Spells and Spellcraft is a book from Fantasy Filght Games describing new spells, magic systems, and items.
Physical Description / Criteria for Review:
This 176-page hardcover book has a color cover and black and white interiors. The cover is attractive without being flashy, in the style of other Fantasy Flight games, which are a derivative of the Core Rulebooks. I paid cover price, $25.
My fantasy campaign has magic elements, and sections appropriate to the game have been playtested.
To adore:
* The new rules systems described are completely modular, allowing addition of any or all of the suggestions without having to overhaul an existing campaign. This allows much of the book to be taken or left. All books should be this good at this.
To love:
* The spell section is great. The spells look balanced and interesting. There is a small feeling of Diablo II in the spells, mostly the 'new' necromantic ones.
* Like other Fantasy Flight hardcovers, the book is attractive and feels great in the hands in a way that's hard to describe.
To like:
* The black and white interior art is of good quality.
* Magical Library subsection is good, providing a simple and clean system for generating library stats, personal book collection stats, and even physical description of each book.
* Arcane Research subsection is good, expands largely on the general D&D arcane research concept by providing tools descriptions and discussing related concepts like outside funding and hiring specialists to help with research.
* Taint and Tune subsection is good, divided into two sections: Bardic Magic and Sorcerous Magic. The Bardic Magic part is very short, touching briefly on alternate magic systems for bards, such as dancing, juggling, and storytelling. The Sorcerous Magic section discusses possible causes for sorcerous magic to insert flavor into the world. Following these two section is a list of sorcerous feats shared by both Bards and Sorcerors, which add interesting options for spontaneous arcane casters.
* The "Old Skills, New Uses" section is nice and crunchy.
* The Ward Magic system hangs the whole of concept of location-based protection off of one feat, like item creation. This Ward system is basically an area-based wand, which has charges. The system is simple and logical. A list detailing the spells eligible for such warding is given, along with examples of wards with numerous effects. Recharging wards is also hidden in the text.
* The Cooperative Magic system is simple and useful, once again using a single feat, which provides multiple spellcasters casting the same spell in concert the ability to use a single Metamagic feat for that spell. I like that this doesn't add a complex system, just a feat and listed effects. It's nice.
* The Magical Material section is interesting and complete. It describes how to make basic items out of fantastic materials, including Craft checks, rarity of materials, and effect on the game these materials would have. Also discussed is how to include these concepts in a variety of magic settings.
* The Familiars section is solid, giving a plethora of options on how to expand the concept of a familiar to constructs, elementals, outsiders, etc. Very detailed and complete.
To note:
* Chaos Magic is a simple and small addition to arcane magic. Each chaos spell is really a list of six thematically-related spells. Each time a caster tries to cast a Chaos Spell, some permutation of one of the spells on the list comes out. This section suffers from its length; only three pages, allowing only thirteen chaos spells to be given as examples. While guidelines are given to create more, I don't want to worry about balancing new creations: I want more examples to use.
* The Religion section starts by discussing how to assemble a pantheon, which is serviceable, but I feel that I've read this a million times in other places. The new "small gods" section is somewhat interesting, describing a system where worshippers supply faith-power to a semidivine monster/character. I think that they got the scale wrong. A CR 14 small god needs two hundred thousand worshippers? We wouldn't have any real gods in my world, if a sub-demigod took that many worshippers. There is also no discussion of transition between "real gods" and "small gods". It feels like it would be a workable and interesting system conceptually if you tore out "real" gods and had only "small gods".
* The Alchemy section was fine, but was more of the same. Useful, if you like Alchemy.
* The Glyph Eggs section introduces the concept of a magical grenade (a thrown, one-shot magical item). While the rules are complete and seem to be balanced, I felt that the inspiration for the item was weak. In the right world, it would work, though.
* One of the pages is an advertisement. The inside covers are blank. Put the advertisement there, give us more content. One more page of Chaos Magic examples would have made that section likable.
To dislike:
* The Ceremonies and Rituals subsection is frustrating. It deals with Ritual Magic; magic that channels multiple spellcasters toward a single effect. However, the rules bits are fluffy and poorly described. The book gives a basic framework with some examples to expand on, but never lays out a hard system of how to balance rituals in the game. They introduce a Ritual Level mechanic which they then don't use in their own examples. An example level 6 ritual gives the short example of "boost an ability score". For how long? How much? This is what this section feels like.
* Place Magic is really soft on rules. The concept of holy places and arcane nexuses is interesting, but no rules are given on how to create one, how to balance them, or how to destroy them. "This is the concept, here are some things that Places of Power might do, have fun."
* The Construct section could have been GREAT, but desperately needs some editing and proofreading. It's the most inconsistent section of the book. The guts of the system are fantastic, allowing creation of constructs of all sizes and materials. However, the section labels are wrong, and the whole process of creating a construct is blocky and non-intuitive. No distilled step-by-step process, just follow along the strange text. Add some huge errors: 1) No section on how to assign CR to created constructs. 2) The only example is creating an Animated Rope and then making a Rope Golem, but the Rope Golem stats are given twice, instead of showing stats for each. This is our only example of how to use this whole section. Plus, in the example, they add the ability of "immune to slashing weapons"... to a Rope Golem! Say what?
* Personal Growth Items seem broken in concept. Arcanist creates a basic magic item for low cost, anyone who holds the item can expend gold and XP to improve it, without item creation feats. It requires rethinking all magic items... why would anyone make an item the normal way? This isn't bad, but not really touched on in the text. It also lacks a concrete, start-to-finish example, which is frustrating.
* The Relic system describes how to insert powerful holy items (on the scale of artifacts) in your world. It seems interesting, but isn't a simple system. A Relic Power Level, some kind of ranking system, is introduced but is only used except as a cap of how many powers you can cram into an item. Aside from Ego, a powered-up intelligent item system, I couldn't figure out what this system added that the DMG item-creation rules didn't give you.
* The standard Magic Items section is uneven. While there are some good, if bland, entries, there are uneven ones as well. The Shield of Zabeth is +1, but "becomes +4 in the hands of a fighter". So is that when a character is fighting, or when someone who can take Weapon Specialization wields it? Other items suffer from similar gaffes. Also, many of the creation costs seemed to be approximations, rather than hard computations.
To hate:
* The Table of Contents page is low quality. It takes up a whole page, but passes on very little information. Each of the five major sections is listed, one for each chapter, for a total of five entries to help you navigate a 176 page book. Since there are so many disparate topics discussed in this book, ten minutes spent creating a Table of Contents would have been nice. For example, Chapter Two (The Craft of Magic) has five distinct, unrelated subsections: Arcane Libraries, Magical Research, Taint and Tune, Old Skills New Uses, Ceremonies and Rituals. If you like one of those subsections, prepare to search for it every time you pick up the book.
* The Index is stretched to two pages by lousy formatting and a too-large font. This was especially frustrating, because some sections really wanted that extra page for more examples or rules.
Conclusion:
Spells and Spellcraft is really hit and miss. The ideas throughout the book are Superb, but too many sections are rushed and amateurish. If there were a revision of this book that cleaned up the problems I mention, it would get a Superb. If you can easily afford to spend $25 to not use the whole book, and don't mind extra elbow grease to mine the incomplete sections for material, it's a Good buy. But because every DM is not looking for extra work to use products, and I'm one of them, I give it an Average. Take the good, forget the rest.