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.