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Arcana Unearthed: The Malhavoc Handbook
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010738" data-attributes="member: 18387"><p><strong>By Duane Nutley, Staff Reviewer d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong> </p><p>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). </p><p></p><p><strong>First Blood</strong> </p><p>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.</p><p></p><p>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!</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Critical Hits</strong> </p><p>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.</p><p></p><p><strong>Critical Misses</strong> </p><p>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.</p><p></p><p><strong>Coup de Grace</strong> </p><p>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?</p><p></p><p>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.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=583&mode=thread&order=0&thold=0" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010738, member: 18387"] [b]By Duane Nutley, Staff Reviewer d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] 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). [b]First Blood[/b] 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. [b]Critical Hits[/b] 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. [b]Critical Misses[/b] 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. [b]Coup de Grace[/b] 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. [color=green][b]To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=583&mode=thread&order=0&thold=0]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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Arcana Unearthed: The Malhavoc Handbook
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