Codex Mysterium

PhoenixFour

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A sourcebook for magic in the d20 System Sovereign Stone campaign setting. More than 200 new spells, magic items, prestige classes, and admittance into mysterious magical orders such as the elven Wyred, the Temple of the Magi, and the Dunkargan mage guilds!
 

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Beware! This review contains major spoilers.
This is not a playtest review.

Codex Mysterium is a sourcebook on magic for the Sovereign Stone D20 campaign setting.

Price: $29.95
Page Count: 200
Price per page: About 15 cents per page, pretty standard comparative to similar books.

Format: Hardcover

External Artwork: A fine piece of colour artwork depicting two mages about to enter battle, one of them raising skeletons to do so. The piece is inset into a stone-effect surround with a carved knight.

Additional Page Use: The back page gives a brief introduction and overview to the sourcebook. The first three pages contain credits and contents. The last three pages contain an ad and the OGL.

Internal Artwork: The internal artwork is neither as striking as the campaign sourcebook (average to good), nor is there much sign of Elmore's art - seems crazy to me.

Design: Text density and margins are average. Again, space is less well used than in the campaign sourcebook with regular chunks of white space, particularly in the spells section (the lengthiest section of the book) and chapter headings.

Text Style: The authors style is a little long-winded and nebulous, often spending a long time saying very little.

Whats Inside:

Chapter 1: Mage Characters begins by re-printing the rules information regarding mages from the Campaign Sourcebook, including relevant metamagic, item creation and other feats. There are several new prestige classes presented that tie closely in with the new magic system:
* Atrificer - creators of magical items
* Hallowed Earth Cultist - fanatical return-to-the-earth mages, strongly anti-civilisation
* Death Mage - Necromancers
* Element Master - can become powerful in all elements
* Hebentorin - Nimran animal magic (earth/fire) specialists
* Kalatorin - Nimorean plant magic (earth/water) specialists
* Sea Witch - Mainly orken ocean magic (air/water) specialists
* War Mage - specialises in combat magic

Chapter 2: The Nature Of Magic begins with a discourse on the source of magic (a magical elemental aura that connects and surrounds all living things - mages tap into it to cast magic). It then continues with further re-printing of magic and spellcasting rules from the Campaign Sourcebook, with some brief additions within the text on spell availability within Loerem, independent research into spells, finding teachers and spell resources, the limits of magic (restrictions for shapechanging, teleportation and healing), and the demographics of spellcasters (1/200 people is a spellcaster). 90% of this chapter is a re-print.

Chapter 3: The Races & Magic expands slightly on the information already provided in the Campaign Sourcebook on cultural attitudes to magic (humans are broken down into their six subraces).

Chapter 4: Mages, Monarchies, & Money begins by dealing with the three main magical organisations in Loerem:
The Temple of the Magi is a structured organisation based out of Vinnengael, which provides the only official training for mages in Vinnengael. It is religious based, believing magic comes from the gods and they take a moral stance on magic use which they back up with force when necessary - they seek to wipe out all use of Void magic. There are several different orders within the temple, performing various functions such as healing, inquisition, teaching and research.
The Wyred are simply elves who have learnt magic and have thus become a mistrusted and lowly caste within elven society, though as a group they can bring much power to bear.
Mage-guilds constitute the main method of training in magic in Dunkarga and Nimorea, each with its own code of conduct and internal rules.
The chapter continues with information on the laws pertaining to magic in Loerem, particularly with regard to the Temple of the Magi and their attitude to 'hedge-wizards' (i.e. not official Temple magi). There is further discussion on hiring spellcasters (including a price table for spells by Casting Threshold). Essences (a tiny bit of elemental matter required and used up in spellcasting) are discussed in relation to unusual essences (such as a gem for an earth essence) which can enhance spellcasting. The chapter finishes with a discussion of mageware shops with a shop-by-shop price listing of various magic-orientated items.

Chapter 5: Magic Spells contains 220 new spells for the Sovereign Stone magic system, ranging from a CT of 5 (Know Plant) up to 292 (Soulless Stalker). A good few of the spells are dual-element spells.

Chapter 6: Spell Design looks at designing spells for use with the Sovereign Stone magic system. The basic idea is that you multiply the size of the normal target of the spell by the total range of the spell. Add this to the combination of the spell's effect multiplied by the spell's duration. This figure, derived from a series of tables/descriptions giving scores for various values, should give the Casting Threshold.
For example - Dominate Animal from the PHB:
1. Size (Energy only = 2 points) x Range (Medium = 4 points) = 8 points.
2. Power (Coerce or beguile, with various modifiers = 6 points) x Duration (1 minute = 3 points) = 18 points.
3. 18 + 8 = 26 points. Therefore, Casting Threshold would be 26.
This process is by no means an exact science and has some difficulties in translating 3e spells - e.g. Duration makes no allowance for 1 round/caster level. The system reminds me a little of the spell design system in Dragonlance Fifth Age, for those few of you who have ever seen that system.

Chapter 7: Magic Items introduces 33 new magic items for the world of Loerem. GMs are encouraged to keep magic items sparse on the ground and expensive (in coin or blood) to get hold of.

Chapter 8: Magical Item Creation discusses the costs and practices required to create magical items for the world of Loerem, using the unique magic system for Sovereign Stone, though much information here seems re-printed from the Dungeon Master Guide.

The book ends with a set of complete spell lists for the Sovereign Stone setting (including those spells from the Taan sourcebook).

The High Points: For those who already own or are playing the Sovereign Stone game system, there are loads of new spells, a decent system for designing your own SS spells and creating magical items, and a few prestige classes to boot. The most useful chapter for me was the information on the magical organisations and laws in Loerem, particularly the Temple of the Magi, which has a lot of roleplaying potential and could stimulate ideas for organisations for use in other campaign settings.

The Low Points: I found the re-printing of material in much of the first three chapters to be unneccessary and annoying for those who already own the Sovereign Stone Campaign Sourcebook - about 30 pages of re-printed material. In addition, much of Chapter Three provided little really stimulating information in attempting to expand on the basic information given in the Campaign Sourcebook. The writing style left a lot to be desired - good 'bedtime' reading.

Conclusion: Useful as a source of new spells and magic items for the Sovereign Stone setting or for those who want to use a slowed-down version of D&D magic in their own campaign (usable without recourse to the Campaign Sourcebook - hence the reprinted material), though pricey even for this. This book could have done with being softcover, half as thick and less than half the price. It could also have done with being a lot more interesting. Codex Mysterium is an expensive niche-market reference book and no more.
 

At last, Codex Mysterium has been added to the database so I can add my review (it's only been a few months since I asked...I don't get it, I send in all the information asked for, but the products I ask to get added never seem to. I've got a handful just sitting on my hard drive waiting to be added. Oh well.)

Codex Mysterium is a sourcebook devoted to the Sovereign Stone magic system. It's a 200 page hard cover, priced at $30. So it's definitely a bit on the expensive side, though not hugely so. While meant for the Sovereign Stone campaign setting, the book can also stand alone as it's own d20 magic system. Unfortunately, you'd be missing a lot of useful spells if you don't have the Sovereign Stone campaign book.

Physically, it's pretty much exactly like the Sov. Stone campaign book. Fairly sturdy, thick and rough paper, average sized margins and type size. There's a lot of art, but most is not particularly spectacular and most are fairly small (and are in the center of the page).

The first chapter describes the various spell casting classes. It features the 2 basic classes (elemental mage and void mage), and has several prestige classes. It also describes several new feats, and adapts regular d20 magic feats to the new Sovereign Stone system. Some of this is from the campaign book, but most is new (and some is borrowed and adapted from S&S's Relics & Rituals).

Most of the prestige classes can be adapted fairly easily for use with regular D&D, because of how they were designed (magic ability increases by effective levels, like regular ones). The only difficulty is adapting the requirements, because most have a base spell casting bonus as a requirement.

One prestige class, the War Mage, is vastly overpowered. It has the best attack bonus progression, has two great saving throw bonus progressions, has a ton of special abilities, and gets to increase in spellcasting ability at the same rate as regular mages/spellcasters. They do only get 2 skill points, but even so, they're very very tough in practice. I just use them for NPCs.

Chapter 2 is basically from the Sov. Stone campaign book. It describes just how their magic system works. Basically, it's pretty simple. Each spell has a casting total, or CT. This is a number from 1 to 300 or so. Each turn that spell caster casts a spell, he rolls a d20, then adds a spell casting bonus. If that number if greater or equal to the CT of a spell, the spell is cast. If not, the player continues to cast it the next round, again rolling and adding the number to the running total.

The tricky part is, each round after the first the mage is casting a spell, he has to make a fortitude save, or suffer subdual damage. So the net effect, is that high level mages can cast simple spells all they want, but complex ones can take a long time and effort to cast, and are beyond the ability of low level mages.

In practice, I've found that it works pretty well - the system is a lot more flexible, but requires a lot more dice rolling and accounting. Some might not like it because of this, but as a fan of the D6 system from West End Games, I find number adding to be no big deal.

Chapter 3 desribes how magic fits into the Sov. Stone world. If you're not using the setting, this isn't too useful, but it's only 10 pages.

Chapter 4 is actually quite similar, only it describes the practical effect of the magic system on the Sov. Stone world. It goes into Mages Guilds, Temples, Alchemists, buying and selling stuff. While mostly useful for Sov. Stone games, it has some applications to other settings. This is fairly big at 25 pages.

Chapter 5 consists of new magic spells, and is the largest chapter of the book, at 60 or so pages. The spells are delightfully named (I think, anyway), and range from the very useful to the very strange. The upper power level isn't very high. For instance, Summon Lighting, one of the more powerful combat spells (it has a CT of 155) does only 5d12 damage to a target. The most powerful, Exploding Sun (CT of 248) does 12d8 damage.

As I said, many of the spells are downright weird. For instance, "Aurora", which lets the caster basically create a miniature Northern Lights, or "Sunburn", which gives the target a bad case of sunburn, or "Weather Beaten" which weathers an object (so it looks older). There are also a lot of practical spell, like ones for identifying plants, helping crops, burying the dead.

As mentioned, it does not repeat the spells from the setting book, and as a lot of those were very practical for adventurers, this hurts it's usefulness as a stand alone book.

Chapter 6 is on designing new spells. It's a very crunchy system - basically you figure out what you want the spell to do, then go through something of a check list which will give you a CT for it. Apparently it was originally designed by semi-legendary game designer Greg Porter, then altered for d20. I think it works pretty well, but like all forumla based things, can be abused.

Chapter 7 is on magic items. Basically it just has a few exmamples of magic items, and describes how they fit into the Sov. Stone setting. Like the spells, some of these are a bit quirky. For instance, "The Boots of Irwen", made from alligator skin, give the wearer a +2 armor bonus, but turn his skin green.

The eighth and last chapter is on making magical items. This is actually pretty simliar to the regular d20 method, only adapted for the Sov. Stone magic system. But you still have the similar magic item creation feats (ie, Brew Potion, Forge Ring, Craft Staff, etc)

Lastly, you get a complete spell list, of spells from all Sov. Stone products (up to the release of the Codex, which was the third product).

I think this is a very solid book. It's probably a bit on the pricey side, but it really has a lot of info in it. It's a definite buy for those who use the Sovereign Stone system. Really, just how valuable this book is depends on if you like the magic system or not. If you don't like the Sov. Stone system, you're going to hate this book. If you do like it, you should like this book a lot (though not the price).

Since I like the system, I like this book. But it's not perfect - most notably the one vastly overpowered prestige class, and also the price, which is a lot for someone like me who is broke. I also would have liked more magic items.

And it doesn't have enough artwork of scantily clad ork women, like the campaign book. I want more ork babes!
 


By Brad Mix, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
This review is for Codex Mysterium by Sovereign Press. Written by Greg Porter, this 199-page book details magic in its different forms and how the inhabitants view magic for the Sovereign Stone campaign. This book retails for $29.95

First Blood
Codex Mysterium is the much needed magic source book for Sovereign Stone. The core rulebook only offered a few spells to get the player started. This book fixes that problem. Chapter 1 starts out by discussing the mage characters. The five different types of magic are reviewed and information given on how they interact. Right away several new feats are offered. Some standard ones are offered like, Brew Potion, Craft Staff, and Extend Spell. Some Sovereign Stone exclusives include Elemental Tolerance that bestows a +2 bonus to resistance to one of the 4 elemental forms of magic. Magical Attunement allows the character to sense a certain type of elemental magic without using a spell. Second Wind allows the removal of subdual damage equal to 1d6+ Con modifier.

Chapter 2 delves into the nature of magic. Some of this material was printed on the first campaign book but adds little to that information. How the different elements interact as well as how Void magic affects the user are covered. The one thing that sticks out is the inability to bring back the dead. Attempts to do so result in an angry undead creature with limited memories of its previous life.

The races and how they view magic is next. This is basically reprinted information from the campaign book. A little more information is added but it really doesn’t offer any new insights.

Mages, Monarchies, and Money examines the different orders or institutions of magic that exist. Different views are offered from the sometimes competing groups. The most worthwhile part in this chapter is the mage ware shop information. Prices and availability are given for many mage related items.

Some good information on spell design is offered in chapter 6. The different options for the spell are given a cost. Take all the information and plug it into the easy formula and the final casting threshold number is reached. The rest of the chapter deals with the modifies to the spells. Like fire damage only spell gets a –1, making the casting threshold less because fire is easier to control when it is doing damage.

Several magic items are also included. Each magic item is unique and has a story or history attached to it. Like the Axe of Kilvan is named for the warrior that first commissioned the item. Over 30 magic items and stats are provided along with 1 new minor Artifact.

The book ends with instructions on how to make magic items and the cost involved including the prerequisite caster levels and feats. The market price is also included.

Critical Hits
Chapter 5 is the main reason to get this book. 120 new spells add to your arsenal of devastation. Each spell is presented in the standard block format and a brief description is given.

Eight new prestige classes are offered to help characters specialize. They are Artificer, Hallowed Earth Cultist, Death Mage, Element Master, Hebentorin, Kalatorin, Sea Witch, and War Mage. The Artificer gains effective levels as he advances and gains additional bonus item creation feats. The Hallowed Earth cultist believes in getting back to nature, just not in the usual way. They forsake all worldly items including clothes and never accept money. On the plus side he does gain a +1 effective level for every level he progresses. He also gains the ability to cast fire-earth dual spells. The Death Mage gains the ability to rebuke and command undead and animate undead. Taking this class does forever taint the caster and can never be healed by magical means. Elemental Masters seek to become one with the elements. Gaining great resistance bonuses to all forms of elemental magic. The Hebentorin are basically Druids with an affinity to animals and gain shapechange ability. Kalatorin are more attuned to plant life. They gain Plantspeak and damage reduction of 5 at 4th level and 10 at 10th level. The Sea Witch, as you probably guessed, is at home on the sea. Some shape changing abilities are gained but are aquatic forms only. Finally the Battle Mage is equal parts of fighter and mage gaining improved armor proficiencies along the way. With an abundant amount of prestige classes to chose from it will make the character think carefully before choosing.

Critical Misses
The amount of reprinted material detracts from an otherwise good book. While a little refresher information is needed from time to time. Taking complete passages from the campaign book is not necessary. A quick reference to the campaign book would have sufficed.

Coup de Grace
This is a much needed book for spellcasters and for that reason alone it is worth getting if you are in a Sovereign Stone campaign. I would have liked to have seen more original material included. Rehashing or adding a little bit of new information about the races or major groups of the world is better left for web enhancements. The black and white artwork is good and sprinkled through out the book. A complete spell list is included at the end, including spells from the campaign book and The Taan.

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.
 

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