings). This brings a great deal more rationality to the item creation hierarchy. The only thing I don't like about this change is that he keeps magic arms and armor as a separate category rather than rolling them into the constant items category, which seems to be where they belong.

SPELLS:
Finally, there is Monte's spell system, which is entirely reworked from the ground up. There are no longer spell lists for each spell-casting class. Instead there are simple spells, complex spells, and exotic spells. These distinctions are used in combination with spell descriptors. All spellcasters have access to simple spells. Non-magister spellcasting classes get access to certain complex spells based on the spell's descriptor. So for example, a Greenbond can cast any complex spell with the Positive Energy or Plant descriptors. Get the idea? If you are a spell-caster that is good at certain types of spells, then you will have access to only those complex spells. Only the Magister class has access to all complex spells. And exotic spells are spells that are so rare that they are virtually the character's own creation. Memorizing spells is also gone in this system. Instead, you prepare a subset of your spell list, and you may cast as many of any one spell on that list as you choose. And you only need to prepare a new list of spells when you want access to different spells. Otherwise, you can keep the same list of spells prepared forever without having to re-prepare them. (Monte calls preparing spells "readying" them. I think this was a poor choice of terminology since "readying" already has a meaning in the combat system.) Another big difference is that you can combine (or "weave") 3 lower level spell slots into one spell slot of a single level higher. Alternatively, you can "unweave" a higher level spell slot to get 2 lower level spell slots. Finally, almost all spells in the system can be cast at their normal level, a level lower (diminished), or a level higher (heightened). When a spell is cast a level lower than it is normally cast, it loses some of its power, and when it is cast at a level higher than it is normally cast, it gains power. All of these changes to the spellcasting system provide a great deal of flexibility, and I for one am eager to try them out.

CONCLUSION:
All in all, Monte's system provides a lot of good, intriguing, inspiring ideas that I can't wait to try out sooner or later. That's what I want most out of any gaming product - inspiration - and as usual, Monte provides that in spades. I highly recommend buying and using this product.
 

Well, I think everyone else has detailed the contents quite well enough, so I'll just tell you what I like and don't like.

Races

I like the fact that the faen race has more than one type or subrace, as well as the fact that one can choose to change themselves. A big part of the themes of Arcana Unearthed is choice over presdestined fate, and taking responsibility for their own actions. The interesting mojh, with their voluntary transformation are also quite fascinating. One of the best mechanics from this chapter is the racial level. For the undecided character, or those that just find the idea of self-improvement a good one, these racial levels provide a great alternative to jumping feet-first into adventuring.

Classes

One of the best things I liked here was the versitility of some of the classes. The champion, totem warrior, and witch have so many options to expand and customize the class, that they really tickle my fancy. The unfettered makes a truly great lightly-armored fighter; the quintessential swashbuckler, while the warmain allows you to make the baddest tank (or best knight-strategist) that ever walked the face of Dor-Ethnos.

The mage blade gives those searching for the perfect warrior-wizard crossbreed everything they've been hoping for. The exceedingly versitile akashic pretty much allows you to do nearly everything. The runethane is a great spin on the more traditional wizard, while the oathsworn allows your character to become a living weapon for their cause.

Feats

I have to say, I really like the idea of talents. It makes characters extremely unique in a way that no one else can later emulate. It really gives you something interesting to work into a background as well, if you desire. The spell template feats also give spellcasters great flavor and versitality. In addition, the fact that many feats are ceremonial feats makes for some great in-game plot hooks and little side quests.

Magic

One of the most unique aspects of AU, the magical system with its levels of complexity of magic and ability to weave and unravel slots allows casters to make the most of their magic. I really enjoy the ability to switch out even my spells readied, as if I expected combat and need some divination magic, I'm not stuck waiting a day. The spells are, pound for pound, weaker than normal D&D spells, but with the versitility that's fair.

Other rules and stuff

The new death and dying rules (disabled at negative Con mod, dead at beyond negative Con) allow for those with good Con (typically fighters) to continue fighting the good fight. More definitive rules (requiring Listen and Concentration checks) for waking up make for tenser nighttime fights.

The inclusion of runechildren, those sworn to defend the land, is a great in-game reward for the self-sacrificing PC.

I really like the art by Sam Wood, as the pictures of the greenbonds, mage blades, and totem warriors are really excellent and make me want to play them.

Things I didn't like

There was only one thing I really didn't like, and that was the inclusion of some very graphic, chunky art that to me looked clumsy. It was not particularly evocative and in places looked rather silly. It reminded me of some comic book artists I don't care for. But the content is otherwise so good that I cheerfully overlook a few pictures.
 


Although I agree there is a bit to like in this book, some of it is way, Way, WAY over the top. Crossing over the boarders of fantasy and into the realm of absurdity. The Oathsworn is just one example.

I also fear that in the wrong hands, this book will lead to munchkinism of unseen proportions.

Of course, a friend of mine suggested that is the prpose of this book, and for all I know he may be right...
 

After being through the book a bunch of times I guess it's time to comment on the review.

While much of the book is simple reworks of the PHB class abilities into different classes, I still like what it has to offer. It looks like there was much more time spent on thinking out the spells & spell casting classes than the expansion of melee class opportunities.

What I don't agree with in the review is the ability to take what you like and add it to your campaign. This is an alternative player's handbook; it is a replacement, not it part, but in whole. Adding the classes, races or feats to an existing PHB 3.X campaign could add more cheesy combos than a DM could deal with. Care should be given with the introduction of any of its material into an existing PHB game.

With the magic system reworked, it would be nearly impossible to incorporate into a PHB game without pouring through the two systems to figure out which to use. Since the book has purged arcane & divine magic, buff and defensive spells have been degraded or pushed to be unavailable unless feats are taken. And even then the metamagic feats should be noted as being rather inoperable together.
 

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