Magic by AEG

JohnClark

First Post
I saw this book in my local gaming store today and it really looked interesting. I'm wondering if anyone has used this in their games and what their opinions of it are. Any info you can give would be helpful, thanks in advance.
 

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I dont like the AEG books and stay away from them so I really dont know. The 1 gamer in our group that does like them says it is the worst of the 1 word books (evil, gods, monster etc)
 

Like all AEG books it has very good ideas. However, unlike others this is orgainzed and easy to read. THe berst of AEG's one word titles is Mercenaries, Magic is second best.

Most of this book are alternate core classes that deal with specific types of magic. They are all arcane and very well done. This is the book for people that want different types of magic, each with a unique feel and very thorough.
 


Good Points:

1. New Core Classes
2. New Magic Spellcasting System (Spell Points, Free Form)
3. Creation Variances (Item Templates, Item PrC Soul Bound Items)

Bad Points:
1. Art not as good as Mercenaires
2. Editing problems
3. Some material already covered (repeatedly) by other supplemenets.

Worth buying for those seeking core classes instead of endless PrCs.
 

I'm very tempted to buy it, but after looking it over in the store I have some reservations. My biggest problems are that many of the classes are seriously unbalanced and that many of them aren't sufficiently different from wizards or sorcerers to warrant being a core class of their own rather than a prestige class.

OTOH, it may be worth buying for just the arcane monk, and the tinker. The arcane monk may be a bit too powerful, but the concept is cool. The only objections I have to it is that the 1st-3rd level spells mysteriously jump from 4/day to 6/day at 18th level, which looks like a typo to me, since otherwise the progression is the same as the Bard's. I also hate that their spells are based on strength! Ki is internal discipline and focus, not overt physical power, and all previous Ki powers in D&D have been based on Wisdom.

The tinker, OTOH, looks extremely well balanced. I havn't looked at the item creation rules, so they may not be, but otherwise they look like arcane clerics who need a spell book for a very limited spell list, and some nifty item creation and craft skills.
 

I really don't think there are many balance issues in the book. Many of them are basically alt wizards or alt sorcerers but the descriptions really set them apart from those classes. The core class idea I was a little unsure of when I got it, but I think each idea really works well as its own class.
 

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