Magic & Mayhem

JoeGKushner

Adventurer
Magic & Mayhem is another sourcebook in the Warcraft d20 game. The good news is that it fleshes out the universe with more spells, prestige classes and other goodies for those who love crunch. The bad news is that it’s weak in the mechanics section and requires the use of other Warcraft books to fully use.

Broken into five chapters, the book starts off right away with information on the different types of magic; arcane, divine, fel and rune. The background information is useful for those wanting more details for their Warcraft campaigns. In terms of game mechanics for this section, we have several new tools to tinker with the base rules.

Some of these include arcane corruption. Do you want spellcasters to be weary when they cast spells without regard of the power their drawing on? Then this section is for you. It requires a Will Save on the caster’s part when they meet certain requirements when casting like casting a spell that’s been prepared for the first time, or using a spell above your ability from a scroll. When the save is failed, it results in the caster getting corruption points. These points go through different levels ranging from minor, moderate and major. Each school has its own effects and some schools that have different aspects, like conjuration (calling/summoning vs. creation), have their own drawbacks.

The material on divine magic also provides background in addition to ordeals, events that characters undergo to prove their devotion, and tests of faith, events that happen to the character pushed on him by outside forces to test his faith.

Fel energy was a nice read. Using demonic arcane energy provides lots of bonuses but is dangerous. Using the blood of demons turns out to be both addicting and corrupting. The good thing is that it provides massive bonuses to overcome spell resistance, and increases saving throws DC by +2.

Rune magic relies on the caster marking an object. The runes have different names depending on what their located on. Runes on people are marks, those on objects, glyphs. The runes are laid out in families from 0 to 9th level. Pretty much these are here for the new core class.

After the magic information is done, it moves into feats, a core class and some prestige classes. The feats are okay but not mind shattering. Some I’ve seen before. Take Additional Familiar. At 6th level you can call another familiar and you’re treated as if you were five levels lower for the new familiars abilities. A different take on an old favorite. Others might seem overpowered, like Transcendent Spell, but in game play, aren’t. This feat allows a spell to have no maximum value based on caster level so you could cast a magic missile spell that had more than five missiles. The problem is that it uses up a spell slot seven levels higher than normal, so the only thing you’d really want to use it for, Fireball for example, can’t be abused.

I’m undecided about the new core class, the Runemaster. They have some good abilities overall, but don’t stick out in any one spot as being good. They have a medium attack bonus, and two good saves, fort and will. They get a d8 hit die and 4 skill points per level. They have runes per day and a flurry of blows ability, but their base damage never increases. Their other abilities tend to focus around understanding, using, and empowering runes. Interesting class but perhaps not necessary.

The prestige classes continue to take us through new RPG material but some of it is old in computer game terms. Take the Bombardier for example. This is the master of the Ground Zero attack that allows the Bombardier to add his current hit point total to the amount of damage an explosion does. Now the Bombardier isn’t immune to this damage, but does get a Reflex save (DC 25) to avoid it. That brings back memories.

Others include;
Engineer, a master of Technological Devices.

Graven One, a creature that augments its Bone Scythe as it goes up levels even as it’s arcane spellcasting continues to gain power.

Shadow Hunter, a divine spell caster who calls on voodoo faith to destroy the undead and heal their allies.

Spiritwalker, a Tauren who is a master of the tauren weapons, gains some divine spellcasting ability (every other level), and numerous supernatural abilities like Hero’s Spirit, that gives the Spiritwalker a morale bonus equal to his class level on attack, damage, and saving throws for a number of rounds equal to his wisdom.

Steamwarrior, a mechanic that specializes in creating “phlogiston-powered armor”. Physically weak themselves, they nonetheless can master their armor due to the free numbers of modular upgrades they get to their armor. Think of those like bonus feats for a fighter.

Warden, another PrC that should’ve been in an earlier book, the Warden has a strong bab and reflex save and numerous special abilities and spells but low hit die. Those looking for a PrC with the dreaded Avatar of Vengeance ability like the computer game, finally have their PrC.

Witch Doctor is another PrC that’s overdue. These trolls have special abilities like shaka brew, an augmentation to another potion that maximizes all variable effects of the potions. To pay for those special abilities, they only get arcane spells every other level.

When looking at the spells, it’s unfortunate that only the new rune families are broken up into levels. Each one is like a domain in that it provides a granted power and has a spell from 0 to 9th level. These range from awareness to striking. As an example of power, the mark of the beast is a 2nd level beast family rune that provides a +4 to Constitution, Dexterity or Strength for 2 minutes. Sounds familiar but is slightly different right?

Spells for other classes range in level and power. Some like Breath of Fire are simple, doing 2d4 points +1 point per level to all those caught in a cone. It’s okay, but why would someone take this as opposed to a standard flaming sphere in a normal d20 campaign? A little more powerful and interesting is Mana Shield. Here the caster gives up spell slots to absorb damage. The 1st level slot absorbs 1 point and each additional spell slot absorbs 2 points so a 3rd level spell would suck up 5 points of damage. A poor trade off in my opinion but for a 1st level spell, an interesting choice, especially for multi-class fighters who don’t use their spellcasting abilities often.

In terms of new magic items, we have both new abilities and specific items. One thing that the authors note here is that some races have different body slots. I found it different that a dwarf could wear an item designed for his neck slot by weaving it into his bear or that a tauren could use one of his horns.

In terms of magic itself though, these ranged from shields that provide their masters with damage resistance against ranged attacks to weapons that thirst for blood, providing their wielder with the effects of a bloodlust spell (+4 bonus to Strength and 1 extra attack in each round). For specific weapons, the Ferocious Claws of Attack, +2 wounding weapons of severity that only inflict 1d6 points of damage, but have a x3 critical modifier. More powerful are the Mauling Claws of attack, which are +4. Those who’ve wanted demon hunting blades now have them and those who’ve wanted items for their taurens also have things like the Maul of Strength.

One section that’s funny but serious is the section on Pandaren Brews. The Pandaren are panda like humanoids who love to drink and fight like the samurai. Some of these are minor, like the Bravery Brew, a keg that’s shared among friends and grants a +1 morale bonus to saving throws and attacks while others like Wounded Warrior’s Whiskey, provide a minor bonus at first, 1d4 hit points, but more bonuses as more is drunk. Drink 4 swigs and get a +2 bonus to Strength and Constitution. Drink more and there are more benefits. On the downside, you get a –1 penalty to initiative and Reflex saves until the duration is over.

Some of the magic items represent mini-campaigns in themselves. The Shadow Orb for example, has been broken into 10 fragments. Each fragment has cumulative powers so the more fragments the user gains, the more powerful he becomes. If this works for the anime and manga show with the dog-eared boy with the huge sword, it’ll work here too.

In terms of technological material, I was a little dismayed by the “For the core rules on creating technological devices, see Chapter Three in the Warcraft RPG.” Well, that’s great, but if the authors are trying to reach the d20 crowd as well as Warcraft player’s, that’s no good.

A lot of the material can be used right out of the book in terms of devices. In game play, in many ways they really are just magic items dressed up in steam and oil. Looking for something to augment your physical power? Try out the Steam Gauntlets, granting the user normally an 18 strength, the users can kick the gauntlets up to maximum for a strength of 26. Of course the device itself takes damage and overheads, damaging the wearer, but hey, a strength of 26! It is things like this, a sacrifice required to augment the item, that make the steam items interesting and novel yet useful at the same time.

Some of the real danger comes in the form of the weapons. Take the splinter’s gun. This item uses steam pressure to shoot hundreds of small wooden darts in a cone and all it requires for ammunition is feeding it small pieces of wood.

The section on constructs is great to read but has no illustrations. This means that we get stats for a lot of creatures, but one of my primary reasons for loving these books, the art, is missing. We get things like black iron golems, the protectors of Queen Sylvanas, to harvest golems, another favorite from the computer game.

The book is laid out in two columns. White space is a little high. In between each chapter is a little story in big hand written text with an illustration and big words to indicate the chapter name and number with over a third of the page in black. Seems wasteful when reading it. The book has nice borders around it that almost look like wood grain with skulls and the Warcraft logo in the middle of each page. The art by Samwise Didier and Chris Metzen is great, heck, it’s even by the official artists! However, the art by Rene & Michel Koiter’s is a special treat, some of the best art in any book.

Those looking for an exhaustive sourcebook of steam are not going to get it with this book unless they own all the Warcraft RPG books and even then, it’s not a book dedicated to the steamcraft, it just has steam in it. Those looking for more crunch in many fields, like spells, magic items, constructs, and easy to integrate steam items, will greatly enjoy the book.
 

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Magic and Mechanics Clash

The sanctity of divine magic contrasts with the demonic origins of the arcane, as new weapons decide supremacy on the battlefields of Azeroth.

New Magic and Technology

Sorcerers and wizards truck with demons while tinkers and engineers build mighty engines of battle in this sourcebook for Dungeons & Dragons Warcraft the Roleplaying Game, based on the popular series of Warcraft real-time strategy computer games. Magic & Mayhem offers a wealth of spells, magic items, feats and technology. Hardcover.
 

Magic and Mayhem

Magic and Mayhem is a magic and technology supplement for the Warcraft Dungeons & Dragons game by Sword & Sorcery Studios. Contributing authors include Rob Baxter, Scott Bennie, Bob Fitch, Bruce Graw, Luke Johnson, and Seth Jonhson.

(Disclaimer: I do not regularly play the Warcraft computer game, so can’t speak with a great degree of authority about matters such as authenticity of translation.)

A First Look

Magic and Mayhem is a 208 page hardbound book.

The cover does not feature an borders, and is dominated by an attractive wrap-around picture of a tauren runemaster squaring off with a construct controlled by a goblin, by cover artist Samwise Didler.

The interior is black and white, with a variety of detailed and shaded illustrations. Interior artists include Ted Beargdon, Samwise Didler, Michael and Rene Koiter, and Chris Metzen. The end-leafs use a sepia-tone collage of the other art in the book.

Each chapter is preceded by a two page piece of fiction written in a script like font on a parchment-like background, and the each chapter is introduced by a single page with nothing other than a picture and the title.

The book has a bit larger font size and a bit more white space than some other more recent Sword and Sorcery products.

A Deeper Look

The Warcraft RPG line (by Sword and Sorcery Studios) is not one I have had a chance to review. Indeed, I did not own any of the books for it until the review period for the 2004 Ennies.

The inaugural line of Sword & Sorcery Studios was the recently discontinued Scarred Lands game world. One of the things that line was known for was (at least for its "crunchier" books) its appeal to d20 system fantasy gamers that were not using the setting, but merely taking advantage of mechanics and character options presented in the book.

Magic & Mayhem seems to carry on that tradition/strategy. Indeed, the introductory section discusses this very aspect of the book, and remarks upon (quite astutely) how the much derided spell slot system really doesn’t play out that much different than magic the Warcraft computer game, in that just as in the computer game, a spell user temporarily loses access to high level spells when they cast such spells.

One of the failings of some earlier adaptations of computer fantasy combat games (I’ll be more precise: Diablo II) is the failure to take advantage of the face-to-face RPG medium and merely tried to be a slow emulation of the computer game. Magic and Mayhem goes about addressing one aspect of the game that had less significance of the computer game.

To wit, the game alludes to how corrupting arcane magic is, and aspect of magic that is not modeled in the Warcraft game (beyond the high elves magic addiction). A section of optional rules herein model this corruption in a way that will be very real to arcane casters in the Warcraft setting. Each arcane caster is assigned an arcane corruption allowance depending upon their wisdom and character level. When the character attempts various activities such as casting their highest level spell, casting a new spell, or casing any spell near a fel weapon or on unholy ground, they must make a will save or suffer an amount of corruption damage. Every time the character expends all of their arcane corruption allowence, the total is reset to zero, and they progress a level on a corruption scale; each time they progress, they acquire a corruption effect (depending largely on what type of magic the character tends to use). As the character progresses, this cycle continues and they acquire more severe effects. The fourth time that the character’s arcane corruption allowance goes to zero, they become servants of the burning legion and presumably become NPCs.

This is not a death sentence or pure negative for arcane characters. It is possible (if painstaking) to remove corruption, and in addition to circumstantial rolls a character is forced to make, an arcane caster can willingly tap arcane energies and risk corruption to bolster their spells. However, under this system, arcane casters cannot merely take their spells for granted. This could potentially be a flavorful addition to many D20 System games.

Arcane practitioners are not the only ones to receive some extra scrutiny in this book; a brief section on divine casters discusses the role of faith in divine power. Characters faith may be tested through ordeals and tests of faith. This section is much less mechanical in nature than the section on arcane magic, but has some good food for thought (and methods) for GMs who wish to better represent the nature of faith.

Other variant rules introduce two new kinds of magic: fel energy and rune magic. Fel energy is corrupt powers associate with magic. Demons tempt casters with fel energy, with allows them to cast boosted spell but with a great risk of corruption. Fel energy enhanced the natural poison attacks of creatures imbued with this energy.

Rune magic is wielded by a new core class, the Runemaster. Runes are scribed on a surface and provide benefits similar to spells. Runemasters learn rune families which operate similarly to clerical domains. Each rune family provides a granted power and access to runes of levels 0 to 9. A runemaster starts with access to only two rune families, and gain a third at 10th level and a fourth at 20th level. The runemaster receives runes per day much in the same way that other characters receive spells per day. They only use runes from their rune families, but can use runes from any family of runes they have access to.

The runenmaster has no racial or affiliation requirement, but is primarily associated with dwarves and tauren (the Warcraft take on minotaurs). The runemaster is also an unarmed combatant, and receives unarmed attacks and flurry of blows similar to a monk. Most of their remaining abilities are related to runes, such as detecting, defending against, or enhancing runes.

There are eight new prestige classes in Magic and Mayhem:
-Bombardier: An explosives expert. This class builds on the technology rules introduced in the Warcraft RPG book. The bombardier gains a number of benefits when using explosives, such as reducing the effective hardness of structures, and additional options when creating or using explosive devices.
-Engineer: Another class based on the technology rules, the engineer’s specialty is large scale projects that combine the efforts of several tinkers.
-Graven One: These are arcane casters that draw power from death. Unlike the Warcraft necromancer (introduced in the Alliance and Horde compendium), their spells and abilities are focused more upon raising undead than preying on life force of the living. They continue to progress as arcane casters with additions to their spell list such as the summon undead spells listed in this book. Their class abilities are related to the creation or enhancement of the undead.
-Shadow Hunter: This is a vodoo-themed class for horde divine casters. They have full continued divine progression with some addition spells added to their spell list. They also receive spirit of the loa abilities which they may choose from a list of available abilities. These abilities range from smiting undead to healing or hexing.
-Spiritwalker: This tauren exclusive divine casting class is totem-themed, and deals with tauren ancestral heroes. The class continues to advance in divine casting at every odd level. The class abilities allow the spiritwalker to walk in the emerald dream (the Warcraft ethereal plane or spirit world), grants them an animal companion similar to a druid, and allows them to call on ancestral spirits.
-Steamwarrior: These are tinkers with an affinity for crafting and using powered armor, and receiving abilities and bonus feats related to operating and crafting powered armor.
-Warden: This class is night elf specific and is basically a magical hunter/assassin. They have their own spell list/progression, and gain a number of magical attack and movement abilities.
-Witch Doctor: This is another vodoo themed class, this one specific to trolls. The class receives continued arcane progression at every even level with additional spells added to their list. The class special abilities are those typically attributed to movie-style vodoo, such as the ability to use a wax doll to manifest some spell effects on a victim and creating a brew that creates mindless slaves of those who drink it.

Overall, the selection of classes are a nice expansion for the Warcraft RPG, and are also intriguing fodder for other D20 System games, though some adaptation may be required where requisite races or classes are Warcraft-specific.

A number of new magic and technology related feats are available. The technology feats add capabilities to tech-users such as letting them use non-weapon tech items as weapons, or avoid a mishap with a technological device. The magic related feats are primarily metamagic, thought one such feat (capture spell) is improperly labeled as such.

The metamagic feats include a number of poor man’s quicken variants such as hasten spell (adds two levels, cast spells as a move equivalent action) and link spell (adds one level, each of two linked spells must be prepared together and are thus cast together). The transcendant spell feat is one that will probably be rarely used; it removes all level limits on spells, but takes up a slot seven levels higher than the base spell.

Non-metamagic feats include the mislabeled capture spell (allows you to capture a countered spell, allowing you to use it or scribe it), additional familiar, and spell specialization (boosts caster level and reduces metamagic cost for a single spell.)

The spells chapter introduces all the rune families for the runemaster. Rune families include awareness, beast, healing, motion, restoration, shielding, and striking (with 10 spell-like runes and a special ability for each family).

The book features 32 pages of new spells. Given that the Warcraft RPG is based upon a computer wargame, it is perhaps unsurprising that it features predominantly combat oriented spells, though a number of them are more unit-combat based in nature, similar to some of those features in Wizards of the Coast’s Miniatures Handbook. Many repair damage, bolster troops, or repair combat damage.

The spell summon undead is similar to the Summon Undead spell in Magic of Faerun or Libris Mortis, except this one runs all the way up to 9th level, like summon monster spells. This version, however, operates more like a limited duration create undead spell utilizing an existing corpse than like a summoning spell. The spell can create a variety of templated creatures out of the corpse, and the CR or HD of the target is limited by the level/version of the spell.

The magic items chapter is fundamentally similar in approach to many magic expansion book. It features a variety of Warcraft items in the usual categories (weapon and armor qualities, specific weapons and armor, wondrous items, etc.), though some are distinctive from core versions of these items. Some seem very potent (a mana burn weapon, for example, will quickly strip a mage of their spells.)

A few items betray traditional capabilities of D20 System magic item categories, however. Clarity potions, for example, grant additional spell slots, and replenishment potions restore expended spell levels in addition to damage. Pandaren brews are similar to potions in effect, but are ales and tonics that can serve many drinkers at once. Also, many scrolls exist that do not store specific spells, but have magical effects that can, in some cases, be triggered by any reader.

Artifacts herein include the horn of cenarius, the orbs (one of various orbs that grant the user potent weapon abilities), and the shadow orb (a fragmented orb that gains power as more fragments are gathered, and whose fragments may be fused with weapons.)

As the rules for magic are expanded, so are the rules for technology. New rules for technology include vehicle maneuverability rules, malfunction rules, collaborative construction rules, masterwork devices, and new special materials for devices. Of these, the collaborative construction rules are probably
the most significant, since the craft rules, as written, are extremely time intensive compared to magical craft rules, and technology cannot hope to compare with the rules as written with a single tinker trying to craft large and expensive items.

The technology chapter, like the magic items chapter, offers a variety of new items for your consumption, both adapted from the computer game and new. Items include noncombat items like automatic thieves and alchemists (which can open locks and make alchemical items) in addition to the standard fare of combat items and vehicles.

An appendix at the back contains combat statistics for a number of constructs, including the scarecrow like harvest golem and the chaotic junk golem, among others.

Conclusions

This book is very much in the tradition of the Relics & Rituals books, providing a variety of rules and options both for the intended setting (in this case, Warcraft) and many possibly importable to other games. This is definitely a boon to anyone playing the Warcraft game. As many aspects of the Warcraft RPG are distinct from core D&D, more adaptation may be necessary. I find some spells and magic items, the runemaster, the warden and other prestige classes that expand spell lists to be interesting potential character or campaign building materials, and the arcane corruption and divine faith rules and suggestions to be interesting possible inclusions in a variety of D20 System fantasy games.

Overall Grade: B+

-Alan D. Kohler
 

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