Relics & Rituals

I thoroughly enjoyed this book. Minor glitches put it at a 4, but the second printing will clear that up. As another person pointed out, the spells can be very powerful, but that's the whole thing - this book is about alternatives and new things. And 3E is still immature enough that a powerful seeming spell may be nearly useless in real play.

The rituals, the tatoos, the creatures, the background, the reading enjoyment of the book are all excellent.

One other small thing, my copy's spine seperated while I was reading it on a jet to New Orleans. Makes it hard to read now, don't know if that's an issue with my book alone or whether the printing process is flawed.
 

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This is quite simply the best D20 vendor produced add on to date. Not that many other vendors have produced add ons yet, and Traps & Treachery is just around the corner at the time of this writing, but this should still be an excellent addition to the library of anyone running a game with lots of sorcery and dark magic.

The weakest chapter is probably the prestige class chapters. Some of the prestige classes are of questionable rules quality or are too specific to the Scarred Lands setting, there are some useful ideas here nonetheless.

Where the book begins to show its sparkle is with the spells. The spells comprise many great ideas. Though most are contributed by fans, the editing and selection is excellent. The spells are also conveniently separated into description and game effect sections. This is obviously to fulfill the terms of the D20 and OGL, but it also conveniently divides the text for those who will be using the spells in their own games.

The ritual rules are next, and seem to be solid and a good fit with the existing D20 system rules. I was skeptical when I first heard about the rules, but it turns out that they are highly functional. The ritual rules add some game mechanics behind the scenes of all those old cliche "dastardly rituals" that have to be stopped, and will prove to be a boon to PCs as well.

Finally are the magic items. As with the spells, the items are conveniently divided into campaign specific descriptions and game effects for those who wish to use them in their own games. As with the spells, there are a load of great ideas here and they are well edited and polished. A special treat is the magical tatoos rules, which are a stylish addition to a fantasy campaign.

Overall, if any product deserves a "5" rating, this one does. Swords and Sorcery studios has earned my respect as the D20 vendor to watch.

Edit: I had not realized how breif my initial review for this product was, so I thought I would tack on my much more extensive review from RPGnet:

Enter: Swords & Sorcery Studios

One day late last year, I wandered into the local Book, Game, and Cake Decorating Supplies store and saw something rather unusual, and rather interesting. In the cardboard Wizards of the Coast (WotC) display, next to all the shiny new Third Edition (3e) Players Handbooks and Dungeon Masters Guides, was a new book that almost looked like it was cast from the same mold. Almost.

To my amazement, I found that an outfit calling themselves Sword and Sorcery Studios (SSS) had produced a monster book for the D20 system and got it on the shelves before WotC 3e Monster Manual. That made quite a statement about who to keep your eye on in the coming months as the D20 bandwagon started to fill up.

Also to my amazement, I also soon found that Sword and Sorcery Studios is somehow under the White Wolf umbrella. I’m not sure if it’s a front, a semi-independent relationship, a puppet, or something best explained by analogy to the old Illuminati card game. At any rate, I found it rather ironic that the company whose fans arguably hold the deepest loathing D&D was now putting out products for it.

Though it obviously suffered from signs of incompatibility stemming from being released before the whole 3e enchilada was likewise released, the Creature Collection was well received. While almost everyone agreed that it was no substitute for the official D&D 3e Monster Manual, it was touted as a fresh and original collection of creatures much akin to the old First Edition AD&D Fiend Folio.

That was quite an accomplishment, all things considered. The lauding for originality and the boldness to rush it to market helped establish SSS as one of the premier D20 vendors.

Now it is months later. A question to ask might be how much impact has the SSS Creature Collection had on various 3e D&D campaigns? There were some creatures that I found fit to immediately integrate into my campaign, like Ratmen and Hags. However there where many other creatures in the CC that, while interesting, didn’t weave their way into my campaign and were largely forgotten. Creatures like … what other creatures were in the CC now?

So that leads us to the real topic, SSS’s second D20 "core rulebook" style book, Relics & Rituals. Does this book have what it takes to make a more lasting impact on the D&D 3e [cough] sorry, D20 landscape? And now that SSS and its contributors have had a while to curl up with the D&D 3e rules, will it be more consistent with the D20 system?

We shall see.

Graphical Presentation

The Relics & Rituals (R&R) book has a black cover, similar in style to the white covered Creature Collection, which both, in turn, seem to be distantly inspired by the D&D 3e Core Rulebooks. The cover is adorned by a pentagram logo, which is sure to raise eyebrows among more conservative parents of young gamers who try to sneak this book in the house. Yes, I know Patricia Pulling is just a bad memory by now, but I imagine some young gamer out there who has paged through the book is shaking his head at the decision.

The interior is black & white. The outside borders of the pages are adorned with the same "cracked" pattern that appeared in the Creature Collection.

The art in the interior is generally well done and pertinent. The quality of the art is on the average better than that in the CC, and there is nothing resembling the pitiful "spilled ink" pictures that marred the pages of the CC.

Creatures from the Scarred lands make frequent appearances, establishing this as a scarred lands product vice a generic one, though I (and I’m sure, many of you) have no intention of using it that way. Some highlights include the illustration for some of the spells, such as the illustration for "Daggers of Vaul," which depicts a hag with arms outspread and a pair of adventures being attacked by a storm of daggers. Another

One interesting talent in the book that caught my eye (whose name I could not discern) was whoever did some of the signature pointilism-shaded "scantily clad sorceress" pictures, such as those for "Rie’s Dance of Seduction" and "Greak Knock." It manages to convey a bit of that classical D&D fantasy feel while at the same time not being blatantly "Elmore-esque."

The text seems to strike the right medium between compactness and readability, and the margins are not overly gratuitous, which is something I have see in other WW products.

Organization

The book is organized into six chapters, plus a preface by Gary Gygax, an introductory explanation of the Scarred Lands, and the obligatory D20 license at the end. The chapters are: Prestige Classes, Spells, Ritual Magic, True Rituals, Magic Items, and Relics. I can see how some of the chapters might have been logically combined, but it seems that for the size and scope of this book, the chapter divisions were justifiable.

Each chapter has an introductory page that is mostly blank, but includes a small amount of the text for the chapter. This is the one organizational failing of the book, I think. Little blurbs of text on pages that look like they are meant to set of a chapter tend to get ignored or missed. I recall that the old AD&D 2e Skills & Powers book had an approach like this. There was a rule in the beginning of the first chapter allowing you to buy extra spell slots that almost no player knew about because the first thing they did is skip to the "meat" that they presumed started on the next page.

Other than that, the organization within the chapters is largely functional and easy to read and use. The prestige classes are presented such that each one begins on a new page. Contrast this to the layout of prestige classes in the 3e DMG and creature entries in the 3e MM. The inter-page breaks, though compact, made it difficult to follow where the different entries began and ended.

Some material is presented in boxed sections set apart from the text, such as the new feats, new skill, and material on side effects of magic in the scarred lands. This works well, as this is the sort of material that you want highlighted as there is a good chance that you may want to look up these sorts of details in a hurry.

The spells and magic items are mostly split into a description section giving Scarred Lands campaign background info, and a section describing the game effects. This is also a very good idea, and makes it easy to use both as a Scarred Lands sourcebook and as supplemental material for GMs who use their own game worlds.

Preface

Normally I wouldn’t even comment on a preface. But I think this time I will.

Gary Gygax, who should need no introduction, is one of the creators of Dungeons and Dragons and arguably one of the figures that set the RPG hobby in motion. Albeit that some love him and some hate him, it is understandable why one might want him to write a preface for such a book. However, I’ve seen this frequently enough that it seems to be little more than a fashion statement and I’m not sure it really serves much purpose anymore.

In his preface, Gygax as much as admits that he knows very little about the Scarred Lands. That statement is to me an admission to what a bald-faced rote move such prefaces are becoming. To his credit, he does express the same type of wonderment and contemplation of how to use this material as many salivating buyers of this book doubtlessly feel, so it is easy to empathize with him. But then, most of those salivating customers will flip right past this section as they advance to the good stuff, so the impact is lost.

Prestige Classes

There are seven new prestige classes for the game: the Blood Witch, Crypt Lord, Incarnate, Penumbral Lord, Sea Witch, Summoner, and Vigilant. All are spellcasters, else why include them in the book?

The Blood Witch, Crypt Lord, Incarnate, and Summoner are all "continuing spellcasters" that follow the same pattern that the loremaster does in the DMG: the character receives some special abilities in addition to continuing to advance in casting capability of their basic spellcasting class. The others have their own spell list and progression.

The Blood Witch is a spellcaster who can use constitution points from blood drain to power metamagic enhancements to spells. At lower levels, this blood must come from the Blood Witch, but at higher levels it is possible to use a sacrifice to do this. This concept is very bound up with the scarred lands concept of magic from titan blood, but the mechanics can possibly be used and adapted for use in other campaigns.

The Crypt Lord is a very basic concept, a necromantic spellcaster (arcane or divine) who focuses on animating and mastering the undead. With a few tweaks, this prestige class could make a compelling staple villain in any campaign that features undead and the concept of evil necromancers.

The Incarnate is a little more campaign specific concept. The character must always have been a druid and must never have been an alignment other than true neutral. Once an incarnate, the character becomes aware of their past lives and begins to acquire the abilities to assume forms held in past lives. At least half of these shapes must be of animals or dire animals, but the remainder may be humanoids, fey, or magical beasts. I have seen (and used) the concept of recurring incarnations as a form of immortality in other game products (most notably palladium games Mystic China). While this is a very interesting take, some that aren’t using the Scarred Lands campaign setting may find its adaptability poor.

The Penumbral Lord is sort of an arcane spellcaster who specializes in shadow magic. It has many shadowdancer-like abilities in addition to its own spell list (to include a number of new spells that were, for the most part, also added to the Sorcerer/Wizard). I think that the class isn’t put together as well as the "continuing spellcaster" based prestige classes.

The Sea Witch is a mage that fills in the special role of a spellcaster that helps / aids / protects a ship, and may have been an arcane or divine spellcaster. Though they continue to use the same methods for spellcasting that their previous class did, they use their own spell list. They also have a number of abilities which enhance their role as a "ship mage," such as being able to cast personal spells on the ship they are bonded to, and to defray the cost of metamagic enhancements while on a ship, and an aquatic version of the wild shape ability. Though I prefer the "continuing spellcaster" approach, the class is well enough put together and performs the role it was meant to. Though players may not find this class desirable unless it is a seafaring campaign, it is a logical outgrowth of the role spellcasters might take in the seas of a fantasy campaign and most DMs should find it suitable for NPCs in such a campaign.

The Summoner is a spellcaster, again arcane or divine, who forms a pact with a magical beast, dragon, or outsider, and specializes in summoning creatures of a type matching their patron. They learn metamagic feats that can be applied to their summoning spells without cost, but cannot be "stacked". They also get bonus summoning spells that can be cast as if the next higher versions of the summoning spell. If you already use the variant rules for sorcerers learning spells from such patrons in your game, this prestige class should be a natural fit. It should also please players who are fond of card and computer games that feature summoner type mages, such as Magic: the Gathering and the Final Fantasy Games, as it helps make a summoning focussed mage practical. The rules on the bonus spells are a little confusing, however.

The Vigilant is sort of a ranger/paladin guardian/agent type fighter with spellcasting abilities. It is, to be frank, probably the most ill-conceived prestige class of the bunch. The concept is a little fuzzy, sort of a super-border guard/agent. In addition, the skills set seems disjoint as well as overpowering. It has a spell advancement similar to the assassin’s. But it also receives a d12 hit die type, free feats at many levels, and the best attack bonus advancement. It struck me as less of a concept and more of a "munchkin grab bag."

Overall, there are some good usable concepts that can be used directly in a campaign, or be recast into something usable.

Spells

There are additional spells in the "True rituals" chapter; this section simply details the spells chapter of the book.

The chapter leads off with the introduction of a new clerical domain (missionary), a discussion of magic in the Scarred lands campaign, and (onto the good stuff) new feats. There are two new feats, both of them seem balanced and usable in a variety of campaign. The first is chain spell, which at the cost of 3 levels allows you to make a ray or cone spell "chain" similar to a chain lightning spell. Hide spell allows you to make an evocation spell invisible and inaudible, at the cost of two levels.

There’s another feat in the Magic Items chapter, just so you don’t miss it…

I don’t know if this is a "kudos" or a "bad thing", but the spell lists are integrated with the spell lists from the PHB. This is good if you want to play a Scarred Lands campaign and just want to browse through one book to pick your spells. It is a bad thing if you just want to browse through the spells in this book to see what is worth stealing.

One notable deviation from "3e doctrine" is that in many cases, additional spells have been added to certain levels of some clerical domains. I know some purists will wrinkle their nose at this one, but I’m not so sure it’s a bad idea. The domains as presented in the PHB always seem a little limited to me.

But that said, the spells are generally very good. They mostly manage to be both original and retain much of the D&D "feel" to them. I haven’t pored through every last word in the book, but thus far I have spotted no glaringly abusive spells, and most seem fairly balanced against PHB spells of the same level.

Here is a VERY abridged list few of the more interesting spells:

Animal infusion – animal 2, Drd 2, Rgr 3, Sor/Wiz 3, grants caster one ability of an animal.

Animate Shadow – Sor/Wiz 3, shadows animate and entangle targets.

Brothers in Arms – Clr 5, Pal 4, Str 5, allows allies to share HP and stength points

Condemned – Clr 4, target becomes unaffected by magical healing.

Daggers of Vaul – Clr 7, Sor/Wiz 7, animated a cloud of sharp objects.

Declaration of Death – Brd 6, Sor/Wiz 6, convince target that it has died

Dragons Breath – Sor/Wiz 3, breath dragon breath type 1d6/level, catch: you take 1/level!

Hedradda’s Balance – Clr 2, Law 2 Protects willing recipient from emotional bias (would be useful on usenet)

Holy Beacon – Pal 1, signals paladin that another paladin is in danger (see below)

Holy Beacon’s Answer – Pal 4, teleport to location of holy beacon.

Incite – Clr 7, Missionary 7, enlist a large group of people to help you.

Quick Sober – Brd 1, Clr 0, Sor/Wiz 0, Cures alcoholic influences (I’ve had my players ask if there was a spell like this!)

Recall Champion – Clr 8, War 8, call a dead hero to aid you.

A bunch of "shadow" theme spells for the penumbral lord.

Soul strike – Sor/Wiz 7, calls tortured sprits that drain Con from target; if they kill the victim, the drag his soul to the netherworld (cannot be raised, but can be ressurected).

Overall, there are a lot of spells useful for dark & evil villain spellcasters, but there are also many excellent spells to expand the repertoire of the paladin and bard as well. About 2/3 of the spells should be useful in most campaigns. Of the remainder, many embody ideas that can be recast and be reused (e.g., there is a spell that lets you summon a "lesser avatar" of a titan; rewritten it could be used to summon the "envoy" of a deity).

The only spells I can think of that I would never use in my game are those that allow clerics to forcibly convert others to their religion.

Ritual Magic and True Rituals

Chapter 3 describes the ritual magic rules. Chapter 4 provides a list of True Rituals, spells that can only be cast in ritual form.

These chapters describe ritual magic. Ritual magic lets you realize enhanced effects from casting spells by enlisting the aid of others. If the other participants are also spellcasters, so much the better, but almost anyone can contribute. In addition, ritual magic takes additional time, has inherent dangers, and requires expensive components. In the case of true rituals, there is also always an XP cost.

There are three types of ritual magic: augmented ritual magic, combined ritual magic, and true rituals.

Augmented ritual magic lets you offset the cost of using metamagic feats by enlisting the help of others to perform a ritual. If you really need to extend the range or maximize a spell but do not have the slots or levels to do so, ritual magic will let you do it. If you pay the price (see above) and if you enlist enough help.

Combined ritual magic lets you add levels to level variable effects of a spell. You calculate a bonus level based on the number and type of people assisting you in a ritual. These bonus casting levels must be split among different aspects of the spell being cast. Thus if the spell you are casting has variable range and duration by level, you must decide how you want to split the bonus casting levels provided by the spell.

Finally, there are True Rituals. True rituals are special spells that must be researched by 2 or more people and cast by 2 or more people. In some cases, where an extra spellcaster is required, a number of lesser or non-spellcasters may be substituted. There is always an XP cost associated with true ritual spells.

Only clerics, druids, or wizards can cast true rituals. The chapter on true rituals gives one example true ritual for each class for each level from 1 to 9. Effects vary from giving a newlywed couple a protective bonus, constructing a druidic circle, bringing forest to life, building a temple on the spot, creating a cloud castle, creating certain forms of undead, converting all of one caster’s wizard levels to sorcerer levels, and bestowing immortality on a caster – if one of the other casters is willing to sacrifice their life! These are obviously just examples, and I’m sure that DMs everywhere will delight on adding to this list in their own campaign.

If the modified time of the ritual is over one hour, the caster must make a roll or lose half of the energy into damaging the participants! There is a new skill, ritual casting, provided just for this purpose.

The rules are well thought out and consistent with the existing D20 material, and are in my opinion the most valuable part of the book and stands to make the biggest impact on an ongoing campaign. The ideas encompassed here aren’t new. The 2nd edition AD&D game had several hacks at this sort of thing with such things as cooperative magic in the Tome of Magic and the true dweomer rules in the High Level Campaigns book, not to mention countless campaigns whose object was to "stop the dastardly ritual."

But with the ritual magic rules, you not only have a cleaner, consolidated set of rules for doing this sort of thing, but also have a tool for the PCs (or NPCs) to use. Rituals just scream "plot device", as they always have. But the ritual magic rules give the DM something more solid to go on with these plots than they have in the past.

Magic Items & Relics

The last two chapters are perhaps what Relics & Rituals is most famed for. SSS made a call to all who dared to submit their own items. The result is a rich tapestry of items that suit a wide variety of campaigns. The editors obviously must have had quite a few to pick from, because the stuff that made the cut is mostly both imaginative and mechanically sound.

The only major grumble I have heard is that the book includes no GP or XP values for the items.

Items all have a section detailing their role in the history of the scarred lands in addition to the game effect. Though this was obviously intended to cleft the "open game material" from SSS’s Scarred Lands material, it works well. It gives DMs food for though and a bit of flavor for the items, even if they aren’t running a Scarred Lands campaign. Many D20 products get bogged down in mechanical details and all too often pays too little attention to other details. Items range from simple & flavorful to the "oh, wow, I want one of those" type items to please your inner munchkin.

A few sample items include:

Bloodfang dagger – raises sneak attack dice types to d10.

Hammer of shattering – dwarven hammer than ignores hardness.

Mageblade – sword that casts mage armor on the wielder when drawn.

Whirlwind blade – lets the user use whirlwind attack

Magic Animal Ring – Allows user to polymorph to one animal form

Ring of the Pack – magically linked rings that lets wearers sense where other wearers of such rings are

Artemesia’s Garotte – a garotte that can seek out its target, moving like a snake

Horseshoes of the Vanishing Steed – put them on the ground, poof, instant horse.

Impregnable strongbox – a chest that has a lid on each side, and a lock on each side. Each lid opens into a separate cubic space, and to get open a side, the locks must be opened in a particular order.

The magic items chapter includes one item that is sure to draw players’ attention, namely a new magic item category: tattoos. Obviously, you just don’t find tattoos lying around the dungeon. There is a feat, and you have to find someone who has it who is willing to part with the attendant XP. You are limited to a total "rank" of tattoos equal to twice your con bonus and no single tattoo can have a spell requirement of a level higher than your con bonus. Tattoos are designed as command word activated spell effect items. Since there are limitations on the number of magic tattoos, the "no space limitation" modifier does not apply. Though they truly aren’t command word activated, all tattoos have side effect, which is why they use that cost.

The relics are interesting as well, but many of the major artifacts seem a bit world-specific for general use. However, one interesting set of major artifacts struck me right away: the Swords of Scarn. The swords are more than mildly reminiscent of the Swords in Fred Saberhagen’s Swords books, and even has illustrations that resemble the cover of said books. They are aligned to the four elements (plus shadow) vice the themes Saberhagen chose, but the feel was still there.

Conclusion and Final Words

I’m really hesitant to give a "5" rating on what will be my first review on RPG.net, but I’m going to. This book is packed with ideas and useful, fleshed out material for both players and DMs. It will serve as a wonderful resource for a DM intending to use the Scarred Lands setting, or to use as material in his own magic-oriented high fantasy campaign. It seems that the SSS editors went out of their way to make sure it was suitable in both callings.

My few complaints are minor. There were a many fan contributions to this book, and in some places it shows. Some items aren’t as explicit or clear as their WotC-originated counterparts. There are some things that depart from 3e/D20 doctrine that may cause some problems with purists.

For example, new WotC products I’ve seen thus far tend to avoid adding new skills, especially highly specific ones. I’d be tempted to merely use concentration and/or spellcraft skills and dispense with the ritual casting skill. Some items seemed a little out of place or redundant; the contributor who made and editor who allowed the shadowsword must not have read the "ghost touch" ability in the DMG.

The Relics & Rituals book has sufficient substance that I think it will be stiff competition to WotC products. Compare WotC’s Monsters of Fearun. Relics & Rituals is over twice the page count for a mere three dollars more. If SSS keeps this up and other vendors follow suit, perhaps WotC will be forced to make the cost of future items more reasonable. But then, if the D20 vendors keep it up, maybe it doesn’t matter if WotC changes their pricing.

Overall, I think this book will have a lasting impact on many campaigns and the D20 landscape as well, and SSS should prove to be a pre-eminent D20 vendor. It should be interesting in a few months to look back and see if I have overestimated it as I did the Creature Collection.

Somehow, though, I don’t think I have.

Alan D. Kohler
 

Sword & Sorcery Studios and their publisher/distributor White Wolf have arguably benefited more from the d20 license than any publisher—the Creature Collection sold incredibly well by all accounts, despite a legion of rules errors and the worst art ever published anywhere by anyone. Relics & Rituals is much better than CC, and will likely sell as well, but SSS still hasn't wrapped their collective heads around the D&D rules.

To be fair, Relics & Rituals is beautiful. It’s a big hardbound manual with the same dimensions as the D&D core books (and is often shelved right next to them at retail). Dozens of sharp B&W spot illos are scattered through the pages, and the page layout is crisp, readable, and very professional. If you buy your game material by weight and shelf appeal, you'd do well to pick this up.

Both the cover design and the preface (by Gygax, god bless him) serve the same purpose: they lend legitimacy to the product, as if it's just one step removed from an official D&D sourcebook. It seems to have worked: the conventional wisdom on SSS products is that they’re high quality and offer a lot of value for the money. Nothing could be further from the truth.

The introduction continues to beat the drum for their Scarred Lands setting, which as near as I can figure is just like everybody’s homebrew generic fantasy setting that they want to tell you about, only you can’t tell the SSS guys to shut up about it. Like Kalamar, it offers almost nothing to the DM besides a goofy pantheon and some place names, and mars the whole book with a kind of fanboy amateurishness. It also adds tons of bulk verbage to the spell and magic item listings—I’ll bet a full quarter of this book is nothing but fluff.

Chapter one contains seven new prestige classes: the blood witch, crypt lord, incarnate, penumbral lord, sea witch, summoner, and vigilant. These are a real train wreck of design and development.

The blood witch offers an interesting mechanic for casting metamagic spells at their base level, but neglects key factors: what exactly constitutes a "voluntary" donation of blood? Can I buy it from my henchmen, or extract it from charmed NPCs? Can I use the blood from my animal companion or familiar? A far better decision would have been to restrict the caster from using any blood but his own, which would tie the power boost to a limited and game-significant commodity (the caster's HP). It also shares a nomenclature problem with the sea witch—you really shouldn’t use gender-specific terms for class names unless there’s a gender requirement. It’s just dumb. Make up another name.

The crypt lord again has some nice ideas, but falls down in execution: what exactly is a transmutation spell that "relates to the modification of the body"--does it include levitate and expeditious retreat? What about burning hands and fly? By definition these spells modify the body to produce their effects. My concern is that the class essentially offers specialization in transmutation (a top-tier school) for the price of a specialization in necromancy (a bottom-tier school). The rebuke undead power also (unfortunately) nearly doubles the number of times a cleric may use this power per day (a cleric/crypt lord with Cha 15 can rebuke undead 5+3=8 times per day, almost gaining the extra turning feat for free.) I would have preferred to see the class simply allow class levels in crypt lord to stack with cleric levels for the purpose of turn/rebuke checks. At second level, he gains the equivalent of the Clr1 spell invisibility to undead—nothing to write home about. Energy drain resistance is an excellent power, well designed and neat and a strong reason to advance in the class. By contrast, the undead familiar offers very little, and there's no provision given for how this ability interacts with the improved familiar feat—quasits can't be undead, right? Natural armor is an OK touch, but it progresses more slowly than a character would be acquiring or creating Amulets of Natural Armor, and should be raised to a +2 and then a +4 bonus.

Raise the dead simply duplicates the effects of Animate Dead with a limited duration (minimum level to reach Crypt6 is 11, at which time the character can cast animate dead—for real—several times a day). At minimum 13th character level, the create undead class ability gives him a vastly improved form of the spell create greater undead, granting him access to undead creatures with CRs 5-8 higher than those allowed by the spell. The only limitation on this power is time, with no more than one creature being created per week. This should be toned way down, either by capping CRs at half the crypt lord's level or adding an XP cost based on the CR of the undead that's created. Lichdom is the final class ability, and allows him to take the template without expending XP (except what he would lose from dying).

The incarnate is a mess—easily the worst of the bunch. I'm not exactly sure what the idea was here, but it's completely lost on me. My best guess is that the class comes from the author's home campaign and was therefore exempt from any sort of critical evaluation. It kicks off by violating rule #1 of prestige class creation: listing class and level as a prerequisite, and bizarrely requires that the character advance no further. Then it requires an ability that the character _can't have_ at this level (I know, it was addressed in the errata—but I didn't pay $24.95 for text on a website). The special requirement is silly and redundant, as is most of the writing in the class description.

It goes on to list the druid proficiencies unnecessarily, and adds that these weapons must be 100% metal-free, unlike the PH druid. Note that weapons made from substandard material are subject to a -2 penalty to attack and damage rolls; the author didn’t, or he didn’t bother to mention it. The class ability pastlife form would be underpowered compared to the standard wild shape druid ability, except that it allows the character to take the shape of beast, fey, humanoid and vermin as well as animals, it opens up dire animals at first level, and it’s tied to HD instead of size. This ability was not checked against the MM listings.

If you plan on playing an incarnate, here are your best pastlife combat forms at each level, assuming you do not multiclass and remain only at Drd4 (though no multiclass penalties are listed, I assume the author would prohibit it.)

1st: HD 2 Wolf or any Tiny flying animal or Tiny poisonous vermin
2nd: HD 4/1 Dire Bat or Nixie or Large Monstrous Scorpion
4th: HD 8/2 Dire Lion or Giant Octopus
6th: HD 10/3 10HD Dire Lion or 10HD Giant Octopus or Nymph or Huge Monstrous Spider
8th: HD 12/4 Dire Bear or Baleen Whale or Giant Squid
10th: HD 14/5 14HD Dire Bear or 14HD Giant Squid or Satyr

You can take the form of Large creatures 1 level earlier than a druid, Tiny creatures 6 levels earlier than a druid, Dire animals 6 levels earlier than a druid, and Huge animals 5 levels earlier than a druid. You can become a vermin, a form that the author passes off as a standard druid power, but which isn’t, and which makes you immune to mind-influencing effects(!). The tradeoff between variety and quality of animals must have seemed like a good idea, but a Drd4/Incarnate4 character won’t mind “only” being able to turn into a Dire Bear, a CR 7 combat machine that a straight druid wouldn’t get until Drd12—four levels later! The giant squid is even worse—it’s 12HD (same as the Dire Bear), Huge, and CR 9: normally only available at Drd15, or seven levels down the line. The term “broken” is bandied around a lot, but in this case it’s appropriate.

The reincarnate ability is like the reincarnate spell, only it sucks. You’re brought back as a newborn infant of the new race, which puts the kibosh on any adventuring plans for a while. The domain and spontaneous casting powers are (surprisingly) fine—nice design work, and nicely balanced, but they don’t fit in with the class concept at all. Then with baseform we’re back into the soup: Any player worth his salt will choose Dire Bear or Giant Squid as his “natural form” and stay that way indefinitely, this fully three levels before a druid can take the shape even once a day. Venom immunity and timeless body are WotC creations, and therefore templated and clearly written. Finally, the ultimate power for this class is . . . wait for it . . . the ability to choose your form in the next life. What fun. Lemme warm up my dice.

Next is the penumbral lord, and here you can tell that R&R is a White Wolf product, since they start using words like “penumbral” instead of “shadow” and the prose turns three shades of purple:

“His is the face never seen for the shadows that hide its features. His is the figure seen only in outline by the light of the moon. And his are the powers understood by none who do not embrace the darkness.”

His is probably also the hand that scribbled black crayon onto an otherwise passable illo. The class isn’t nearly as bad as the incarnate, but it’s got some problems. Obviously the Hide requirement is too high (again, fixed in errata), the proficiencies are weird—shadow conjuration is Sor/Wiz4, and it’s a class requirement, so every penumbral lord already has proficiency in the dagger, club, and quarterstaff, as well as light and heavy crossbows, so wizards gain proficiency in javelins and darts and sorcerers get scratch. And since the class is Int-based (it learns and prepares spells as a wizard, and gains bonus spells for Int), I don’t see many sorcerers taking it—they’re already committed in Cha and Dex, with Con a close runner-up. Darkvision is a nice 1st-level ability, and we see that the class is aimed at Drow; they no longer suffer penalties for their light vulnerability. Shadow strength is a great power, nicely concepted and executed, but it still leaves the class’ spell list far weaker than that of an equivalent wizard or sorcerer. The shadowcat and shadowraven abilities have a nice mood, but don’t address fundamental design questions: what are the forms’ AC? Are they incorporeal? Are they affected by fire and energy attacks? What’s their speed? Can they attack? Cast spells? Make noise?

Shadowcast is a neat idea, but it’s not balanced. The definition of “shadowed area” is never provided (what if it’s at night, or underground? What if I’m wearing a hood?), and at 5th level he can toss fireballs around indefinitely, at a cost of just 3hp each. Cantrips apparently can be cast without an hp cost. I would double or triple the hp cost for most spells, limit it to penumbral lord spells only, and carefully define where and when this power can be used. Improved Darkvision is a nice power, but I liked it when it was called Blindsight. Shadowstep and Shadow home, the final powers available to the class, would benefit from a careful definition of “shadowed” as well, a limited duration, and a specific list of what can and can’t be done while in this shadow plane.

The penumbral lord spell list is extremely limited, and rests on the shaky definition of “shadow magic” that varies from illusion to evocation (what kind of damage does Dar’Tan’s shadow bolt deal?).

The sea witch is a perfect example of how to design a prestige class. The class abilities progress smoothly, the spell list is focused but still offers some variety, and while the sea witch is very powerful on the deck of his ship, he suffers in all other situations. It’s balanced and interesting, and would be an excellent addition to a campaign. I can’t see many PCs taking it, but it’s a fantastic choice for an NPC.

The summoner is a compelling idea that goes back to the Sha’ir of Al’qadim—the caster enlists the help of a patron to further his magical advancement. Unfortunately this idea isn’t fleshed out at all: What kinds of creatures can be patrons? What does the patron expect from his summoner? Are there alignment restrictions, as with a cleric and his deity? Summoners are restricted from learning or preparing spells that don’t directly relate to his patron, but this isn’t spelled out except in the most cursory fashion.

Finally, the vigilant has a dumb name (let’s try to avoid using adjectives as nouns, aight?), but it’s the best of the bunch by far. The PH ranger is clearly underpowered, and this prestige class goes a long way towards patching some of the base classes’ holes. It’s an excellent class, with well-written and –designed abilities, and a strong concept.

Chapter two contains the bulk of R&R’s text: the spell list. It also introduces a new domain, two new metamagic feats, and new rules for arcane spellcasting. The missionary domain seems fine, but might have been better named Inquisition instead—it’s not concerned with conventional missionary work in the slightest. The two metamagic feats are interesting and well-defined, but hidespell should be ratcheted up to +3 spell levels to account for removing the save from most damaging evocation spells.

The rules for heat and arcane spells are flatly ridiculous, since they don’t affect wizards and sorcerers at all, and put bards completely out of business (endure/resist/protection from elements aren’t on their spell list). It’s a bad rule that adds nothing to the game but a rationale for scantily-clad female casters.

The compiled list of spells that kicks off the spell section is a great touch—it’s professionalism like this that I think accounts for 90% of the good PR these guys get. But the spells themselves range from underpowered or redundant to wildly overpowered or poorly defined. The spell descriptions are also saddled with the same setting-specific junk as the rest of the book, and this section could comfortably drop 15% of its length in dead weight.

Here’s the short list of rules-specific problems: acid spittle’s “caster may spit the acid . . . at any time” and definition as a grenadelike weapon and a ranged touch attack (?), and its too-high cap of +20 to damage, and splatter damage (see DMG: creating spells). Animal infusion grants all the powers of water breathing, fly, and spider climb at a much lower spell level, and fails to distinguish between ranks and bonuses in the skill ranks example. Animate shadow’s intangible (maybe you mean incorporeal) tentacle that can nonetheless grapple—can it be damaged by unarmed attacks? Armor of undeath bizarrely provides an enhancement bonus instead of an armor bonus to AC, but has an armor check penalty and spell failure chance. Assassin’s senses is way overpowered, and doesn’t address how the spell interacts with improved critical, the keen spell, or keen weapons. Bleeding disease should be a 2nd-level spell. Bottomless pit should be at least a 6th-level spell, and is wide open for abuse. Bouyancy net doesn’t cover the specifics of targeting: you usually can’t see objects on the bottom of the sea. The author of the clean spell should read the entry for prestidigitation in the PH.

Commanding presence, divine wisdom, and perfect recollection are spells that the 3E design team probably considered and discarded—they are obvious choices for spellcasters (though commanding presence insists that sorcerers rarely take it), and listed here far under their effective level; I would recommend 5th for all three. Commanding presence should be a transmutation spell. Denev’s exile from nature is poorly defined (is a dungeon an uncivilized area?) and overpowered. Glue should have a smaller area of effect, allow a Strength or Escape Artist check to get free, or not be flammable. I could go on and on, but let’s just say that the spell list would have benefited from another month of development and a more thorough edit.

Some spells are fantastic, and I wish the book was full of gems like animal spy, dead man’s eyes, gutroot, holy channel, listening ringworm, sacrifice spell, and unbuckle, but the chaff far outweighs the wheat.

Chapters three and four deal with ritual magic, and these sections are good enough to almost make up for the shortcomings of the rest of the book. My only quibble with the first chapter is the new skill Ritual Casting—they should have stuck with Concentration, and simply tacked penalties to the skill check during prolonged casting. The rituals themselves are imaginative and seem to have appropriate spell levels and effects, and leave a lot of room for future development. I could go for a whole book of these, with some new metamagic feats that only apply to rituals, ability for wizards to specialize in rituals, and so on. Excellent work.

Chapter five dumps us back into the morass of dumb choices, bad design, and unclear writing that plagues this book. The first section is a senseless essay explaining that unlike your game, characters in the Scarred Lands really like magic items. A lot. In fact:

“Not even adventurers are quick to dispense with their enchanted discoveries, since they of all people put themselves in danger at all times and need every advantage they can get to survive.”

I’ve read better prose in a Korean radio owner’s manual. They go on to explain that magic items in the Scarred Lands are so cool that they’re “virtually priceless.” Here’s the section—it’s a hoot, especially since they’ve just posted magic item prices to their site:

“Almost no one sells such prizes on the open market, and they cost a king’s ransom on the black market—if they can be found at all. Any “market value” of such items is therefore a veritable contradiction in terms. If a price must be determined, it’s vastly more exorbitant than players and PCs might expect. The GM (sic) can literally triple what he believes is a reasonable expense for even a magical bauble. Meanwhile, potent items and artifacts can be beyond the means of even emperors and are typically taken by deception or force before they’re purchased.”

I’m delighted that someone spent time writing this lame rationalization when they could have been calculating the costs of the damned magic items. Just delighted.

Anyway, it’s been fixed on their website, though I’ll bet you my vastly exorbitant everburning torch that the numbers are screwy.

And here are some problems with the magic items: Armor of the sea monarchs has “chain shirt of serpents” as a construction prerequisite. Chain shirt of serpents has five writhing animated chains attached to it that attack enemies all around, but it only adds a 5% spell failure—should be closer to 15-20% Clothborn armor should not be listed as an item—this is a special quality you add onto armor, just like invulnerability or fire resistance. It’s also absurdly overpowered; I’d make it a +5 bonus when calculating cost, and restrict which other abilities you can add onto the same suit. Mantle of hope should really introduce a new armor quality, something like the bane ability for weapons, but adding an extra AC bonus against a specific type of creature. It also restricts the character from wearing magic armor while it is worn—for no good reason, since mantles can be worn in conjunction with armor, and since the mantle provides a sacred bonus to AC that stacks with armor and enchantment bonuses. It’s otherwise underpowered for just about everybody.

Mantle of the ice bear and mantle of the lawkeeper share the same problem: their names. A mantle occupies the cape/cloak/mantle magic item slot; it’s not a piece of armor. Mantle of the lawkeeper should be a new special quality instead of an item: +10 enhancement bonus to sense motive checks. I’d give it a +1 bonus equivalent. Monarch’s plate inexplicably grants a +2 armor bonus (isn’t plate a +8 armor bonus?), and a +2 bonus on “Charisma saves”. I have no idea what they’re talking about there, but I can only assume they’re referring to the optional rule in the DMG about using different abilities for saves, in which case the power is really dumb. Shadowork armor mixes the qualities of Silent Moves and Shadow, and again should be listed as a special quality, and not a specific piece of armor. Wight armor is plate armor that grants just a +1 armor bonus.

The blade of the wounded king has all the powers of a standard sword of wounding, with a cumbersome record-keeping system tacked on for good measure. What exactly is the kin-skull—a grenadelike weapon? What’s its range? How much does it weigh? Mageblade supposedly has mage armor cast on it, but it grants a deflection bonus instead of an armor bonus. The ratspike should be taken out back and shot like a mad dog—you can’t make items that automatically hit like magic missiles AND crit on an 18-20 AND deliver poison. Come on, now.

The author of the shadowblade should carefully read the description of the ghost touch weapon quality in the DMG. The war cleaver is a mistake: is it a martial or exotic weapon? What size is it? How much does it weigh? How much does it cost? You have to give stats for new weapons, you can’t just toss out damage and crit range and think you’re done. Sheesh.

Web arrows affect a single target with the web spell, but that spell description requires the effect to be anchored within two points. Change this item to “target is anchored to the ground as if affected by a web spell.” What kind of weapon is a whirlwind blade? Does the user of a wormtongue have to make a grapple check to stay attached? The weapon should have the improved grab ability described in the MM, and there should be rules for what happens to the wielder for the 1d4+1 rounds while his sword is burrowing around—does he lose his Dex bonus to AC? Does he trigger an attack of opportunity? Can he take his hands off the weapon?

The wraithblade is a +3 broadsword, but the broadsword isn’t listed in the PH. Armor in a bottle is ridiculous; every spellcaster is going to drink this stuff and wait the full minute before going into the dungeon. Besides, this is a niche better filled by potions of mage armor or scrolls of stoneskin. The Fort save for Kadum’s blood is way too low (DC 10), especially since fighter-types are the only ones who’ll be gulping it down. The cost for this potion should be huge: it’s a maximized, empowered potion of bull’s strength plus a maximized, empowered potion of endurance—that’s 9,100 gp, plus some extra for the extra point of Str and Con. I’d put it at 10,000+, just for the convenience of having both potions in one. However, I see from the SSS website that they’ve got this little number listed at 1,200 gp, or only 600 gp and 48 xp to create. It’s the steal of the century, at one-tenth the real price. Great work, guys.

Dimitri’s ring is hilariously Scooby-Doo, but I wish it specified what kind of effect it has on the wearer—does he actually get thinner, or is it an illusion? The staff of spirits should be a rod, not a staff. The book of knowledge and cat’s claws both make the same mistake by assigning inherent bonuses to skills—inherent bonuses apply to ability scores only. The circlet of the iron mind is a wreck: it makes the wearer “immune to illusions”, but doesn’t define this nearly well enough—for instance, does it affect spells like shadow evocation, where the damage is semi-real? I would change this to a SR against damaging illusion spells, and a bonus on saves to detect illusions, or a flat immunity to mind-influencing spells and effects. The cloak of fame should use a spell as the baseline for its effects—something like mass charm would be fine. The author of spider webs should read the description for dust of tracelessness in the DMG.

Tattoo magic makes its first appearance here as well, and it seems interesting, but there are problems with the system. First, linking the maximum number of tattoos worn to Con is a mistake: it unfairly advantages fighter-types over spellcasters, and doesn’t serve to limit this form of magic as well as giving a flat number (3 per person) or basing it instead off of character level. I also completely disagree with the position that tattoos should not be subject to the standard x2 modifier for items with no space requirements. Tattoo magic makes it easier to load more items onto the same character, which calls for a higher price—regardless of whether they have a built-in limit on the number of tattoos that may be worn. This is simply bad design, and shows a lack of understanding of the magic item creation system.

As with the spell list, some items broke the mold and were truly interesting and well-designed. The iron scepter and proteus rod, ice sickle, squire’s sword, potion of false death, magic animal ring, burdensome coin, cloak of whispers, and a few others stood out in the otherwise clumsy and oafish field.

Finally, chapter six lumbers into view with a big load of relics. I’m not a big fan of relics and artifacts. They’re useful as plot points, and as a way to explain the great power of a villain, but they’re not so good in the hands of PCs. That said, SSS doesn’t seem to have a good idea of what makes an item an artifact and not just a very-powerful item. To make it worse, there’s no clear distinction between major and minor artifacts. And because it wouldn’t be a SSS chapter without a serious design flaw, caster levels have been completely omitted. Hang on, it’s a bumpy ride.

First, the minor artifacts. Let’s review: the staff of the magi is a minor artifact, so’s the sphere of annihilation and the hammer of thunderbolts, and the deck of many things. These are serious items. Relics & Rituals gives us 18 minor artifacts, but only about three are legitimate. The rest are standard magic items with backstory that ties them to a deity, beefy-but-ordinary magic armor and weapons, or simply weak magic items—I’m not sure how most of these passed the artifact test.

Amulet of ebon dreams is weak; I’d rate it a medium wondrous item, and only that because of the dimension door power. Armor of flesh is a nice idea, and a legitimate artifact, with funky powers that shouldn’t be available to PC item creation. Armor of grace makes the bad, bad mistake of allowing natural and magic enhancement bonuses to stack—there’s just no call for it. It duplicates a number of paladin powers, and allows the wearer, if a paladin, to stack these on his ordinary abilities. Another mistake. This is a flawed specific armor, nothing more. The black book of belsameth is a mystery to me—why does this low-end magic effect warrant artifact status, especially since you can just burn it to free yourself? A medium wondrous item if they tack on some spellcasting bonuses for evil casters.

The clotstone is just a flawed wand of cure light wounds; it’s best categorized as a cursed item. Divine tokens vary in power. A lot. Some are legit, others aren’t. They’re all keyed off the goofy Scarred Lands pantheon, so I lost interest halfway through the entry. Dweomer crystals are cool, and nicely balanced with their small number of charges, but again they’re not artifact caliber—I’d call them major wondrous items. Fist of the forsaken is a +4 warhammer with a new special quality, let’s call it knockback. The author should have specified the maximum size of creature that can be affected, and assigned the power a bonus value—I’d drop the DC to 10 + damage inflicted and make it a +2 bonus. Mask of whispers is a garden-variety major wondrous item. Master’s brush is an artifact that grants a +5 enhancement bonus to Craft checks. I’d up the skill bonus, assign a Disguise bonus for using the painting (say, +10), detail how the item interacts with Nolzur’s marvelous pigments, and call it a medium wondrous item.

Natural order is a DM headache masquerading as a magic item—if you like lots of math during combat, especially every round of combat, to determine the lousy bonus on a druid’s lousy quarterstaff, you’ll love this item. Roaring wand is half wand, half rod—I’d pull the charges, make activation standard, and give it a number of uses per day. Robe of the earth mother is less powerful than a staff of power (I’m using that as the high water mark for conventional magic items), but I’d add some higher-level abilities and give it the artifact seal. Shard of the forsaken only matters if you play in the Scarred Lands, and then only if you’re dumb enough to play a cleric who can’t get spells higher than 2nd level.

Slarecian memory sphere is probably the worst of the chapter; it’s essentially a cursed item that drains your levels. If you’re dumb enough to stick around while it does this 10 times, it turns into a golem (which for some reason now has an “uncanny intellect” despite its Int nonability, though this isn’t explained or even quantified) and tries to kill you. Then the monster burrows into the ground and disappears. I’m unclear why this was even written up, much less published. The sunray spear is an ordinary +4 keen returning shortspear that does double damage against undead. I bet we could put a price on it, and slap it in the specific weapon section. For some reason, they didn’t make it either holy or brilliant energy, which would make more sense given the description as “a spear of solidified sunlight”. Tanil’s screaming arrow summons a dragon, which is a power that I’m sure you could put a value on. Titan’s blood featured lots of dumb names and one kind of blood that turns you into Matter-Eater Lad for three hours. Not really artifact-level magic, is it?

Last, there’s the major artifacts—27 of them. Many of these make fine minor artifacts, and there are a few that make the grade as legit major artifacts. All-mother’s judgment allows the wielder to forfeit attacks of opportunity (no word on whether these are only AoOs the character could actually have taken, or all ability to make AoOs in a round). It’s a great minor artifact. Arator, holy sword of karria has a total weapon bonus of +8—the major artifact weapons in the DMG all go to 11. Its spellcasting abilities are buff, but they aren’t in the service of the wielder, so this should be a minor artifact. The autumn blade is an imaginative, interesting item with enough power to make it a legit major artifact.

The axe of the huror has a +5 weapon bonus, which you could push to +7 for its special abilities. Still just a minor artifact. The bells of non are fantastic—this is a major artifact you can really get behind. It’s sinister, mysterious, and not just another powerful magic sword that makes you eeeevil. Belsameth’s silver ear has a subtle, effective power that could drive a plotline, and it’s powerful enough to make it legit. Bloodlust is—you guessed it—Stormbringer’s little brother. Unoriginal as all get-out, but with a bonus between +9 and +10, and the extra spell abilities, it’s major. The bone axe of gaurak is downright mean—it grants an unnamed bonus to Str that stacks with other Str bonuses, delivers a nasty Str-draining poison, and casts some very powerful spells. Legitimate for sure. The chalice of marvels has the same story-oriented feel as belsameth’s silver ear, and is powerful enough to be a true major artifact. The crown of undead splendor is at best a minor artifact, and possibly just a major wondrous item.

The gifts of the stag are well concepted, and have a nice theme, but all three are truly minor artifacts. The king’s rattle is the best of the entire bunch for flavor—what a great idea—but only qualifies as a minor artifact. Oakskin armor is a suit of wood armor made for a druid, which for some reason grants low-level druidic powers. I’d rank the defensive stance ability as a +3, and the maximized spell ability a +3, which puts it into the realm of a major artifact. The soul forge is a fantastic idea, and makes sense as a major artifact. The sword chaotic directly rips off a magic item from the old Palladium fantasy RPG, down to the use of the doubling cube to determine damage. I would have cut it just to avoid the shame of plagiarizing something from Palladium.

The swords of scarn are a bunch of really powerful weapons with nonsensical abilities straight outta 1977, as if a bunch of 1E grognards designed them without reading the new rules first. The fire sword is bane against “fire-dwelling” creatures (that’s now fire subtype, tiger), but for some reason it’s a flaming sword—huh? Same deal with all the rest—the ice sword is +2 against “cold-dwelling” creatures, but it does +2d6 extra damage that these creatures are immune to. The earth sword does +2d6 “earth” damage—no word on what that means exactly—and damages “subterranean” creatures. The air sword deals extra “air-based” damage—we can only imagine—and is bane against things that can fly. There’s a great system of types and subtypes in the MM kids, you might want to check it out. I was disappointed to see that there’s no “water” sword, but there are two more: the shadow sword deals “negative energy damage”, and the spell sword deals “positive energy damage” (we call that unholy and holy damage nowadays, big fella). I took a break at this point to wipe the blood out of my eyes, and went back for the last three blessed pages.

Tanzil’s wondrous chariot is fantastic; no complaints there. I’d like to see more fantasy “vehicles” and I understand Monte Cook put some together—there’s definitely room for these as a subclass of major artifacts. The tear of mormo is right on the edge here with just a +9 bonus, but I’ll give it the benefit of the doubt. Wicked’s edge is one of these items with the downside of making the wielder attack evil creatures. That’s like a magic beer with the downside that it makes you talk loudly and throw up—it’s gonna happen anyway. How many D&D characters fail to attack evil creatures on sight? Is this something that the author feels the need to correct? Anyway, it’s a +8 bonus at best and definitely not a major artifact.

Then there’s the puzzle box from Hellraiser—excuse me, the witch cube. This baby lets you cast spells from two weak schools (necromancy and illusion) of up to 6th level—not so bad—and allows you to control any “serpentine creature”, which I assume should read “reptile subtype”, though that would exclude the medusa given in the example. Again, kids, the system of types and subtypes is there to help you: use it. I’m willing to call this a minor artifact, but only because I’m sick of writing about it. At the very end of this long, terrible book of errors and bad writing and useless classes and spells, is the wretched of vangal, another eeeeeevil item that makes you kill things, of which there are about twenty in this book. The wretched is at best a minor artifact, and it’s got some dumb abilities that must have seemed cool at the time, or went along with the author’s favorite character.

So in conclusion, don’t buy this awful book. Your friends probably bought it, so you can photocopy the sections on ritual magic and tattoo magic (just remember to double the market price of those tattoos to make them kosher), and ignore the rest. And if anybody offers to run a Scarred Lands game for you, punch him in the stomach and run. These turkeys at SSS don’t deserve your money until they get their act together.

After gritting my teeth through this abomination, it occurs to me that the OGL should only be issued to a company once the designers, developers, and editors pass a test on d20 game mechanics and terminology. WotC could administer the test and ranking system much like their DCI judge system, or like Microsoft's certification for techs. To top it off, the company’s products would have to display their test grades on the cover, just like restaurants in California have to display their health department rating. I give this clunker a C-.
 

Essentially a big, fat book about magic in the Scarred Lands setting, Relics & Rituals is almost entirely crunchy stuff.

Appearances - Weighing in at 224 pages, Relics and Rituals is hardbound with a simplistic, yet still nice and distictive, black cover with arcane symbols on it. The interior art is decent but doesn't make much of an impression on me.

Content - After a brief introduction to the Scarred Lands setting, the book dives right into the crunchy stuff.

Chapter 1 - Prestige Classes: Here we get seven new prestige classes. The Blood Witch is intersting and reasonably balanced. The Crypt Lord is good, though a touch powerful for how low the requirements are. The Incarnate is an interesting direction for a druid character. The Penumbral Lord is also an interesting concept, but has deceptively stiff requirements and most people probably won't appreciate the non-stacking spell progression. The Sea Witch doesn't seem handled very well, despite it being a fairly archetypical concept. The Summoner probably should have had a less generic name, but the class seems reasonable enough. The Vigilant is probably my favorite of the Prestige classes, though the rangerish class seems a bit out of place in a book whose focus is decidedly magic oriented.

Chapter 2 - Spells: This chapter starts off with a few pages about magic in the Scarred Lands setting, a couple of metamagic feats, the missionary domain which all gods offer (and is pretty lame in my opinion) and a rule about arcane magic generating heat which gives a both penalties and benefits, not the least of which is encouragement to go about "extremely scantily clad", as the rules text says. After that is 20 pages of spell lists, which would have been much, much short if they hadn't been compelled to include all the PHB spells on the spell lists. They also represent all the PHB cleric domains, but most of them have had spells out of this book swapped into them, so that's okay. The only new domain is the Missionary Domain, mentioned before, which could have been a good idea if they had chosen spells a little differently. Then there's 80 pages of new spells, which were the main reason I bought the book. Most of them are decent enough and the variety definately fills some gaps in the PHB spell selection. However, there are a lot of spells here that seem either redundant or unbalanced. Not so much, however, that it's a serious problem.

Chapters 3 & 4 - Ritual Magic & True Rituals: I love the concept of ritualistic magic, so I was really disappointed that these chapters were barely 20 pages long all together. All in all, this system for cooperative magic doesn't look too shabby, though I would have liked to have seen at least twice the number of "true rituals". Definately not bad though.

Chapter 5 - Magic Items: No book about magic would be complete without a selection of magic items. I don't personally have much interest in magic items, but it's nice to have a good selection around for when you need them. Most of the ones in this book aren't very inspired. There's also a brief chapter on Tatoo Magic, which seems horribly unbalanced. Gain a +4 bonus to both Strength and Dexterity for a number of hours each day, for a bargain price of 3,500 gp, or a one use "Get Out Of Death free" card for a meager 1,400 gp? You won't be seeing these used in my game. One serious flaw in this chapter, however, is that they left out the Market Prices of all items except the tatoos. Regardless of these being available online, I consider this a major mark against the book.

Chapter 6 - Relics: The final chapter of the book offers up a nice collection of artifacts, both major and minor. They're much more interesting than the items presented in the previous chapter, but less useful because of their power level. Especially since many of them lack any significant drawback that comes with their power. Even so, I really like this chapter.

In Conclusion - This book is a big grabbag of hit and miss crunchy bits. It's worth having, but I wouldn't miss it too much if it somehow got lost or annihilated. If you want a high dose injection of spells and a decent system for ritual magic along with sprinkles of other stuff, this wouldn't be a bad choice. If you're looking for much more, you'd probably have better luck elsewhere.
 

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