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Eldritch Sorcery
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<blockquote data-quote="JoeGKushner" data-source="post: 2728228" data-attributes="member: 1129"><p>Eldritch Sorcery</p><p>Written by Patrick Lawinger, ScottGreene, and David Mannes</p><p>Published by NecromancerGames</p><p>WW 8396</p><p>ISBN: 1-58846-766-X</p><p><a href="http://www.necromancergames.com" target="_blank">www.necromancergames.com</a></p><p>144 b & w pages</p><p>$26.99</p><p></p><p>Eldritch Sorcery is a simple book. It’s a book with hundreds of new spells to add to a standard fantasy d20 campaign. There are even a few feats and the company has a nice download with a few prestige classes for free at their website.</p><p></p><p>The book uses standard two-column layout. It has a bit of waste at the end of each chapter thanks to white space. Margins are a little wide on the outer edges. Fortunately there are only four chapters so it’s not a lot of wasted space. The book includes art by fan favorite Brian Leblanc, and Eric Lofgreen, as well as Llyn Hunter, Tom Biondillo, Mike Chaney and others. The cover art by Rick Sardinha doesn’t do anything for me, but at this point I’m almost simply glad that it’s not a Player’s Handbook rip off at this point. The format, a hardcover, is a little unusual for books under 160 pages, but since the price has been reduced from the standard $29.99, seems reasonable.</p><p></p><p>The feats are broken up into general, item creation, and metamagic feats. Some of these are simple abilities like the metamagic feat colorize spell where the caster changes the visible spell effect. This allows you to have things like orange lightning bolts. It doesn’t effect damage or range but does provide some role playing benefits and doesn’t use a spell slot of a higher level. Others like Divine Focus provide a bonus on turning checks and turning damage rolls while others like Maximize Undead Creation, provides the undead creatures the caster creates with maximum hit points, similar to the template in Dragon magazine where summoned creatures get maximum hit points. It’s a nice selection but certainly not the meat of the book.</p><p></p><p>The book of the book starts off with a massive listing of spells. Spells are broken up by class, and include two favorite PrCs of the Necromancer crew, the assassin and blackguard. Spells are listed by level for most classes, and for the sorcerer/wizard spell list, also by school. For example, under the 2nd level list, it start’s with abjuration, then the first spell by alphabetical order in that list, before moving through all abjuration spells of second level and moving into conjuration spells. </p><p></p><p>In addition to the spells, we have several domains including guardian, music, retribution, slime, and others. Each comes with a granted power and spells from first to ninth level. Unfortunately there is no suggestion as to what type of god would grant access to such domains. Thankfully it should be pretty obvious in many cases, especially those more esoteric domains like slime or torment.</p><p></p><p>As with any source of spells, I haven’t used everything in here at once, nor all in one campaign. There’s simply too many spells here, even when I’m using lots of non-player character spellcasters.</p><p></p><p>Some of the spells I didn’t care for. I really don’t need to see any new versions of Summon Undead spells or things that mimic old favorites from previous editions. Some might be looking forward to spells like feign death, fireburst, erase, or fist of stone. I know back in the days of first edition and the old Tome of Magic and other books, I’ve used a few of them myself and they certainly have a place in the game. It’s just a palce I’d rather see left to any official updates.</p><p></p><p>That doesn’t mean that I haven’t used it at all though. I have a few NPCs right now that I’ve loaded down with a few spells from this book like Vigor, a 3rd level spell used to dispel fatigue or reduce exhaustion to fatigued. There are lots of spells here for some of the neglected classes like the druid. Normally I don’t more than a handful of druid spells in a spellbook. Here though we have several that are nature based and make sense even if they’re not immediately useful.</p><p></p><p>Things like earthen wave that knocks opponents prone or the powerful but old school chariot of fire that conjures a, yes, chariot of fire. Others like enrich soil or corrupt water can be used in long-term campaign goals and plots of either the game master or players.</p><p></p><p>In essence, this is a very simple book. It’s a Tome of Horrors but for spells. Lots of spells, lots of options, and lots of ideas that can be inserted into a campaign. </p><p></p><p>If previous books of spells have left you feeling flat, check out Eldritch Sorcery and see how it fits into your campaign.</p><p></p><p>Reviewer's Note: I've been informed that some of the spells have been collected from other products, Dead Man's Chest and Glade of Death.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2728228, member: 1129"] Eldritch Sorcery Written by Patrick Lawinger, ScottGreene, and David Mannes Published by NecromancerGames WW 8396 ISBN: 1-58846-766-X [url]www.necromancergames.com[/url] 144 b & w pages $26.99 Eldritch Sorcery is a simple book. It’s a book with hundreds of new spells to add to a standard fantasy d20 campaign. There are even a few feats and the company has a nice download with a few prestige classes for free at their website. The book uses standard two-column layout. It has a bit of waste at the end of each chapter thanks to white space. Margins are a little wide on the outer edges. Fortunately there are only four chapters so it’s not a lot of wasted space. The book includes art by fan favorite Brian Leblanc, and Eric Lofgreen, as well as Llyn Hunter, Tom Biondillo, Mike Chaney and others. The cover art by Rick Sardinha doesn’t do anything for me, but at this point I’m almost simply glad that it’s not a Player’s Handbook rip off at this point. The format, a hardcover, is a little unusual for books under 160 pages, but since the price has been reduced from the standard $29.99, seems reasonable. The feats are broken up into general, item creation, and metamagic feats. Some of these are simple abilities like the metamagic feat colorize spell where the caster changes the visible spell effect. This allows you to have things like orange lightning bolts. It doesn’t effect damage or range but does provide some role playing benefits and doesn’t use a spell slot of a higher level. Others like Divine Focus provide a bonus on turning checks and turning damage rolls while others like Maximize Undead Creation, provides the undead creatures the caster creates with maximum hit points, similar to the template in Dragon magazine where summoned creatures get maximum hit points. It’s a nice selection but certainly not the meat of the book. The book of the book starts off with a massive listing of spells. Spells are broken up by class, and include two favorite PrCs of the Necromancer crew, the assassin and blackguard. Spells are listed by level for most classes, and for the sorcerer/wizard spell list, also by school. For example, under the 2nd level list, it start’s with abjuration, then the first spell by alphabetical order in that list, before moving through all abjuration spells of second level and moving into conjuration spells. In addition to the spells, we have several domains including guardian, music, retribution, slime, and others. Each comes with a granted power and spells from first to ninth level. Unfortunately there is no suggestion as to what type of god would grant access to such domains. Thankfully it should be pretty obvious in many cases, especially those more esoteric domains like slime or torment. As with any source of spells, I haven’t used everything in here at once, nor all in one campaign. There’s simply too many spells here, even when I’m using lots of non-player character spellcasters. Some of the spells I didn’t care for. I really don’t need to see any new versions of Summon Undead spells or things that mimic old favorites from previous editions. Some might be looking forward to spells like feign death, fireburst, erase, or fist of stone. I know back in the days of first edition and the old Tome of Magic and other books, I’ve used a few of them myself and they certainly have a place in the game. It’s just a palce I’d rather see left to any official updates. That doesn’t mean that I haven’t used it at all though. I have a few NPCs right now that I’ve loaded down with a few spells from this book like Vigor, a 3rd level spell used to dispel fatigue or reduce exhaustion to fatigued. There are lots of spells here for some of the neglected classes like the druid. Normally I don’t more than a handful of druid spells in a spellbook. Here though we have several that are nature based and make sense even if they’re not immediately useful. Things like earthen wave that knocks opponents prone or the powerful but old school chariot of fire that conjures a, yes, chariot of fire. Others like enrich soil or corrupt water can be used in long-term campaign goals and plots of either the game master or players. In essence, this is a very simple book. It’s a Tome of Horrors but for spells. Lots of spells, lots of options, and lots of ideas that can be inserted into a campaign. If previous books of spells have left you feeling flat, check out Eldritch Sorcery and see how it fits into your campaign. Reviewer's Note: I've been informed that some of the spells have been collected from other products, Dead Man's Chest and Glade of Death. [/QUOTE]
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