The Book of Eldritch Might II: Songs and Souls of Power

At last! The long-awaited sequel to The Book of Eldritch Might is finally available. This sourcebook is not only packed with new spells, feats, monsters, classes, and magic items, it also features higher-resolution illustrations -- making it our best-looking product ever. And at 64 pages, it's the biggest Malhavoc release as well.
 

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The Book Of Eldritch Might II: Songs and Souls of Power
65-page PDF and Text file
Malhavoc Press, <http://www.montecook.com/>
Monte Cook
$7.00

Monte's first product from Malhavoc Press was the almost universally-loved Book of Eldritch Might which was a sourcebook for wizards and sorcerers. It included Feats, Prestige Classes, and Spells. As can be expected from one of the designers of Third Edition, everything was well-balanced, and the book has won several awards, both for content and for editing. It is one of the highest rated products at D20 Reviews.

Monte then gave us a couple of adventures, Demon God's Fane - based on some of the content from the Book of Eldritch Might, and If Thoughts Could Kill - by Bruce Cordell and involving psionics.

This time, Monte returns to the sourcebook arena to give us new tools for Bards and Sorcerers. Can he repeat the magic that got him started?

Songs and Souls Of Power is delivered as a zip file containing a full-color 65-page PDF file and a text file. This is very convenient for those of us who use databases or other electronic documents to keep house rules, spells, feats, and other additions to our games all in one place. The layout and editing are, as can be expected, superb, and the artwork is definitely a step above previous books from Malhavoc, and far above the art seen in most other downloadable d20 products.

The book opens in Chapter one by giving two optional core classes; a variant bard and a variant sorcerer.

The Bard has a much more distinct feel to it that the standard 3rd Edition Bard, which often just seems like a musical sorcerer. The Bard in Songs and Souls Of Power seems well balanced to the other core classes, though I have not had a chance to playtest it. This bard keeps the same weapon and armor proficiencies, saves, attack bonuses, and class-skill list as the standard bard, though they lose the Bardic Music class ability and gain an additional 2 skill points per level (6 total, rather than 4). They also gain evasion, and eventually, improved evasion, and a few class abilities that allow them to modify their spells. Bard spells, rather than following the Sorcerer/Wizard model for magic, are split up into three kinds: Notes, Chords, and Melodies.

Notes are simple spells that produce short-lived effects. They are usable as a move-equivalent action and only require verbal components. Metamagic feats do not affect them, though the Eldritch feats first introduced in Book of Eldritch Might and expanded upon here, do. There are 20 Notes included, and they have varied effects ranging from +10 feet of movement for 1 round/level to +10 AC vs. the next single attack against the target. A 20th level Bard with an 18 Charisma would know 16 Notes, and be able to cast up to 11 Notes per day (like the standard bard, this bard uses spontaneous casting of any spell known).

Chords are more complex spells. Casting a Chord is a Standard Action, and all Chords have on verbal components. Like the Notes, they are not affected by Metamagic feats, but are affected by Eldritch Feats. There are 22 Chords outlined, and they have such diverse effects as changing sounds (make an entire party silent for hours), disrupting thoughts (making the victim unable to attack), and enhancing the body (enhancement bonus to Dexterity, Strength or Constitution). A 20th level Bard with an 18 Charisma would know 10 Chords, and be able to cast up to 9 per day.

Melodies are even more complex spell effects that have only verbal components, but take a full-round action to cast. Like the other spells available to bards, they are not affected by Metamagic feats, but are affected by Eldritch Feats. There are 9 spell Melodies given, and they are quite powerful ranging from giving flight to the target, to using sound to turn a target into fine powder. A 20th level Bard with an 18 Charisma would know 6 Chords, and be able to cast up to 7 per day.

All told, the spell lists are very diverse, but maintain the music/sound theme of the Bard far better than the spell list of the standard bard. I am very excited to give this bard a try, as I feel it will be uniquely different from the other spellcasting classes. I will probably use this bard along with the existing bard, and make either available to the players, just presenting differing racial or bardic college backgrounds to the two classes. One large chink in this bard's armor is his almost complete vulnerability to silence spells. Silence affects this bard much like an anti-magic field affects a wizard or sorcerer.

The sorcerer given in Songs and Souls Of Power gains much over the standard
sorcerer. He gets the same weapon and armor proficiencies, saves, and attack
bonuses as the standard sorcerer and then adds Gather Information and Diplomacy to his class-skill list (which was sorely lacking in Charisma based skills). He also gains an additional 2 skill points per level (4 total, rather than 2), moves up to a d6 for hit dice, and gains, on average, 1 more spell known of each level. As part of the intrinsic nature of the sorcerer's magic, he also gains the ability to cast without material components, being able to substitute XP for the costly ones, and just ignore the trivial ones. This has the benefit of making him even less like the Wizard, who is dependent on those external sources for his magic.

What does the sorcerer lose, to keep him balanced you ask? Well, I feel that
the standard sorcerer is slightly underpowered compared to the other
classes, so it would be fine with me if no other changes were made, but Monte shows why he gets paid for this, and I don't, and here is where the new sorcerer really shines.

The sorcerer spell list is modified. The sorcerer can no longer simply choose any spell that is open to the wizard, but has a more limited list to choose from. The list is more limited, but it maintains the feeling of a sorcerer better than the larger list by only putting in those spells that are flashy and quick. Longer casting spells (like Identify) and less showy spells (like many divinations) become the sole province of the Wizard, while the sorcerer gets to choose his spells from those that are dramatic and more useful multiple times per day. The spell list must truly be seen to be appreciated. A great deal of work was done to include those spells that were right for the flavor of the sorcerer, and exclude those that just did not feel correct.

In chapter two, we are given 10 new feats, many aimed at the new bard class, but all usable by many classes. A good variety of feats are given, and many expand upon themes or ideas presented in the original Book of Eldritch Might.

Chapter three gives us four new prestige classes: The Diplomancer, the Eldritch Warrior, the Knight of the Chord, and the Song Mage.

The Diplomancer is a spellcaster with subtlety. No ice storms or fireballs here, they focus their arcane might on affecting others where it really matters: the mind. Geared towards the bard, it is nonetheless achievable by wizards and sorcerers of sufficient level. A single-class bard could begin taking this class at level 7, assuming they fulfill the roleplaying requirements, while a single-classed sorcerer or wizard would need to be 14th level, again assuming they fulfill the roleplaying requirements. Diplomancer class abilities allow them to increase the DC of the saving throw for enchantments they cast, uncover hidden secrets, and defend better against evocation spells. The class is well-balanced and would be perfect for those players who truly enjoy defeating challenges with skill and aplomb rather than brute force.

The Eldritch Warrior is an interesting class. This class is devoted to using magic to increase the physical attributes and martial prowess. You need not have ever cast a spell to qualify, so this class is good for anyone. A single-classed fighter who has made unusual skill selections (Alchemy, Knowledge (arcana) and Spellcraft are required) could qualify by 6th level. The Eldritch Warrior gains abilities that aid him in detecting and combating magic, as well as increasing his physical abilities and enhancing his fighting, armor, weapons, and capabilities. This is an interesting offering that could be used for many different roles in a campaign.

The Knight of the Chord is a class devoted to the more martially oriented bard. You must have some levels of bard (or be a cleric with the Music domain, introduced in this book) to take the class, and the class uses music to enhance their fighting skills in many ways. They can channel the magic of their music into a variety of combat effects, including increasing their armor class, aiding their weapons, and stunning their opponents with a cacophony of sound. The class seems interesting, and is unique among all the many classes I have seen for 3rd edition. I can easily see this class getting some use by those who still don't like the Bladesinger offered by Wizards in Tome and Blood.

Finally, the Song Mage is a blend of the bard and the sorcerer or wizard, geared towards a multiclassed bard. They gain abilities that increase effectiveness of spells with verbal components, as well as adding spell-like abilities and the ability to counteract magical silence. This class is ideal for those who like the roleplaying aspects of the bard, but don't want to give up the combat effectiveness of the sorcerer and wizard.

Chapter four brings us Soul Magic. Soul Magic is an ancient magic that has existed since before creation, has a sentience, and wants to be cast. Soul Magic lies in the power of communicative forms - words of power, runes, writing, and glyphs all can hold the power of Soul Magic. One cannot prepare or learn Soul Magic, for it must lie encoded in symbols or writing; once a Soul Magic spell gets inside you, it simply _must_ be cast, we are told. Rules are given for creating Soul Magic spells, as well as guidelines for their use in a campaign, and guidelines for making them uniquely different from other types of magic. Several Soul Magic spells are given. Soul Magic seems a good way for DM's to introduce powerful spells that are only able to be used once, and thereby unable to unbalance a campaign, while still allowing for great and unusual effects. It brings some of the mystery back to magic.

Chapter five gives us the spellsongs; Notes, Chords and Melodies discussed earlier under the Bard. Chapter six gives us forty-nine new spells for bards, sorcerers, and wizards. A nice addition to this chapter is the occasional sidebar from the great wizard Malhavoc. Malhavoc gives personal advice on how to use particular spells more effectively, or what spells work nicely together for synergistic effect. The spells are a good addition to the game, mostly very imaginative, and seem balanced for their level. Many are natural outgrowth of spells presented in the Book of Eldritch Might. My favorite new spell would be Thief of Spells, which allows the caster to remove a spell effect (like Mage Armor) from the target, and apply that spell to himself. My only complaint is that forty-nine spells is not enough. More is always better.

Chapters seven and eight give us new magic items and monsters, respectively. there are five new armor special abilities, including Spellcasting, which for the price of a +2 enhancement, reduces spell failure chance by 15%. Three new specific armors, two new weapon special abilities, four new specific weapons, fifteen other items (rings, rods, staves and wondrous items), and two artifacts, including the Book of Eldritch Might itself. All told, the only problems here are the same as in chapter six; there is not enough added. What we get is great, and only makes you want more.

I am not a fan of new monsters, finding that the old standbys usually work just fine for me, but chapter eight introduces four that most people should find usable. The two Arcane Angels are Celestial Outsiders with many arcane abilities, and would serve well as servants to good-aligned deities of magic in a plane-hopping or extra-planar campaign. The Eye golem is a sentry construct that is weak in combat, but helpful in its role in providing advanced warning to spellcasters who create them. Finally, the Unholy Riven is a Monstrous Humanoid that feeds on arcane power. This evil creature was once humanoid, but now lives to drain spells and life energy form arcanists. A good monster to use to force your group to use tactics to protect their spellcaster.

In summary, I like almost everything I found in the Book of Eldritch Might II, although those who don't want to change the bard or sorcerer class, may find that there is not enough here to keep them happy. The book is well written, and inexpensive, so even those who don't want to change those classes should get their money's worth. I do recommend that you have a copy of the Book of Eldritch Might in order to get the most from this offering. I give it 5 out of 5 stars.
 

Monte Cook's latest offering in the Malhavoc press Imprint delivers on almost all points, and falls down on only one.

The Artwork quality of this book is amazing for a PDF product. Toren Atkinson has a vivid quality, reminiscent of Jeff Easley or the Lakeys of Second Edition; Stephen Shepherd has a style that reminds me of Erol Otus - but to this First Edition Fan's heart, this is a good thing. Think "Erol Otus, but with extended quality and life."

The material itself is striking in its ability to offer DM's new tools to confound his players. In Typical Monte Cook style, he has taken a cool concept - in this case, SOul Magic, and Spellsongs - and broken the bottoms out, adding new depth that is just plain scary. What was only a DM's plot hook has been given fleshed-out rules for use and a literally sanity-blasting element (in the case of the Extemporaneous Effects).

The variant classes (Bard and Sorcerer) was very good, and I can see droves of DM's incorporating the Variant Bard into their campaigns - if nothing else, then a different style of music. Allowing Bards to weave Notes, Chords, and Melodies into spells of great power is an excellent way to make Bards return to truly musical roots and take them away from the "jack of all trades" that they became in 3E. The new mechanics, in particular the casting times of notes, may cause many DM's qualms about game balance, but at worst they ride the edge of imbalance, and at best they present a really novel mechanic to the game.

The Sorcerer represents changes that in truth many have already made to the already beleagered class by many DM's, but this change comes with a price: Many utility spells come at later levels, or not at all. The only problem I see with this is the further entrenchment of the sorcerer in the "machine-gun" mentality that the class slightly suffers from.

The only place I see a "fall-down" is in the new spells and in the feats. The feats are not overpowered in my opinion, but are somewhat unoriginal, when compared to the First book (which others inevitably will). and the same problem applies to the spells (with the exception of Prorogate Death, which I myself was using in a slightly different form about 7 years ago in a home campaign). Perhaps in the comparison between first and second books, the Spells and Feats, which is what the BoeM #1 was known for, is of necessity fails; Monte Cook offered us a sterling collection in that first book to show us what he was capable of. Perhaps the second set suffered from being "the poorest wine at the feast being served last?"

The magic Items are my meat and bread, and I will be using them in my campaigns. Everything from the grace and maneuverability enhancements, to the Black Grail itself, offer something that allow a DM to startle his players - which is what every DM wants to do.


OVERALL: The Book of Eldritch Might 2 is a worthy successor to the first book, and Monte has kept that high standard of quality set down in the ealrier work. This book is useful for any DM who wants to introduce his PC's to eldritch surprises - just to keep them on their toes. As an idea book, and a resource of curveballs for DM campaigns, this book is well worth it. For the price of a meal, you can keep your players surprised for months.
 

It has taken me a while to get back to reviewing this product after I accidentally deleted my first review. At least the material presented in the much hyped BoEMII, has now had some time to mature in my mind.

General Overview

The Book of Eldritch Might II is the second in the series of Monte Cook's arcane supplements. The first - award-winning - BoEM was widely popular, and the third book BoEMIII: The Nexus holds much promise as well. Let it be said that Monte Cook is one of my favourite game designers, his work is original and his understanding of the d20 system superb. The BoEMII definitely reflects this in all ways. Lets take a look at the meat of the book

Variant Core Classes

The variant core classes presented in the BoEMII - the Bard and the Sorcerer revised - were probably the main attraction for most gamers. We are treated with two truly different classes - both of which strive to capture the essence and spirit of the two classes more closely than their PHB equivalents. Obviously not all will like these classes, but you'll have to come up with VERY good arguments if you want to convince me that they are not balanced! Monte Cook seems to have gotten it exactly right here. Let's see what changed:

Bard: The spellcasting system of Bards are completely reworked into a flexible and very flavourful Spellsong System. The Bard's spells are no longer divided into levels - no they are divided into Nodes, Chords and Melodies. This system fits the concept of the Bard perfectly and the only gripe I have is the limited number of Spellsongs that could be included in the book. Conversion should be easy though. In addition Bards now gain the Evasion and Improved Evasion feats as class abilities.
As an extra bonus we gain a sample deity of music - Jode - and the Music domain (why wasn't this a core domain?).

Sorcerer: I didn't have great expectations about the sorcerer variant in the beginning, but how wrong I proved to be :). The sorcerer has gained access to a few more skills, more skillpoints and a d6 for hit dice (which really makes a lot of sense when you think about it). To balance it out, Monte Cook has provided the sorcerer with a new spell-list. A lot of the more "wizardly" spells have been removed and the sorcerer is left with flashy and "martial" spells like Fireball, Haste, Improved Invisibility and Disintegrate (yep - no more Death Spell - guess skipping Necromancy class finally bit the sorcerer's in the back). Most of the spells that can be really over-powering if cast several times a day - like Haste, Imp. Invisibility and Etherealness - have been shifted one level up. All in all, a very elegant rewrite of the sorcerer class.

Feats

The usual treat of feats. Nothing spectacular - but solid and useful. All but one feat are either Eldritch feats (introduced in BoEMI) or General feats that support the Bards song abilities. The last feat is the Item Creation feat Create Soul Magic Spell - the book's first glimpse of the concept that inspired its creation.

Prestige Classes

Monte Cook is somewhat of a master when it comes to PrCs and I enjoyed his Class Acts in Dragon tremendously. In this chapter we get four prestige classes - three of which are very good for the Bard:

Diplomancer: A PrCs born of a typo according to Monte, the Diplomancer is a master of enchantments. I was wondering how it would compare to the Negotiator in the Starfarer's Handbook and to my relief they present two different side of the same coin. The Diplomancer is fairly martial for a wizardly character and has d6 HD and fairly good attack progression. There's a small typo in the attack column - in the three final entries its listed as +6, +6 and +7 (instead of +6/+1, +6/+1, and +7/+2). But that's an insignificant detail.

Eldritch Warrior: This PrCs fills a niche that has been vacant for too long. A magical warrior that DOESN'T cast spells. Instead he imbues himself, and his weapons and armor with magical power. This class is extremely useful, Dwarves especially should love this....

Knight of the Chord: This everso flavourful class is more or less a "Knightly Bard". It's very well-done and provides the player with nifty abilities like Battle Dance, Singblade and Song of Smiting. Have an Elf take this class and forget your frustrations with the Bladesinger PrCs.....

Song Mage: The Song Mage concept was first introduced in 2E's Spells and Magic. Basically, this is the wizardly bard based around the themes of song and sonic power. The ability Forbid the Silence which dispels magical silence (surprise!) is just one of the really handy abilities that this class provides.

Spells and Spellsongs

The next two chapters presents several Spellsongs and new spells. I found the Spellsongs to be very fitting to the Bard concept, we just need more of them. There are not quite as many spells in the BoEMII as the first but Monte Cook provides us with his usual treat of original, well-thought out spells. Many of them are prettty specialised and not the kind of spell you'll be casting every single day (and I know you're one of those who just has to cast fireball at least twice a day - so don't try and deny it!!! :)).
My favourites includes: Animate Necrosis, Phantom Foil, Disintegration Field, Nonesuch Spell, Spellmaster, and Utter Thrall.

Soul Magic

Soul Magic is a new concept that birthed the idea of the BoEMII. It represents ancient (and intelligent) magics and spells that can be used to portray all kinds of magical effects not easily described using the existing spells. This is a very interesting concept that will require a bit of work from the DM. I'm looking forward to trying it out myself....

Magic Items

You'll find a lot of very neat stuff in this chapter. For instance, I found the armor properties: Maneuvering, Greater Maneuvering (reduces Armor Check Penalty) , Spellcasting and Superior Spellcasting (reduces chance of spell failure) instantly useful - not to say essential. All in all, there are many really interesting items here such as Cloak of the Living (your Undead will love these), and Tooth of the Black Voice (You'll have to see a dentist after using this). Oh - and before I forget - the Book of Eldritch Might is included as Major Artifact.

Monsters

Three interesting and useful monsters. Arcane Angels (or Celestials if you like), Eye Golems (utilitarian, spying and non-combative golems) and the Unholy Riven (once good spellcasters, now evil magic and negativity incarnate).

Final Overview

Another superb product from Monte. Content wise it is at least on pair with the original BoEM. In addition, the artwork is noticeably improved, we get more pages and all at the cost of just 2 extra quid. If you like magic and originality this product is for you. Go buy it... uh ... I mean download it!!! :D.

-Zarrock
 

"There's a small typo in the attack column - in the three final entries its listed as +6, +6 and +7 (instead of +6/+1, +6/+1, and +7/+2). But that's an insignificant detail."

Actually, that's not a typo but a deliberate design decision for 3e - prestige classes do not list the full cascade of attacks. The reason for this is that you don't know what the person's BAB is going to be when they enter the class, so you don't actually know where the breakpoints for the next attack will be for any given character. Thus, they list only the main bonus and leave it to the player to do the simple subtraction to figure out their iterative attacks.

In summary, Monte's got it right (as well he should), and any PrCs you see with the cascade listed are wrong.
 

I was about to say the same thing as Dr. Nuncheon. Listing attack sequences for PrCs is totally useless since you will never use it as is. Some older products list them this way, but newer ones never have a slash value.
 

I was about to say the same thing as Dr. Nuncheon. Listing attack sequences for PrCs is totally useless since you will never use it as is. Some older products list them this way, but newer ones never have a slash value.
 

After the success of the Book of Eldritch Might, a lot of people where awaiting Monte Cook's second book of the series. I also bought the first book, and I was quite content with it. After I looked at the first reviews on the messageboards, I decided to buy it myself. I will give my opinion about the separate chapters, and a conclusion at the end.

Chapter one: Alternate classes 5/5
This was the main part of the book. It consists of both a variant bard and a variant sorcerer.
The bard:
This is a really good class. The spell system has completely been redesigned, and it's a good change. While the normal bard is quite underpowered, this bard adds both in power and flavour, and I doubt I will ever play a normal bard from now on. The spells are not very powerful, but he can cast a lot of them. Spellnotes will take just a move equivalent action, so he can also cast them fast. The bard has also got more skillpoints, something I had already houseruled.
The sorcerer:
This class is mainly for those who felt that a sorcerer who is improved invisible and shielded every battle is to powerful. The class got more skillpoints, a better hit die, a better skill list, more spells known, and most important, another spell list. Spells what are very powerful to have every battle, like shield, haste, invisiblity, impr. Invisibility and polymorph have became higher lvl, and some spells (e.g. identify) have disappeared. I think the sorcerer has become slightly less powerful, since those spells ARE really useful and powerful.

Chapter two: Feats 3/5
This is just a small chapter, two pages. A couple of nice bard spells, and some eldritch feats. There are a few original ideas, but I don't really like eldritch feats. They are powerful for those who can get them, giving an extra bonus for the people who rolled very good, and unavailable for most others, since casters with a 17 in a non premier mental attribute aren't that common.

Prestige classes: 4/5
There are some original ideas in here, which are quite useful.
The diplomancer, the eldritch warior, the song mage and the knight of the chord.

Soul Magic: 5/5
Original magic, not to useful for players but great for plots.

Spellsongs: 4/5
Here are the new spells for the bard. Three levels, spellnotes, spellchords and spellmelodies. The spellnotes can be cast as ME actions and can be compared with lvl 1 spells, chords are standard and can be compared with lvl 3 spells, while melodies are full round and are about lvl 5. I think there should be more of them, for the bard spelllist has really shrunken, but I guess people will be converting more spells soon. There were a few things that could be better in here: there is an equivalent of haste as a spellchord, and a bard can cast that very often, so he will be hasted every battle. And fly is a spellmelody, which will be available at lvl 13, and I don't think that is very overpowering to have more early. The same is for dispel magic.

Spells: 5/5
While not much, there are some very good spells. Blood spikes is a bit strong for a lvl 1 spell (3d6 at caster lvl 1, fort negates), but Gestalt is one of the funniest spell I have ever seen, and has a lot of useful applications.

Magic Items: 4/5
There are some good ideas in here, although casting in fullplate is a bit low on style. The other items are nice

Monsters: 4/5
A few, but quite good monsters. Not for everyday use, but useful for a single encounter.

Conclusion: 5/5
It is a very useful book, but with some flaws in it. It is certainly a lot for $7. My average may come more to a 4/5, but since you get 64 pages of really useful content. And if you realise that you get 96 pages of content for $25 in the WotC classbooks, this is a really good deal. The artwork is nice, but the bar at the top is good for a nice looking pdf or a colour printed edition, but for a black and white print it is just an ugly waste of ink. If you buy this, take a look at the message boards of Monte Cook. While we are still waiting for the WotC errata of DotF, the errata for this book are already available.
 

I was one of those anxiously awaiting this product. I thoroughly enjoyed, but could not quite give it 5 stars...if there were half-stars, it would have received a 4.5. Alas, I did not find it warranted a 5, so gave it a 4. Overall, I thought the book was well laid out, both organizationally and aestetically. The artwork was the best I've seen in a PDF publication; I hope Monte continues to use those artists.

Chapter 1: Alternate classes
This chapter dealt with Monte's variations on the Bard and Sorcerer class. I loved the Bard re-write. It now is focused much ore on music, and their spells are also musically oriented, and are called spellsongs. The bardic spells are broken into 3 levels: spellnotes, spellchords and spellmelodies. The interesting twist on this is that 5 spellnotes make a spellchord and 3 spellchords make a spellmelody, meaning the Bard can swap out numerous lesser spellsongs for greater, or vice versa. My only gripe here is the Music domain that was included...its granted power gives +1 caster level on all spells with a verbal componenet, which, if I'm not mistaken, is all spells.

The sorcerer did not see much of a change. The hit die went up by 1 increment, spells known increased somewhat, spells/day stayed the same, skill points went up by 2, got Diplomacy and Gather Information as class skills and the spell list was trimmed down a bit to reflect the fact that they aren't as "bookish" as the wizard is. Personally, I would have liked to see the stat the casting is based off of moved to CON instead of CHA, but that's just me. All in all, not much of a change.

Chapter 2: Feats
This was interesting collection of feats ten in all. Five of the feats can be solely used by the variant Bard, as they enhance their spellsong capabilities. Four were Eldritch feats, which require high stat scores to use. The last one gave the ability to create Soul Magic spells, but more on this later.

Chapter 3: Prestige classes
Diplomancer - a skilled diplomat who uses their abilities and enchantment spells in their role as a diplomat

Eldritch Warrior - a different type of arcane warrior. This PrC does not cast spells as others do, but instead has spell-like abilities

Knight of the Chord - another arcane warrior type, but geared to the Bard variant

Song Mage - this PrC reminds of the Loremaster from the DMG, but geared towards the variant Bard. As such, they use music to enhance their abilities, for the believe that music lies at the heart of creation.

Chapter 4: Soul Magic
This was a very interesting chapter, based on an intriguing concept...sentient spells. Creation of these spells takes something out of the caster, like all item creation. However, the caster can not use the spell they've created. The example that I liked the most out of this was an outsider who was impriosoned, and created one of these sentient spells to get the next arcanist who passes to cast the spell, thereby freeing them. These spells take time, gold and XP to create. I can't wait to spring this on my players.

Chapter 5: Spellsongs
This chapter is devoted to building out the variant Bard's available spellsongs.

Chapter 6: Spells
Like BoEM, this book has brand new spells. I won't go into detail on all the spells that were here, but I did enjoy the chapter. My favorite spells were Gestalt (merging two creatures into one being for a time) and Squamous Pulse (reduces natural armor of target by half and inflicts a d6/point of natural armor that the target had).

Chapter 7: Magic Items
By far, magic items are my favorite thing, and the first I look at. Monte presents new types of abilities to imbue weapons and armor with. The favorite for any warrior/mage would be armor of Superior Spellcasting, which reduces the arcane spell failure to 0. However, this armor requires a wish as a prereq, so it ain't gonna be cheap! For the Bard, there is the Harp Bow. Not only is it a harp, but it doubles as a +1 shortbow. Monte introduces a new type of AC bonus, insight, with his Helm of Alacrity. For those min/maxers, you now can get an AC bonus of 28 (+8 armor, +5 luck, +5 deflection, +5 natural armor and +5 insight) off of 1 piece of magical equipment.

Chapter 8: Monsters
Four new monsters are included: 2 different arcane angles, an eye golem and the unholy riven. The arcane angels were once members of the celestial court, but exiled themselves when they began to pursue arcane knowledge. The eye golem is a construct that doesn't move, created to be a guardian. The unholy riven was once a goodly-aligned arcane spellcaster who used magic to evil ends. The shift caused them to turn to the unholy riven, a creature that feeds off of magic. Protect your magic items and spellcasters when these are about.

OGC content
Normally, I don't have much to comment on when people mark their items as OGC, PI or plain copyright. However, there is one thing that bugs me in this book. All feats were declared open, yet the Soul Magic chapter is closed. How you are to use an open feat when what it does is closed is beyond me.
 

I almost didn't buy the Book of Eldritch Might II (BOEM2) because I thought it would just be more of the same: more feats, more prestige classes, more spells, more magic items, blah, blah, blah, ad nauseum. Boy, was I wrong! This book represents one of those rare circumstances in which the sequel is better than the original.

What makes BOEM2 so good (and so superior to BOEM1) is that, rather than succumbing to the "more of the same" instinct, it gives the DM profoundly new ideas about how to think about this game that we have all played and loved for so long. Any product that can accomplish that task deserves a five-star rating!

In particular, BOEM2 excels by giving the DM new and interesting ways to think about the nature of magic. In its creative revamp of the Bard character class, BOEM2 explores the concept of music as a source of magical power. BOEM2 also explores the idea of spells which are themselves almost alive in its presentation of Soul Magic. Although the former provides the player with a fun and interesting new way to play the Bard character class, it is the latter suggestion that is the more creatively inspiring. On the one hand, it gives DMs a way to give their players powerful one-time abilities, i.e., abilities that cannot be written into a spellbook. On the other hand, it provides a great deal of food for thought regarding what powerful imprisoned entities could accomplish during their long years of boredom...

Of course, cool ideas are fine and good, but they aren't worth much if they can't be incorporated into your game. That's the other half of BOEM2's one-two punch combination: not only are the ideas interesting and new, but they are incorporated into the kind of reasonable and balanced game mechanics that we have all come to expect from one of the primary designers of 3rd edition D&D (Monte Cook).

Other things I liked about BOEM2: the Sorceror variant, the "Malhavoc Speaks" sidebars, the cover art, the interior art (superior to BOEM1), the page layout and design.

All in all, this is an excellent and innovative book that I recommend very highly to all those DMs who are looking for something that really challenges the way they think about the fantasy world of Dungeons and Dragons.
 

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