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<blockquote data-quote="Suldulin" data-source="post: 2011251" data-attributes="member: 1976"><p>Ah, My first Review.</p><p></p><p><strong>General</strong></p><p></p><p>One of the first things I noticed was the lack of bookmarks. This is a minor annoyance and makes browsing and rule checking difficult when you're using the pdf itself. Hopefully though this can be fixed in a patch such that it will no longer be of concern.</p><p></p><p><strong>Chapter One:</strong></p><p></p><p>Three new classes are introduced here: Mage, MageKnight, and Task Mage. Gone are the White, Black, Grey, Red, and Green mages</p><p></p><p><em>Mage:</em> The penultimate of spellcasting for the EoM system. Their focus is magic and that is where they come out ahead. The various magical boons are also listed here, all in all they are clearly defined and balanced compared to the orginal (Animagus seems great fun).</p><p></p><p><em>MageKnight:</em> As you can guess this is a class which blends fighting and magecraft. In that task it gets bonus feats and three magical boons. The MageKnight also gets to select weapon specialization as if he were a fighter, a nice touch.</p><p></p><p><em>TaskMage:</em> Now this class is interesting and flexiable, a kind of magical expert. Though lacking in the offensive power of the Mage or MageKnight. The TaskMage is blessed with an abundence of skill points combined with artful castings can mean there is little that a creative TaskMage should not be able to do.</p><p></p><p>Next come the feats.</p><p></p><p><em>General:</em> Many of these are interesting, most seem to be focused around enchancing your abilities with specifical spell usages, while you have the Arcaen Student through Mastery that has to do with the spell book system introduced later in the book.</p><p>The feats in this catagory includes: Abjure Specialist, Arcane Student, Arcane Specialist, Arcane Mastery, Armored Casting, Dispel Specialist, Evoke Specialist, Extra Magic Points, Extra Signiture Spells, Extra Spell List, Heal Specialist, Illusion Specialist, Infuse Specialist, Natural Spell, Scry Specialist, Spell List Familiarity, Spell List Focus, Summon Specialist, Transform Specialist.</p><p></p><p><em>Item Creation:</em> Item Creation is parted into three feats, Charged Items, Wonderous Items, and Permanent Spells.</p><p></p><p><em>MetaMagic:</em> There are four feats listed here converted from the phb that fulfill the functions of Heighten(increase DC), Silent, Still, and Quicken.</p><p></p><p></p><p><strong>Chapter Two:</strong></p><p></p><p>My one complaint here is that I cannot locate the way to figure out the Save DC's in this chapter, and infact it is listed in the normal section of the 'Heighten' feat.</p><p></p><p><em>Spellcasting Basics:</em> Gives an overview of the other sections in this chapter, of most interest here is the fact that classes that are comparisions to wizards, bards, paladins, and druids will be in Lyceian Arcana when it comes out.</p><p></p><p><em>Magic Points:</em> Goes into he basic of the MP system as well as how MP are recovered, one thing I think might have been interesting would have been an optional varient of spreading out MP recovery to be more gradual yet constant, though this shouldn't be too hard for a DM to figure out if he wants such a thing in his game.</p><p></p><p><em>Spell Casting:</em> Of primary interest here is the introduction of combined spells, this really opens up the system for creativity beyond imagining.</p><p></p><p></p><p><em>Magic Traditions:</em> It is here that the basic of how to create your own.</p><p></p><p><em>Spell Books:</em> A most interesting varient, in which you can prepare specific spells as per a wizard. most usefull for spell lists you don't possess or for spells that are over your ability to cast normally. . .</p><p></p><p><strong>Spells:</strong></p><p></p><p>This is the meat and best section of the book, where it goes into detail of what each spell list can do. With the varied effects and the ability to combine spell lists there is almost nothing that that I can think of that is not in some way possible to accomplish or replicate in some fashion. Unlike the previous edition everything is pretty well defined as to what effects you can have with the amount of MP you put in.</p><p></p><p></p><p><strong>Magic Items:</strong></p><p></p><p></p><p>As stated above Items are divided into three categories. It is an interesting system and though I've yet to go over it with a fine tooth comb it seems decent and quite flexible.</p><p></p><p><strong>Appendix</strong></p><p></p><p>This is a teaser for the upcoming Lyceian Arcana. Yet it also contains two useful samples of Magical Traditions that are both interesting in of themselves and can help you create your own.</p><p></p><p></p><p></p><p><strong>Conclusion:</strong></p><p></p><p>All in all this is an excellent product, I've been a fan of the EoM system since it has come out and this is a refinement and a great improvement upon the orginal idea. If it were not for such minor things as the lack of bookmarks and some minor needs of errata this would have gotten a perfect 5/5 from me.</p></blockquote><p></p>
[QUOTE="Suldulin, post: 2011251, member: 1976"] Ah, My first Review. [b]General[/b] One of the first things I noticed was the lack of bookmarks. This is a minor annoyance and makes browsing and rule checking difficult when you're using the pdf itself. Hopefully though this can be fixed in a patch such that it will no longer be of concern. [b]Chapter One:[/b] Three new classes are introduced here: Mage, MageKnight, and Task Mage. Gone are the White, Black, Grey, Red, and Green mages [i]Mage:[/i] The penultimate of spellcasting for the EoM system. Their focus is magic and that is where they come out ahead. The various magical boons are also listed here, all in all they are clearly defined and balanced compared to the orginal (Animagus seems great fun). [i]MageKnight:[/i] As you can guess this is a class which blends fighting and magecraft. In that task it gets bonus feats and three magical boons. The MageKnight also gets to select weapon specialization as if he were a fighter, a nice touch. [i]TaskMage:[/i] Now this class is interesting and flexiable, a kind of magical expert. Though lacking in the offensive power of the Mage or MageKnight. The TaskMage is blessed with an abundence of skill points combined with artful castings can mean there is little that a creative TaskMage should not be able to do. Next come the feats. [i]General:[/i] Many of these are interesting, most seem to be focused around enchancing your abilities with specifical spell usages, while you have the Arcaen Student through Mastery that has to do with the spell book system introduced later in the book. The feats in this catagory includes: Abjure Specialist, Arcane Student, Arcane Specialist, Arcane Mastery, Armored Casting, Dispel Specialist, Evoke Specialist, Extra Magic Points, Extra Signiture Spells, Extra Spell List, Heal Specialist, Illusion Specialist, Infuse Specialist, Natural Spell, Scry Specialist, Spell List Familiarity, Spell List Focus, Summon Specialist, Transform Specialist. [i]Item Creation:[/i] Item Creation is parted into three feats, Charged Items, Wonderous Items, and Permanent Spells. [i]MetaMagic:[/i] There are four feats listed here converted from the phb that fulfill the functions of Heighten(increase DC), Silent, Still, and Quicken. [b]Chapter Two:[/b] My one complaint here is that I cannot locate the way to figure out the Save DC's in this chapter, and infact it is listed in the normal section of the 'Heighten' feat. [i]Spellcasting Basics:[/i] Gives an overview of the other sections in this chapter, of most interest here is the fact that classes that are comparisions to wizards, bards, paladins, and druids will be in Lyceian Arcana when it comes out. [i]Magic Points:[/i] Goes into he basic of the MP system as well as how MP are recovered, one thing I think might have been interesting would have been an optional varient of spreading out MP recovery to be more gradual yet constant, though this shouldn't be too hard for a DM to figure out if he wants such a thing in his game. [i]Spell Casting:[/i] Of primary interest here is the introduction of combined spells, this really opens up the system for creativity beyond imagining. [i]Magic Traditions:[/i] It is here that the basic of how to create your own. [i]Spell Books:[/i] A most interesting varient, in which you can prepare specific spells as per a wizard. most usefull for spell lists you don't possess or for spells that are over your ability to cast normally. . . [b]Spells:[/b] This is the meat and best section of the book, where it goes into detail of what each spell list can do. With the varied effects and the ability to combine spell lists there is almost nothing that that I can think of that is not in some way possible to accomplish or replicate in some fashion. Unlike the previous edition everything is pretty well defined as to what effects you can have with the amount of MP you put in. [b]Magic Items:[/b] As stated above Items are divided into three categories. It is an interesting system and though I've yet to go over it with a fine tooth comb it seems decent and quite flexible. [b]Appendix[/b] This is a teaser for the upcoming Lyceian Arcana. Yet it also contains two useful samples of Magical Traditions that are both interesting in of themselves and can help you create your own. [b]Conclusion:[/b] All in all this is an excellent product, I've been a fan of the EoM system since it has come out and this is a refinement and a great improvement upon the orginal idea. If it were not for such minor things as the lack of bookmarks and some minor needs of errata this would have gotten a perfect 5/5 from me. [/QUOTE]
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