Simon Collins
Explorer
This is not a playtest review.
The Book Of Eldritch Might II: Songs And Souls Of Power is the sequel to Monte Cook/Malhavoc Press' first release, The Book Of Eldritch Might. It features a host of new classes, feats, magic and monsters. This is a review of the 6.43 MB .pdf version.
At $7 for the .pdf and $12.95 for the soon-to-be-released print version, this seems reasonably good value for money in terms of the amount of content. Text density and space usage isn't the best but its attractive on the eye; perhaps better use of the space may be made for the print version. The art is generally good, though lacking texture at times. By necessity (i.e. its a rulebook), the writing style is concise but still elegant with good editing.
Chapter One: Alternate Classes, gives variations on the bard and sorcerer classes. The Bard variant makes a few minor changes such as 6 skill points per level rather than 4 and gains evasion and improved evasion as he gains levels, but the major change is that this bard variant uses spellsongs instead of bardic music and spells. Spellsongs have a similar effect as spells except they have a verbal component only. Spellsongs are split into three types - single notes, chords, and melodies. Chords have a more powerful effect than notes and melodies are more powerful than chords - they also take longer to 'cast' - a move-equivalent action for notes, standard action for chords and full-round action for melodies. Spell slots for notes can be combined to produce chord 'spells' and chords can be combined to produce melodies. Bards can combine notes to produce chords and chords to produce melodies. This section also includes a bardic deity and his music domain. Among a few minor changes, the sorcerer variant upgrades the sorcerer to a d6 Hit Die, 4 skill points per level, does not require material components (paying XP instead for spells that would normally require costly ingredients), knows more spells than his standard counterpart (though the number he can cast remains the same), and a new sorcerer spell list, which is compiled to reflect the fact that sorcerers tend to cast the same spell several times in a day - thus, it contains more spells with immediate impact and less divinations and spells which take time to cast.
Chapter Two: Feats, includes ten new feats. The feats are partly orientated towards spellsongs but also include some eldritch feats, which confer actual magical powers and are treated as spell-like abilities (but have hefty prerequisites).
Chapter Three: Prestige Classes, introduces four new prestige classes. The diplomancer uses magic to enhance social interaction and diplomatic efforts, with features including the ability to enhance enchantments and later to read minds. The Eldritch Warrior uses rituals, feats and arcane runes to enhanc his combat ability. Knight Of The Chord is kind of a bardic paladin, worshippers of the bardic deity outlined in Chapter One; they use music to attack evil. The Song Mage uses the ability of song to infuse her magic with extra power, including the ability to sonically shield herself or dispel areas of magical silence amongst others.
Chapter Four: Soul Magic, discusses a special type of magic - a sentient spell encoded into a symbol. The spell has a desire to be cast and can influence arcane casters to automatically cast the spell as soon as the symbol is read, no matter the level of the caster. Soul Magic is essentially an intelligent magical item (most like a scroll) and there is some advice on introducing this powerful magic into a campaign with care, with some examples.
Chapter Five: Spellsongs, gives a number of examples of spellsongs for use with the Bard variant in Chapter One. The spells are divided into their three types (notes, chords, and melodies). Notes include such effects as countersong (similar to bardic music), momentary charm and minor healing through song. Chords include such effects as disrupt thoughts, fascinate and minor wall of sound. Melodies include such effects as destroy utterly with sound and disrupt magic.
Chapter Six: Spells, includes over 40 new spells, most of which are wizard/sorcerer spells including spells such as robe of reflection, X Ray vision and disintegration field. Some of the spells come with a litle piece of in-character advice on the uses that can be made of the spell.
Chapter Seven: Magic Items, gives five new armour special abilities, three items of magical armour, two weapon special abilities, three magical weapons, and fifteen other magical items. There are also two artifacts, including the Book of Eldritch Might itself (a sentient spellbook with infinite pages).
Chapter Eight: Monsters, gives three new monsters - arcane angels (valiance and thaerestrian), eye golems, and unholy riven. Each monster ties in with eldritch matters.
Conclusion:
The list of playtesters at the beginning of this sourcebook is an indication of the measures that have been taken to ensure that the rules presented in EM2 are balanced and playable. The ideas presented seem useful and should be able to be integrated into most fantasy campaign settings if desired. I particularly liked the changes to the bard, giving more focus to their musical abilities. You can't please all of the people all of the time and EM2 is no exception to this adage. There are ideas presented here that didn't work for me (I wasn't fussed on the Knight of the Chord and Song Mage prestige classes, soul magic or the eye golem) but what appeals is going to be different for everybody. The details above should give you an idea of how much is going to be useful to you and thus whether it represents value for money.
Note that some of the text of EM2 refers to concepts and rules detailed in EM1.
The Book Of Eldritch Might II: Songs And Souls Of Power is the sequel to Monte Cook/Malhavoc Press' first release, The Book Of Eldritch Might. It features a host of new classes, feats, magic and monsters. This is a review of the 6.43 MB .pdf version.
At $7 for the .pdf and $12.95 for the soon-to-be-released print version, this seems reasonably good value for money in terms of the amount of content. Text density and space usage isn't the best but its attractive on the eye; perhaps better use of the space may be made for the print version. The art is generally good, though lacking texture at times. By necessity (i.e. its a rulebook), the writing style is concise but still elegant with good editing.
Chapter One: Alternate Classes, gives variations on the bard and sorcerer classes. The Bard variant makes a few minor changes such as 6 skill points per level rather than 4 and gains evasion and improved evasion as he gains levels, but the major change is that this bard variant uses spellsongs instead of bardic music and spells. Spellsongs have a similar effect as spells except they have a verbal component only. Spellsongs are split into three types - single notes, chords, and melodies. Chords have a more powerful effect than notes and melodies are more powerful than chords - they also take longer to 'cast' - a move-equivalent action for notes, standard action for chords and full-round action for melodies. Spell slots for notes can be combined to produce chord 'spells' and chords can be combined to produce melodies. Bards can combine notes to produce chords and chords to produce melodies. This section also includes a bardic deity and his music domain. Among a few minor changes, the sorcerer variant upgrades the sorcerer to a d6 Hit Die, 4 skill points per level, does not require material components (paying XP instead for spells that would normally require costly ingredients), knows more spells than his standard counterpart (though the number he can cast remains the same), and a new sorcerer spell list, which is compiled to reflect the fact that sorcerers tend to cast the same spell several times in a day - thus, it contains more spells with immediate impact and less divinations and spells which take time to cast.
Chapter Two: Feats, includes ten new feats. The feats are partly orientated towards spellsongs but also include some eldritch feats, which confer actual magical powers and are treated as spell-like abilities (but have hefty prerequisites).
Chapter Three: Prestige Classes, introduces four new prestige classes. The diplomancer uses magic to enhance social interaction and diplomatic efforts, with features including the ability to enhance enchantments and later to read minds. The Eldritch Warrior uses rituals, feats and arcane runes to enhanc his combat ability. Knight Of The Chord is kind of a bardic paladin, worshippers of the bardic deity outlined in Chapter One; they use music to attack evil. The Song Mage uses the ability of song to infuse her magic with extra power, including the ability to sonically shield herself or dispel areas of magical silence amongst others.
Chapter Four: Soul Magic, discusses a special type of magic - a sentient spell encoded into a symbol. The spell has a desire to be cast and can influence arcane casters to automatically cast the spell as soon as the symbol is read, no matter the level of the caster. Soul Magic is essentially an intelligent magical item (most like a scroll) and there is some advice on introducing this powerful magic into a campaign with care, with some examples.
Chapter Five: Spellsongs, gives a number of examples of spellsongs for use with the Bard variant in Chapter One. The spells are divided into their three types (notes, chords, and melodies). Notes include such effects as countersong (similar to bardic music), momentary charm and minor healing through song. Chords include such effects as disrupt thoughts, fascinate and minor wall of sound. Melodies include such effects as destroy utterly with sound and disrupt magic.
Chapter Six: Spells, includes over 40 new spells, most of which are wizard/sorcerer spells including spells such as robe of reflection, X Ray vision and disintegration field. Some of the spells come with a litle piece of in-character advice on the uses that can be made of the spell.
Chapter Seven: Magic Items, gives five new armour special abilities, three items of magical armour, two weapon special abilities, three magical weapons, and fifteen other magical items. There are also two artifacts, including the Book of Eldritch Might itself (a sentient spellbook with infinite pages).
Chapter Eight: Monsters, gives three new monsters - arcane angels (valiance and thaerestrian), eye golems, and unholy riven. Each monster ties in with eldritch matters.
Conclusion:
The list of playtesters at the beginning of this sourcebook is an indication of the measures that have been taken to ensure that the rules presented in EM2 are balanced and playable. The ideas presented seem useful and should be able to be integrated into most fantasy campaign settings if desired. I particularly liked the changes to the bard, giving more focus to their musical abilities. You can't please all of the people all of the time and EM2 is no exception to this adage. There are ideas presented here that didn't work for me (I wasn't fussed on the Knight of the Chord and Song Mage prestige classes, soul magic or the eye golem) but what appeals is going to be different for everybody. The details above should give you an idea of how much is going to be useful to you and thus whether it represents value for money.
Note that some of the text of EM2 refers to concepts and rules detailed in EM1.