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<blockquote data-quote="JoeGKushner" data-source="post: 2010350" data-attributes="member: 1129"><p>When a company comes out with an odd-magic system, it really has to stand up and make the readers take notice. While Tarot Magic does an admirable job of bringing Tarot reading into the d20 system, it doesn't grab me by the throat or demand that I instantly start using it like some other source books have.</p><p></p><p>The material starts off with a nice method of using tarot readings in the campaign. Fortunately it doesn't rely on the GM or players actually having the cards, but rather uses two systems. The first is a little more involved and has DC checks for different layouts and purposes. It's very useful for longer, more intense sessions where the players are going to want specific information. Of more immediate use is the simplified readings where the GM rolls a few d20s and lets the players have a quick and dirty telling.</p><p></p><p>Chapter Two provides the reader with some choices. They can have a Tarot Mage core Class or the Tarot Mage PrC. I found this chapter a little thin. When introducing a new core class, perhaps some more PrCs designed around that class, instead of just a PrC to simulate that class would make the material more useful?</p><p></p><p>Regardless, the rules provided allow the reader to run a full 20 levels of Tarot Mage. Instead of using a spellbook, these mages use their cards, gaining more cards as they gain levels. The Prestige Class is similar but more standard. They gain the ability to cast the specialized magics, but at a lower pace. Thankfully, there are examples, one of each character, so that the reader can determine which one, if any, bests fits into her campiagn.</p><p></p><p>Like the Player's Handbook, the majority of this tome is taken up with spells. There are two different systems here, one using Major and Minor Arcana, with specific cards having specific spells, or add the lists to wizards and sorcerers spell list, using the suits to correspond to different arcane schools. The spells flesh out the class nicely and provide a wide range of effects and abilities to those interested in going this route. Thankfully, each spell system has its own separate spell list so the reader doesn't go nuts when determining what spell goes with which two cards.</p><p></p><p>Those looking for some more things associated with the Tarot Mage has new magic items to play with. This includes new types of inks, quills, cards and even new weapon special abilities. How about a Pleasurable Weapon that makes the user enjoy being hit? Sound familiar? Like an old Palladium Rune Weapon you say? DeathKiss you say? Nah, couldn't be. </p><p></p><p>The book ends with a bonus chapter, a Foul Local, the Hoodoo. A small location in a family farm with an excellent map by Eb Bourelle, perhaps one of the best cartographers in the gaming business.</p><p></p><p>The book doesn't use interior covers. Front page is a list of credits with table of contents. Layout is standard two columns with one, small problem. The star where the page number is pokes into the text, misaligning it sometimes. Otherwise, good stuff for the most part. The main body of artwork is done by Scott Purdy, who does an excellent job. I'm not as impressed by the illustrated cards but some, like Death and the Devil, do stick out as good examples.</p><p>Perhaps it's just that the Tarot isn't my cup of tea. I looked it over, offered it to my players, none of them were swayed. I may throw a sagely NPC or some other odd ball character into the campaign but probably won't be pulling too much else from the book personally. </p><p></p><p>The book provides good ground rules for the material as well as a location to quickly add it to the campaign so if you're in the market for a Tarot Magic system, this book has you covered.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2010350, member: 1129"] When a company comes out with an odd-magic system, it really has to stand up and make the readers take notice. While Tarot Magic does an admirable job of bringing Tarot reading into the d20 system, it doesn't grab me by the throat or demand that I instantly start using it like some other source books have. The material starts off with a nice method of using tarot readings in the campaign. Fortunately it doesn't rely on the GM or players actually having the cards, but rather uses two systems. The first is a little more involved and has DC checks for different layouts and purposes. It's very useful for longer, more intense sessions where the players are going to want specific information. Of more immediate use is the simplified readings where the GM rolls a few d20s and lets the players have a quick and dirty telling. Chapter Two provides the reader with some choices. They can have a Tarot Mage core Class or the Tarot Mage PrC. I found this chapter a little thin. When introducing a new core class, perhaps some more PrCs designed around that class, instead of just a PrC to simulate that class would make the material more useful? Regardless, the rules provided allow the reader to run a full 20 levels of Tarot Mage. Instead of using a spellbook, these mages use their cards, gaining more cards as they gain levels. The Prestige Class is similar but more standard. They gain the ability to cast the specialized magics, but at a lower pace. Thankfully, there are examples, one of each character, so that the reader can determine which one, if any, bests fits into her campiagn. Like the Player's Handbook, the majority of this tome is taken up with spells. There are two different systems here, one using Major and Minor Arcana, with specific cards having specific spells, or add the lists to wizards and sorcerers spell list, using the suits to correspond to different arcane schools. The spells flesh out the class nicely and provide a wide range of effects and abilities to those interested in going this route. Thankfully, each spell system has its own separate spell list so the reader doesn't go nuts when determining what spell goes with which two cards. Those looking for some more things associated with the Tarot Mage has new magic items to play with. This includes new types of inks, quills, cards and even new weapon special abilities. How about a Pleasurable Weapon that makes the user enjoy being hit? Sound familiar? Like an old Palladium Rune Weapon you say? DeathKiss you say? Nah, couldn't be. The book ends with a bonus chapter, a Foul Local, the Hoodoo. A small location in a family farm with an excellent map by Eb Bourelle, perhaps one of the best cartographers in the gaming business. The book doesn't use interior covers. Front page is a list of credits with table of contents. Layout is standard two columns with one, small problem. The star where the page number is pokes into the text, misaligning it sometimes. Otherwise, good stuff for the most part. The main body of artwork is done by Scott Purdy, who does an excellent job. I'm not as impressed by the illustrated cards but some, like Death and the Devil, do stick out as good examples. Perhaps it's just that the Tarot isn't my cup of tea. I looked it over, offered it to my players, none of them were swayed. I may throw a sagely NPC or some other odd ball character into the campaign but probably won't be pulling too much else from the book personally. The book provides good ground rules for the material as well as a location to quickly add it to the campaign so if you're in the market for a Tarot Magic system, this book has you covered. [/QUOTE]
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