Magic of Eberron - any good?

Mm forgot about that too, M-Weirdo. Good point.

*Thinks they must have been writing about another draft and that some how got cut* I'm glad they kept that out. Blood Magus, as it was shown in Tome and Blood, didn't do it for me. Now Blood Witch, that did! :)
 

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Well, the Tome and Blood blood magus class was updated in Complete Arcane. Presumably, an Eberron blood magus, being a base class, would be a different beast entirely. I was personally hoping for more to do with grafts and transmutations, but that's just me.

Demiurge out.
 

Uhm do you mean you wished there had been more on grafts and transmuting flesh for those people interested in such things, is that what you meant Demi?
 

I meant that I thought that the blood magus core class might have had more to do with that than the bland "blood as component" blood magus in T&B and Complete Arcane. Mostly because that's the sort of thing I'm interested in. There was plenty of it in Magic of Eberron as it stands, though, which made me happy.

Demiurge out.
 

Nightfall said:
Blood Magus, as it was shown in Tome and Blood, didn't do it for me. Now Blood Witch, that did! :)
Why am I not surprised? ;)

I hope the Blood Magus makes its debut in the PGtE. I'm more interested in it than ever after it was cut from MoE :)
 

Its decent. Its good for three people: Artificers, people who want psionics to be able to do everything as well as magic and (oddly enough) people who want to add a touch of magic to a non-spellcasting character.
Its also a good DM book with lots of ideas for characters and adventures. But it's very weak on having some sort of coherent view of magic or being anything other than a bunch of modules you can haphazardly stick into your game.

Some of the modules are very cool but at the end its really just a grab-bag.
The elemental stuff is very strong, so are the monster chapters and the item chapters (artificer oriented). Everything else isn't really much to write home about.

The first chapter which was heavy on fluff and acted as a great idea generator and organizer (what is Dakyr magic...explanation followed by you can model it using this item these creatures and these spells from pages x,y,z). It is by far the strongest chapter.

The book itself sufferes a bit from being written by too many hands and having a weak editor. At one point it talks about Warforged body's decaying with age etc. The Psiforged feat is absurdly, awesomely powerful (i.e. broken). Almost all of the psionics stuff is "you can do this eberron magic thing exactly the same way with psionics!" instead of developing new psionic ideas, etc.

There is -no- divine magic componet at all that I recall. Deliberate or not it continues a trend from the Eberron book (where gods & religions only took up a page or two).
 

I don't have Magic of Eberron yet, but I don't mind seeing divine magic take a backseat to arcane (and, at least from a PC point of view, psionics - though there's no doubt that divine magic is more prevalent than psionics on Khorvaire). That gives Eberron yet another thing that differentiates it from Forgotten Realms, where the gods take a very active hand in things and divine magic is pretty common.

Oh, and what's so broken about the Psiforged feat? Could someone perhaps post it?
 

It's not broken at all, that's ridiculous. It works like a cognizance crystal, gives you 1 point plus 1 per 2 levels to work with, so you can manifest an extra power per day that's half as strong as normal. The adamantine body feat is far superior for a psionic character.
 

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