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Relics & Rituals II: Lost Lore
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009404" data-attributes="member: 18387"><p>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?</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> *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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) But enough of this little diatribe, I'm going to get down to the nitgritty.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But nothing very outstanding that I could see. </p><p></p><p>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. </p><p></p><p>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.) </p><p></p><p>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</p><p></p><p>Ursos, the Bear, (Corot)</p><p>Lycaeus, the Wolf (Tanot)</p><p>Rukha, the Roc (Enkilot)</p><p>Sikklos the Scythe (Belot)</p><p>Destrios the Warhorse (Chardot)</p><p>Khepira, the Scarab (Madrot)</p><p>Imperatus, the emperor (Hedrot)</p><p>Drachys, the Dragon (Vangalot)</p><p>Charys, the Siren (Charder)</p><p>Astarra, the Mother (Madrer)</p><p>Kylos, the Wheel (Enker)</p><p>Malneus the Hammer (Corer)</p><p>Delphos, the Dolphin (Taner)</p><p>Vespis, the Bat (Belsamer)</p><p>Turros, the Tower (Heder)</p><p>Nekheros, the Vulture (Vanger)</p><p></p><p>The next section deals very briefly with Alchemy. Here, just some mundane item. Nothing really exciting though.</p><p></p><p>Now the NEW feats. I'll just list them and give a breif description</p><p></p><p>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.)</p><p></p><p>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.)</p><p></p><p>Ritualist (improves ones ability to cast combined rituals and decreases some of the cost of casting a true ritual as well)</p><p></p><p>Specialist Dispelling (allows you to cast a specialist spell as a counterspell/dispelling effect.This only works against spells not from your school.) </p><p></p><p>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)</p><p></p><p>Student of the Ritual (allows sorcerers now to learn and cast true rituals.)</p><p></p><p>Zodiac Focus (Increases the DC of ONE school during that sign's month and when the moon in that sign)</p><p></p><p>Miracle feats (a version of Divine feats that use turn checks to improve certain ablities)</p><p></p><p>Healer's Benediction, (causes healing spells to be more powerful.)</p><p></p><p>Reaver's Sacrements (channeling negative energy, you prevent an enemy you wound from being able to be healed magically.)</p><p></p><p>Sacred Defender (grants a sacred bonus to AC by expending a turn check) </p><p></p><p>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. </p><p></p><p>They have Bloodline of Power (Mesos)</p><p></p><p>Child of Heaven (Celestial)</p><p></p><p>Witch of the Old Blood (Mormo)</p><p></p><p>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</p><p></p><p>Courage (increases a paladin's aura of courage ability)</p><p>Mercy (helps with subdual damage and also helps to deal subdual with a weapon without incuring the penalty)</p><p></p><p>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.</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) </p><p>High Astrologer (Finds out stuff about the Stars and uses such magic to enhance his magic.)</p><p>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.)</p><p>Lady of Serpents (Female rogue/assasin types that specalize in posion and deception)</p><p>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! ) </p><p>Son of Mirth (You Blood Bayou fans/Dark Carnvial fans, here's a nice necromantic pr-class to play with)</p><p>Spirit Walker (a kind of shaman type that specializes in working with natural spirits/forces.) </p><p></p><p>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.) </p><p></p><p>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) </p><p>Chardun Consecration (gives a favored Blackguard of Chardun the benefits of 10 levels of paladin WITHOUT having to get paladin levels)</p><p>City of the Dead (name kind of explains it all)</p><p>Eternal youth (little weaker version of Immortality but still nice)</p><p>Infernal Legions (Looking for an Infernal horde? Here you go!) </p><p>Pyre of Sacrifice (good for temporary immunity to fire/heat)</p><p>Rite of Nullification (nice little spell that can dispell even a true ritual!) </p><p></p><p>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. </p><p></p><p>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. </p><p>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)</p><p>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!) </p><p></p><p>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. </p><p></p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009404, member: 18387"] 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! [/QUOTE]
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