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<blockquote data-quote="Messageboard Golem" data-source="post: 2009901" data-attributes="member: 18387"><p><strong>By Steven Creech, Exec. Chairman d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong> </p><p>This review is for <em>Magic</em>, an Alderac Entertainment Group (AEG) publication. This 192-page book, which retails for $26.95, is entirely devoted to the topic of magic complete with new core classes and a new system of using magic.</p><p></p><p><strong>First Blood</strong> </p><p>The book opens with 14 new core classes. First up is Chronomancy and the manipulation of time and probabilities. Elementalism focuses on using magic with the elements of creation: air, earth, fire and water. Fetish magic (no, not that kind of fetish) utilizes totems in much the same way as shamans. Flesh magic is capable of drastically altering the form of living cretures. Forge magic represents a cross between blacksmith and mage. Ki magic shows why some monks pursue arcane studios and channeling their own inner energy. </p><p></p><p>Madness magic gives spellcasters the power to bend reality and create new matter. Number magic is one of those abstract but neat concepts that deal with the planes and infinite possibilities. Rune magic is, of course, the stroing of spell energy in runes. Shadow magic manipualtes the darkness itself, shaping it to one's needs. Technomancy is the use of magic to construct all manner of inventions and mechanical wonders. Thaumaturgy is the acquisition of magic and power through knowledge. This is the thinking man's mage. Theurgy combines arcane magic with divine faith. Finally, Witchcraft is self-explanatory and everything you would expect. </p><p></p><p>The last chapter of teh book provides an alternative to the core rules magic system through the spell points. Rather than having a set list of prepared spells each day that a spellcaster may cast, a pool of spells points is available to work with instead. The system shown here represents a hybrid combining facets of the traditional system as a foundation with the new mechanics of spell points. </p><p></p><p><strong>Critical Hits</strong> </p><p>The diversity of classes is certainly a positive thing. Not only does nearly every form of specialized magic offer a 20-level core class, but there is also at least one new prestige class. In a nutshell, ther's an alternative class for nearly anyone who wants to play a spellcaster. The chronomancer, one of the classes that is typically a prime candidate for upsetting game balance, is well treated here. Each form of magic alson covers new feats and spells tailored to that type. </p><p></p><p>One of the best features about the many choices of classes is that they can be player character or NPC material. My favored entries are Elementalism (you gain an elemental as a familiar), forge magic (great NPC potential), Rune Magic (first good rune class I've found), shadow magic (very cool), and technomancy (ideal for steampunk). </p><p></p><p>The variant spell point system successfully tackles the problem of spelss that rely on caster level for determining th effects. The inherent mechanics of these spells defeat the core idea of a spell point system - weaker spells should cost fewer points since it is always weaker than a costlier spell. Under this system, weaker spells scale up in power with the caster's experience levels. The system offers a good alternative yet maintains some of the original framework. For instance, casters must still prepare and memorize spells ahead of time, only the spell selection is based on levels rather than slots. </p><p></p><p><strong>Critical Misses</strong> </p><p>One of the avenues that the variant spell point system does not address is the use of metamagic feats and how they affect spell points. I assume you would simply apply the higher point cost appropriate for the level increase but the book does not say. Another minor issue is that some of the various spells do come across a little heavy regarding game balance. GMs will want to look at them carefully before giving them to players. </p><p></p><p><strong>Coup de Grace</strong> </p><p>AEG continually improves with each one-word title supplement and it shows with Magic. Where Mercenaries was a more combat-oriented class book, Magic is pure sorcery. Players that enjoy playing spellcasters will get some good ideas while GMs will get the most use. It's a good book and a recommended addition to the gamer's library.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009901, member: 18387"] [b]By Steven Creech, Exec. Chairman d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] This review is for [i]Magic[/i], an Alderac Entertainment Group (AEG) publication. This 192-page book, which retails for $26.95, is entirely devoted to the topic of magic complete with new core classes and a new system of using magic. [b]First Blood[/b] The book opens with 14 new core classes. First up is Chronomancy and the manipulation of time and probabilities. Elementalism focuses on using magic with the elements of creation: air, earth, fire and water. Fetish magic (no, not that kind of fetish) utilizes totems in much the same way as shamans. Flesh magic is capable of drastically altering the form of living cretures. Forge magic represents a cross between blacksmith and mage. Ki magic shows why some monks pursue arcane studios and channeling their own inner energy. Madness magic gives spellcasters the power to bend reality and create new matter. Number magic is one of those abstract but neat concepts that deal with the planes and infinite possibilities. Rune magic is, of course, the stroing of spell energy in runes. Shadow magic manipualtes the darkness itself, shaping it to one's needs. Technomancy is the use of magic to construct all manner of inventions and mechanical wonders. Thaumaturgy is the acquisition of magic and power through knowledge. This is the thinking man's mage. Theurgy combines arcane magic with divine faith. Finally, Witchcraft is self-explanatory and everything you would expect. The last chapter of teh book provides an alternative to the core rules magic system through the spell points. Rather than having a set list of prepared spells each day that a spellcaster may cast, a pool of spells points is available to work with instead. The system shown here represents a hybrid combining facets of the traditional system as a foundation with the new mechanics of spell points. [b]Critical Hits[/b] The diversity of classes is certainly a positive thing. Not only does nearly every form of specialized magic offer a 20-level core class, but there is also at least one new prestige class. In a nutshell, ther's an alternative class for nearly anyone who wants to play a spellcaster. The chronomancer, one of the classes that is typically a prime candidate for upsetting game balance, is well treated here. Each form of magic alson covers new feats and spells tailored to that type. One of the best features about the many choices of classes is that they can be player character or NPC material. My favored entries are Elementalism (you gain an elemental as a familiar), forge magic (great NPC potential), Rune Magic (first good rune class I've found), shadow magic (very cool), and technomancy (ideal for steampunk). The variant spell point system successfully tackles the problem of spelss that rely on caster level for determining th effects. The inherent mechanics of these spells defeat the core idea of a spell point system - weaker spells should cost fewer points since it is always weaker than a costlier spell. Under this system, weaker spells scale up in power with the caster's experience levels. The system offers a good alternative yet maintains some of the original framework. For instance, casters must still prepare and memorize spells ahead of time, only the spell selection is based on levels rather than slots. [b]Critical Misses[/b] One of the avenues that the variant spell point system does not address is the use of metamagic feats and how they affect spell points. I assume you would simply apply the higher point cost appropriate for the level increase but the book does not say. Another minor issue is that some of the various spells do come across a little heavy regarding game balance. GMs will want to look at them carefully before giving them to players. [b]Coup de Grace[/b] AEG continually improves with each one-word title supplement and it shows with Magic. Where Mercenaries was a more combat-oriented class book, Magic is pure sorcery. Players that enjoy playing spellcasters will get some good ideas while GMs will get the most use. It's a good book and a recommended addition to the gamer's library. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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