Joe's Book of Enchantment

It sounds like you're saying you gave it four rather than five starts because the subject matter wasn't quite up your alley? That doesn't really sound fair, IMHO.
 

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Joe’s Book of Enchantments

Joe’s book of enchantments takes the enchantment school for arcane casters and greatly expands upon it. The pdf is written by Joe Mucchiello. It is sixty-six pages in length and is a clear and precise way to take one of the weaker schools of magic and greatly expand upon it. The pdf is a little over a meg in size and costs six dollars and ninety five cents.

There is very little art in the book but the formatting and layout make it so that it is hardly missed. Printing out the book should be easy and it was written specifically for two sided printed. At the end of the book there is a little paragraph about printing this product. That is a great addition and shows that the writer is thinking of the different ways his product will be used and made sure it will easily be used. The pdf also makes good uses of bookmarks. Bookmarks are a great way to easily find topics within a pdf and clicking on the topic takes the user right to it.

The first chapter is an overview on enchantments. It makes the good points that enchantments are limited to only affecting certain kinds of creatures. No other school has as many creature types immune to it. It is also a school of magic that is less useful in most dungeon crawls. The chapter also goes into some spells that are arguable enchantment spells even though they are listed in another school.

The second chapter is about new uses for old skills as well and introducing a few new rules for using skills. The new uses are of a good, wide variety. Some of them are ideal for an enchanter character like expanded rules for the detect enchantment ability of Sense Motive. Others are just good expansions on the skill like using hide to blend into a crowd or using bluff to get in a place one is not allowed.

The third chapter covers new feats. Many of them deal with enchantments and abilities like them. There are feats like stubborn that make a person harder to influence with a compulsion. Penetrating enchantment makes the caster more likely to get through spell resistance with only enchantment spells. There are also feat templates. These apply to another feat and allow extra uses or grant an additional bonus to the original feat.

The fourth chapter deals with prestige classes. While there is a very large amount of prestige classes being offered in the many books, these prestige classes do do things others do not. They are well described and creative. They cover many areas of enchantments. All the prestige classes also show what is the easiest way acquire them with in the core rules. Most of the prestige classes also have unique feats and or spells for the classes. The True Enchanter is the ultimate with enchantment spells. It is a five level class that takes the abilities of an enchanter and greatly increases them. There’s the Animal Tamer, a person who specializes in using natural and magical means to tame the wild beasts. There are many great character ideas waiting in the prestige classes presented in this book.

The fifth chapter is filled with new spells. It first has three new domains: Charm, Domination, and Hatred. Then the spells are presented. There are spells for the adept, assassin, ranger, paladin, cleric, druid and wizard/sorcerer lists. It’s really good to see spells added to such a variety of spell lists. The spells show the range enchantment type spells can cover. There are spells like blessings in arms that give bonuses to allies’ damage and cripple which causes the recipient of the spell to loose the function in his legs. The spell section is the strongest area of this book and really takes enchantment to a new level of ability.

The next chapter covers magical items. There is a wide variety of items offered. There are new items called charms that are simple one use items. There are some useful items like the Staff of Monstrous Charm and Lesser Friendship ring. The items presented here are all well described and some are built off of spells presented in this book.

The chapter on monsters deals with many fey and other creatures that fit into the subject. The challenge ratings are of a wide variety from three to twenty offering challenges for any campaign at any point. The Peaceful Glade is my favorite of all the creatures. It is a creature that is a section of the forest. It gets its name by causing sleepiness, but has other unique abilities as well. There is a single template in here as well, the half fey template.

The eighth chapter is about the NPCs. It shows ways to use the prestige classes and each character has a unique history, tactics, ways to advance, and plot hooks to make easy use of the NPC. There are also a couple organizations presented in this chapter. The first is the Church of Jherana. She is the god of obedience and control. Then the other organization is the Circus of the Crescent Moon. It is a traveling circus ready to perform at any city.

Lastly, there are some odds and ends. Here one will find aromatics. These are perfume like substances that can be made through alchemy for many effects. There are also some new spell descriptors and new mental conditions brought on by some enchantments.

Overall this book does wonders for enchantments and enchanters. It is a very thorough look at the spells and the abilities they have. I am impressed with the depth that is covered here and the insights of the author into the school of enchantments show a lot of thought and intelligence on the subject.
 

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