Path of Magic is a sourcebook for arcane spellcasters from Fantasy Flight Games, and is the second in their "Path of..." Series.
Percent of OGC: Roughly 50% - each section has an introduction denoting that which is and is not OGC. The wording is usually good.
First Impressions: The cover is not flashy, but it is pleasant and adequate. As I leafed through the book, I couldn't help but compare it (favorably) to its WotC equivalent and competitor, Tome & Blood. The interior artwork, as is par for the course with FFG, is simple but relatively clean and (happily) without garish body angles and types lacking in awkward poses. It doesn't have quite the same artistic "feel" as T&B, but on the whole, I thought it was much more diverse - and a much bigger pot of ideas to pull from - than T&B (and is in hardback and is only $5 more).
Initial Annoyances: One of the things that always seems to haunt me about FFG books is the vague impression that the artwork is blown up a little larger than it needs to be (especially because it is lacking in detail - stuff with little detail can be made smaller with no loss of quality) and the nagging feeling that there seems to be more white space than in most other books. On the other hand, the hardcovers have so far proven to be of durable construction and are simple yet elegant.
Chapter Breakdown:
Chapter one begins with the standard fare for splatbooks, a bevy of prestige classes. One of the great things this book does - and I'll mention this right away - is provide a backdrop against which Prestige Classes exist. Remember that Prestige Classes were designed to represent members of a group who receive specific training? FFG did, and I'm glad to see it. Each Prestige Class comes with an accompanying "sample organization" that gives a rationale for the existence of each class. While every organization will not fit into every campaign, it's a good bet that at least one of these organizations could be adapted into any campaign... a Good Thing, IMO. Even the leaders of these organizations get statted up. On the negative side, I'm undecided on whether "full spell progression" in spellcasting Prestige Classes is a good idea; sorcerers and bards essentially give up nothing, while a wizard trades away only possibly a Feat or two in exchange for a mix of new abilities. On the other hand, even "half progression" is probably too slow, as a single-class character rapidly outstrips the PrC character in terms of raw spell-slinging power. I think the answer might be 3/4 progression (i.e., gain a level of progression at the same rate a rogue gains his BAB) but that's a point for another day, I guess. The Prestige Classes here all get full progression, which automatically sets off "balance bells" in my head. The best of the bunch, IMO, was the Arcane Negotiator, which opens up a lot of avenues for the various Summon Monster spells outside of "point the summoned creature at the enemy and tell it to attack." A long overdue role-playing extension... and a logical one at that, since (especially with higher-level Summon Monster spells) you can summon intelligent creatures, there must be uses for them other than cannon fodder. The Ring Sage is an interesting idea that comes off as pretty-well executed, though not necessarily flashy... it is a Prestige class that allows you to break the usual limitation on item slots (though with some restrictions). Maybe I'm a bit esoteric, but I can definitely see some possibilities for this as a PC. The chapter then delves into Legendary Classes - simply a fancy name for "Prestige Classes for High-Level characters." These were introduced in Path of the Sword, and are a little better-developed here, IMO. The "trick" mechanic to Legendary Classes is that at each level, you get to select the benefits of the class from a list of benefits - but the benefits gained are proporionate to the Legendary Class Level at which you select the benefit at and do not increase as you increase in level. For example, if you select an Intelligence-boosting benefit at first level of a Legendary Class, you gain a +1 inherent Int bonus (that does not change as you increase in level). If you wait to select this benefit until obtaining the fifth level of the class, the bonus is instead +5. A simple yet extremely flexible mechanic that allows for great diversity and choice in the powers gained from a class, while still requiring some tradeoffs ("which is better, a +2 Int Bonus and Fire Resistance 5 or a +1 Int Bonus and Fire Resistance 10?"). Most of the Legendary classes are quite good at retaining their focus - for instance, an Elemental Lord's abilities center mostly around the manipulation of the "five standard energy types" (cold, fire, acid, sonic, electricity) - among the abilities that can be gained are bonus spells per day (provided they have the right descriptor), energy substitution (like the Feat), and immunity to various types of energy. I really like the potential synergy between this and a spellcaster using Mongoose's Encyclopedia Arcane: Elementalism book... would make for a truly wicked Elementalist. I think my favorite here was the Puppetmaster... the best way to describe this class is "a Puppetmaster is to Constructs as a Necromancer is to Undead." There are also spins on high-powered bards, necromancers, and summoners as well. The last part of the chapter details variant classes; I was nonplussed by these, though YMMV. These almost seemed to be throw-ins of classes that were built to stand up a little better in melee combat (through higher hp totals) and usually seemed a little on the "too powerful side." Overall, the Prestige Classes were Good to Fair, the Legendary Classes were very good, but the variant classes were so-so at best.
Chapter two is another seemingly mandatory chapter for splatbooks, the Feats chapter. As expected, the Feats run from very good to slightly below average, but do open up a few new possibilities for characters. One of the things I worry about, though, is that there are so many Feats out there that things are getting glutted... the typical character only gets seven Feats through 20 levels, so he'll never have the chance to try them all out. Of all the Feats presented, I think I liked Arcane Expertise the best. This Feat allows a bard to better pull his weight in combat by giving him the ability to burn spells for proficiency in any weapon... since bards aren't exactly combat-oriented in their spell selection, this allows them to use their spells offensively (albeit in an indirect manner). Most bards probably won't have much of a use for metamagic feats and a limited use for item creation feats (they don't gain higher-level spell slots fast enough and their spell selection is not exactly conducive to creating more powerful items), so this is a welcome way for a bard to get some alternative use out of his Feats. This segues nicely into Chapter three...
Chapter three is the chapter for bards. Of all the d20 products out there, this is the second-best thing IMO that I have ever seen for bards (IMO the best thing is my own 70+ page PDF publication, but I'm admittedly biased there). Although it is not immediately presented (and it should be), the Bardic Music class ability is replaced by four (yes four) Feats: Bardic Chanting, Bardic Dancing, Bardic Instrumentals, and Bardic Singing. A bard gains one of these Feats free at first level in lieu of the "normal" class ability ("converting" existing bards IS easy - they are assumed to have Bardic Singing). I am not very keen on this split and the "affinities" they assign to the subsequent abilities.
A minor rant is coming here - IMO the bard is the personification of the "travelling minstrel" who by definition makes his magic through music. Not through dance. Not through juggling. A dancer is an Expert with ranks in Profession: Dancer. A juggler is an Expert with skill ranks in Profession: Juggler. Just because I can "perform" something "artistic" does not make me automatically a "bard." A painter uses Craft: Paint. This has stuck in my craw since we had silly "blade bards" in the Complete Bard's Handbook wherein a "skilled performer with a weapon" was considered a bard (not a fighter). Blah. Chanting is really just a subset of singing - why they even split these up is beyond me... and singing is just the use of a particular instrument (the voice). I really disliked this "splitting" of the bard's music, especially when care was made in the PHB to mention that "music" was a catch-all term for not just singing or using an instrument, but chanting, reciting poetry, and so forth (though it always had a sonic component).
Rant over, back to the review - the abilities themselves are pretty nice - finally, bards are given some options to make them even more useful to their companions. First out of the box are ways for a bard to augment another spellcaster's spells. With a bard augmenting a spellcaster who is casting a spell, the spell's DC can be increased, the range can be increased, and so forth. One of my favorite abilities is the ability to "bounce" a spell off a bard - the bard can act as a sort of "point man/spotter" for spellcasters. If excuted properly, the sorcerer can fling a fireball at the bard (who must be an acceptable target for the sorcerer) and the bard can in turn "redirect" the spell as though he were the original caster - especially useful for adding range to your spells or getting them to turn corners when the opposition takes cover relative to the sorcerer. This does a good option of turning the bard into a viable support option for spellcasters in a group (his PHB ability set - specifically Inspire Confidence and Inspire Courage - already made him excellent support for the fighters and rogues as he upped their combat and skill use abilities). In addition to adding this ability for a bard to buttress his spellcasting compatriots, they have included more ways for a bard to use his Music ability. Included are "discordant chant" (which causes spellcasters to receive a penalty on Concentration checks), the "chant of confinement" (works like a Hold Person spell, provided that the target is under the influence of an "intimidating chant" - the mechanic works similarly to the Fascinate/Suggestion pair in the PHB). Other abilities let Barbarians rage for longer periods (the "Stoking Song") or detect certain kinds of traps ("Resonating Revelation"). I was brought back to my days playing The Bard's Tale on my computer with some of these. Good stuff, even if they are separated out by "affinities" (blech). It ends with a section on "Bardic Troupes," wherein it discusses the ability to create a "spell pool" - basically a large, sworling vortex of energy from which the "soloist" (leader) of the troupe (a bard or arcane caster) can draw energy to fling spells (with a successful Perform check). A nice twist on "cooperative magic."
Chapter four first gives your spellcaster something new to burn XP on - Magical Traditions. Bascially, a character may spend XP, time, and money to learn new tricks (Read: Feats and Pseudo-Feats) that he may apply to his spells. These could be considered "pseudo-classes" wherein a character spends XP to "learn lessons" (and gain attendant benefits) instead of "gaining levels." Each tradition has ten "lessons." For instance, the Arcane Marauders teach "Basic Studies" (+1 circumstance bonus to all Spellcraft rolls) as their first lesson, moving on to lessons such as "the mechanics of magic" (lesson four; reduces spell failure chance in armor by 10%) to "spell wringing" (lesson seven; essentially grants the Still Spell, Silent Spell, or Eschew Components Feat three times per day) to "spellcasting mastery (lesson ten; the character can cast one additional spell per spell level per day). These lessons do not come cheaply, however - a spellcaster must expend a minimum of 22,000 XP to get to the tenth lesson (and possibly more - especially if he wants to learn the lessons quickly). Like the rest of the book, this chapter does not neglect bards; there are lessons for bards to learn as well. The second portion of the chapter deals with the construction of Magical Towers. The rules here are not as detailed as those in the Stronghold Builder's Guidebook, and seem comparable to (though a little different from) the rules presented in the Quintessential Wizard. The chapter ends by touching on "organizations" - social (and to some degree, pragmatic) rewards for the "wizard who has everything." Each organization is comprised of several ranks; the ranks have prerequisites and small perks, though I can easily imagine the larger, un-game-mechanic-related perks to the be social perks arising from the opportunity to "rub elbows" with the arcane elite.
Chapter five adds new magic items to the arsenal of spellslingers. Expendable Foci are a nice idea that is long overdue - magic items that "store" uses of metamagic feats. Simple, yet effective. There is some difficulty involved in using the items (a Spellcraft check is required to avoid losing the energy and taking damage from the feedback - and more importantly, activating the items is a standard action - which makes them considerably less attractive to sorcerers seeking to cast metamagicked spells with a standard action). Happily, there are no new Feats required for Expendable Foci - Craft Ring, Craft Wondrous Item, and Brew Potion are the "base" Feats - a terrific example of pulling as much as possible from the existing system (most people probably would have created a "Craft Expendable Focus" Feat to go with these rules). Bonus points for that little bit of integration. The chapter then delves into "Fonts of Power" - essentially, areas that are magically "aligned" to be friendly towards different types of magic. The drawbacks associated with areas of high power are nice as well - makes it tough for a spellcaster to just "camp out" in the Font (though I suppose he might well build his home around the font and visit it frequently). The last tool added is the Eldritch Staff. I had to compare these rules to the Arcane Nexus rules from Mongoose's Quintessential Wizard. Without spoiling too much, I'll just say that an Eldritch Staff should be of far greater utility to a higher-level mage than an Arcane Nexus, while an Arcane Nexus would be a better choice for a lower-level mage. The forcing of narrow focus (for every power the Staff grants, a limitation or drawback is introduced), randomness in power growth (a no-no for Feat-based stuff and Item Creation - one person's stuff should not work better just because he rolled more fortunately), and associated quirkiness of Eldritch Staves also turned me off a bit. The Arcane Nexus struck me more as a tool - though a limited one, especially to higher-level casters - while the Eldritch Staff struck me as far more defining and limiting. This is both good and bad... Eldritch Staves do a better job "scaling" their powers but forcing limitations on players is not always a good thing. I guess what I'm trying to say is I have very mixed feelings about Eldritch Staves. I think it's a wonderful idea, but I am not 100% sure I like the way "balances" were built in. They seem a little too limiting compared to the power granted.
Presentation: Presentation is clean and slick, just like the rest of FFG's hardcovers. The cover itself is a little understated, but I can live with that - I think it looks rather nice. I'm not a great fan of the interior style of artwork, but it is technically adequateand does not strike me as particularly bad. The index, while not quite comprehensive, is still very useful, and I appreciate its presence. The Table of Contents, on the other hand, is deplorably sparse - one entry for each chapter? I expect a little more than that. Different sections within a chapter are not always well-separated, either. FFG's content is very good, but their execution is a bit lacking - they need to be a little bit better organized, IMO (you may note that I had similar concerns with Spells & Spellcraft). The look of the book is clean but unexciting - there are too many little section sub-headers and all use the same font. While I liked the content and it was well-written, the "look and feel" of the pages themselves came off as quite dry (the content was not dry, for the most part). I don't need flashy graphics and borders, but the text seems cut up into blocks by the plethora of sub-headers - and sometimes the cuts were unneeded (and sometimes there were places where cuts were needed but did not occur).
Conclusion: On the whole, a very useful book - much more so than Tome and Blood. The concepts are executed well and there are a lot more of them. The depth that was missing in Spells & Spellcraft is in here, and it really shows. There are a few balance issues here and there, but on the whole, this book is a worthy addition to the shelf of any GM or PC on the sheer amount of tools it throws out there for you. And if you're in the market for a print product that spruces up the bard, well, there's not a print product out there that I've seen that does as much for the bard as this one (we won't even mention Song & Silence). Presentation issues (both the vague impression that there was a lot of white space and that the pages "looked" dry even if they didn't read that way) keep me from grading this one as Excellent, but it is quite good. Also, it didn't quite knock my socks off with a high "wow" factor, which I think is the mark of an excellent product. It's a little better than a straight "4" - I would give it about a 4.3, which rounds to 4 here.
--The Sigil
October 16, 2002