Relics & Rituals II: Lost Lore

Following in the footsteps of its best-selling predecessor, Relics & Rituals 2 brings more spells, true rituals, magic items and artifacts to excite and challenge your players. Included in this book are 10 new prestige classes, guidelines for astrological magic, details regarding lost magical tomes, and rules for introducing psionics to your games. This sourcebook contains a wealth of material easily incorporated into any ongoing campaign.
 

log in or register to remove this ad

There are just some things that get better as time goes by. While I know many felt jipped by the lack of prices for magic items, along with no cost creation stuff, R&R1 had something unique about it. It was a character and feel not felt by many first time d20 magic books. Indeed as Monte Cook opens with his Preface, he states "When Relics and Rituals was published, it didn't set the bar for d20 quality, it created it" Now after time has passed and d20 has evolved even more, one has to wonder, can this new book cut the mustard? Will it be just as good as the original?

Well folks I'm here to say R&R2 just set a new bar for those you wanting something different. Cause buddy if it's not in here, I don't know where else to look! :) Suffice to say, R&R2 takes some of the old concepts and turns them on their head. From new Prestiges classes, new feats and spells, to everything you could EVER want. It may not have the raw spell turning power of Book of Eldritch Might. But believe me you won't regret having a wizard memorize Bolt of Power (get a nice shiny piece of magma and watch the carnage folks!) or having your PC take High Astrologer (especially if you want him to predict with some accuracy, the death of that annoying player that hasn't yet got the fundamentals down! ;) *is kidding* or just by using on the Lost Tomes. You want your party's wizard to know a good fire spell but just don't want any old spellbook he can find? Try the Brass Tablets of Thulkas. Best of all it can predict a fiery end if he can find enough of the Tablets! Or maybe you have a Spellsword wanting to use a new blade? Hey give him one of the 18 blades of Vode Nulan (just make sure he knows not to pick up Wicked's edge! ;) ) But enough of this little diatribe, I'm going to get down to the nitgritty.

The cover art for the book is blood red, with a big roman numeral 2 carved into it. On both sides of the numeral, strange sigil are there and above and below the title, strange runes. The interior art is...well not as good as I thought it should be. There were some good one for the spells, and certainly the Helliann figure was definately worth seeing. :) But nothing very outstanding that I could see.

The book opens with a preface from Monte Cook, talking about how proud he is to be apart of S&SS (I'm glad you are too Monte!) It also discusses some of the stuff you'll find in here, such as Astrological rules for the Scarred Lands, new feats for wizards wanting to emulate the gods, and even miracles as well. Then comes the table of Contents.

Finally a short introduction by both Anthony Pryor and Joseph Carriker, telling us how proud they are (not to mention how mentally exhausted they must be after sorting through 14,000 submissions!) There's also a good quote by the other Sage, that Yugman guy. Funny how I don't get quoted huh? (I'm kidding of course.)

Chapter one, titled Magic Rules, opens with a discussion of Faiths and the Arcane. Now I know what you're thinking if you're a fellow Scarred Lands fan. Why would any mage, bard, sorcerer worth his salt want to truck with the gods? Well apparently if you want some nice spellcasting power for a school or some extra uhmph on a DC for a spell descriptor, THAT's why. Cabalist feats, apparently are part of a tradition that was held by wizards who weren't exactly liked by that Mesos guy or his followers. Thus the wizards, while some remaining neutral, sided with the gods and learned from them. I won't go into great detail but you'll find out about the feats in the book REALLY soon. Then comes that section on Astrology I mention. Now just a brief talk here for you non-Scarred Lands fans. There are 16 months in a Scarred Land year, each one dedicated to the Eight God/Victors. Now for each month, there's a constellation. What this means is that each one has a specific purpose or value asigned to it. Part of that deals with a craft but also deals with the 8 schools of magic. It also is influenced by the moon goddess, Belsameth. I'll be nice and just list them here but with out the values. I will list the months they corrspond to

Ursos, the Bear, (Corot)
Lycaeus, the Wolf (Tanot)
Rukha, the Roc (Enkilot)
Sikklos the Scythe (Belot)
Destrios the Warhorse (Chardot)
Khepira, the Scarab (Madrot)
Imperatus, the emperor (Hedrot)
Drachys, the Dragon (Vangalot)
Charys, the Siren (Charder)
Astarra, the Mother (Madrer)
Kylos, the Wheel (Enker)
Malneus the Hammer (Corer)
Delphos, the Dolphin (Taner)
Vespis, the Bat (Belsamer)
Turros, the Tower (Heder)
Nekheros, the Vulture (Vanger)

The next section deals very briefly with Alchemy. Here, just some mundane item. Nothing really exciting though.

Now the NEW feats. I'll just list them and give a breif description

Albadian Sorcery (improves a caster's resistance to cold and improves his energy resistance spells. It's also a requirement feat for one of the Pr-classes, the Helliann.)

Cabalist (as discussed above. One thing I didn't mention is that there are limitation on this feat, in that if you cast a spell using Corean's stuff, you cannot be evil and/or chaotic. Same it true with the rest of them.)

Ritualist (improves ones ability to cast combined rituals and decreases some of the cost of casting a true ritual as well)

Specialist Dispelling (allows you to cast a specialist spell as a counterspell/dispelling effect.This only works against spells not from your school.)

Star Lucky (Gives you a luck bonus while the moon is in your constellation and also some other bonuses as well. Can only be taken at first level)

Student of the Ritual (allows sorcerers now to learn and cast true rituals.)

Zodiac Focus (Increases the DC of ONE school during that sign's month and when the moon in that sign)

Miracle feats (a version of Divine feats that use turn checks to improve certain ablities)

Healer's Benediction, (causes healing spells to be more powerful.)

Reaver's Sacrements (channeling negative energy, you prevent an enemy you wound from being able to be healed magically.)

Sacred Defender (grants a sacred bonus to AC by expending a turn check)

Scion feats are new feats that only sorcerers can take. They come with a list of spells that they must learn, but only when they have the appropriate spell level and spell slot. Also these spells are cast at +1 effective level and you also get a bonus to certain skill checks, saving throws, etc.

They have Bloodline of Power (Mesos)

Child of Heaven (Celestial)

Witch of the Old Blood (Mormo)

Virtue feats are for paladins and help them with difficult tasks. Also when they can use a turning ability, they can improve their feat's effect

Courage (increases a paladin's aura of courage ability)
Mercy (helps with subdual damage and also helps to deal subdual with a weapon without incuring the penalty)

Chapter Two, Prestige classes. The first section talks about the way the Dmg Prestige classes fit into the Scarred Lands. Pretty nice of them eh? Then come the new ones.

Helliann (female Albadian sorcereress primary that don't wear a lot BUT they do some great body art. If you like tattoos, these are the girls for you! ;) )
High Astrologer (Finds out stuff about the Stars and uses such magic to enhance his magic.)
Jordeth (Defender of the Ganjus, these guys are part plant protector, part fey, and all pretty much tied to their "Oakbrothers" the Treants of these woods.)
Lady of Serpents (Female rogue/assasin types that specalize in posion and deception)
Sage of the Phylacteric Vault (new type of specialist, in that they have four basic new knowledges and spells to explore. Chronomancy, Oneironomancy, planar geography (mappers as well as explorers of the multi-verse/planes) and pure alchemy, (Geez 100 tons of lead? Okay now it's all golden! )
Son of Mirth (You Blood Bayou fans/Dark Carnvial fans, here's a nice necromantic pr-class to play with)
Spirit Walker (a kind of shaman type that specializes in working with natural spirits/forces.)

Chapter Three, Spells. Too many to list but I'll give you a few that I really enjoyed. Demonsbane (nice addition to Holy aura if you're a paladin or a cleric), Cone of Oblivion (Geez, I so did want to level that city...), Mesos' Vengeance (Greatly amplfies the arcane heat generated by spellcasting in an area, causing that arcane caster 1d6 points of fire damage for each spell he casts above 0 level. 0 level spells only deal a point of damage.) and Tendrils of Eternal Night (Summons four shadowy tentaclesthat pull their victim through a dimensional portal. Nice if you want to get rid of a few enemies REALLY fast.)

Chapter four, new True rituals. I'll list them here, Ban of Mesos (effectively halts any spell casting ability or spell like ability for ONE creature, for 1 year/per level)
Chardun Consecration (gives a favored Blackguard of Chardun the benefits of 10 levels of paladin WITHOUT having to get paladin levels)
City of the Dead (name kind of explains it all)
Eternal youth (little weaker version of Immortality but still nice)
Infernal Legions (Looking for an Infernal horde? Here you go!)
Pyre of Sacrifice (good for temporary immunity to fire/heat)
Rite of Nullification (nice little spell that can dispell even a true ritual!)

Chapter Five Magic Items. A lot there but I think people will like the new enhancements for weapons, especiallly Deathbane, Demonbane, and Silverbane. Also there's new tattoes in this book as well. Plus Relics/Artifacts of both minor and major.

Chapter Six, discussion of the Slacerians, Psionics and how it all works in the Scarred Lands, if you want to use Psionics. Basically, Psionic rules here, is "Psionics are different" So no more getting power from Spell Resistance. You also have discussions about how to run psionic stuff. Finally there's three new Psionic Pr-classes.
Order of the Obsidan (Hunters of Slacerians and their followers. A kind of Slayer type but doesn't get affected by Anti-Psionic weapons) Cultist of the Shade (A Psionic version of Shadowdancer/Penumbral Lord)
Warped One (Someone that was infected and survived being assaulted by the Slacerian Language virus from CC1. Also tells us that the Virus is actually a Psionic Construct!)

Chapter 7 deals with Lost Tomes. Many of these can be used for quests or just as interesting little items to give your spellcasters different powers. They are should be considered artifacts for purpose of use, but they are also good for just questing for.


Well that's it folks. I have to say Wow. This definately NOT what I expected. But it IS very cool and I have to say this book ROCKS! No crappy errors, no real mechanic problems. Definately some though provoking stuff. Overall, R&R2 just put in a new slot for a bar. Anyway I'm off to read some more folks! Enjoy!
 

When we were laying out the review, we decided that it would be best if we broke the review down into the five areas that are important to us when we are selecting a gaming product. We gave each section a mark out of ten and discussed the subject in relation to the product. We are hoping that this makes the review easy to read and helps people to decide whether or not this is a product for them. For those who want instant gratification, the total score and points of interest are listed at the end. (Note : We received this product from S&S Studios for review.) ~ Crow & Mage

LAYOUT: 7/10
Fairly well laid out, plain but effective table of contents, good chapter organization. Page layout is standard 2-column/page except for chapter 3 (Spells) which is 3-column/page. No index, which loses some points with us, as we are big fans of a good index. Good use of tables in addition to the text sections. Some of the section breaks within chapters could use stronger header differentiation but overall, navigation is sufficient, page numbers are clearly visible.

ART: 6/10
Art is decent but sparse and all b/w, all pages have an interesting b/w border down the long edge and slender bars at top and bottom. Design of the Zodiac signs was particularly good. Placement of the art within the text was varied and unobtrusive. Cover is fairly basic, tome-like design, unassuming but effective. On one level, this speaks positively, because the book is almost solid content.

WRITING: 9/10
The writing is consistently excellent in this book. Information is easy to extract and the style is engaging. The importance of this should not be underestimated, as this is a book that is incredibly readable and therefore will be an enjoyable resource to use whether on the first reading or subsequent references.

CREATIVITY: 9/10
The book stays within a familiar structure while providing new concepts and material. The fictional background for each of the signs, spells, items, and other elements of the book is extremely well done. The creative and well-written descriptions add depth and interest to the world setting and we also found them inspiring with regard to ideas for our own original concept campaign. This kind of detail and creativity was refreshing and kept us interested all the way through. We both really appreciated the “correspondences” in the astrology section, those being the stone/metal, element, and deity associated with each sign of the zodiac as well as the types of persons and professions that are associated with each sign. The prestige classes and feats were new to us, including ones we had never really thought of like the High Astrologer class. (Crow: The explanation for the scantily-clad Albadian witches was not only marvellously creative and believable, but it gave me a good laugh because someone finally managed to justify those skimpy little outfits.)

FUNCTIONALITY: 10/10
First, there are 63 pages of spells. We love the spells and can see them being of interest to anyone working in the d20 system. There are a number of spells in this book that we would classify as “role-playing” spells, spells that enhance and encourage role-play. This makes us happy. We also really like the one-line description of each spell below the name in the description section; it makes it very easy to cruise this section for inspiration. Some of the higher-level spells are right nasty and that’s as it should be. We did not find “repeats” or spells we had seen before dusted off and reworded, which was a concern given the number of spells.

Spells aside, the book exceeded our expectations. The prestige classes are useable both within the world context and in other settings. The feats all have good role-play potential. We really liked the rituals and the astrology, feeling that both gave a greater sense of scope and scale to the game setting. All the magic items were both well conceived and well executed, we can see them providing a great deal of interest in a game. We especially loved the attention to detail in the history of each item.

We both noticed a distinct lack of polarity in this book, which was very nice. Many books fall back too easily on the black&white simplicity of good and evil, order and chaos. We really liked the fact that there was emphasis on the dual-nature of many aspects of the book from signs of the Zodiac which embody positive and negative qualities to the Cabalist feat which bridges arcane and divine magics and even to the fact that the leader of a band of necromancers goes by the name of Mirth. This kind of ambiguity leaves the burden of determination of morality on the GM and the players, which we think makes this a particularly flexible resource.

FINE POINTS:
-wonderful expansion of potentials for paladins and necromancers
-fantastic new opportunities for undead in a campaign
-very well-designed Zodiac system and a prestige class of magic-user to match
-Cabalist feat bridging Faith and the Arcane
-total of 6 new prestige classes and guidelines for converting basic prestige classes to the Scarred Lands setting
-excellent spells, rituals, and magic items to enrich any campaign, including the Lost Tomes of the Scarred Lands, descriptions of powerful tomes of magic just waiting to be reclaimed
-Slarecian Legacy section with psionic powers and three related classes

TOTAL SCORE: A (41/50)
Overall, an exceptionally good resource on all levels. We especially like the fact that everything is quite fresh and original, making the book worth the very reasonable purchase price.
 

Relics & Rituals 2: Lost Lore

Sword & Sorcery Studio's second hardbound was Relics & Rituals, a book providing new spells, magic-using prestige classes, and magic items, as well as an innovative ritual system that made metamagic more attractive and filled a niche by providing mechanics for rituals that were formerly left as GM fiat. Relics & Rituals was intended as a supplement for Sword & Sorcery Studio's Scarred Lands setting, but was also written to allow other d20 fantasy campaigns to make use of the book. Despite a few missing details (such as prices for magic items), Relics & Rituals won acclaim as a generally useful and imaginative magic supplement for the d20 system.

It is in these footsteps that Relics & Rituals II: Lost Lore must tread. Like its predecessor, R&RII is a magic sourcebook written with the Scarred Lands setting in mind.

A First Look

Relics & Rituals II is a 240-page hardbound book priced at $25.95. This is about normal for a Sword & Sorcery Studios title, but very competitive for a d20 system book of this size and format.

The book has a maroon colored cover with the title in stylized lettering on the front.

The interior of the book is black and white. The interior art is generally good, but the sketchy style of Melissa Uran continues to strike me as the low point of Sword & Sorcery art.

The interior text is dense, with a compact body text font, conservative header fonts, and close paragraph and column spacing.

A Deeper Look

Relics & Rituals 2 is organized into seven chapters.

The first chapter introduces new magical rules. This include rules on cabalism, astrology, alchemy, and new feats.

Those familiar with Scarred Lands will be familiar with invocation benefits, short term benefits that can be gained by invoking the names of the deities of the Scarred Lands. Cabalists are arcane spellcasters that take advantage of special invocation benefits that enhance the effectiveness of certain spells, according to the deity invoked. This requires a feat described later in the chapter.

Houses of the Gods describes the zodiac of the Scarred Lands. Each of the 16 houses/constellations has a symbol and description of the traits and types of magic associated with the house.

The alchemy section is brief, and describes five new alchemical items. As examples, argent essence when applied to a weapon allows it to penetrate "silver" damage reduction, and flakeiron causes a weapon to grow barbs that break off in a target and cause additional damage.

The new feats include general feats and three new categories of feats. The new general feats include cabalist (gives the character access to a number of invocation benefits that enhance spells), specialist dispelling (allows a specialist wizard to counterspell any spell by using a spell of a different school) and zodiac focus (increases the DC of spells of a school or type corresponding to the current zodiac sign.)

The three new categories of feats are miracle feats, scion feats, and virtue feats. Miracle feats require cleric class levels and are similar in nature to the divine feats in Defenders of the Faith. Scion feats require sorcerer class levels, and imply a certain bloodline; a character that takes the given scion feat must take a given sequence of spells and gains a bonus when using those spells. Virtue feats require paladin class levels.

The second chapter covers prestige classes. After a brief overview of how the prestige classes from the DMG fit into the Scarred Lands, six new prestige classes are introduced. Overall, the prestige classes are more mechanically solid and balanced than the ones that appeared in Relics & Rituals. The new prestige classes are:

-Helliann: The Helliann is a member of a sisterhood of albadian witches with a penchant for tatoo magic. While well written in most aspects, the flavor text does not seem to agree with the prerequisites. The flavor text states that druids, sorceresses, and clerics may become Hellianns, but never wizards. However, the prerequisite includes a feat that requires that the character be an arcane spellcaster.
-High Astrologer: Further exploiting the details regarding the Scarred Lands zodiac set forth earlier. The high astrologer gains abilities and bonuses that vary from month to month, as well as divination abilities based on the zodiac.
-Jordeh: The Jordeh are forest guardians, scholars, and diplomats of the wood elf people, usually drawn from the ranks of rangers or druids. Jordeh's spells are more powerful when cast within their home forest, and the Jordeh gains other abilities related to their closeness with the forest.
-Lady of Serpents: Ladies of Serpents are female cultists in service to the titan Mormo. Ladies of Serpents gain a number of poison related class abilities. They also have their own spell list.
-Sage of the Phylacteric Vault: The sages of the Phylacteric Vault specialize in one of four esoteric areas: chronomancy, onieromancy, planar geography, and pure alchemy. Each area has an associated skill and spell list and the sage receives a bonus when using these.
-Son of Mirth: Sons of mirth are followers of the Krewe of bones, and specialize in necromancy and in the Scarred Lands are associated with the Blood Bayou. Outside of the Scarred Lands, sons of mirth might be used to model a sort of necromantic witch-doctor.
-Spirit Walker: A spirit walker is a spellcaster that can obtain special powers by bonding with spirits. While possessed by spirits, the spirit-walker takes on a template associated with the specific spirit.

The third and largest chapter contains new spells, complete with compiled spell lists for all the major classes with spells from the PHB, this book, and other Scarred Lands resources. Some of the spells are a bit powerful, perhaps needing to be assigned a higher level or shorter duration. As with the original Relics & Rituals, the spells descriptions are split into campaign specific description text and more general spell effects.

The spell lists include clerical domains from the PHB as well as the new domains introduced in the Scarred Lands. As with the original Relics & Rituals, some domains have more than one spell per level, and there is no indication on how to handle this.

Some of the more notable spells are:

-Bane of the Forge: This druid / ranger spell allows a non-metal weapon to ignore AC bonuses from metal armor.
-Blade Meld: This sorcerer/wizard spell gives the caster the special ability of a blade beast; when the caster is struck by a weapon, the wielder must make a reflex save or the weapon is wrenched from the her grasp and absorbed in the caster's body.
-Enchant Spirit Doll: This spell creates a doll similar in concept to the classical "vodoo doll", creating the link between the doll and a living being, requiring a personal item of the target as part of the doll. The doll can then be used to make saves more difficult for spells cast using the doll, and may be used as the focus for a number of other potent spells introduced in the book using the doll as a focus.
-Force of Will: This cleric or paladin spell allows the caster to replace on ability score with his wisdom score.
-Lesser and Greater Timeheal: Possibly the most dubious of the included spells since it muddies the line between arcane and divine spellcaster, the timeheal spell allows an arcane spellcaster the ability to heal or even resurrect a target by manipulating time.
-Shadow Chains: This unusual spell binds the shadows of targets together, preventing them from moving away from each other.
-Sigil of Fire, Ice, and Ooze: These spells grant an undead creature an elemental essence. The most dastardly of these is perhaps the sigil of ooze, which can destroy weapons used to harm the undead creature.
-Summon (specific creature): This is a series of spells that summons a specific type of creature for 1 hour a level, but is otherwise similar to the summon monster and summon nature's ally spells. The level of these spells is one half of the CR. This makes the spell very dubious, as it is much more powerful than the equivalent summon monster or summon nature's ally spell.

The fourth chapter introduces new true rituals. The true ritual rules from Relics & Rituals are repeated, but not any of the other ritual rules. The new true rituals allow such powerful feats as blocking all magical abilities for many years, summoning legions of outsiders, or negating the effects of other true rituals.

The fifth chapter introduces new magic items. This time around, the authors have learned their lesson and have included complete market price details for magic items. Similar to the spells, the magic item descriptions are split into campaign specific descriptions and game effects.

Some of the more notable items include:
-Arcane puissance: This special quality grants the character a competence bonus to attacks depending on their arcane spellcaster levels.
-Oath rings: A series of linked rings, the oath rings allow any of the wearers to detect the status of other wearers, as well as detecting lies told by the other wearers and send messages to other wearers. Finally, once a week a ring wearer may use a word of recall teleporting them to the nearest wearer.
-Wood Elf Fetishes: A series of items made of natural materials carved into animal shapes. The fetishes grant a +5 bonus to a particular skill or skills, or provide other bonuses.

The magic item chapter also contains new magic tattoos, and the tattoo magic rules are replicated from Relics & Rituals.

The sixth chapter is entitled The Slarecian Legacy and describes the powers of the slarecians. As you might have concluded if you read earlier Scarred Lands books, the powers of the slarecians were psionics. The chapter spends a few pages discussing the history of the slarecian before getting into the use of psionics in the Scarred Lands.

In the Scarred Lands, the psionics are different rules are used with additional guidance as described in this chapter. The spell resistance of slarecian creatures is treated as power resistance; for all other purposes, psionics and magic are considered separate and distinct. Further, the Scarred Lands utilizes the secondary disciplines and powers discovered rules from Malhavoc Press's If Thoughts Could Kill.

The book introduces new variant rules for psionics. Under the mental fatigue rules, the character becomes fatigued or exhaused (per the d20 system rules) when too many power points are expended. The coordinate concentration rule allows the psionic character to concentrate on more than one effect at a time with a successful concentration check.

The slarecian chapter introduce three psionics-related prestige classes:
-Order of Obsidian: These are members of an order infused with psionic power and dedicated to preventing the return of the slarecians. They have an impugned manifester level advancement, and gain feats that protect them again slarecian powers.
-Cultist of the Shade: These are remnants of ancient cults that supported the slarecians and handed down lore stolen from the goddess of shadows. Cultists of the shade have impugned manifester advancement as well as sneak attack ability and a variety of shadow related powers.
-Warped Ones: Occasionally, the slarecian language virus will affect a character with psionic potential and create a warped one. The warped one is effectivel insane and has full manifester advancement. The warped one can spread insanity as well as the effects of the slarecian language virus.

Finally, the chapter introduces 4 new psionic powers: crystal curse, imbue servitor, obsidian blade, and psychic disruption.

The final chapter details a number of ancient texts and tomes of magical knowledge that exist in the Scarred Lands. Many act as spellbooks and have a number of spells defined for them. Some provide special benefits described in the text.

Conclusion

In some ways Relics & Rituals II improves on the original. The prestige classes are generally more interesting and more balanced, and the magic items have all the statistics needed for their creation. The insight into the slarecians was interesting, and I was enthused to see the use of open game content in a way that promises to strengthen the open game concept.

However, the original is still the book to beat in many areas. There is little in R&RII that is as groundbreaking as the rituals system, and I found the inspiration of the spells and magic items a bit better in the original. Further, the book is a little more Scarred Lands specific and has less to offer gamers looking to add material to other campaign worlds.

Overall, this is a strong addition to the Scarred Lands setting and still has a lot to offer the general d20 system fantasy gamer, if not as much as the original Relics & Rituals.

-Alan D. Kohler
 

Relics and Rituals 2: Lost Lore

240 pages, hard cover, B&W

Relics and Rituals 2: Lost Lore (R&R2) opens with a preface by Monte Cook praising Sword & Sorcery Studios, the first Relics & Rituals book and books like these (books of spells, feats, prestige classes, etc...) in general.

I am going to be reviewing this book as both a sourcebook for the Scarred Lands Campaign Setting as well as a general magic book for any setting. It should be noted, however, that R&R2 is much more about Scarred Lands than R&R1 is.

Chapter 1 - Magical Rules: This chapter simply presents a host of optional rules for use in your game. The first few sections are firmly seated in the Scarred Lands setting, with rules for invoking the various SL deities and a 5 1/2 page spread on the complete astrological signage for the Scarred Lands. It then goes into new uses for Alchemy in the Scarred Lands and then a host of new magic-related feats. Some of these feats are Scarred Lands specific, and others are more general in nature. It also introduces [Miracle] feats (Cleric only - I assume that they are basically the same as the [Divine] feats found in Defenders of the Faith), [Scion] feats (Sorcerer only) and [Virtue] feats (Paladin only). The feats seem extremely well balanced. The only exceptions to this are the two Paladin feats, Courage and Mercy. These seem pretty powerful, but many would argue that the Paladin needs feats like these. I would tend to agree. My only concern is I find it hard to imagine not taking these feats. Each offers a wide array of different abilities, not just one or two benefits. Overall however, I don’t think they would cause any problems. Well done on the feats. 15 feats in all.

Chapter 2 - Prestige Classes: First, I need to say that the PrCs in this book are much better than the ones presented in the first Relics and Rituals. The chapter opens with a very nice 2-page spread on how to use and where to place the 6 Dungeon Master Guide PrCs in your Scarred Lands campaign. If you play in the Scarred Lands, these 2 pages are most welcome.
Overall, the Prestige Classes are very well balanced, very flavorful, and rules-tight. They also would fit well with little tinkering into any setting, although they were written for use as Scarred Lands PrCs.
My favorite PrC in this chapter would be the High Astrologer. They get an absolutely dizzying number of special abilities, however, not one of them seems overly powerful. Therefore, I believe the class is quite balanced. If I were a player in a Scarred Lands campaign, I would probably shoot for this class. It simply oozes with cool flavor.

Chapter 3 - Spells: Obviously the bulk of this book at 102 pages. The chapters opens with a spell list for each of the classes with all the spells from the following sources: Player’s Handbook, R&R1, R&R2, Hollowfaust, The Wise and the Wicked, The Divine and the Defeated, Vigil Watch and Burok Torn. Obviously, if you play in the Scarred Lands, these 37 pages are a necessity. Also included are all of the domains from these products, reprinting many from other sources (which I adore, considering I don’t own The Divine and the Defeated yet, an I needed to know what the Domination domain was).
I admittedly have not gone through each and every spells, but I’ve read the majority, and I can say that very few make me raise an eyebrow in terms of balance. These spells (like the entire book), drip with flavor and coolness. While many I can see no PC ever touching, those same spells would be fun for an NPC to use on a PC. Just read Talen’s Maligned Performance to see what I mean. Very cool!

Chapter 4 - True Rituals: Expanding upon the first Relics and Rituals, this chapter gives rules on casting these true rituals. This chapter is very short (5 pages).

Chapter 5 - Magic Items: Probably hundreds of new magical items, each one describing how it fits into the whole mythology of the Scarred Lands. I don’t think balance is too big of any issue here, as everything seems just about right. Also in this chapter is how to incorporate these items in with the DMG Magic items when rolling for random treasure.

Chapter 6 - The Slarecian Legacy: This chapter gives some background information on the Slarecians (first introduced in the first Creature Collection). Also in this chapter is how to use Psionics in the Scarred Lands. I understand they incorporate some rules from If Thoughts Could Kill, much to the delight of psionics fans everywhere. There is also 3 Psionic PrCs as well as 4 new Psionic powers.

Chapter 7 - Lost Tomes of the Scarred Lands: In this chapter are 10 ancient tomes of a magical nature. Each one is fully detailed, and in the case of the ones that are spellbooks, give a list of what spells can be found in the book as well as how paes each spell takes up.

The last 5 pages are taken up by the OGL and advertisements.

CONCLUSION:
I found this book most enjoyable, and an absolute necessity to my Scarred Lands campaign. Even if you don’t play in the Scarred Lands, most of the material within can be easily ported out. However, this book is, first and foremost, a Scarred Lands sourcebook.

I found very few things that worried me balance-wise. The authors and developers seems very well versed in the d20 system, and their expertise shows.
 

First, allow me to say that Relics and Rituals II: Lost Lore happens to be the source of my first writing credits, having submitted two entries that made it into the book. The spell veil of lust, and the magic item, the cloak of comfort. Not much, mind you, but I certainly was proud to see my name in print amongst the various author contributors, extensive though that list may have been. Having been a contributor it also means I received a free copy of the book (two in fact). With that said, one might think I would be biased towards the book.

Well, if that's the case, it's certainly not in the books favor.

While Sword and Sorcery Studios has never been, in my opinion, too great a source for balanced mechanics, at least in its Scarred Lands line, I had been willing to overlook that in earlier products, where I rather expected there'd be some flubs before they got the hang of it. The Creature Collection came out before even the Monster Manual hit the shelves(if only barely). Relics and Rituals, I do believe, was the first book printed for third edition devoted almost solely to spells and magic items. So I would expect, and can live with, some mistakes.

By now, however, I would have figured those would be ironed out. As it would go, though, such was not the case. Relics and Rituals II suffers from a number of problems. But, let's take things one step at a time. After all, the book's not all that bad - I just expected more from it.

Chapter one is easily the high point of the book for me. As a devotee of the Scarred Lands setting, I was quite happy with the additions chapter one made to it. This chapter starts off with a discussion of faith and arcane magic, and how they intertwine. It goes into how arcane spellcasters fit into the faith of each of the settings eight major gods, then proceeds into cabalists - wizards who invoke the holy names and formulas of the gods to enhance their arcane spells. I'm tempted to say this is one of the most universally compelling parts of the book, that will add something new to a campaign whether or not one is running the Scarred Lands.

With the purchase of the Cabalist feat, an arcane spellcaster gains a number of cabalistic invocations that they may use to enhance their spells. These invocations, being attached to the gods, can only be used by individuals who do not oppose that deities alignment. This does give an advantage to a True Neutral arcane spellcaster, who can use an invocation of any alignment, and curtails the options of spellcasters with alignment extremes (CG, LG, CE, LE), but with there being two invocations per deity, and the Cabalist feat granting only a number of invocations equal to 1 + the spellcasters Intelligence modifier when the feat is picked up, there's still a minimum of 6 choices to choose from (there are no True Neutral cabalistic invocations, notably, due to the way Scarred Lands setting is set up). These invocations add onto the casting time of a spell when used, and require both a Somatic and Verbal component even where one normally does not exist, but they have a number of different benefits, such as adding +3 to the DC of fire-based spells when cast on Evil targets, or adding a straight out +1 DC to spells with the electricity or sonic descriptors. But, it's not so much the mechanics that interested me, as just the concept. The cabalistic invocations add flavor to a character, and make that next spell tossed out something more than just another lightning bolt or fireball.

The joy doesn't stop there when chapter one continues into the Houses of the Gods. That is, the Scarred Lands zodiac. While those not using the setting may find this section not overly useful, it can, at least, offer DM's up the idea of introducing a zodiac of their own into their games. While a few feats and a prestige class play into the zodiac later in the book, I enjoyed the zodiac simply for the read. It helps to further flesh out the Scarred Lands setting, and detail it in ways most DM's may never have even thought of. It provides just a little bit more history and insight into the setting.

Then we come to a short section on Scarred Lands alchemy. Not quite the sort of thing to my liking, so I essentially just skimmed over that page. To those who are into alchemy in D&D, though, well - there's a little of that in here.

Next up, we reach the feats. Now, the first Relics and Rituals had all of two feats in it. Relics and Rituals II, however, kicks that number up quite a bit - offering about five pages worth of them, and a few new spins on those feats as well. The first few are nothing special, a collection of general feats vaguely tied to spellcasting or the zodiac. Then we reach the Miracle feats - based off of turn/rebuke attempts, these are the Scarred Lands equivalent to feats such as Divine Might or the like which were first introduced in Defenders of the Faith. While numbering all of a scant three, the concept, while certainly not new, was a good one to see in the book. Of the three, the one that seems potentially the most open for abuse is Reaver's Sacrament, which, by channeling negative energy into a weapon, prevents the wounds that weapon inflicts during the duration of Reaver's Sacrament from being healed by magic. This can be undone by channeling positive energy into the wound, but this requires a turning check which would effectively turn a creature with HD equal to the cleric who first used Reaver's Sacrament in the first place. On top of how questionably powerful Reaver's Sacrament is, I couldn't find any mention of what sort of action it took to activate these feats.

I'm not finished with the feats yet, however. While the sorcerer has always been described as possessing dragon blood, or the blood of some other inherently magical creature running through its veins, I believe it is Relics and Rituals II that is the first to have actually run with that idea, beyond perhaps the Dragon Disciple in Tome and Blood. How it does so in here is by offering up three new, sorcerer-specific feats known as Scion feats. Essentially, these represent what sort of bloodline that the sorcerer in question comes from, and gives them a few powers, and an appropriate spell list, for that bloodline. The bloodlines represented here are for those descended from the titan Mesos, the titan Mormo and angels. Now, in comparison to the Reaver's Sacrament, these feats are, arguably, under-powered. Those who take them effectively have most of their spell list chosen for them ahead of time, as each feat has an accompanying spell list that the sorcerer must first choose from whenever gaining new spells. These feats add +1 to the caster level for these spells, as well as +2 to a roll, but some might believe that hardly makes up for some of the subpar spell choices the Scion spell lists have. I'm inclined to agree. However, since the release of Relics and Rituals II, a number of prestige classes based on these Scion feats have come out, and I look at the relative weakness of the Scion feats as a vague balancing point for the power these prestige classes offer. On their own, however, while they certainly add some background to a character, they also make for a potentially poor feat-choice.

The last of these feats, following in the two previous class-based feats, would be the Virtue feats, which can only be taken by Paladins. This time, only two are given. Courage, which enhances the courage ability of the paladin, and Mercy, which enhances their ability to lay on hands. With that, we end chapter one.

Chapter Two: Prestige Classes

What's a d20 book without prestige classes, after all? They're the bread and butter of third edition books. The first two pages show how prestige classes from the Dungeon Masters Guide fit into the Scarred Lands. A useful little read, with a sexy piece of artwork attached. Then, we get into the new prestige classes the book has to offer, seven in total.

In all fairness, I think some of the balancing factor in prestige classes can be hard to get at times, particularly when it comes to Sorcerer's and Wizard's, who don't really have much to give up in the first place, and are quite reliant upon their spells. However, I think some of the prestige classes failed at that balancing act, and some were just poorly done, balance or no balance.

For instance, let's take the Hellian. More or less set up for sorcerer's, the major requirements for the prestige class are the feats Albadian Sorcery and Craft Magic Tattoo, both arguably not the greatest of feats to have, 5 ranks in Craft (tattoo), 3 ranks in Diplomacy, and, though I personally don't find this too big of a requirement for a sorcerer, 8 ranks in Spellcraft. In return, the Hellian gains fulls spellcasting progression, good Reflex and Will saves, immunity to cold at 7th level, +2 DC to one different spell per level in Hellian, and a few other useful abilities. Personally, I'm of the opinion that just because you can enter into a prestige class, doesn't mean you should. As it is, it seems a lot of prestige classes are set up in such a way that it's foolish to stay in a base class if you don't have to.

But, so it goes, and so do a few within this book.

Once I actually step aside from the mechanics of the prestige classes, though, I find that I rather like quite a few of them. The High Astrologer in particular struck my fancy. Stargazers who study the sky in order to enhance their spellcasting ability and to foretell the future, they also happen to have been founded by the forsaken elves, who similarly strike my fancy. While the prestige classes may need some fixing of their mechanics, between the Mormo-serving Lady of Serpents, a deadly seducer and poisoner, the necromantic Son of Mirth, and the treant-bound druids known as the Jordeh, amongst others, I'm sure someone will find something they like.

Woo. All right...spells. Ahh, spells. They make up the content of chapter three.

What do I have to say about the spells? Well...this is where my opinion on the book began to diminish. I'd say, roughly, about a third of the spells are about as powerful as they should be, about a third of the spells are less powerful than they should be, and about a third of the spells are more powerful than they should be. As with nearly all Scarred Lands books, the actual descriptions for these spells is usually quite interesting, but when it comes into allowing them into a game? Well, I'd be leary of it. Let's show some examples, though, and let you decide:

Well, let's go with stone bolt, for one. This first level Sorcerer or Wizard spell allows the caster to create one stone bolt per level when cast. These require a ranged touch attack to hit, and if successful, inflict 1d4 +1 damage, as well as require a Fortitude save to avoid being stunned for one round, as well as a Reflex save to avoid being knocked prone. So a 20th level wizard can cast a 1st level spell, aim it at one target, and, depending on how many hit, can potentially dish out 20d4 +20 damage that requires 20 Fortitude saves to avoid being stunned and 20 Reflex saves to avoid being knocked prone. Ranged touch attacks aren't particularly hard to make, and no matter how good ones saves are, almost anyone is bound to fail one of their 20 Fortitude saves and one of their 20 Reflex saves. As a 1st level spell, the wizard can just keep on casting these, using empowered or maximized versions for the higher level slots. For a 1st level spell that's ridiculous. Heck, it's arguably better than that best of 1st level spells, magic missile

Then there's the second level spell, shocking missile. Permanent until discharged, this spell enchants an arrow to inflict an additional 1d8 +1 points of electricity damage per caster level, up to a maximum of 10d8 +10. Now, two things: What counts as discharging? Putting it back into a quiver, or only making an attack with it? What about that ridiculous amount of damage? Well, that could be wrong, anyway - if you check the spell listing in the beginning of the chapter, it says it only deals out 2d8 +1 damage, period. But that's still a matter of shoddy editing.

How about the second level cleric spell, bread of life? This enchants a loaf of bread that then splits into four pieces. Eating one piece of it acts as a full meal and heals 1d8 + 1 damage per caster level, no maximum. While a loaf of bread isn't going to last as long as a potion, that still means, even in the span of one day, for a second level spell, you get 4d8 +12 points of healing out of one loaf of bread for a 2nd level spell. That may not be too useful during combat, but, really, who needs potions? One casting will provide 4 1d8 +3 (minimum) healing potion equivalents per day, with no need to spend XP or gold. Realistically, I'll also add, that bread is going to last more than a day. Yes, when the spell is cast, the bread must be "of good quality," and one might argue that the magic fades when the bread can no longer be described as "good quality," but it makes no mention of that. As written, it severely cuts into the worth of potions, and outside of combat, heals quite a hefty portion of damage. I don't find it particularly well balanced.

Let's not forget the summon (specific creature) spells. What do they allow you to do? Well, for one, a 17th level Wizard could summon up a Challenge Rating 18 monster for the next 17 hours, with no XP cost. It does require a small bit of organic material from the type of creature to be summoned, but, hey, just kill one of the creature to be summoned, and you'll be set for quite some time, component wise. Sure, it also only allows one type of creature to be summoned, but when that creature is above your challenge rating? Who cares! Unlike a planar ally or binding spell, it also doesn't require the caster make any deals with the creature summoned. It also has a casting time that takes all of a full round. As written, this spell, along with all the others I've listed, is broken.

And the list goes on.

Some of these spells have been fixed or clarified, such as shocking missile and stone bolt, but the fact remains that, as listed, many of the spells in Relics and Rituals II are poorly worded, poorly edited, or just poorly thought out to begin with. The problems are many and glaring.

They're not all bad, mind you - I was particularly amused by the spell malicious image, which is a most amusing response to mirror image. It's really not a good third level spell at all, seeing as how it has no other use than against mirror image, but it made me grin when I read it. What it does is enchant the duplicates made from a mirror image spell, and imbues them with both malice towards the person they're duplicating as well as an actual ability to harm the spellcaster being duplicated. It's a very spiteful, very amusing spell.

But enough with that. Onto the brief chapter four.

Chapter Four: True Rituals

Originally introduced in the first Relics and Rituals, Relics and Rituals II continues in the ritual tradition. Appropriately enough. Though there's quite a few less rituals this time around, most are suitably impressive - seven total, none of them below third level. One is 8th, and two are 9th. The two ones that most caught my attention would be city of the dead, which turns living creatures in a small area all into undead unless they succeed at a Will save. The other is infernal legion, which calls 100 HD of evil outsiders to fight for the caster while the new moon hangs in the sky. True Rituals are meant to be powerful beyond compare - and have equivalently steep costs to cast because of that - and this small selection certainly is.

Chapter Five! Magic items. Ahhh...let's see, let's see....standard new stuff. This one actually introduces a few new special abilities as well. The most notable one would be Arcane Puissance, which, adding +2 to the market price of the weapon it's placed on, allows any arcane spellcasters to add half their arcane spellcasting level to their attack roll as a competence bonus when attacking with the weapon. For a wizard or a sorcerer, this allows them to slug it out in melee without getting too out of hand. However, in the hands of a bard - or an eldritch knight - this power might become a bit much. The ability isn't necessarily bad in and of itself, just that in certain combinations, it could be. Beware before letting it into a game.

There's also the Ring of Mesos, which, when worn by a sorcerer, doubles the number of 1st through 4th level bonus spells the sorcerer has (So a sorcerer with a 16 Charisma would gain 2 bonus 1st, 2nd and 3rd level spells instead of 1). Furthermore, it allows sorcerers who wear them to add metamagic feats onto their spells without increasing the casting time. I liked this item as it's one way for a sorcerer to Quicken spells without having to learn the Arcane Preparation feat.

Just like the last Relics and Rituals, this book also offers up a number of new magical tattoos. None stuck out overly much to me, though I do find mother's tongue to be amusing. The tattoo lets the user speak with animals, but in turn, while the tattoo is active, the user cannot speak with any sentient being.

And what would Relics and Rituals II be without the Relics?

Well, just Rituals II, obviously, but thankfully, it provided us with the Relics, too. However, just like with the rituals in this book, the section on relics is also short - all of six pages between both the minor and major artifacts. As I lamentably said before...this book isn't the greatest, and some of what's in here shows that. I point you to Belsameth's blade. This potent, vorpal longsword mentions that, instead of cutting off a random limb of an opponent, that it instead always takes off the head. You know, like all vorpal blades do in 3rd edition. There's nothing inherently wrong or broken with the artifact - after all, it's an artifact - just that those lines about severing limbs shouldn't have made it into the book. The editing job for Relics and Rituals II was poor indeed in my opinion.

Other than that complaint, the artifacts were fairly satisfactory in nature, from the rod of the Ghoul King, which can control up to 500 HD of ghouls and ghasts, to Denev's Heart, a piece of the titan Denev herself, which slowly turns those who linger near to it closer to a True Neutral alignment while instilling loyalty in them to the land upon which they live.

Chapter Six. Dreaded chapter six. For me, anyway. This details the slarecian legacy, those mysterious, almost alien creatures of the Scarred Lands, at least in brief, and their associations with psionics.

I hate it already. In this case, however, this is entirely due to personal bias, and has very little to due with the quality of the work. I like neither psionics nor the slarecians, so this chapter was a whole lot of who cares for me. For those interested in how psionics work in the Scarred Lands, and how it relates to the slarecians, than this is right up your alley. It even offers up three new psionic prestige classes, and four new psionic powers. It's all of about 11 pages long, but this could very well be the selling point for some of you - or the thing that turns you off to it. In either case, I'm going to get to the end of this book, with chapter seven.

Lost tomes of the Scarred Lands. Here's an interesting little chapter. It focuses on various magical texts to be found in the Scarred Lands, and what one would find on them. These are all spellbooks in one form or another, and I mean spellbook in the loosest sense of the word. They all have spells, but not all are books. Take for example the Brass Tablets of Thulkas, which are abouty 8' square and weigh around 5 tons. Each. Of which there's 49 of them. Or the 14 foot long piece of coral that Queen Ran the blood kraken uses for a spellbook. This chapter provides both interesting books for your PC's to find, or other spellbook-like oddities, as well as offer up a few new ideas of how one might record their spells. It's with these "spellbooks" that Relics and Rituals II wraps up on.

Finishing touches:

The artwork had a few highpoints, such as with the artwork for the DMG prestige classes (the Loremaster looks a heck of a lot better in Lost Lore than it does in the Dungeon Masters Guide), or for malicious image, but otherwise, it's just standard, not particularly noteworthy stuff.

Just going with page count, it's also a fairly good bargain, at $26 for 235 or so pages of text. However, when it comes to the actual contents...eh. I'd be a bit leary of it.

Now, I am giving this book a 3, but with reservations. For a book so focused on spells, I really think it fell short of what should have been expected of it. As "the largest independent publisher of d20 material," I would think they should have better editing and less issues with balance troubling them. I do realize that much of this books material came about from an open call, and as such, the quality of the material is going to vary considerably, but the screening process really should have caught a lot of what slipped through. I am appreciative for my own entries making it into the book, and certainly don't claim they're the best, and certainly do hope Sword and Sorcery Studios keeps on with their open calls, but hopefully the problems that cropped up in this book will not show up in any upcoming books of spells or magic items that they put out. The way they describe things can be enthralling at times, and Sword and Sorcery Studios definitely produces some of the best role-playing books to read, but when it comes to actually using them in a game, books like this really make me question whether or not I should.
 

Enchanted Trinkets Complete

Remove ads

Top