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.
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.