Shadow Council Archives: Materia Magica

Materia Magica is an essential tome of magical equipment with new classes of magical items like Legendary Outfits and Magical Cultivations designed to be easy to incorporate into almost any d20 fantasy campaign. The in-depth descriptions, beautiful illustrations, role-playing hooks and game mechanics of each item guarantee a smooth introduction of a wealth of new resources!
 

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I was one of probably many that, during GenCon 2002, noticed the prominent Dark Nebula ad on the back of the program. I couldn't find the booth on the map, and thus is took me two days and literally tracking a guy wearing a Dark Nebula name tag to find the place. However, the books had been held up in shipping and weren't at GenCon. As an apology, they were selling the usually $20 books for $10, with free shipping once they arrived. They were supposed to arrive the week after GenCon. I got mine in October (apparently due to more shipping issues).

In a nutshell, I'm glad I paid $10 instead of $20. But let's look deeper. The book has 13 chapters, two appendices, and an index. It is 108 pages long. It is hardback, with glossy pages and the pictures are in semi-color. (By that I mean most of the pages are in tones of brown with shading and occasional bits of black.)

One thing that was mildly irksome was the nearly excessive use of flavor text. There were probably 4-5 pages altogether of flavor text, which got annoying. One can provide a bit of flavor for a chapter without writing a short story. With this being a book focusing on magic items, and being as slim as it is, this seemed like filler a great deal of the time. Also every entry is preceded by a comment by a member of the Shadow Council (described in chapter one). This ends up adding another 2-4 lines of space, in addition to the book's typical double-spacing. The margins are slim, but this excessive white space is still filler.

Chapter 1: Introduction
This chapter is nothing more or less than a rehash of the magic chapters of the PHB and DMG. They explain things like limits on magic items worn, saving throws against magic item powers, using magic items, damaging magic items, everything. As hopefully one should have the core rulebooks, this chapter is redundant.

Chapter 2: Arms and Armor
The first batch of items here is armor qualities. Most of these are fairly good. I particularly liked Mageveil, that lets you keep your AC bonus against ranged touch attacks from spells. Others were similarly good. Most also seemed balanced, though I'd just be a smidge careful about handing out Static armor.

Next is Specific Armors. Several were very unique, including one that can merge with your body (Roughskin Hide, provides natural AC bonus), the Chainmail of the Hooked Beast, that lets you do fun things with chains, and Sunderplate, that breaks weapons that hit it.

Next is magical weapon special abilities. I liked these a great deal for the most part. Abeyance weapons could also be considered Magebane weapons (they can stop arcane casters from casting). A Morphing weapon is one that's rather useful for the fighter that doesn't want to be a walking weaponry shop. Most seem balanced, but I'd probably bump Inner Strength up at least one bonus.

Next is Specific Weapons. All in all, good (I particularly liked the Blade of Secrets. Amongst its powers, those damaged by it can't lie for a period of time. I could see this in work in a courtroom easily).

Chapter 3: Potions
Chock full of useful drinkable goodness. There's a potion that let you scry without a scrying device, Destrachan Bile that let's you make a sonic attack (similar to a potion of fire breath), one that lets you animate stone statues, and other such fun. Overall, original and useful items.

Chapter 4: Rings
More fun stuff, though this is a shorter chapter. One, the elven bone ring, while a good item for a villain, is created in such a manner that it qualifies for the Book of Vile Darkness. Two different rings allow use of different feats and skills, and one even allows some potentially excellent damage reduction. There is one, the synergy ring, that looks both confusing and pointless until you read a later chapter on synergy outfit.

Chapter 5: Rods
Mostly a good collection of abilities. Some unusual ones in this bunch, including the Rod of Burdens (that increases the weight of load, potentially getting a person up to a heavy load and garnering the hefty penalties thereof. Only useful if your DM is concerned about the encumbrance of his NPCs). One, the Wandering Idiot, doesn't describe its abilities enough to arbitrate them in-game. This would have to be errataed before being used in a game, or just guess at what's it's supposed to do for some its abilities.

Chapter 6: Staffs:
Staffs in several different themes. The ever-popular Time staff and Antimagic staff of course. Also those with themes of noise, hell, the forest, and one called Material Fulfillment (create food and water, etc). A short list, but a decent one.

Chapter 7: Wands
This chapter, despite its name, is actually a list of spells that one could make wands out of. Only 7 spells in this chapter, one that compresses things (like reduce, but different), one that interferes with ranged attackers, one that creates a fire serpent, one that creates things made out of ice (why? Major creation isn't enough?), one that makes balls of mud that interferes with movement and Dexterity, one that holds things still (not quite hold person, an Arcane Trickster could get some serious mileage out of this spell), and one that's a weakened web spell.

Chapter 8: Wondrous Items
Several interesting items, but several that need clarification. One item, the Amulet of Divine Power, lets clerics chose an additional domain to select spells, but never specifies if they get the granted domain power. Another one, the Bag of Many Fruits, lets you pick out random fruits that have several effects (anything from healing to weapons). However, several of the abilities are very obscure unless you made the bag yourself. One fruit says the seeds of it can be crushed and mixed with oil to create a "sticky substance that is very flammable" but damage for this substance is never specified. And why in the world would you think to crush fruit seeds, mix them with oil and set them on fire? Another one says you can "boil the skin and mix it with vinegar to create 1 ounce of a solution similar to universal solvent" for which you need an Alchemy check to successfully create. What the heck? Cool effect, but why in the world would that occur to you?! Other items include a bottle that will pour a liquid in defiance of gravity (possibly allowing one to set traps for flying creatures), an alchemy lab that contracts down (allowing one to set one up in a safe corner of a dungeon and stock up on acid if necessary), and vestments that add bonuses to turning damage for clerics.

Chapter 9: Magical Cultivations
This is something entirely new, mundane items combined with magical solutions and then grown to have certain effects. You can basically make your own magical creatures (or plants, or things like magical bread or gourds). It's rather strange, truth be told, but unique. A new feat, Grow Cultivation, is included. Creature cultivations include a dove that calms peoples' emotions and a bumblebee with a violently poisonous sting. The derived ones include things like bread that makes you forget, or broth that helps your Fort save against poison. Some of the plant ones include the bramblebush (think the wall of thorns around Sleeping Beauty's castle) and a lily that can tell people's alignment by changing color.

Chapter 10: Synergy Outfits
Basically, with the inclusion of a synergy ring (described in a previous chapter), and several related items, a collection of magical items can have a whole new effect. Each synergy outfit requires a laundry list of magical items. Not all of them are specific (for instance, an item might only have to provide a +1 or greater bonus to the owner's Wisdom, but as long as it does that, it qualifies). Once all gathered and attuned to the synergy ring, the wearer of these items gets an additional bonus or power. For instance, the outfit of the Devoted Faithful, once all is said and done, get some bonuses to their saving throws (and some further ones against divine spells cast by priests of gods other than the wearer). It's an interesting idea, one that probably won't come into effect until higher levels because of the number of magic items needed, but cool nonetheless.

Chapter 11: Cursed Items
For rat bastard DMs, includes things like axes that fall to pieces in battle or armor that locks up on its wearer. Also includes curses that can affect other items in a character's possession for the truly evil DM.

Chapter 12: Legendary Outfits
Like synergy outfits without the synergy ring. Think like the Regalia of Evil/Neutrality/Good. These are powerful magic items individually, all together with the synergy effects, they're basically artifacts. To be used sparingly, like as the focus of a quest.

Chapter 13: Artifacts
Powerful artifacts. Yup, that's what they are.

Appendices
Included here is something mentioned throughout the book: exceptional foci. These are items that one can use in item creation to either discount the cost of the item or increase the caster level, range, and duration. They come in minor, medium, and major grades, and in such varieties as craft, creatures, mineral, or plant. These aren't special materials, but items prepared in a certain way and added in during creation. They take months to make, which is good considering the bonuses they give. It is spelled out that this could be unbalancing, so use sparingly, if at all. I found it strange and more than slightly confusing.

The second appendix is random magic item generation charts for the items in this book.

Overall
Many unique ideas, but often very slim choices. Several items needed to be explained further or more clearly. Whitespace and overabundant flavor text abound, padding an already slim book. At $10, I got what I paid for. Unless you really like the ideas of exceptional foci, synergy outfits, or magical cultivations, I would perhaps make this a group purchase rather than a individual one.
 

Glad to see another magic item book in the stores. between this and pocket magica, we shoudl be set. How's the art in this book? How about the artifacts? Anything worthy of something like Black Razor? I'm always interested in more magic items.

How's the overall power level of the book? High? Low?
 

The overall power level... is reasonably high. While several items could be used at lower levels or in a lower level setting, some items are quite powerful indeed. (Synergy outfits, for example.) But generally there's a decent mix.

The art I would call mediocre. A great deal of it overly comic-book-y. Now, I like comic books as much as the next person, but this is bad comic book art.

Artifact examples include the Apple of Discord (like the one in the Illiad), The Eternity Blade (permanent haste on the weilder, slow effect on everyone it damages, time stop once per day, etc.), and the Jewel of the Forgotten God (has a god in it that you can call out to do things for you). All are worthy of the name of artifact, but often carry penalties associated with their powers.
 

Isida,

Thank you so much for taking the time to read the book and review it. It is highly apreciated and I look forward to the your next review of one of our products. We really enjoy hearing your take on our material, keep it comin'!

Thanks again and have a great holiday season!

Eugene Zee
Dark Nebulae
 

Eugene - Just so you know, in case it didn't come across, I did actually like most of the content. Several items I would like my characters to own, and I'm going to show this book to my DM so he has the option of taking treasure out of it...

The main reason it got the 3 was both the shortness of the book compared to the typical cover price, and the excessive white space in the book. Chapters 4, 6, 7, 8, 10, and 11 had nearly a full page of white space at the end of each chapter. One could have easily put in 2-3 more entries in that space.

The art was ok, but in a couple places it did degenerate (the picture of Lady Tish was rather excessive, if you get my drift).

Oh, and the Hat of Twilight... That sounds like the hat from Vampire Hunter D. Sorry, it just had to be said. :D
 

Isida,

I actually did get that you liked the material and was very appreciative of that, I am even more appreciative that you took the time to review the book and to post responses to comments here. We worked pretty hard on refining the good stuff and removing the chaff so the role-playing public got most of our best stuff in a concise format and it is great that you noticed.

As far as you using it in your game, that is the highest compliment you can give us. Everyone has preferences and opinions but if you are including the material in your game that is what matters!

As far as the Hat of Twilight...
Who's Vampire Hunter D?
;)

Once again, thanks and enjoy the items!

Eugene
 

Vampire Hunter D is an anime film about, unsurprisingly enough, a vampire hunter named D. He wears a hat that looks exactly like the Hat of Twilight, and for the most part, he's very much in the shadows. Very mysterious, that fellow. ;-)
 

*mutters* I'm trying to add my review but I'm having problems. I click on the "Add New Review" link over on the left hand side, and I get to the page where I go to choose the product (why it doesn't just carry over is beyond me, but whatever), Dark Nebulae is not on the list! Which makes me wonder how Isilda was able to post her review...I posted mine but put it in the wrong place, since I couldn't seem to find the review link on the main page. If anyone could help me I'd appreciate it.

Craig, aka Tezrak
 

It's my pleasure to finally be able to write a review for this product.
I originally scooped it, here on EN World, back in late 2001--when it
was first due out. Dark Nebulae Inc., the company whose first product
is Materia Magica, is located in New York City -- and their publishers
frequent a game store which I haunted with friends for some time. When
the put out flyers for their product, I took it home and wrote Morrus
to scoop it, hoping that in the months to come it would be available.
They even put a full-page ad on the back cover of the d20 Annual issue
of Dragon Magazine. However, over the course of the year that followed,
overseas publishing problems and customs issues plagued Dark Nebulae.
But with all that out of the way, Materia Magica is now on game store
shelves, and I'm here to hopefully convince you to give it a look as
you peruse the store shelves, sifting through the myriad of d20
products in the market to date. I have also given the folks at DNI a
series of interview questions, which I plan on posting when I receive
their answers.

Materia Magica is the first product in DNI's Shadow Council Archives
line of products. The Shadow Council, as it is briefly described in MM,
is a relatively unknown entity existing outside the boundaries of any
one Material plane, any one campaign setting. It is in fact the aim of
DNI that the Shadow Council Archives specifically provide resources
that are cross-setting; not only capable of being dropped into any
campaign, like any ship-of-the-line d20 product out there, but
specifically tailored for a DM, group, or group of groups to cross
campaign settings and specifically have a campaign in which the party
has no home Material plane. More will be forthcoming in my interview
with the folks at DNI--today I am focusing specifically on the Materia
Magica book.

Materia Magica is a collection of magic items, divided into categories
ranging from the standard to the completely original. There is a
chapter for Weapons, for Armor, for Potions, Rings, Wands (presented as
spells for which wands can be created), Staffs, Rods, Wondrous Items,
Minor and Major Artifacts. However, MM transcends the typical and
presents two new categories of magic items (three technically, but one
is merely an enhanced variant of the first): Synergy Outfits and
Magical Cultivations. Synergy Outfits are a collection of magic items,
wands, armor, weapons, etc., that by use of a Synergy Ring tie the
extra energies produced by these individual items together; producing
an additional effect when similar magic items are worn/wielded/equipped
together. Magical Cultivations are creatures, plants and the product
of plants (such as bread, which is made from wheat, and pollen which is
the reproductive material of a flower) to which a magical effect is
bestowed--so, as one example is given in the flavor text, a Wizard's
Mongoose familiar is granted a poison attack in order to kill a rival
spellcaster's familiar and paralyze the rival. A leech is altered so
that it drains an area (or an individual) of magical energy in the form
of spell slots. Legendary Outfits are provided as artifact-level
Synergy Outfits, ones which have produced their synergy effects by an
extraordinary synchronization which no longer requires a Synergy Ring
in order to bind them together--each one is associated with a single
individual, making them unique.

With the description aside, I will now move to the critical portion of
the review. I have divided it up into two parts: Presentation and
Content. Presentation and Content will be rated out of 5 possible
points, so a perfect rating would be 5/5. In both Presentation, I will
list Strong Points as well as Weak Points. Overall will be a
combination of Presentation and Content, thus being a rating out of 10
points--a perfect rating would be 10/10.

Materia Magica is a 107-page hardcover book with glossy pages. The
cover mimics a tan-covered tome with cast-iron bindings, depicting an
image of one of the items inside--the Gloves of the Thieving Thing.

Presentation Strong Points:

* Hardcover book—a very nice, professional touch on a first release
product.

* Text size: Although initially looking very small, after you start
reading you begin to get comfortable with it. The text size is actually
in accordance with Wizards of the Coast's publishing standards, that
being text at a size of 9 points.

* Layout: Enough space was placed between the margin and the text;
pages weren't hogged with content nor was too much whitespace included.

* Colors: A single color was used for text, one for graphics and one
for background. It had a very Crusades-era, Alhambran/Middle-Eastern
feel for me, the faded purple-brown tones used on the background of the
pages. Matches very well with the font choice used in the chapter
headings.

Presentation Weak Points:

* None. Found no fault with it. In a few places I thought text style
could have been changed from Italics to Regular, but it's too minor to
impact on the score.

5/5 for Presentation.

Content Strong Points:

* The originality of the content, both magic items in existing
categories and the new categories that were created (Synergy Outfits
both mundane and Legendary, Magical Cultivations).

* The quotes and story text which gave background not only to the
individual items, but which introduced the Shadow Council and the
various personalities which brought the items to life.

Content Weak Points:

* I can see how the opening chapter would be useful to players who have
magic items, or spellcasters who target opponents with magic items--but
essentially it's a reprint of rules from the Dungeon Master's Guide
(unless I'm overlooking something) and could have been spared in lieu
of original material or rules—all in all, however, a minor complaint.

* 4/5 for Content.

Overall: Normally, given the individual ratings for Content and
Presentation, I would combine them and give an Overall rating for a
9/10. However, there was one fairly glaring oversight that gives me
cause to give an overall rating of 8/10; grammar and punctuation. A
number of grammar and punctuation mistakes were overlooked, the former
much moreso than the latter. The biggest violation was use of commas
where semicolons should have been used, as well as run-on sentences in
some cases. For the most part it didn't lessen the quality of the
writing, but it seemed as though the writer(s) often let their writing
run away on them.

8/10 Overall.

In closing, this is a book I would recommend not only to DMs, but to
players looking to augment their arsenals of magic items and make their
characters unique. Along the way of waiting for it to be released I was
unsure that it would be a worthwhile product, but I found in the end
that it was well worth the wait.
 

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