PhoenixFour
First Post
Production values are quite high on this sourcebook, with good paper stock, tight binding, and hardcover. Additionally, errata is already available for the sourcebook and (currently) weighs in at only one page of mostly minor errors/clarifications. Additionally, reading the declaration of what is and isn't open content in the book shows Sovereign Press's commitment to the d20/OGL as pretty much all of the rules content (and thus most of the book) has been declared open content.
The book is quite 'crunchy', having lots of rules with only enough repetition of SRD content to make life easier to someone running Sovereign Stone without repeating loads of essentially unchanged content from the D&D core books. Indeed, the rules that are repeated are for the most part ones that have changed in some way. One really neat thing about the Sovereign Stone Campaign book is that it is the first d20 supplement that I have come across that actually uses some of the rules from non-Wizards sources under the d20/OGL licenses. The 'sailor' class from Chaosium's 'Dragonlords of Melnibone' is used (and credited as required by the D20/OGL), though I have not yet checked my copy of that publication to see if it has been further altered by the fine folks at Sovereign Press.
The art for the most part is really excellent, though somewhat sparse for me (after all, you've got Larry Elmore! Make use of him!), but for the most part is good. The only place I felt that art quality suffered was in the brief monster section with some of the monster illustrations seeming a bit less than serious (most of these were NOT done by Elmore btw. Again, you have him, use him for the love of christmas!). Interior art is all black and white (actually, sort of gray and white) but does not suffer from the lack of color.
The classes are interesting, though there does seem to be a bit to much emphasis on variations of fighting classes. This could be just my personal bias though as I tend to like spellcasting classes better.
I am still digesting the magic rules (the major departure from standard D&D), but have been fairly impressed so far. The system is based around the concept that spellcasters should have to make rolls too! Basically (and this is a very basic description) all casters must meet a casting difficulty by rolling and adding modifiers for class level. If you don't meet the number on the first round (and for more powerful spells, you probably won't) you continue casting the next round and add your roll to your previous total. Continue till you succeed. There are a few more bells and whistles, but that is the main mechanic. Magic is based on the classic fantasy elements (fire/earth/air/water) plus an extra element (void). Spells are either single or multiple element based and which element you specialize in affects how hard it is to meet the casting number. While I have not yet playtested the magic, it definitely is a different feel from standard D&D. Void magic alone makes this whole setup really cool, as it is 'Dark Side' powers with a vengeance. The perks are great (you cast faster) but the penalties actually make you think twice about doing it. And the game mechanics for becoming 'tainted' and 'untainted' actually work really well without burdening the storyline when you don't want it to. My one caveat to the system is that at first glance it seems to make multi-element spells a bit hard to cast, but if I end up deciding that this first impression is correct I have already come up with a simple and easily implemented solution. One major note: it seems to me that retrofitting normal D&D spells into this system might be problematic due to the necessity of figuring casting difficulties, but this may be addressed in the forthcoming magic accessory 'Codex Mysterium'. 'Codex Mysterium will also take care of my other major gripe with Sov. Stone magic: relatively low number of published spells.
I will caveat this portion of the review with the fact that I rarely use published settings and when I do so I usually alter them a fair bit. I purchased Sovereign Stone mostly to check out the innovative magic system. That having been said, the background setting for the campaign is well done, if a bit more derivative of real world societies than I care for. There are some neat twists in the settings take on the non-humans and on humans themselves. As I don't usually use published settings, I am not really the best judge of this portion of the book, though I did enjoy reading it.
All in all, I found the book worth my money for the new take on magic by itself. There are other gems in here that I will be making use of as well, and if the rest of the series is this good I would be willing to play in and possibly even run a campaign of Sovereign Stone. Those who are shopping for a replacement for standard D&D magic will find Sov. Stone of interest, though those who merely wish to add new magic types to a standard campaign will likely be dissappointed as I don't think the two systems will mesh terribly well. And for those who want a fresh new campaign setting will definitely find that Sov. Stone has got some good ideas.
There's my 2 copper. Hope it's helpful.
Edit: Spellchecking before posting. Now there's a novel idea. LOL
The book is quite 'crunchy', having lots of rules with only enough repetition of SRD content to make life easier to someone running Sovereign Stone without repeating loads of essentially unchanged content from the D&D core books. Indeed, the rules that are repeated are for the most part ones that have changed in some way. One really neat thing about the Sovereign Stone Campaign book is that it is the first d20 supplement that I have come across that actually uses some of the rules from non-Wizards sources under the d20/OGL licenses. The 'sailor' class from Chaosium's 'Dragonlords of Melnibone' is used (and credited as required by the D20/OGL), though I have not yet checked my copy of that publication to see if it has been further altered by the fine folks at Sovereign Press.
The art for the most part is really excellent, though somewhat sparse for me (after all, you've got Larry Elmore! Make use of him!), but for the most part is good. The only place I felt that art quality suffered was in the brief monster section with some of the monster illustrations seeming a bit less than serious (most of these were NOT done by Elmore btw. Again, you have him, use him for the love of christmas!). Interior art is all black and white (actually, sort of gray and white) but does not suffer from the lack of color.
The classes are interesting, though there does seem to be a bit to much emphasis on variations of fighting classes. This could be just my personal bias though as I tend to like spellcasting classes better.
I am still digesting the magic rules (the major departure from standard D&D), but have been fairly impressed so far. The system is based around the concept that spellcasters should have to make rolls too! Basically (and this is a very basic description) all casters must meet a casting difficulty by rolling and adding modifiers for class level. If you don't meet the number on the first round (and for more powerful spells, you probably won't) you continue casting the next round and add your roll to your previous total. Continue till you succeed. There are a few more bells and whistles, but that is the main mechanic. Magic is based on the classic fantasy elements (fire/earth/air/water) plus an extra element (void). Spells are either single or multiple element based and which element you specialize in affects how hard it is to meet the casting number. While I have not yet playtested the magic, it definitely is a different feel from standard D&D. Void magic alone makes this whole setup really cool, as it is 'Dark Side' powers with a vengeance. The perks are great (you cast faster) but the penalties actually make you think twice about doing it. And the game mechanics for becoming 'tainted' and 'untainted' actually work really well without burdening the storyline when you don't want it to. My one caveat to the system is that at first glance it seems to make multi-element spells a bit hard to cast, but if I end up deciding that this first impression is correct I have already come up with a simple and easily implemented solution. One major note: it seems to me that retrofitting normal D&D spells into this system might be problematic due to the necessity of figuring casting difficulties, but this may be addressed in the forthcoming magic accessory 'Codex Mysterium'. 'Codex Mysterium will also take care of my other major gripe with Sov. Stone magic: relatively low number of published spells.
I will caveat this portion of the review with the fact that I rarely use published settings and when I do so I usually alter them a fair bit. I purchased Sovereign Stone mostly to check out the innovative magic system. That having been said, the background setting for the campaign is well done, if a bit more derivative of real world societies than I care for. There are some neat twists in the settings take on the non-humans and on humans themselves. As I don't usually use published settings, I am not really the best judge of this portion of the book, though I did enjoy reading it.
All in all, I found the book worth my money for the new take on magic by itself. There are other gems in here that I will be making use of as well, and if the rest of the series is this good I would be willing to play in and possibly even run a campaign of Sovereign Stone. Those who are shopping for a replacement for standard D&D magic will find Sov. Stone of interest, though those who merely wish to add new magic types to a standard campaign will likely be dissappointed as I don't think the two systems will mesh terribly well. And for those who want a fresh new campaign setting will definitely find that Sov. Stone has got some good ideas.
There's my 2 copper. Hope it's helpful.

Edit: Spellchecking before posting. Now there's a novel idea. LOL