Legends of the Samurai - The Mystic Arts
By Charles Rice
RPG Objects product number RPO4010b
53 pages, $5.95
Legends of the Samurai - The Mystic Arts is the second PDF in the set (of three) that is designed around the concept of running adventures in either historical or mythical ancient Japan. Naturally, this second book features more on the "mythical" side of things.
The cover (by Jeremy Simmons) is easy to describe - it's the exact same one as the first PDF in the series,
The Bushido Handbook. This isn't much of a surprise, though, as all three PDFs will eventually be combined into one print product, so it's better for them to spend their money elsewhere than on multiple covers that won't get used in the final print product.
The interior artwork consists of 7 black-and-white pieces by Joseph Wigfield. These are nicely done (he also did the artwork for
The Bushido Handbook; nice to see a unified look between the two - and presumably three - PDFs). While one of the 7 (the sheathed sword on page 52) is somewhat small, the other 6 are all at least a third of a page in size, and compare favorably to the artwork from the first PDF in the series. I especially liked the way the lightning bolt is striking all the way through the target's body on page 3 (and the kenza's no-nonsense look as he calls down the lightning on his foe), the smug expression on the mahoutsukai's face on page 5 as she uses the weapons of her three enemies against them (it isn't every day you see a ninja so helpless!), and the great use of shading on the spellcaster calling up the bodies of slain samurai on page 21. All in all, the artwork in
The Mystic Arts remains at the high standard of the first PDF.
The Mystic Arts is laid out as follows:
- Chapter One - Mystic Classes: The kenza (master of elemental magic), mahoutsukai (master of sorcery who bends the minds of others), senkensha (divine seer), and shukke (temple priest)
- Chapter Two - The Mystic Arts: The spell point system, 6 mystic skills, 15 mystic feats (11 of them metamagic feats), the 3 main religions of ancient Japan, 14 Japanese deities, Fate and Destiny points, spell lists, 2 new domains (Honor and Weather), 52 new spells, and the rules for creating magic items (including many examples of updated entries from the SRD and a few new armor and weapon qualities)
If you're like me, the first thing you noted about this PDF was that there weren't a whole lot of chapters! This no doubt comes of being the second PDF in a series of three; it didn't even have an Introduction (making do with a quick sidebar on page 2 instead, the first actual page of material as page 1 serves as both the cover and credits page) but just jumped right into the material. It's worth pointing out that while you could pretty much use the material in the first PDF,
The Bushido Handbook, as a standalone product - it has pretty much everything you need to run a nonmagical campaign in ancient Japan - the same does not hold true with
The Mystic Arts, as much of the material from the first PDF is needed (the Honor system, the nonmagical feats, the standard weapons and armor, the monetary system, etc.). While this is not necessarily a bad thing - again, it's fairly obvious that the author is treating these three PDFs as logical "chunks" of a larger work - it's probably worth mentioning.
The proofreading and editing jobs were at about the industry standard. (And those who have read my previous reviews know that that's not a good thing in my mind.) Nothing was so bad that it couldn't be made sense of, but I filled up three sides of legal paper documenting the errors I found. (As usual, I'll forward my findings to the company so they can be fixed up.) The biggest error was on page 12, where the header along the top of the page reads "CHAPTER TWO: THE MYSTIC ARTS" and the title at the top of the text reads "CHAPTER ONE: THE MYSTIC ARTS" instead. (With only two chapters in the whole PDF, you'd think it wouldn't be that difficult to keep track of them!)
As far as the material itself goes, however, on that I can provide a much more positive report. Once again, Charles seems to have nailed the material, because he manages to really capture the feel of ancient Japan, although here he's obviously going more towards a mythological/fantasy feel rather than the historical accuracy route of
The Bushido Handbook. Many people really don't like the D&D spell system; I've never been among their number (I don't see a problem with it), but the spell point system in
The Mystic Arts (which Charles acknowledges is based on the spell point system of
Legends of Excalibur, another RPG Objects product) seems like it should work just fine. I especially like the fact that a spellcaster can actually try to cast spells of a level higher than he'd normally be able to do, but that doing so not only uses up all of his spell points but forces him to become fatigued until resting for one hour. I also like the concept of "free spells" - it only makes sense that a 20th-level spellcaster wouldn't be overly taxed whipping out a few extra 0-level or even 1st-level spells. (Of course, there's an upper limit given to these "free spells" - the spellcaster can't just go cranking off
magic missile spells every round all day just because he's high-level.) The only problem I had while reading through this new spell system was I'm still not sure how high ability scores affect the spell point system: on page 12 it states "spellcasters also receive bonus spell points based on the primary statistic for their class," but I don't see a chart anywhere telling me, for example, how many bonus spell points my fire kenza gets because of his 16 Charisma.
The spells themselves are well thought out for the most part; I especially liked the
facing your devils spell, which swaps an opponent's highest and lowest ability scores (so an enemy spellcaster with 8 Strength and 17 Wisdom who fails his Fortitude save suddenly has 17 Strength and 8 Wisdom - pretty rough on him if Wisdom drives his spellcasting power!), and
wisdom of the kami, which allows you to add a +10 enhancement bonus to the skill of your choice for 10 minutes/level (how many times would
that come in handy over the course of a typical adventure?). Of course, on the down side, some of the spells were kind of messed up; I'm still not sure, for example, why creatures such as undead, constructs, or plants would suffer the -4 morale penalty on all attack and damage rolls, skill checks, and saving throws just because they got all wet from a
downpour spell, or why the
ice spike and
ice shards spells - both with the "Cold" descriptor - fail to do cold damage (nor is there any mention that those immune to cold damage are immune to the Dexterity damage that these spells inflict). There are also some discrepancies between the spell levels as listed in each spell description and the new Domain spell lists:
honorable mantle, for example, is listed as both a 4th-level senkensha/shukke spell (actually, it only mentions the shukke part of that, but senkensha and shukke draw from the same spell list just like sorcerers and wizards do in D&D) and a 4th-level spell from the Honor domain, but the 4th-level Honor domain spell is listed as
blood oath instead. Also, there's a whole series of "generic" kenza spells (usable by all kenza regardless of elemental specialization) that don't show up on the kenza spell lists. Most of the problems with the spells are along these organizational lines, however - the spells themselves seem fine, and appropriate to the campaign setting.
As for the classes, these are also well thought out for the most part. My favorite is the kenza, who specializes in mastering different elements in much the same way a ranger specializes in favored enemies: as the kenza increases in level, he can devote his energies towards mastering as many or concentrating on as few elements as he desires. Naturally, this gives him the option of becoming super-powerful as far as one particular element is concerned, or "spreading the wealth" a bit around different elements. On the downside, I think the "Elemental Mastery" class ability could use some rewording, as right now, as written, a kenza can summon a Large elemental each day for a year and have 365 of them following his every command (assuming none of them are slain in the meantime) by year's end. I'm pretty sure that wasn't the intention, and that a kenza shouldn't be able to summon more elementals if he's still got "leftover" elementals from the previous day still following him around. The shukke, although just a basic "cleric" equivalent, is also pretty cool, and the illustration on page 9 reminds me more than a little of Master Kahn from the old "Kung Fu" TV show.
I liked the mystic feats section, especially seeing how the metamagic feats got "converted over" to the spell point system. Power Manipulation is also a pretty clever concept, allowing for sort of "metamagic feats in reverse" - instead of maximizing a spell, for instance, you can have it do less damage, or last half as long, with a commensurate drop in spell point expenditure. That's a handy ability when you've only got so many spell points to spend each day!
The magic items section was a bit of a downer, because almost all of them are taken directly from the SRD and tweaked to account for the different ways these items are made in a
Legends of the Samurai campaign. (For example, almost all magic weapons and armor are made by members of the shokunin class, the Craft Arms and Armor feat doesn't exist, and spells are not a part of the creation of magic weapons and armor.) The biggest disappointment was the complete lack of wondrous items; the one paragraph devoted to the subject suggests that the ability to make these items should be a lost skill. Personally, I see this as somewhat of a cop-out, especially since so many of the standard wondrous items fit in so nicely with Japanese fantasy. (I have no trouble envisioning
figurines of wondrous power in ancient Japan, for instance: imagine jade tigers and pearl dragons taking life from statuettes hurled to the ground by their owners.)
Taken as a whole, I didn't enjoy
The Mystic Arts as much as I did
The Bushido Handbook, and it seems to have a few more problems than the first one did, and it suffers somewhat as being dependent upon the first PDF. However, I still feel that it falls in the "4 (Good)" category, and that's the score I'm going with - a lower "4" than
The Bushido Handbook got, but a well-deserved "4" nonetheless. I now eagerly await the publication of the third PDF in the series so I can see how the whole thing fits together as a whole.