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<blockquote data-quote="Simon Collins" data-source="post: 2009170" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Spells & Magic is one of a series of rules-orientated accessories by Bastion Press. This one offers some optional spellcasting methods, and new spells and items in Bastion's usual world-neutral format.</p><p></p><p>Spells & Magic comes in at Bastion's standard pricing of $24.95 for 96 pages in full colour. Bastion continue to improve the quality of their artwork, making the extra cost of full colour worthwhile in this accessory. The text density and general space usage is excellent with plenty of information squashed between the pages. As usual with Bastion's releases, the rules-orientated nature of the subject matter works well with the writing style of the author - no more than average when covering non-rules issues. Editing is good.</p><p></p><p>Chapter 1: Feats & Skills (3 pages), offers a range of feats related to the magic systems/prestige classes discussed later in the accessory, and the use of the Alchemy skill to disguise the worth of gems.</p><p></p><p>The next nine chapters each focus on a prestige class which has an alternative means of spellcasting as its basis:</p><p></p><p>Chapter 2: Blood Magic (2 pages), discusses a method of magic that involves sacrificing the spellcaster's own blood (in the form of hit points) in order to power spells. Those who gain power through the sacrifice of the blood of others is also discussed. Blood magic comes in the form of a feat from Chapter 1, whilst the Blood Mage prestige class which takes up the whole of this short chapter takes the concept even further by sacrificing blood to power abilities, create magical items, increase saving throw modifiers, and even sacrifice permanent hit points to gain extra spell slots. Definite potential for villains here and could make an interesting variant game world if all magic required blood sacrifice. I would have liked to see this concept developed a bit more.</p><p></p><p>Chapter 3: Dragon Magic (9 pages), introduces a way of powering magic through the collection of a trove of mundane and magical treasures. Though originally a magic used by dragons, worshippers of dragons and those who have learned the secret of dragon magic in other ways, can use the powers that siphon magic from items in their trove, attune with their items so they can use their powers remotely, improve damage reduction and gain dragon-like attacks. The Dragon Mage prestige class is split into four types - breath, scale, talon, and wings. Each type gains only some of the above advantages. Lots of interesting concepts here, although may be a bit unwieldy in real game use.</p><p></p><p>Chapter 4: Faery Magic (2 pages), offers the Faerier prestige class, a 5 level class that benefits from fey powers, with alternative options for non-good and non-evil aligned characters. It also refers to the creation of fey crossroads and backroads, though I could not find an explanation of these terms within the book. This was the worst chapter in the book, and would have been better off left out.</p><p></p><p>Chapter 5: Mirror Magic (9 pages), which details mirror construction, specifically magical mirrors that can store, reflect or absorb spells. The Reflecting Master prestige class uses his magical mirrors as the focus to his magic, finally becoming completely dependent on them for spellcasting. I found this chapter boring and overly restrictive. Might make the basis of an unusual NPC villain in a once-off adventure.</p><p></p><p>Chapter 6: Jewel Magic (8 pages), details the Jewel Mage prestige class, with information on how the jewel mage attunes gems to replace one or more spell component types (vocal, somatic, or material), store spells, or bind a soul (including their own as a means to immortality). The chapter also covers the 5-level Soul Gem Guardian prestige class, who bonds with a gem containing the soul of an immortalised Jewel Mage by fusing the gem into his forehead. A template for crystalline creatures is also given, creatures magically changed into crystalline form and usually in service to a jewel mage. There is some useful information on integrating jewel magic into your campaign, in a limited or significant way. There is also a table giving detailed descriptions of gems, altering gem values and ideas for creating jewelled items. This chapter is a bit of a diamond in the rough, if you'll excuse the pun.</p><p></p><p>Chapter 7: Rune Magic (12 pages), captures the Norse/Saxon concept of runes very well. Rune magic uses magical written symbols to harness and direct magic. Each of the 24 runes work effectively as a domain. Runecasters can attune to up to 4 runes at a time giving them access to the equivalent of a domain power for each rune plus the 'domain' spells up to the caster's level. Runes can also be used to store spells on magic items (e.g. runestaves) and enhancing the power of spells gained from 'normal' spellcasting classes. A Rune Mage prestige class is offered who can perform divinations using runes and tattoo runes on their body to increase the number of rune 'domains' he can access - all this in addition to the powers mentioned above. Each of the twenty four runes are described with their special powers, available spells, associated skill bonus and some roleplaying notes - when Runecasters attune to their runes, their personality is changed by the attunement. Runes can be attuned on the fly (using a full round action) so their personalities can change pretty quickly - a demanding roleplaying task, but sounds fun. The chapter finishes with some advice on running a rune magic-only world, such as that of the Norse/Vikings. The only odd thing about this chapter was the use of a 15-level prestige class. This was such an interesting concept, and kept fairly true to the historical/spiritual background of the runes, that I would have liked to see this as a full-blown class, especially given the suggestion of using a rune magic-only campaign.</p><p></p><p>Chapter 8: The Path Of Shades (4 pages), gives two alternative options for those spellcasters that have an innate link to the energies released by death. Those who follow The Gray Road absorb their energy from corpses, using the power to augment feats described in Chapter 1, make energy drain attacks, and acquiring undead servitors. Those who follow the Red Road gain the same powers from the moment of death, often killing sentient creatures to gain the power (dire consequences await the purveyors of this type of evil). The use of necromantic focuses such as bones and skulls that release death energies may be carried and used by these characters. A good chapter, particularly for villain NPC ideas.</p><p></p><p>Chapter 9: Spellsinging (2 pages), describes the Spellsinger prestige class, who gains a number of music-related bard-like class features, such as Pierce Silence, Greater Countersong, and Spell Shout, requiring music rather than arcane words and gestures to power them. Not a patch on Monte Cook's bard in Eldritch Might II.</p><p></p><p>Chapter 10: Totem Magic (3 pages), describes spellcasters who have attuned to a totem creature, allowing them to shapechange into that creature, gain a limited number of spells, and adding additional powers to their repertoire. Several totemic animals with their powers are given. Green Ronin and Mongoose have already been down this path with their Shaman books, and gave the space and focus this concept deserves.</p><p></p><p>Chapter 11: Spells, offers over 120 new spells for all classes. Examples include the gruesome Bloodfire, a spell which changes the spraying blood of the caster to flame (or another type of damage such as cold or electricity), The Golden Bough (which allows characters to fight an avatar of Death to recover a lost soul), and Teleporter Trace (which allows someone to follow another who has recently teleported, to their destination). On the whole, the spells are good, though a few are a bit boring and a couple weak in concept. Most of the spells enhance the prestige classes and concepts offered within the accessory.</p><p></p><p>Chapter 12: Magic Items, first discusses the creation of powerful potions, offsetting their possibly unbalancing effects with some rather nasty drawbacks (such as addiction, insanity and permanency). Various examples of these powerful potions are given (such as potion of absolute invisibility) before giving various magical items under the headings of rings, rods, staffs, and wondrous items. At the end are a couple of magic weapon and armour qualities related to the preceding prestige classes. </p><p></p><p>Conclusion: </p><p>There is a real mixed bag here. On the whole, where the prestige class/spellcasting method has been dealt with in detail, it works quite well and provides some great ideas. The shorter chapters are missing depth, focus and originality. Having said that, I liked the Blood Magic chapter and didn't care much for the Mirror Magic chapter. There are concepts here to enhance most GM's campaigns, although few will use more than one or two at the most. On this level it is similar to FFG's Spells & Spellcraft. However, where FFG concentrate more on the magic, Bastion focus in on a prestige class as the basis of the new spellcasting methods. This has its advantages and disadvantages - it is more effective when some space is given to the concept, whilst it mostly falls flat when the space issue leads to more focus on the prestige class than the magic.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009170, member: 9860"] This is not a playtest review. Spells & Magic is one of a series of rules-orientated accessories by Bastion Press. This one offers some optional spellcasting methods, and new spells and items in Bastion's usual world-neutral format. Spells & Magic comes in at Bastion's standard pricing of $24.95 for 96 pages in full colour. Bastion continue to improve the quality of their artwork, making the extra cost of full colour worthwhile in this accessory. The text density and general space usage is excellent with plenty of information squashed between the pages. As usual with Bastion's releases, the rules-orientated nature of the subject matter works well with the writing style of the author - no more than average when covering non-rules issues. Editing is good. Chapter 1: Feats & Skills (3 pages), offers a range of feats related to the magic systems/prestige classes discussed later in the accessory, and the use of the Alchemy skill to disguise the worth of gems. The next nine chapters each focus on a prestige class which has an alternative means of spellcasting as its basis: Chapter 2: Blood Magic (2 pages), discusses a method of magic that involves sacrificing the spellcaster's own blood (in the form of hit points) in order to power spells. Those who gain power through the sacrifice of the blood of others is also discussed. Blood magic comes in the form of a feat from Chapter 1, whilst the Blood Mage prestige class which takes up the whole of this short chapter takes the concept even further by sacrificing blood to power abilities, create magical items, increase saving throw modifiers, and even sacrifice permanent hit points to gain extra spell slots. Definite potential for villains here and could make an interesting variant game world if all magic required blood sacrifice. I would have liked to see this concept developed a bit more. Chapter 3: Dragon Magic (9 pages), introduces a way of powering magic through the collection of a trove of mundane and magical treasures. Though originally a magic used by dragons, worshippers of dragons and those who have learned the secret of dragon magic in other ways, can use the powers that siphon magic from items in their trove, attune with their items so they can use their powers remotely, improve damage reduction and gain dragon-like attacks. The Dragon Mage prestige class is split into four types - breath, scale, talon, and wings. Each type gains only some of the above advantages. Lots of interesting concepts here, although may be a bit unwieldy in real game use. Chapter 4: Faery Magic (2 pages), offers the Faerier prestige class, a 5 level class that benefits from fey powers, with alternative options for non-good and non-evil aligned characters. It also refers to the creation of fey crossroads and backroads, though I could not find an explanation of these terms within the book. This was the worst chapter in the book, and would have been better off left out. Chapter 5: Mirror Magic (9 pages), which details mirror construction, specifically magical mirrors that can store, reflect or absorb spells. The Reflecting Master prestige class uses his magical mirrors as the focus to his magic, finally becoming completely dependent on them for spellcasting. I found this chapter boring and overly restrictive. Might make the basis of an unusual NPC villain in a once-off adventure. Chapter 6: Jewel Magic (8 pages), details the Jewel Mage prestige class, with information on how the jewel mage attunes gems to replace one or more spell component types (vocal, somatic, or material), store spells, or bind a soul (including their own as a means to immortality). The chapter also covers the 5-level Soul Gem Guardian prestige class, who bonds with a gem containing the soul of an immortalised Jewel Mage by fusing the gem into his forehead. A template for crystalline creatures is also given, creatures magically changed into crystalline form and usually in service to a jewel mage. There is some useful information on integrating jewel magic into your campaign, in a limited or significant way. There is also a table giving detailed descriptions of gems, altering gem values and ideas for creating jewelled items. This chapter is a bit of a diamond in the rough, if you'll excuse the pun. Chapter 7: Rune Magic (12 pages), captures the Norse/Saxon concept of runes very well. Rune magic uses magical written symbols to harness and direct magic. Each of the 24 runes work effectively as a domain. Runecasters can attune to up to 4 runes at a time giving them access to the equivalent of a domain power for each rune plus the 'domain' spells up to the caster's level. Runes can also be used to store spells on magic items (e.g. runestaves) and enhancing the power of spells gained from 'normal' spellcasting classes. A Rune Mage prestige class is offered who can perform divinations using runes and tattoo runes on their body to increase the number of rune 'domains' he can access - all this in addition to the powers mentioned above. Each of the twenty four runes are described with their special powers, available spells, associated skill bonus and some roleplaying notes - when Runecasters attune to their runes, their personality is changed by the attunement. Runes can be attuned on the fly (using a full round action) so their personalities can change pretty quickly - a demanding roleplaying task, but sounds fun. The chapter finishes with some advice on running a rune magic-only world, such as that of the Norse/Vikings. The only odd thing about this chapter was the use of a 15-level prestige class. This was such an interesting concept, and kept fairly true to the historical/spiritual background of the runes, that I would have liked to see this as a full-blown class, especially given the suggestion of using a rune magic-only campaign. Chapter 8: The Path Of Shades (4 pages), gives two alternative options for those spellcasters that have an innate link to the energies released by death. Those who follow The Gray Road absorb their energy from corpses, using the power to augment feats described in Chapter 1, make energy drain attacks, and acquiring undead servitors. Those who follow the Red Road gain the same powers from the moment of death, often killing sentient creatures to gain the power (dire consequences await the purveyors of this type of evil). The use of necromantic focuses such as bones and skulls that release death energies may be carried and used by these characters. A good chapter, particularly for villain NPC ideas. Chapter 9: Spellsinging (2 pages), describes the Spellsinger prestige class, who gains a number of music-related bard-like class features, such as Pierce Silence, Greater Countersong, and Spell Shout, requiring music rather than arcane words and gestures to power them. Not a patch on Monte Cook's bard in Eldritch Might II. Chapter 10: Totem Magic (3 pages), describes spellcasters who have attuned to a totem creature, allowing them to shapechange into that creature, gain a limited number of spells, and adding additional powers to their repertoire. Several totemic animals with their powers are given. Green Ronin and Mongoose have already been down this path with their Shaman books, and gave the space and focus this concept deserves. Chapter 11: Spells, offers over 120 new spells for all classes. Examples include the gruesome Bloodfire, a spell which changes the spraying blood of the caster to flame (or another type of damage such as cold or electricity), The Golden Bough (which allows characters to fight an avatar of Death to recover a lost soul), and Teleporter Trace (which allows someone to follow another who has recently teleported, to their destination). On the whole, the spells are good, though a few are a bit boring and a couple weak in concept. Most of the spells enhance the prestige classes and concepts offered within the accessory. Chapter 12: Magic Items, first discusses the creation of powerful potions, offsetting their possibly unbalancing effects with some rather nasty drawbacks (such as addiction, insanity and permanency). Various examples of these powerful potions are given (such as potion of absolute invisibility) before giving various magical items under the headings of rings, rods, staffs, and wondrous items. At the end are a couple of magic weapon and armour qualities related to the preceding prestige classes. Conclusion: There is a real mixed bag here. On the whole, where the prestige class/spellcasting method has been dealt with in detail, it works quite well and provides some great ideas. The shorter chapters are missing depth, focus and originality. Having said that, I liked the Blood Magic chapter and didn't care much for the Mirror Magic chapter. There are concepts here to enhance most GM's campaigns, although few will use more than one or two at the most. On this level it is similar to FFG's Spells & Spellcraft. However, where FFG concentrate more on the magic, Bastion focus in on a prestige class as the basis of the new spellcasting methods. This has its advantages and disadvantages - it is more effective when some space is given to the concept, whilst it mostly falls flat when the space issue leads to more focus on the prestige class than the magic. [/QUOTE]
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