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<blockquote data-quote="Shadeus" data-source="post: 2009454" data-attributes="member: 1795"><p>The Path of Magic is the second in FFG's "Path of" series (the first being Path of the Sword). It a hardcover with 171 pages of content. It specifically addresses alternatives for the arcane spellcasting core class: bard, sorcerer, and wizard. Let's take a closer look at the content.</p><p></p><p> Chapter 1: The Spellcasting Classes</p><p></p><p>This chapter is broken into three section: Prestige Classes, Legendary Class, and variant Core Classes.</p><p></p><p>There are eight new prestige classes offered: Arcane Negotiator, Chanter, Force Weaver, Grand Diva, Jester, Ring Sage, Spellbinder, Summoner, and Swamp Witch. Yes, there are actually bard prestige classes in this book! The classes were well balanced and fit very specific niches in a campaign world. What makes this book stand out is a second on each PrC of an example of how it can fit into your campaign world.</p><p></p><p>There are ten legendary classes offered, as well. If you don't know what a legendary class is, its basically a prestigous prestige class. It is designed to be accessible at 13th-level, so the requirements are step and always include quests. The legendary classes are very powerful, but when you look at them as a whole they are not unbalanced. The LgC offered are: Death Lord, Elemental Lord, Infiltrator, Landwalker, Maestro, Oracle, Puppetmaster, Puzzlemaster, Traveler, and Wizard King.</p><p></p><p>The final part to this section is the four variant core classes. They are Arcane Engineer (mage with "magic item" implants), the arsenalist (gun-wielding mage), mind weaver (a new, improved sorcerer), and sun mage (mage with healing that can only prepare spell in sunlight). This section was by far the weakest of the entire book. There's editing problems with their spell list, in addition to poor editing within the classes themselves. I felt all four of the variant classes were very unbalanced.</p><p></p><p> Chapter 2: New Feats</p><p></p><p>There are 36 new feats, all of which is OGC. Some of the highlights: </p><p> - Arcane Shaper (drop a prepared spell for another 2 levels lower)</p><p> - Counterspell Riposte (free spell after a successful counterspell)</p><p> - Quick Learner (+1 skill point per level)</p><p> - Voice of Inner Strength (increased benefit of inspire greatness)</p><p></p><p>There are several other feats for enhanced bard effects as well as a series of metamagic feats as well.</p><p></p><p> Chapter 3: Performances of Power</p><p></p><p>A whole chapter devoted to alternate ways to enhance your bard character. It begins with mystical performances. Path of Magic recognizes that bard spells are not as powerful as wizard spells. Mystical performances are a way for bards to either enhance the spells of allies or impair the spells of enemies. The enhancements take the form the form of metamagic-like effects. The bard must expend a spell slot (which varies depending on the performance) and make a Perform check (DC varying on the effect and bonuses for critical success). Impairing an enemy is a bit more difficult, but follows the same principles. Some of the effects include: Heighten spell, extend spell, spell focus, expand spell and the reverse for enemy spellcasters.</p><p></p><p>The second half of this chapter expands the bardic music abilities. Essentially they break down bardic music into four categories: singing, dancing, chanting, and instrumental. Singing is already outlined in the PH. By using a feat, a bard can get access to another form of bardic music. Each type of music has 6-7 different abilities depending on which area is selected. The instrumental ones are slightly more powerful, because you can't fight and play an instrument at the same time. </p><p>All of these abilities are very well balanced. It offers an amazing new level of flexibility to the bard. If you feel bards are missing something, and Monte Cook's complete re-write isn't your style, I would highly recommending getting Path of Magic for this section alone. It is phenomenal!</p><p></p><p> Chapter 4: The Spellcaster's World</p><p></p><p>Similar to what FFG did with Path of the Sword and fighting style, they do something similar for schools of magic. By expending XP, your character can get minor special abilities. There are 10 "lessons" taught within each school. The lower level lessons usually give skill bonuses, while the higher level ones can be somewhat potent. Path of Magic offers seven schools as a sample. Each has a rich background to give DMs a good idea how to create their own.</p><p></p><p>The middle section of this chapter deals with creating a tower. This would include magical rooms as well as mundane. It provides some good rules for creating powerful towers for PCs and NPCs alike.</p><p></p><p>The final part details magical organization. It provides guidelines for creating your own as well as several samples. It details ranks within the guild, what benefits there are to being a member as well as its drawbacks.</p><p></p><p> Chapter 5: Items of Power</p><p></p><p>The first part of this chapter details expendable foci for enhancing spells. These would include items to absorb the cost of enhancing a spell with a metamagic feat. It also discusses how to create these items.</p><p></p><p>The second part deals with magical fonts of power. There exists various types of these fonts attuned to specific types of energy. Spellcasters can attune to these fonts and obtain numerous benefits. Of course tapping into a font is kind of like sticking your finger in a light socket full of magical energy. There are some definite drawbacks.</p><p></p><p>Finally, this section discusses the eldritch staff. It is a interest twist on a magic item that grows with the wizard. Just as with anything else, there is a price to pay. For every benefit you imbue your staff, there is a like drawback to balance it out. It is an excellent concept to bring a wizard character more closely connected with the item.</p><p></p><p> ***************</p><p></p><p>Overall, Path of Magic is very well written. With the exception of the variant core classes, the book is very well-edited. The chapter on bard music is amazing and I would get this book just for that alone. The legendary classes are an excellent idea for DMs for that arch-villian in the campaign or for players who want to make a name for themselves in the campaign world.</p></blockquote><p></p>
[QUOTE="Shadeus, post: 2009454, member: 1795"] The Path of Magic is the second in FFG's "Path of" series (the first being Path of the Sword). It a hardcover with 171 pages of content. It specifically addresses alternatives for the arcane spellcasting core class: bard, sorcerer, and wizard. Let's take a closer look at the content. Chapter 1: The Spellcasting Classes This chapter is broken into three section: Prestige Classes, Legendary Class, and variant Core Classes. There are eight new prestige classes offered: Arcane Negotiator, Chanter, Force Weaver, Grand Diva, Jester, Ring Sage, Spellbinder, Summoner, and Swamp Witch. Yes, there are actually bard prestige classes in this book! The classes were well balanced and fit very specific niches in a campaign world. What makes this book stand out is a second on each PrC of an example of how it can fit into your campaign world. There are ten legendary classes offered, as well. If you don't know what a legendary class is, its basically a prestigous prestige class. It is designed to be accessible at 13th-level, so the requirements are step and always include quests. The legendary classes are very powerful, but when you look at them as a whole they are not unbalanced. The LgC offered are: Death Lord, Elemental Lord, Infiltrator, Landwalker, Maestro, Oracle, Puppetmaster, Puzzlemaster, Traveler, and Wizard King. The final part to this section is the four variant core classes. They are Arcane Engineer (mage with "magic item" implants), the arsenalist (gun-wielding mage), mind weaver (a new, improved sorcerer), and sun mage (mage with healing that can only prepare spell in sunlight). This section was by far the weakest of the entire book. There's editing problems with their spell list, in addition to poor editing within the classes themselves. I felt all four of the variant classes were very unbalanced. Chapter 2: New Feats There are 36 new feats, all of which is OGC. Some of the highlights: - Arcane Shaper (drop a prepared spell for another 2 levels lower) - Counterspell Riposte (free spell after a successful counterspell) - Quick Learner (+1 skill point per level) - Voice of Inner Strength (increased benefit of inspire greatness) There are several other feats for enhanced bard effects as well as a series of metamagic feats as well. Chapter 3: Performances of Power A whole chapter devoted to alternate ways to enhance your bard character. It begins with mystical performances. Path of Magic recognizes that bard spells are not as powerful as wizard spells. Mystical performances are a way for bards to either enhance the spells of allies or impair the spells of enemies. The enhancements take the form the form of metamagic-like effects. The bard must expend a spell slot (which varies depending on the performance) and make a Perform check (DC varying on the effect and bonuses for critical success). Impairing an enemy is a bit more difficult, but follows the same principles. Some of the effects include: Heighten spell, extend spell, spell focus, expand spell and the reverse for enemy spellcasters. The second half of this chapter expands the bardic music abilities. Essentially they break down bardic music into four categories: singing, dancing, chanting, and instrumental. Singing is already outlined in the PH. By using a feat, a bard can get access to another form of bardic music. Each type of music has 6-7 different abilities depending on which area is selected. The instrumental ones are slightly more powerful, because you can't fight and play an instrument at the same time. All of these abilities are very well balanced. It offers an amazing new level of flexibility to the bard. If you feel bards are missing something, and Monte Cook's complete re-write isn't your style, I would highly recommending getting Path of Magic for this section alone. It is phenomenal! Chapter 4: The Spellcaster's World Similar to what FFG did with Path of the Sword and fighting style, they do something similar for schools of magic. By expending XP, your character can get minor special abilities. There are 10 "lessons" taught within each school. The lower level lessons usually give skill bonuses, while the higher level ones can be somewhat potent. Path of Magic offers seven schools as a sample. Each has a rich background to give DMs a good idea how to create their own. The middle section of this chapter deals with creating a tower. This would include magical rooms as well as mundane. It provides some good rules for creating powerful towers for PCs and NPCs alike. The final part details magical organization. It provides guidelines for creating your own as well as several samples. It details ranks within the guild, what benefits there are to being a member as well as its drawbacks. Chapter 5: Items of Power The first part of this chapter details expendable foci for enhancing spells. These would include items to absorb the cost of enhancing a spell with a metamagic feat. It also discusses how to create these items. The second part deals with magical fonts of power. There exists various types of these fonts attuned to specific types of energy. Spellcasters can attune to these fonts and obtain numerous benefits. Of course tapping into a font is kind of like sticking your finger in a light socket full of magical energy. There are some definite drawbacks. Finally, this section discusses the eldritch staff. It is a interest twist on a magic item that grows with the wizard. Just as with anything else, there is a price to pay. For every benefit you imbue your staff, there is a like drawback to balance it out. It is an excellent concept to bring a wizard character more closely connected with the item. *************** Overall, Path of Magic is very well written. With the exception of the variant core classes, the book is very well-edited. The chapter on bard music is amazing and I would get this book just for that alone. The legendary classes are an excellent idea for DMs for that arch-villian in the campaign or for players who want to make a name for themselves in the campaign world. [/QUOTE]
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