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Encyclopaedia Arcane - Star Magic
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010357" data-attributes="member: 18387"><p>Star Magic: Wisdom of the Magi is the 11th book in Mongoose Publishing's Encyclopaedia Arcane series. Like its predecessors, the 64-page book delves into the mysteries of a specific form of arcane magic; in this case, the magic derived from the Stars in the Heavens. </p><p></p><p>Star Magic, though, presents the reader with something of a conundrum. Why does the subject require a book at all? Within its pages, the reader is presented with an array of stars, constellations (both just spells by another name), Feats and Prestige Classes but there are no distinctive effect contained with Star Magic. Although the necromancer can raise the dead, the battle mage can lay waste to whole armies and the chronomancer divine the future (to mention just a few types of arcane magic previously detailed in the series) there is no effect or achievement unique to Star Magic that sets it apart from the other schools of magic. Some Game Masters will be uncomfortable setting aside an entire system of magic that only replicates the effects already available in the game. A player desiring a wizard or sorcerer character that draws his power from the Stars could certainly do so without this book (write it on the character sheet, purchase a few spells with the word star in the title and spend a few skill points on Knowledge: Astrology and your on your way) but what this book offers is the author's vision, and it is a truly inspiring vision indeed, one capable of making almost any reader want to play one of these unique and colourful miracle workers.</p><p></p><p>The book begins with the now tradition Overview chapter. Four pages in length, the chapter starts with a brief description of Magi (the practitioners of Star Magic), how they spend their time and the philosophy behind their spell casting. The chapter describes the stars as the tools of creation, left over by the Gods when they completed their great endeavour. By focusing the light of special stars onto the world, the Magi can cause that light to have effects similar to those other arcane spellcasters achieve with normal spells. The overview moves on to describe the types of cultures that give rise to Magi, to set Star Magic apart as a separate school of magic and finishes by describing permanent channels or foci (laying the ground work for a new type of magic item to be outlined later in the book). In all, the chapter does a good job of describing how stars could power arcane effects and lays down the cornerstones of a unique worldview for a wizard or sorcerer to follow.</p><p></p><p>The second chapter, Playing with Fire, takes the reader through the peculiarities of Star Magic for each of the principle spellcasters of the d20 game; the Bard, Sorcerer and Wizard. It is good to see all three arcane spellcasters addressed instead of concentrating solely on the Wizard as many similar d20 books do. The chapter is clear and concise and outlines all the rules that a character of each class will need, accompanied by a simple table for quick reference (always a useful tool in a book of this type). It is here, though, that some Game Masters might become concerned about the rules. Wizards can specialise in Star Magic at the expense of necromancy and one other school. Since the school of star magic includes elements of almost all the normal schools, this hardly seems a limitation. An astute player will simply determine which stars and constellations he wishes to purchase ahead of time and choose the school that most closely resembles those abilities to sacrifice. </p><p></p><p>The heart of the book and the largest chapter by far (27 pages), Star Magic Mechanics presents the rules for "channelling" stars and constellations in all their glory. The chapter begins by outlining star magic's peculiar terminology: stars and constellations instead of spells, channelling instead of casting etc. Although seemingly superfluous, a reader can pick up the terminology easily enough and it does add a unique flavour to the system. Its far more interesting to talk about channelling the star of death than preparing and casting it. Again, there are places where game balance wavers uncertainly, though there is nothing outrageous presented in the chapter. Ignoring the specialisation outlined in the previous chapter, there is nothing here for a wizard that seems unbalanced but Game Masters might have problems with Sorcerers and Bards. Sorcerers, having learnt a star at 1st level, can cast it at any spell level, with increasing effectiveness at each level. Every star outlined in this book can be considered nine spells in one, nine very similar spells but still nine spells and Sorcerers learn all of them with the expenditure of one spell slot. Bards have the same problem but also gain complete access to the Star Magic spell list up to 5th level. This allows Bards access to a type of magic that is far more diverse and offensive than the normal bard spell list, an important limitation on that class's spell use.</p><p></p><p>Leaving the issue of game balance to one side for a moment, the stars and constellations as presented are well written, accompanied by well thought out "flavour" text that adds to the depth and texture of the mythology that makes Star Magic what it is. The spells tend toward the less offensive, avoiding elemental effects and instead concentrating on bonuses to skills, the summoning of special forms of protection and similar effects, although there are a few powerful offensive spells. Few characters would survive the attentions of the Death Star for long. There is something almost clerical about the nature of Star Magic though the author has avoided healing magic as is appropriate for any type of arcane magic. In all, the stars and constellations retain a distinctive flavour that does set them apart from the spells that other arcane spellcasters use.</p><p></p><p>The fourth chapter is dedicated to new Feats. It is in this chapter that non-spellcasting characters will find something useful with special Feats for those born under auspicious star signs, granting all manner of minor bonuses. These general feats are all reasonably balanced, can only be taken at 1st level but offer a great deal of roleplaying opportunity. Sign of the Sword particularly will likely be a favourite among heroic fighters in games where destiny and fate play an important role. Although some of the metamagic feats presented are powerful, they seem balanced though some Game Masters might feel uncomfortable limiting them to Magi characters when other arcane spellcasters cannot use them.</p><p></p><p>The Prestige Class chapter presents four new classes: the Astrologer, the Guardian of the Secret Path, the Magus and the Nomad Shaman. The chapter is smaller than perhaps it could have been, presumably due to space constraints. The Astrologer is a particularly well thought out prestige class that can easily be slipped into any game where Star Magic is being used (or any other with a little modification) and would probably be of great interest to bard characters wishing to settle down. The Guardian of the Secret Path is a full 10-level prestige class that offers a wide array of abilities (some combat orientated, some magical) useful for combating outsiders. The class is well thought out and seems completely balanced, seamlessly combining combat and magic. Of all the classes presented in this chapter, the Guardian of the Secret Path could have done with a more detailed background, perhaps with some details on the motivations and agendas of the Guardians and why everyone else seems so intent on stopping them. </p><p></p><p>The Nomad Shaman is an interesting arcane spellcasters found in the wilderness. Again, the class is balanced with a diverse selection of class abilities spread throughout the ten levels but a little more information on how to use them in a roleplaying sense might have been useful. Finally, we come to the Magus. The Magus, according to the designer's notes in the back of the book, began development as the principle user of Star Magic. The class is described as the master of the Star Magic, the pinnacle of an education in this form of magic. Unfortunately, the Magus prestige class is probably the single most disappointing part of the book. The book, until this point, works through its ability to present us with a flavourful and engaging view of the mysteries of Star Magic. In contrast, the Magus class offers nothing new and interesting. The abilities the class presents are unbalanced and "bland", making it a strangely poor addition to an otherwise engaging book.</p><p></p><p>Illuminated Items is a small chapter, four pages, and it has very little background text. Instead, it delves into a colourful and interesting array of magic items, weapon special abilities and wondrous items that continue to add flavour to the concept of Star Magic. The classic item types are outlined, including the wonderful "Wealthy" weapon ability that presents so many opportunities for low level roleplaying, it deserves an adventure book all to itself. In addition, Lenses and Focusing Places are detailed, the permanent channels mentioned above. Lenses offer a small bonus to the character's casting level while channelling a particular star or constellation. Focusing Places are a form of artefact (being as no Magi knows how to create them), specific places that offer the benefits of a lens at particular times of the year, although the bonus can be must higher than a normal lens. The book offers these places as story hooks and meeting places for Magi characters.</p><p></p><p>The book finishes with a little help for the Game Master. First, we have a one-page entry on the use of calendars in the game, something of great importance to the casting of stars since the time of year can change their effectiveness. Secondly, the book finishes with a two-page chapter entitled "Help for Games Masters". In keeping with the overall tone of the book, the chapter includes a few suggested story ideas including Star Magic, principally for introducing this style of magic to the game and than finishes with a few words on where Magi gather and how they live. Nothing particular fascinating, this last chapter might seem a bit of anti-climax but it is still useful in its own way. The only complaint I have is that the book did not offer the Games Master some more advice on how to incorporate Star Magic into the rules, especially with regard to the problem of balancing Sorcerers and Bards when the system.</p><p></p><p>The Art throughout the book is of a generally higher quality than the other Encyclopaedia Arcane books with a spectacular colour picture of an astrology peering at a star in the heavens on the inside front cover. The Stars Magic Mechanics chapter includes six black and white "card style" pictures that seem particularly well conceived, each capturing the essence of one of the presented spells, including a beautiful picture of the Hunter. These pictures alone present the player with a wealth of imagery that can be used with her Magi character and ingenious players will surely copy these card pictures for use during the game when they "channel" their favourite stars.</p><p></p><p>Although the idea might not warrant a separate school of magic (particularly one that can be specialised in at so little cost), Star Magic: Wisdom of the Magi brings to life an interesting and previously unexplored type of arcane magic that would be a welcome addition to any fantasy game. The stars and constellations can, without exception, easily be assigned to one of the original schools of magic if that proves to be a problem and other game balance issues seem as easily addressed. Even if you decide not to use the system as presented, each page of this book shines with the vision of star magic as something far more than a simple game mechanic. That alone, makes the Magi are worthy addition to any game that will have them.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010357, member: 18387"] Star Magic: Wisdom of the Magi is the 11th book in Mongoose Publishing's Encyclopaedia Arcane series. Like its predecessors, the 64-page book delves into the mysteries of a specific form of arcane magic; in this case, the magic derived from the Stars in the Heavens. Star Magic, though, presents the reader with something of a conundrum. Why does the subject require a book at all? Within its pages, the reader is presented with an array of stars, constellations (both just spells by another name), Feats and Prestige Classes but there are no distinctive effect contained with Star Magic. Although the necromancer can raise the dead, the battle mage can lay waste to whole armies and the chronomancer divine the future (to mention just a few types of arcane magic previously detailed in the series) there is no effect or achievement unique to Star Magic that sets it apart from the other schools of magic. Some Game Masters will be uncomfortable setting aside an entire system of magic that only replicates the effects already available in the game. A player desiring a wizard or sorcerer character that draws his power from the Stars could certainly do so without this book (write it on the character sheet, purchase a few spells with the word star in the title and spend a few skill points on Knowledge: Astrology and your on your way) but what this book offers is the author's vision, and it is a truly inspiring vision indeed, one capable of making almost any reader want to play one of these unique and colourful miracle workers. The book begins with the now tradition Overview chapter. Four pages in length, the chapter starts with a brief description of Magi (the practitioners of Star Magic), how they spend their time and the philosophy behind their spell casting. The chapter describes the stars as the tools of creation, left over by the Gods when they completed their great endeavour. By focusing the light of special stars onto the world, the Magi can cause that light to have effects similar to those other arcane spellcasters achieve with normal spells. The overview moves on to describe the types of cultures that give rise to Magi, to set Star Magic apart as a separate school of magic and finishes by describing permanent channels or foci (laying the ground work for a new type of magic item to be outlined later in the book). In all, the chapter does a good job of describing how stars could power arcane effects and lays down the cornerstones of a unique worldview for a wizard or sorcerer to follow. The second chapter, Playing with Fire, takes the reader through the peculiarities of Star Magic for each of the principle spellcasters of the d20 game; the Bard, Sorcerer and Wizard. It is good to see all three arcane spellcasters addressed instead of concentrating solely on the Wizard as many similar d20 books do. The chapter is clear and concise and outlines all the rules that a character of each class will need, accompanied by a simple table for quick reference (always a useful tool in a book of this type). It is here, though, that some Game Masters might become concerned about the rules. Wizards can specialise in Star Magic at the expense of necromancy and one other school. Since the school of star magic includes elements of almost all the normal schools, this hardly seems a limitation. An astute player will simply determine which stars and constellations he wishes to purchase ahead of time and choose the school that most closely resembles those abilities to sacrifice. The heart of the book and the largest chapter by far (27 pages), Star Magic Mechanics presents the rules for "channelling" stars and constellations in all their glory. The chapter begins by outlining star magic's peculiar terminology: stars and constellations instead of spells, channelling instead of casting etc. Although seemingly superfluous, a reader can pick up the terminology easily enough and it does add a unique flavour to the system. Its far more interesting to talk about channelling the star of death than preparing and casting it. Again, there are places where game balance wavers uncertainly, though there is nothing outrageous presented in the chapter. Ignoring the specialisation outlined in the previous chapter, there is nothing here for a wizard that seems unbalanced but Game Masters might have problems with Sorcerers and Bards. Sorcerers, having learnt a star at 1st level, can cast it at any spell level, with increasing effectiveness at each level. Every star outlined in this book can be considered nine spells in one, nine very similar spells but still nine spells and Sorcerers learn all of them with the expenditure of one spell slot. Bards have the same problem but also gain complete access to the Star Magic spell list up to 5th level. This allows Bards access to a type of magic that is far more diverse and offensive than the normal bard spell list, an important limitation on that class's spell use. Leaving the issue of game balance to one side for a moment, the stars and constellations as presented are well written, accompanied by well thought out "flavour" text that adds to the depth and texture of the mythology that makes Star Magic what it is. The spells tend toward the less offensive, avoiding elemental effects and instead concentrating on bonuses to skills, the summoning of special forms of protection and similar effects, although there are a few powerful offensive spells. Few characters would survive the attentions of the Death Star for long. There is something almost clerical about the nature of Star Magic though the author has avoided healing magic as is appropriate for any type of arcane magic. In all, the stars and constellations retain a distinctive flavour that does set them apart from the spells that other arcane spellcasters use. The fourth chapter is dedicated to new Feats. It is in this chapter that non-spellcasting characters will find something useful with special Feats for those born under auspicious star signs, granting all manner of minor bonuses. These general feats are all reasonably balanced, can only be taken at 1st level but offer a great deal of roleplaying opportunity. Sign of the Sword particularly will likely be a favourite among heroic fighters in games where destiny and fate play an important role. Although some of the metamagic feats presented are powerful, they seem balanced though some Game Masters might feel uncomfortable limiting them to Magi characters when other arcane spellcasters cannot use them. The Prestige Class chapter presents four new classes: the Astrologer, the Guardian of the Secret Path, the Magus and the Nomad Shaman. The chapter is smaller than perhaps it could have been, presumably due to space constraints. The Astrologer is a particularly well thought out prestige class that can easily be slipped into any game where Star Magic is being used (or any other with a little modification) and would probably be of great interest to bard characters wishing to settle down. The Guardian of the Secret Path is a full 10-level prestige class that offers a wide array of abilities (some combat orientated, some magical) useful for combating outsiders. The class is well thought out and seems completely balanced, seamlessly combining combat and magic. Of all the classes presented in this chapter, the Guardian of the Secret Path could have done with a more detailed background, perhaps with some details on the motivations and agendas of the Guardians and why everyone else seems so intent on stopping them. The Nomad Shaman is an interesting arcane spellcasters found in the wilderness. Again, the class is balanced with a diverse selection of class abilities spread throughout the ten levels but a little more information on how to use them in a roleplaying sense might have been useful. Finally, we come to the Magus. The Magus, according to the designer's notes in the back of the book, began development as the principle user of Star Magic. The class is described as the master of the Star Magic, the pinnacle of an education in this form of magic. Unfortunately, the Magus prestige class is probably the single most disappointing part of the book. The book, until this point, works through its ability to present us with a flavourful and engaging view of the mysteries of Star Magic. In contrast, the Magus class offers nothing new and interesting. The abilities the class presents are unbalanced and "bland", making it a strangely poor addition to an otherwise engaging book. Illuminated Items is a small chapter, four pages, and it has very little background text. Instead, it delves into a colourful and interesting array of magic items, weapon special abilities and wondrous items that continue to add flavour to the concept of Star Magic. The classic item types are outlined, including the wonderful "Wealthy" weapon ability that presents so many opportunities for low level roleplaying, it deserves an adventure book all to itself. In addition, Lenses and Focusing Places are detailed, the permanent channels mentioned above. Lenses offer a small bonus to the character's casting level while channelling a particular star or constellation. Focusing Places are a form of artefact (being as no Magi knows how to create them), specific places that offer the benefits of a lens at particular times of the year, although the bonus can be must higher than a normal lens. The book offers these places as story hooks and meeting places for Magi characters. The book finishes with a little help for the Game Master. First, we have a one-page entry on the use of calendars in the game, something of great importance to the casting of stars since the time of year can change their effectiveness. Secondly, the book finishes with a two-page chapter entitled "Help for Games Masters". In keeping with the overall tone of the book, the chapter includes a few suggested story ideas including Star Magic, principally for introducing this style of magic to the game and than finishes with a few words on where Magi gather and how they live. Nothing particular fascinating, this last chapter might seem a bit of anti-climax but it is still useful in its own way. The only complaint I have is that the book did not offer the Games Master some more advice on how to incorporate Star Magic into the rules, especially with regard to the problem of balancing Sorcerers and Bards when the system. The Art throughout the book is of a generally higher quality than the other Encyclopaedia Arcane books with a spectacular colour picture of an astrology peering at a star in the heavens on the inside front cover. The Stars Magic Mechanics chapter includes six black and white "card style" pictures that seem particularly well conceived, each capturing the essence of one of the presented spells, including a beautiful picture of the Hunter. These pictures alone present the player with a wealth of imagery that can be used with her Magi character and ingenious players will surely copy these card pictures for use during the game when they "channel" their favourite stars. Although the idea might not warrant a separate school of magic (particularly one that can be specialised in at so little cost), Star Magic: Wisdom of the Magi brings to life an interesting and previously unexplored type of arcane magic that would be a welcome addition to any fantasy game. The stars and constellations can, without exception, easily be assigned to one of the original schools of magic if that proves to be a problem and other game balance issues seem as easily addressed. Even if you decide not to use the system as presented, each page of this book shines with the vision of star magic as something far more than a simple game mechanic. That alone, makes the Magi are worthy addition to any game that will have them. [/QUOTE]
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