Upfront
I received College of Magics for free as part of the pdf review program. This is not a playtest review.
Magical Theory and Practice
After the introduction, College of Magics begins with an explanation of how magic works in HARP. What is magic? Where does the energy to power it come from? Just how does spellcasting work? All are covered here.
This section is more explanation than rules. However, one thing I like the most is at the very beginning, it says that this is the “official explanation”, but not the only one. If the GM wants to change any or all of it, feel free.
Types of Magic
Chapter three really begins the huge expansion of the HARP magic system that is the purpose of this book. In just two pages, we’re introduced to a number of new types of magic and an expanded treatment of the circles or schools of magic most common to wizards. Again, mostly descriptive, but well done.
The Practitioners of Magic
Chapter four is where we really start to get the nuts-and-bolts added in. There are five new magic professions: Elementalist (the four elements), Magician (a generalist), Necromancer (death magic), Thaumaturge (mostly transmutation and item creation), and the Vivimancer (life magic). All of them seem well balanced with the existing HARP magicians and would be easy to incorporate into most games.
There are several new training packages, as well. There are basics such as the Apprentice Mage and Journeyman Mage and sub-specialties like the Enchanter and Runemaster. As with the new classes, they’re well done and easy to introduce.
Chapter four keeps going with descriptions and rules on how casters get their mana and how they focus their spells. Do they gain power from within or from the ambient mana in the area? Do they need to chant, go into a trance, use gestures, and so on. Again, well done and it’s easy to combine different aspects to create a magical tradition that fits with your setting.
The Study of Magic
Ah, if you could only be a wizard without all that pesky studying and stuff. Sadly, no, but chapter five lays it all out for you. There are quick charts for generating guilds, the number of masters and apprentices, and their levels.
Then you get to the part of this book that is just too good to pass up. Full instructions and examples on researching new spells and assigning the power point costs to them. If only there were such a thing for D&D. The book does caution GMs that these will get you close, but may need some playtesting to determine a fair cost for the spell. Even with that, the wide range of base abilities and scaling options may almost be worth the price of this by themselves.
New Skills & Talents
A few new skills and a number of new talents appear here. Pretty much all of them are for spellcasters, but other professions might get some use from a few of them as well. Blood Magic is also detailed here, covering innate powers a character may have gained through fantastic parentage (e.g. Grandpa was a dragon). Another solid chapter.
Natural Magic
Chapter seven covers a number of topics. Alchemy (potion making) and Charmcraft (protective talismans) are detailed. There are also rules for drawing power points from crystals and spare parts from fallen monsters. The rules, again, are pretty well done and easy to incorporate with other material here.
Rituals & Runes
Chapter eight covers ritual magic, which is both very powerful and very dangerous. Rune magic includes spell runes, magical traps, protective circles, and battle runes. I know I’m starting to sound repetitive, but this is all good stuff, too.
Spell Magic
What’s a magic book without spells? Chapter nine introduces many new spells and details the spell lists for the new professions from chapter four. All the spells are reasonable for their specialists and nothing jumps out as particularly game-breaking.
Magical Enchantment
Chapter ten covers creating expendable and permanent magic items. Some of the processes are particularly involved, but this is offset by a nice summary of the steps and a couple of start-to-finish examples. Again, good stuff.
Magic in the Setting
Chapter eleven finishes the book with a few pages on how magic affects the setting. There’s a lot of good advice here on how societies may view magic, how powerful to make magic in your setting, magical organizations, and ideas for magician-centered campaigns. Sometimes I’m not all that interested in advice chapters, but this is very good reading for GMs that like to build their own settings.
Bottom Line
College of Magics is a must-buy for HARP fans. It’s just plain good. If I had to pick one thing to complain about, it’s that it’s mainly focused on “arcane” magic. There are several points that reference a coming supplement on “divine” magic. If the upcoming book is as good as College of Magics, I won’t have any complaint at all.