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Encyclopaedia Arcane - Star Magic
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<blockquote data-quote="Simon Collins" data-source="post: 2009654" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Star Magic is part of the Encyclopaedia Arcane series from Mongoose Publishing. This one focuses on the stars, astrology, and calendrical magic.</p><p></p><p>Star Magic comes in at $14.95 for 64 pages. Though the font and margins seem slightly larger than average, both inside covers are used. There is some white space here and there, particularly towards the end of the book. The mono internal art runs from average to good. The external cover art and the colour piece on the inside cover make interesting use of light and shadow. The quality of writing is good, whilst editing is average, with regular minor typos.</p><p></p><p>After a brief introduction and flavour text in diary form, the book gives an overview of Star Magic - the ability to channel the energy of certain powerful Stars to earth, and meld that energy into a magical effect. The importance of recording star movements over generations is impressed upon the reader - therefore, long-lived races are more suited to the use of star magic. Also, the star mage needs to dedicate his life to learning the secrets of star magic - it is not for the weak-willed.</p><p></p><p>The structure of star magic follows the basic rules for arcane magic - each Star or Constellation represents a specific spell, star mages cast them using verbal and somatic components, and such aspects as spell knowledge, spells per day, and save DCs remain intact. What changes is that each spell can be cast at different levels (there is a minimum casting level), and Constellations (3rd level or higher spells) are 'built' from the knowledge of Stars (1st level spells). Each Constellation has a prerequisite set of Stars that must be known to be able to utilise the Constellation's energy. The use of star magic as a supplemental magic for bards, sorcerers, and wizards is discussed. Essentially, bards and sorcerers are more flexible in casting, whilst wizards can learn more, and more powerful, spells.</p><p></p><p>The mechanics of Star Magic are then dealt with in more detail. The higher the spell delivered, the more complex the Constellation is (built up of more Stars) and the higher the minimum level required. A Star's energy rises and falls as the year turns, and this modifies the energy it can provide - a glossary is provided to define the meaning of unusual astronomical terms for the star's position in the sky and thus its power. There is a short discussion of the effects of metamagic feats on star magic. The remainder of this section gives the spell lists for Stars and Constellations. These are limited to 1st, 3rd, 5th, 7th, and 9th levels spells. Even-level slots are used to learn additional Stars or Constellations from earlier odd-numbered levels. The spells seem to be orientated towards emotion and elemental effects, though these options tend to be expanded at higher levels to creation of objects and energy. The section ends with some advice on creating your own Stars and Constellations.</p><p></p><p>A section on Feats offers 16 star magic-related feats with a mix of General feats that have the constellation you were born under have a game influence (these feats can only be taken at 1st level), and Metamagic feats that enhance various aspects of star magic.</p><p></p><p>The section on prestige classes offers four new ones related to star magic:</p><p>* The Astrologer - a 5-level PrC who specialises in studying the stars to learn secrets of forthcoming events and peoples motivations.</p><p>* Guardian Of The Secret Path - a 10-level PrC focused on protectin the material world from the planes that lie between the stars.</p><p>* Magus - a 5-level PrC specialising in Star Magic and gaining bonuses to this area at the cost of knowledge in other arcane areas.</p><p>* Nomad Shaman - a 10-level PrC focused on communicating with the spirits of the stars, gaining wisdom and insight along the way.</p><p></p><p>Illuminated Items are items that have focus the magical light of a Star or Constellation. The section begins with some interesting weapon and armour special qualities such as shrouded weapons (which use shadows to gain power) and frosted armour (which deals cold damage if touched by anyone other than the wearer). Magical lenses are used to focus the magical light of a Star or Constellation.</p><p></p><p>The next section gives a seasonal calendar showing the different Stars in their positions in the sky.</p><p></p><p>There is some advice for GMs on integrating Star Magic into their current campaign, in terms of both introducing the concept through adventures and places where magi who study and use star magic can be found.</p><p></p><p>After the traditional 'Designer's Notes' section, which informs us that Star Magic was adapted from a non-d20 system used in the author's homebrew campaign. The book ends with a rules summary.</p><p></p><p>Conclusion:</p><p>Much like the new magic systems in Atlas Games' recent Occult Lore, the usefulness of this book depends much on your interest in finding a greater role for the stars and astrology in general in your campaign setting. The conversion from the non-d20 system seems surprisingly well integrated into the d20 rules, but it does take a little getting used to some of the concepts introduced in the book. The utility of the system is increased by allowing any arcane magic user access to star magic above and beyond her own standard arcane class abilities. There are also plenty of ideas in the book that can be used outside of the system with a little work, such as the 'spells' presented and the weapon and armour special qualities.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009654, member: 9860"] This is not a playtest review. Star Magic is part of the Encyclopaedia Arcane series from Mongoose Publishing. This one focuses on the stars, astrology, and calendrical magic. Star Magic comes in at $14.95 for 64 pages. Though the font and margins seem slightly larger than average, both inside covers are used. There is some white space here and there, particularly towards the end of the book. The mono internal art runs from average to good. The external cover art and the colour piece on the inside cover make interesting use of light and shadow. The quality of writing is good, whilst editing is average, with regular minor typos. After a brief introduction and flavour text in diary form, the book gives an overview of Star Magic - the ability to channel the energy of certain powerful Stars to earth, and meld that energy into a magical effect. The importance of recording star movements over generations is impressed upon the reader - therefore, long-lived races are more suited to the use of star magic. Also, the star mage needs to dedicate his life to learning the secrets of star magic - it is not for the weak-willed. The structure of star magic follows the basic rules for arcane magic - each Star or Constellation represents a specific spell, star mages cast them using verbal and somatic components, and such aspects as spell knowledge, spells per day, and save DCs remain intact. What changes is that each spell can be cast at different levels (there is a minimum casting level), and Constellations (3rd level or higher spells) are 'built' from the knowledge of Stars (1st level spells). Each Constellation has a prerequisite set of Stars that must be known to be able to utilise the Constellation's energy. The use of star magic as a supplemental magic for bards, sorcerers, and wizards is discussed. Essentially, bards and sorcerers are more flexible in casting, whilst wizards can learn more, and more powerful, spells. The mechanics of Star Magic are then dealt with in more detail. The higher the spell delivered, the more complex the Constellation is (built up of more Stars) and the higher the minimum level required. A Star's energy rises and falls as the year turns, and this modifies the energy it can provide - a glossary is provided to define the meaning of unusual astronomical terms for the star's position in the sky and thus its power. There is a short discussion of the effects of metamagic feats on star magic. The remainder of this section gives the spell lists for Stars and Constellations. These are limited to 1st, 3rd, 5th, 7th, and 9th levels spells. Even-level slots are used to learn additional Stars or Constellations from earlier odd-numbered levels. The spells seem to be orientated towards emotion and elemental effects, though these options tend to be expanded at higher levels to creation of objects and energy. The section ends with some advice on creating your own Stars and Constellations. A section on Feats offers 16 star magic-related feats with a mix of General feats that have the constellation you were born under have a game influence (these feats can only be taken at 1st level), and Metamagic feats that enhance various aspects of star magic. The section on prestige classes offers four new ones related to star magic: * The Astrologer - a 5-level PrC who specialises in studying the stars to learn secrets of forthcoming events and peoples motivations. * Guardian Of The Secret Path - a 10-level PrC focused on protectin the material world from the planes that lie between the stars. * Magus - a 5-level PrC specialising in Star Magic and gaining bonuses to this area at the cost of knowledge in other arcane areas. * Nomad Shaman - a 10-level PrC focused on communicating with the spirits of the stars, gaining wisdom and insight along the way. Illuminated Items are items that have focus the magical light of a Star or Constellation. The section begins with some interesting weapon and armour special qualities such as shrouded weapons (which use shadows to gain power) and frosted armour (which deals cold damage if touched by anyone other than the wearer). Magical lenses are used to focus the magical light of a Star or Constellation. The next section gives a seasonal calendar showing the different Stars in their positions in the sky. There is some advice for GMs on integrating Star Magic into their current campaign, in terms of both introducing the concept through adventures and places where magi who study and use star magic can be found. After the traditional 'Designer's Notes' section, which informs us that Star Magic was adapted from a non-d20 system used in the author's homebrew campaign. The book ends with a rules summary. Conclusion: Much like the new magic systems in Atlas Games' recent Occult Lore, the usefulness of this book depends much on your interest in finding a greater role for the stars and astrology in general in your campaign setting. The conversion from the non-d20 system seems surprisingly well integrated into the d20 rules, but it does take a little getting used to some of the concepts introduced in the book. The utility of the system is increased by allowing any arcane magic user access to star magic above and beyond her own standard arcane class abilities. There are also plenty of ideas in the book that can be used outside of the system with a little work, such as the 'spells' presented and the weapon and armour special qualities. [/QUOTE]
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