Crothian said:
So, what's in this? More spells, feats, prestige classes, and magic items? You know better then to just say it's great, we want details, specifics. Do your job man and read it all and right up a review.
A review? Do I look like Psion?
Okay well I'll give you a listing by chapters.
Chapter 1 Disscuss some of the Magic rules in the Scarred Lands. Some of this deals with the Calabist feat, which allow for a wizard, bard, and some sorcerers that follow the gods, to cast with great power some school specific or descriptor specific spells. Some of them are +1 caster levels, others increase the DCs by +2. Also it discusses Astrology in the Scarred Lands. It gives 16 different signs and some of their associated ideals. Example, in the month of Corer which is a Spring month, the symbol Malneus, the Hammer is in the sky along with Belsameth's Moon. In there, people born under that sign are associated with Corean, fire, iron and also when used, focuses on conjuration, (especially involving creation of magic items) People born in this sign are fortunate indeed and are often associated with smiths, crafters alchemists and dwarves among others. Then there's the Scarred Lands Alchemy, which is just some new mundane alchemetic items.
Then come the new feats: Albadian Sorcery (a requirement feat for being a member of the Helliann, Albadian's powerful group of female sorcereresses, that are known NOT to wear much clothing and have LOTS of body art), Calabist (as explained above), Ritualist (improved combined casting as well working with true rituals), Specialist Dispelling (allows for using specialist spell to dispel/counter a spellcaster's spell), Lucky Star (gives you special benefits depending on your sign, and can only be taken at 1st level) Student of Ritual (allows Sorcerers to cast True Rituals) Zodiac Focus: (improves the DCs for certain spells during certain signs. It's also a requirement feat for High Astrologer) Miracle Feats (Think divine feats) Healer's Benediction (must be able channel postive energy and have cleric levels) (gives maximized healing ability by expending a turn check. ) Reaver's Sacrement (again same as above save that you channel negative energy) makes it so that weapon now cause special wounding that can't be magically healed) Sacred Defender (grants a +1 AC bonus per point of Char bonus and lasts 1 round per cleric level)
Scion feats, made especially for the sorcerer, allow for that one to get certain spells (these MUST be selected at each level they are available, meaning that if you have an open learned spell slot for a 2nd level spell, you must learn that spell that is given to you in that feat's description) AND also these spells are casted with +1 effective level and they get +2 to some skills, depending on their scion/bloodline. Bloodline of Power (Mesos), Child of Heaven (Celestial), Witch of the Old Blood (Mormo), Virture feats, available only to paladins but can increase certain abilities (Courage, increases a paladin's aura of courage morale bonus) Mercy (allows for subdual damage with a weapon or do heal subdual damage)
Chapter 2, Prestige Classes
First part talks about how the Dmg Pr-classes fit into the Scarred Lands. Then come the new ones.
Helliann (Albadian Sorcerer with tatoos all over!

)
High Astrologer (focuses on the power of the Stars and improving his spells/knowlege of spells through them.)
Jordeth (defenders of Vere-Tre, they gain fey and woodland insight from Oaks and Treants)
Lady of Serpents (Mormo's favored posioners as well as rogues)
Sage of the Phylactric Vault (A new type of specialist, dealing primary with Chronomancy (Time magic), Oeironomancy (Dreams) Planar Geography (magic of multi-dimensional space) and pure Alchemy (transmutting matter) You can't be a specialist though to get in and it's mostly for Wizards since they have individual knowlege skills. That or clerics with some levels in an arcane class.
Son of Mirth (wonderful little Necromantic Class. One of the followers of the Dark Carnival in the Blood Bayou)
Spirit Walker (A near shaman type Pr-class that uses spirits as both guides and helpers/carriers)
Chapter Three, Spells (WWAAAYYY too much to go into much detail!)
Chapter four, New true rituals, Ban of Mesos, (prevents a single creature from ever casting a spell or using a magic ability for 1 year per level), Chardun's Concertation (gives a worthy blackguard the benefits of having 10 level of paladin even if he is not one), City of the Dead (self-explanatory), Eternal Youth (less powerful than Immortality but still as effective), Infernal Legion (summons a lot of nasty evil creatures!

) Rite of Nullification (a big bad version of Dispell magic that can affect a true ritual as well!)
Chapter Five, Magic items. Highlights include new enchantment for armor (Tarred) and for weapons (Demonbane which can only be added to bane evil outsider weapons but deal extra damage and can stun them. Deathbane can only be added to undead bane or ghost touched weapons but can hurt them more if they fail a saving throw Veritgen only works on double weapons, but inflict vertigo sickness on those that see it, Silver bane works only on shapechanger bane weapons but can force a creature back to it's original form if they fail a will save. Empowerment soaks up magic and turns it into luck bonuses for attack, damage and saving throws. Imbuement and Arcane Pussiance are also powers used to give magical power and charged with a spell)
Also there's more tatoos that are listed heree as well as the feat, Incribe Magical Tatoo. Also major and minor relics are listed here.
Chapter 6 (Slacerian Legacy, really just optional rules for using Psionics in the Scarred Lands. Here it's Psionics are different type deal) It also covers three new Psionic Pr-classes, Order of the Obsidin, (hunters of the Slacerians and their followers) Cultist of the Shade (Psionic version of Penumbral Lord/Shadowdancer), and Warped One (someone that got infected by Slacerian Language virus which is now turned out to be a psionic construct!

) Finally there's some new psionic powers.
Chapter Seven, are the Lost Tomes. These are potent books, tomes and grimories that not only grant new spells, but have strange and unnatural powers. Among them, the Eighteen Blades of Vode Nulan (the guy who made Wicked's Edge from the FIRST R&R book) which are both swords and ways of learning new spells. The Brass Tablets of Thulkas (both spell and a prophecies involving fiery destruction)