Elements of Magic: Lyceian Arcana review
Elements of Magic: Lyceian Arcana is a 55-page PDF from E. N. Publishing. It can be purchased through RPGnow.com as either a PDF for $8.95, or in print and PDF formats for $15.95. This review concerns itself with the PDF format only. The size of the download is 4.7 meg, which is impressive since the zipped file has color and black-and-white versions of teh PDF file, an appendix in Microsoft Word (.doc) format, which contains a complete spell list for both this file and
Elements of Magic Revised, and a second appendix in Word format that has errata for EoMR. It's interesting to note that the color version of the PDF has bookmarks whereas the B&W version does not. It's worth noting that the B&W PDF version seems to be the only "printer-friendly" work here, though it still includes the interior art, and the chapter headers are now solid grey blocks.
Aside from monster books, artwork has never been that important to me in an RPG book. As such, this is the only time I'll mention the art here. The cover art is pretty cool, being an alteration of a piece of interior artwork, with the ubiquitous borders you find throughout the pages. The interior art (not counting the chapter headings and borders) is all black and white, and having been done by four different artists, runs the gamut from "pretty nice" to "somewhat cartoony."
Now, on to the review. (As an aside, this review is done as part of the
Review Project.)
I try to review a product by evaluating it in the context of two questions: "How well does this product accomplish what it sets out to do?" and "How useful will this product be in an average game?" The latter question is a measure of how easy it is to plug the product directly into your game, either in whole or in part. However, when reviewing
Lyceian Arcana, I found that the latter question didn't completely apply. This is because
Lyceian Arcana isn't so much a sequel to EoMR as it is the second half of it. As such, you can't plug it into your game at all unless you're already using EoMR.
To reiterate, there's no point in purchasing
Lyceian Arcana unless you have
Elements of Magic Revised, as it builds directly on that book. To be fair, however, that is made quite clear on the product's page on RPGnow. Anyone who purchased this book shouldn't be able to claim ignorance of the fact that you need another book to use it.
Lyceian Arcana picks up where EoMR left off, literally. As the continuation of that book, the first chapter in this one is Chapter Five, where it begins talking about how to use its spell point system in your game world. This section starts off with asking questions that will mostly be useful if you're making a new campaign world, such as how prevalent is magic, or where does it come from. After that, it has some very interesting advice for how to use the EoMR spell system in more traditional themes, such as the Vancian "fire-and-forget" system, arcane and divine magic, etc. It has a short section on how to try and use this new spell system side-by-side with existing magic, but the space on this topic seems to show that the idea isn't regarded quite so highly as using the EoMR system for the totality of magic.
While utilitarian, this section is very good in terms of breaking down exactly what to look for when determining how you wants to use the EoMR in your campaign world. It seems to slant rather heavily in the direction of how to make this magic like more traditional d20 magic, but given the wide differences each system has normally, that's understandable.
Taking up just under half of the book, Chapter Six is the meat of the product. This chapter talks about magical traditions, something only lightly covered in EoMR. This section details nine groups, each of which takes a different view on magic. Some hold radical views on where magic comes from, while others just care to use it for practical purposes. Each group has a listing of how available they are to find/join, what the thematic elements of their spells are, typical spell lists that they use, and miscellanious notes. Each also has a sidebar on how to use this group in your game, as well as at least one magical tradition feat, and one sample spell, though some have more.
After this is, interestingly, not one but two sections on adapting standard d20 spellcasting classes to using this system. The first adaption is the most direct, breaking the Core Rules Bard, Cleric, Druid, Paladin, and Ranger down into EoMR terms and giving them to us here. Afterwards, we're given five new classes, the Anima (EoMR version of the Hero class from E. N. Publishing product
Four Color to Fantasy Revised), the Arcanist (wizard), the Exalten (bard), the Godhand (paladin), and longwalker (druid). The explanation here is that the first adaption is the most literal, changing only what is necessary to make the core classes playable with the EoMR rules. The latter adaptions (and the EoMR version of the Hero class is a nice touch) are taking the themes of some of the core classes and building on those themes in a distinctly EoMR style.
The magical traditions here are the heart of the product, and it shows. The ideas given here are incredible not only in the imagination they display, but in showcasing how flexible the EoMR system really is. The Gatekeepers of Aeriechellaak, for example, don't need to verbalize their spells...but they always have to write them as they cast them, since they believe in the power of the written word. This is so great, that with a single tradition feat, they can scribe gates that will take them to other worlds...even at 1st level (though the precision with where you go is easier to attain at higher levels). The only thing I thought was off about this chapter was that the adaptions of core classes would have been much better off in Chapter Five, along with the notes about how to adapt EoMR magic to a more familiar system. I confess though, seeing Zidi Wheatling, the Halfling Titan from
Four Color to Fantasy Revised here again (as the Anima example character) absolutely tickled me.
Chapter Seven, Spell Mastery, is basically the chapter with expanded rules. Short sections deal with making intelligent magical items, power components, ritual magic (cooperative casting for greater effects), and spell mishaps. The last part of this chapter puts all the tradition feats from the previous chapter together, and introduces some new ones.
Like the last section of the previous chapter, I enjoyed this section, but wondered if it was somewhat out of place. Some of these sections feel like they should have appeared earlier, such as the intelligent items section in with the chapter on magic items in EoMR. That said, the understanding here is quite clear: that this chapter (the feats notwithstanding) deals with the optional things you can tack on. Each of the sections presented here is modular in how you can make it part of the EoMR spell system, or ignore it.
Chapter Eight, the last chapter, presents The Lyceum itself. This magical school is a melting pot of magical traditions, existing as an in-game plot device for introducing the materials presented in this book. This chapter is mostly flavor text of the history, environment, and surroundings of the Lyceum. Only at the end does it present a single prestige class, the Lyceum Loremaster. This prestige class allows a character to sample magical traditions, buffet-style.
This chapter is fairly transparent in that its giving a DM a reason to use the book. The school's background gives it plenty of reason to have people of different traditions congregate there, and the Lyceum Loremaster allows characters to sample various magical traditions, while at the same time encouraging them to go find more. It's quite artful even if it's not subtle.
On the whole, despite needing another book to make use of, I found myself compelled to give this book 5 out of 5 stars.
Elements of Magic Revised lays down the system, but
Lyceian Arcana is what really makes that system shine, showing off what it can do by giving you glimpses of the myriad things it can be. If you found EoMR to be somewhat utilitarian in how it laid out the mechanics,
Lyceian Arcana will be a welcome breath of new life, making those rules in the previous book seem truly magical. In short, if you have EoMR, you owe it to yourself to buy this book.