The Book of Eldritch Might III: The Nexus

The world is riddled with sites of arcane power, and binding them all together is the Nexus. Visit these places and tap into their magical might with this d20 sourcebook for all things arcane.

Discover exciting magical locales ranging from the Pillars of the Sky to the primeval fortress where dragons first taught magic to mankind. These fully statted, stand-alone sites resonate with ancient power and introduce new mythic levels to any campaign. Use them with all-new prestige classes, spells, creatures, magical items, and feats that directly tie in to the sites. Rules for magical travel along the pathways of the Nexus let characters enter all these locales, and detailed treatments of the NPCs who dwell there provide a ready-made roster of allies and enemies.

Discover Sites of Timelost Magic

More than 100 new spells, feats, magical items, and locations infused with primal power
 

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The Book of Eldritch Might III: The Nexus finishes off the series and rounds things up by giving a home to everything else arcane. It’s the Nexus itself that provides this catch all basket. There are over hundred new spells in here – 111 spells, 49 feats and 97 magic items in fact – but there are also interesting locations and scenario ideas. Not every scenario idea is built around the premise that great evil had been locked away somewhere, has now escaped and now has to be defeated. That’s good.

The idea of some mysterious place filled with doors that lead to different worlds is something of a fantasy staple so your players shouldn’t struggle to get their head around the idea. The best use for the Nexus itself is that it’s the obvious way for the lazy GM to quickly link in to all the other locations and the magic available there by plugging the Nexus straight into his game. I don’t see many problems with the Nexus either, the two key NPCs are stated with typical Monte Cook precision and the new creatures in the form of the insectoid guardians are just as well crafted. The only thing that triggered my GM-sense (like a spider-sense but limited to detecting dangers from players) was the almost off handed comment that the ruler of the Nexus, the semi-divine Niveral-Sca, can close or open the doorways from the Nexus when she feels any given portal is being over-used. "How?" that was the question that popped straight into mind and ambitious players will want to know too.

There are gaps like this one in all of the locations and scenario suggestions – but they’re not supposed to be comprehensive adventures. The sidebars are scattered with "scenario seed" comments but in truth the bulk of the text on each adventuring location is little larger than a seed.

The Nexus isn’t really about these locations anyway. I think it’s best seen as a collection of new spells, feats and magic items. These locations, plot suggestions and background to each serve as value-added, as a way to break up the monotony of scrolling through spells and to inspire a theme for each collection of spells. The Nexus is associated with new scrying techniques, Vabrin’s Forge with intelligent magic items and the City In The Storm with weather and family magic and so forth.

The scrying spells in the Nexus are one of the best features of this Book of Eldritch Might. In fact, I’ll go as far as saying that Monte Cook has saved this entire fantasy aspect in D&D from the depths of doldrums that the core rules had consigned it to. There’s now an art and a science to scrying. Once again the magic is capable of instilling fear and paranoia in even a high-level high fantasy game. You can attempt to hide yourself from would-be scry attempts, you can throw attack magic through your magical connection at your scry target and risk them being turned and thrown back at you.

The Bastion of D’Stradi is a realm where mortal races have blocked a demonic invasion of their lands. It’s stalemate but the tide of the war threatens to turn in any direction. If you’re using this location as a scenario then (and as Cook suggests) its likely to be one of stealth and surprise since a combat-fest is likely to turn sour against the weight of demonic foes. There are stats for the especially bred demons for this realm. The feats and spells presented in this chapter are battle orientated. The spells deal damage or are designed so that with a bit of thought you can deal damage more effectively. Acidic globes spin around the spell-casters head like ioun stones before being launched at their target. With the right feat a brave spell-caster can deliver an area-effecting spell as a touch-attack.

The Pool of Glenmasis is a magical sanctuary where dealing damage is next to impossible. It is a quiet woodland that comes to life at dark when travellers from all over the Planes come to trade. The focus here is on subtly and low-level magic. This comes as a welcome treat if you’re not ready for 13th level mages striding around in your campaign world. Some great spells allow you to animate your tattoos, protect your familiar with magical armour (+1 AC per caster level up to +10) or even turn it invisible. There are a whole lot of fae items here.

Vabrin’s Forge is the strange tale of an intelligent Ettin, the death of a head, the pursuit of magic (arcane magic because despite having Int 18 he didn’t work out he needed divine magic to revive the head), the creation of magical items and then the reviving of the second head again (no sniggering at the back) only for Vabrin to discover it was a typical Ettin that wants to clobber and eat things rather than his intellectual equal. Weird, huh? This chapter brings you a whole host of rules for creating, improving, enhancing and selling intelligent magic items. New spells allow wizards to temporarily give their intelligent equipment the ability to speak to them, float around and do other cool stuff. If you want to forge an intelligent magic item or weapon that can do all that stuff in the first place then there are rules for hat. The ability to craft intelligence is seen as a feat with a requirement of at least 10 character levels. These rules are mechanically wonderful, people will go out and download the PDF just for these and more people will buy the paperback when Malhavoc’s distributor White Wolf ship it to stores. If I need to create a game balanced magic item then I’ll use these rules. I find them rather empty though. The whole idea of what it means to be giving intelligence to something, to granting life and personality to a sentient being isn’t touched. Where does the intelligence come from? Imagine creating something more intelligent than you? What if a good aligned mage accidentally creates something evil? Do items with a free spirit personality trapped in a static object go mad? The mechanics are all here – and as I said, they’re wonderfully done – but for those of us who are not stat-heads then I think important bits are missing.

The Vale of Stars presents a story in which dragons build a castle, teach some of the early humans magic and then lock themselves up with hugely powerful wards and are never seen again. A powerful race of elves that wield star light magic build a thriving city around the base of the castle but then nearly destroy themselves completely by trying to get into the castle. The active plot comes into play with the humans who have a small town where the elf city was once and the earth genies trying to mine the area near them. There’s a new prestige class here – the Starlight Mage. Liquid starlight is introduced a whole new tree of magic items. The new spells here are draconic in nature and boast quite a lot of high-level incantations.

The spells from the Tomb of Frozen Dreams tend to all be magic related. I know that sounds redundant at first but hopefully examples like Chains of Antimagic and Slay Illusion clear up any confusion. Slay Illusion creates an illusion of a large and horrible monster which then promptly rushes off to eat the first illusion it finds – kinda cool. It keeps doing this until the spell duration finishes. Better than the new magic in this location are the quick and easy rule suggestions for inhaling dreams. As the title of the chapter suggests there are frozen dreams in here (and you can go with the idea that it does no harm or take the alternative that they’re being locked up by evil arcanists). By melting the ice which holds a dream with your own breath then you inhale the dream – by inhaling the dreams of a great warrior or mighty mage then you can, for a while, benefit from their memories and experiences.

The City in the Storm is a cinematic masterpiece in which your players can ride the back of flying whales, through a storm and fighting creatures of thunder as they go. It was unfortunate that a powerful archdruid hid the "mana vessel" in the city to keep it safe because when it cracked these thunderkin escaped. Doh. Typical. Shame it wasn’t put in the City Of Perfectly Still Weather instead. I was surprised but pleased to see that the seven powerful families who rule the city are actually each mentioned and quickly summarised. The spells in this chapter tend to be weather focused or deal with family bloodlines. There’s a template for Mist creatures here too.

I like the way the spells, items and feats are broken up and divided by theme or at least by location. That said; I was worried I’d never be able to find them again but the appendix soothes that concern with a summary of all the available spells and their page number. In the back of the download you’ll also get a short list of which of these new spells can be treated as music magic for the Bard alternative as presented in The Book of Eldritch Might II. There’s also a quick look at the permanency effect.

I’m not the world’s biggest fan for lists of game mechanics – but if I’m going to read them then they’re likely to be written by Monte Cook and this book proves why. Besides, the Nexus is more than just a list of game mechanics and although I can worry some of the side effects of that I’m very grateful for the whole. Importantly, the Book of Eldritch Might III does what it says it’ll do – it is a resource for arcane mages, it does give you a lot of great new spells and feats. The magic items are perhaps slightly less inspirational but are rather more flexible, providing something that almost any class can use. I don’t think anyone who bought the previous two issues of Eldritch Might will be disappointed with this one and I suspect there’s a fair chance that The Nexus with its interesting locations provides attraction to a wider audience.

* This GameWyrd review first appeared here.
 

The Book of Eldritch Might III is the third sourcebook for arcane spellcasters published by Monte Cook's imprint, Malhavoc Press.

OGC Designation: Clear but "crippled" - by which I mean that the OGC designation makes effective re-use of much of the Open Content so as to reference the original work impossible. For example, the creature statistics and spell descriptions/statistics are OGC - but the names of the creatures and spells are not. This means that anyone re-using the creatures and/or spells must re-name them - which makes them nearly impossible to locate here (how will I know that what Publisher B called a "Toothy Maw" is called a "Kallendine" here? I won't). While the amount of OGC designated is quite reasonable, this little hitch is a major blot against the book (admittedly, this particular little "twist" in OGC designation is my absolute unfavorite - I'm not just annoyed by it, I completely loathe it, so I'm probably a bit biased). I agree with Jim Butler on this one - if you don't want something in a spell name (e.g., a proper name of a character) to become OGC, then CHANGE THE SPELL NAME, don't designate spell names - or the names of non-unique (by which I mean exactly one of them exists, such as the Tarrasque or the Mithril Golem from CCI) creatures - as Product Identity. Doing so is, to me, the cardinal sin for publishers and instantly is a strike against them that no amount of excellent writing, sound game mechanics, or clever ideas can recoup. Sorry. :-(

First Impressions: The OGC designation really rubbed me the wrong way (could you tell?). It's always the very first thing I go and look at when perusing a book. Well, after getting off on the wrong foot that way, the rest of the book REALLY impressed me. The visual layout is considerably different than the previous two Books of Eldritch Might, but is similar in style to more recent Malhavoc products. The style is clean and professional, and eliminates a lot of the ink-eating visuals from the previous two books in the series... but I liked the "character" of the visual layout of the earlier books. It's not that the new layout is bad - it's very good, but it just doesn't feel quite like it connects with the other books in the series. The written content, as we have come to expect from Monte, is top-notch, though. There are a ton of ideas in here, even if you aren't thrilled with the rules (though I really don't know why you wouldn't be)! If you don't want to buy this as a rules reference book, it still works as an "idea mine" from which to plunder ideas for your campaign. I was impressed from the start at the new and different ideas and locales and though I thought the book faded a little at the end, that might have been my attention span waning.

Initial Annoyances: Well, I've already mentioned the OGC designation and the visual layout "feeling wrong" for a Book of Eldritch Might. That was really about it. Most of the material here was fresh and well-presented, so I had little else to gripe about... except for the Advertisement for the upcoming Book of Hallowed Might in the back. I'm definitely not a fan of advertising of this sort within books. But I just use my version of Acrobat to expunge the page and I'm fine, so it's a really minor quibble.

Content Breakdown:

In a break from previous works in the series, this one is not broken down into chapters of the same type of crunchy stuff (e.g., a chapter for Prestige Classes, a chapter for Feats, a chapter for Spells, a chapter for Monsters, and so on), but rather into chapters based around locales. There are seven chapters in this work, one devoted to each locale. Within each chapter are presented the "Crunchy Bits" relevant to that chapter, meaning that spells, feats, and prestige classes are scattered throughout the book.

The seven locales presented are The Nexus, Bastion of the D'Stradi, The Pool of Glenmasis, Vabrin's Forge, The Vale of Stars, the Tomb of Frozen Dreams, and City Inside the Storm. Each locale (except, obviously, the Nexus itself) is presented as a destination that one can reach from the Nexus, and is also given an alternate presentation for fitting into your standard world. Each has its own theme and the choice of Feats, Spells, Prestige Classes, and other "Crunchy Bits" included with the chapter reflect the theme. I will examine each of these individually.

The Nexus (Themes: Planar Travel, Scrying) - Created by a being known only as the Wandering Architect to create a neutral ground for a pair of gods to battle, the Nexus is the "over-arching" portion of this book that ties together the other parts into one unified whole (and is thus the book is a namesake of the Nexus presented here). The Nexus is described as "a vast complex filled with chambers of gothic archways. Each archway [leads] to a different locale. Each locale [holds] great secrets of arcane power... [the complex was called] the Nexus, for it [is] the place through which all streams of magical power [flows]. No one... knows truly how big the Nexus is. It is a vast maze of round chambers, each with multiple levels—a ground floor and one to four levels of balconies that run the circumference of the room, joined by circular stairs. Each chamber has anywhere from two to a dozen archways that serve as magical gateways to other locales, as well as one to four exits that lead into other similar chambers." The Nexus, then, functions much like the series of Pools in the Chronicles of Narnia series - it is a place with scores of magical doors, all of which lead to locales/worlds unknown. It is "the world between worlds," if you will. This section contains a Feat and a few spells that deal primarily with scrying, though a couple of "planar travel" spells are thrown in (mostly to get to and from the Nexus or duplicate its effects). The spells opens up a lot of nifty options for scrying - from scry blast (a 6th-level spell which allows you to fire a bolt of force that does up to 10d4 force damage to the subject of your scrying) to scry retaliation (if you know you are being scried, this 3rd-lvel spell lets you fire a backlash of energy doing up to 10d6 damage to the scrier) to scry reverse (a 5th-level spell that makes the scried into the scrier and vice versa). A pair of minor magic items are worth mentioning - the scry beacon and the scry disruptor. The beacon makes it easier to scry on an area (think of it as a point man giving a "targeting assist") while the scry disruptor makes scrying more difficult (like a "jamming the scry signal"). The major magic item here is an artifact - Paraden, the Blade of the Nexus - that essentially allows the wielder to dimensional travel in the same manner the Nexus allows. Thus, in addition to having the Nexus itself, this chapter provides crunchy bits to spice up the currently drab process of scrying and attacking (after all, it's more fun - and safer for your villains - to have a bolt of energy to zap the character out of nowhere - repeatedly - than to have his opponent scry, teleport in, hit him with spells, and teleport out).

The Bastion of the D'Straadi (Focus: Combat) deals with a time-honored concept - the brave outpost holding back an endless army of demons streaming from a portal that cannot be closed. It introduces a few new demons and gives some ideas on tactics that demons might use in combat. Of The D'Straadi Dancer deserves a special call-out - just like hezrou and other malific foes did in previous editions, the Dancer gains special abilities by completing various dances (either alone or in groups). The D'Straadi Annihilator can gout forth energy-draining liquid (a VERY nasty ability as they can spread it around on the ground as a "trap" to drain levels and/or limit landbound combatants' mobility with the threat of energy drains). The Feats are concerned mostly with combat and with eliminating some of the collateral damage - the idea of "reverse metamagic Feats" that lower a spell's effective level has been around for some time (such as in the Netbook of Feats) but this is the first time (that I know of) that a professional d20 publisher has used the concept - Precise Touch converts an area spell into a touch spell, and lowers the spell's effective level by one (so a touch fireball is a 2nd-level spell that does 1d6 fire damage per caster level up to a maximum of 10d6 to a single target). Battle Touch lets you "hold the charge" on a touch spell for all of your iterative attacks in a single round (instead of just the first) and Deflection to Attraction "reverses" a creature's deflection bonus to AC (the target loses its deflection bonus to AC and the attacker gets a +3 bonus to hit). This may be slightly broken - it can be done once per character level per day - that can add up to a lot of uses in environments where the PCs are not under constant assault. The magic items (including new weapon and armor abilities) are very combat-oriented and the spells tend to fall under three categories, all combat-related: the damage dealing variety, the protection (either by AC bonus or anti-spell) variety, or the weapon-affecting (either enhancing or deflecting) variety. One spell that brought a smile to my face was Vicious Summons, which I think I will call "Rabid Tasmanian Devil Placed in His Trousers" IMC. This 5th-level spell summons a fiendish dire weasel (as the summon monster IV spell) but with one difference - the weasel is summoned with its teeth already sunk into the target (as though it had successfully bitten the target). Man, can I see my players freaking out! *evil grin*

The Pool of Glenmasis (Themes: Fey, Minor Magic Items, Nonviolence) is a strange area in that it is an area in which no permanent damage can be inflicted on creatures - all but forcing non-violence. This area amounts to a small bazaar where characters can find new magical trinkets and knowledge. The problem is, you have to play by the (usually highly annoying) "rules of the game" set by the fey here - they're not here to rip you off, but they are here to make you the butt of a joke! Spells in this chapter include minor spells to freshen your personal appearance, power a vehicle, copy a scroll, and so on - everything here is more of the "utility" or "annoyance" variety rather than the "big meganuke spell" stuff. Similar minor enhancements exist for weapons and armor. They are so minor, in fact, that Monte introduces the concept of +1/2 enhancements - enhancements not "good enough" to merit a full plus. My new favorite +1 enhancement? A combo of two +1/2 enhancements - Roguefriend (gives +1d6 sneak attack damage that stacks with a character's existign sneak attack damage) and Champion Detecting (tells you what foe in your line of sight has the highest CR - but not what that CR is - so you know who to run away from LOL).

Much has been said about Vabrin's Forge (Theme: Intelligent Weapons), so I'll just touch on it briefly. This chapter is the "intelligent/levelling weapons chapter." Unfortunately (in my book) this is where the vast majority of the advertised "over 90 Feats" are and they are available only to intelligent items. It's a great idea, but I really wouldn't include these in the Feat count. The rules (as we should expect from Monte's track record) really are top-notch. Intelligent items are now just as complex and detailed as PCs - and get cool abilities of their own to boot! In case you're wondering, items get a Cleric's BAB, have all good saves, and have a spell-like ability progression table out to 9th-level spells and get bonus spells based on Wisdom. It's probably the best "twist" I've seen for letting intelligent weapons advance. For advancing non-intelligent items, there are other ways to go, but this is a great way of letting items "grow" with adventurers.

The Vale of Stars (Themes: Starlight, Dragons) deals with a castle that was once a center for magical learning shared by humans and dragons. They specialized in "distilling" the essence of starlight and creating things from this semisolid stuff. Eventually, the castle's secrets were lost and powerful spells were placed upon the castle - yet still there are traces of the lost lore - in the form of Liquid Starlight, magical abilities manifesting themselves in the local inhabitants, and spells. Liquid Starlight, while mildly corrosive, can be used as a protectant for items or people. The magical abilities are represented by the Subliminal Spellcasting Feat (which allows spells to be cast with no visual effects and evidence that the spell occured - but the catch is that it takes ten times as long as normal to cast spells). The spells, a legacy of the dragons, are available only to those who take the proper Feat or who are themselves dragons. These spells tend to be a little overpowered for their level (a 2nd-level Draconic Magic spell is about the equal of a 3rd-level spell) but the "cost" of a Feat probably offsets this. A smattering of magic items, either decorated with, pertaining to, or in the likeness of dragons, round out the chapter.

The Tomb of Frozen Dreams (Themes: Lore, Knowledge, and Enchantment) is an area wherein dreams themselves are encased in ice. Dreams can be "released" into a creature who breathes on them, and when they do, have a wide variety of effects - in some ways they are like non-standard potions. Examples of "frozen dreams" that might benefit characters in this manner include the Frozen Dream of Life (allows you can create and control any creature that you have ever seen that has up to your Hit Dice) and the Frozen Dream of Love (heals you of any damage you have sustained to your mental ability scores and restores your lost levels or negative levels as a greater restoration spell). Most of the spells here deal with Cold or Enchantment/Divination stuff (as befits "frozen dreams"). Perhaps the nastiest spell is a 4th level spell, Suppress Lesser - for the duration of the spell, the target spellcaster (who must have a caster level lower than your own) cannot cast spells or use spell completion or spell-trigger magic items. She can use other magic items or spell-like abilities. Similarly, potions and magic items discussed here tend to grant abilities to their users based upon knowledge gained.

The City in the Storm (Themes: Air, Mist, Family) deals (as might be expected from the title) with creatures of air and mist, as well as with family lines and heritage. The City is inhabited by seven important families, descendants of seven heroes from the ancient past of the city. The City is surrounded by near-perpetual storm (navigable only by certain of the new creatures introduced here) and hence largely cut off from the rest of the world. Here, family, honor, and prestige are everything, and because of isolation, violence is the exception, not the rule. The City is well-suited to political intrigue. The spells either deal with creating or controlling air/mist creatures or with bloodlines. Using family ties and spells that strengthen (or weaken) and run along those lines is a classic tradition in fantasy literature that has rarely seen form in game mechanics, and is a welcome addition to the system for me.

Finally, there is a small section entitled "Supplemental Material" which gives guidelines on what spells from the various Books of Eldritch Might can be made permanent, how to convert spells presented in this work into spellsongs for the Variant Bard in the BoEM2, instructions for varying the spells presented in the BoEM3 to fit the variant spell list for the BoEM2's variant sorcerer, and an index of "stuff" in the BoEM3. Given that all the "crunchy bits" are inserted "as you go" this is excellent for helping you quickly find things. This is an excellent little addition and needed since the book was written in the "insert crunchies as you go" style.

Presentation: Visually, it is clean and nice and in the style of recent Malhavoc offerings, though different visually from the previous books in the series. The organization of material is not bad, either - I'm not sure whether I prefer my spells and feats and prestige classes to be grouped into their own chapters, or "sprinkled about" through the text as they are here. The index in the back of the book, listing all of these bits with page references is a huge plus, though - it is as close as you can come to giving one unified chapter of "Crunchy Stuff" while still interspersing the "crunch" throughout the text "as you go." I really can't complain much here.

Conclusion: A superb offering. If not for the "crippling" OGC designation, it would rate a solid five - unfortunately, part of my criteria is "reusability for other publishers" (for the casual gamer, "what value does this have in your library as far as seeing the material again elsewhere?") and the OGC designation deals it a huge blow in this regard. I just can't (or won't, depending on how you look at it) give any book with the "crippling" OGC designation a five because it severely limits reusability - there's just no reason to force others to rename your stuff! Keep the credit for yourself so others can find it in the original! It's free advertising! *Sighs* Sorry, this is just my own personal pet peeve and the only thing that is a "hard and fast" criterion - if you "cripple" your OGC, you handicap yourself in my reviews, and your grading scale goes from 1-5 down to 1-4 immediately. Sorry. I'm extremely peevish that way. It gets a high four, then - and if you don't care about OGC and just want to use this in your own campaign sessions, take this review as a five instead.

--The Sigil
December 11, 2002
 


"the idea of "reverse metamagic Feats" that lower a spell's effective level has been around for some time (such as in the Netbook of Feats) but this is the first time (that I know of) that a professional d20 publisher has used the concept"

Voadam's Mystical Compendium had these as well.
 

*Whips out his copy of VMC*

Indeed it did, Voadam. My apologies... I suppose I should amend it to "the first time a 'big name' publisher" has introduced these - but I'll probably get corrected on that too at some point. ;-)

--The Sigil
 

The Book of Eldritch Might III: The Nexus

The book of Eldritch Might III is the second sequel to the popular Book of Eldritch Might magic resource by Malhavoc Press (the d20 imprint owned by DMG author Monte Cook.)

As with the prior two volumes, The Book of Eldritch Might III: The Nexus contains many new spells and magic-items for the d20 system as well as magic-oritented prestige classes, feats, and variant rules. However, the The Book of Eldritch Might III: The Nexus is a bit different in format that the previous two. Each item and concept is packaged with an exotic location.

A First Look

The Book of Eldritch Might III: The Nexus is distributed as a 98-page PDF file, including a mock front and back cover. The PDF version is available for $11 at www.RPGnow.com, though at the time of this writing, it is "on sale" for $9. At a full $11 (even at $9), printing out a copy might be of rather dubious value compared to waiting for a higher quality print version, which typically can be had for $13.

The cover of The Book of Eldritch Might III: The Nexus is illustrated by Kyle Anderson and depicts a pair of adventurers back to back, facing off against some unseen opponent in some exotic, mystic setting.

The interior is black-and-white and is illustrated by Kieran Yanner and Sam Wood. The interior art is generally good, and the graphic layout is attractive.

A Deeper Look

The Book of Eldritch Might III: The Nexus is a departure from the way that the first two books in the series were arranged. The first two books were arranged according to the mechanics covered in each section - classes, spells, feats, magic items, etc.

The Book of Eldritch Might III: The Nexus, on the other hand, is arranged according to the location. Each chapter covers an exotic location with magical properties. Mechanical elements associated with or supporting that site are included in that chapter, along with background details, NPCs, and special rules associated with that site.

Each of these sites includes magic items and spells, as well as a few feats and prestige classes. In essence, each of the chapters is a bit like a miniature version of Malhavoc's "event books", providing some campaign background material along with the rules material needed to implement it.

The fact that the material is scattered through the chapters vice placed in a unified list by each type may seem an inconvenience to those who wish to get this book primarily for the rules content. However, it is not as much as an inconvenience as you might think, as each section has a fairly strong theme, and if you are familiar with the theme of the chapter, it is pretty easy to guess where a given item or spell lies. For example, the first chapter, The Nexus, has a pretty strong scrying theme, and a scrying related spell or ability is likely to be found therein.

The seven chapters, the regions they describe, and their themes, are as follows.

The Nexus

The title chapter of the book, the nexus is a network of chambers with portals to numerous other planes and places. It is this feature of the nexus that is the reason that the book is named for it; the nexus can be used as a jumping-off point for any of the other strange locations in this book, and it is convenient to do so if you cannot or do not wish to insert any of the other regions directly into your game world. The nexus superficially reminds me of the Infinite Staircase, part of the Planescape setting which Monte Cook also contributed to, including his adventure Tales of the Infinite Staircase.

The nexus itself is inhabited by insectoid creatures Kallendine, as well as two other beings: a semi-divine yuan-ti magess and her full elven son. These two beings are descendants of the divine beings for whom the Nexus was created. It was originally was intended as something of a battleground, but eventually the two overcame their rivalry and created the serpent-like daughter who is the caretaker of the nexus to this day.

The "theme" of the material presented in the nexus is scrying and transportation, with several logical extensions of existing spells. For example, have you ever been aggravated by the lack of the ability of scrying to view a place instead of a being? Well, window to elsewhere fills these need. Scrytalk is another example, a spell that provides the ability for two way communication via scrying, much like many b-movie fantasy flicks you have been unable to emulate. Most of the magic items are likewise scry and travel related, including an artifact-level sword that lets the wielder cut a hole in reality leading to anywhere.

Bastion of the D'Stradi

The Bastion of the D'Stradi is a place where rugged individuals are holding off the advances of exotic and powerful demons. D'Stradi is the name of the land/world where this occurs (though if you wish, you could drop the region in your own game world). Near the portal through which the demon invasion first issued stand two fortresses, defiant in their defense of their homeland against the darkness.

The mechanical focus of this section is demonic invasion and the defense against the same. Featured NPCs are the marilith tanar'ri responsible at the head of the invasion and Kalias, the human wizard responsible for much of the vaunted magic used for defense by the people. Creatures include three new breeds of demon (the Dstradi abductor, dancer, and annihilator.)

Feats focus on combat effectiveness of arcane spellcasters. One more curious example is Precise Touch, which converts an area attack spell into a touch attack spell. Unlike most metamagic spells, this feat actually reduces the level of the spell. This seems like it might have some unintended consequences, but seems like it would be balanced for most spells.

Some spells are simple combat and defense spells, but some have some interesting potential. Alikaba's Gift transports an item into the target's hands, forcing them to drop what they are holding, while Alikaba's Theft, which allows you to snatch something held by an opponent. Some spells are particularly useful against outsiders, such as the Quintelemental Blast, which affects the target with the energy type to which they are most vulnerable.

The Pool of Glenmasis

The Pool of Glenmasis is something of a faerie sanctuary. The pool itself is infused with the essence of a dryad queen, and for some distance away from the pool, any permanent damage is impossible; only subdual and temporary ability damage applies. In this region, many fey congregate, where they hold something of a bazaar when magic items can be bought or sold.

But wait, before you balk: this is no spring trip to the mall. The fairies are tricky and make a little game of the transaction. Players wishing to trade with the fairies had best have their wits about them.

The chapter's focus is minor magic and curiosities, though that doesn't make it useless. One major example is a selection of minor weapon and armor enhancement which only have a +1/2 market price modifier; fractions are rounded up when determining the final price. For a very modest price, you can have several minor enhancements, such as the ability to detect a specific type of enemy or avoid penalties to a specific skill in the enchanted armor.

The spells tend toward the mischievous and would be a great source of spells for faerie folk (or the likes of the faerie dragon from the Tome of Horrors), but could still be very effective in the right situation. For example, lethally denied converts all of the real damage from the next attack that would kill an opponent into subdual damage.

Vabrin's Forge

Vabrin is a very odd character, an ettin sorcerer. His background is odder still. Vabrin's specialty is intelligent, living magic items. These items are something of a passion for him. He won't give such items to anyone who he thinks will mistreat an item, and will typically only trade for other items that he can bring to life.

The mechanical part of this section supports the concept of living items. Many of the feats or spells support the creation and interaction with intelligent items. Extended creation rules add depth to intelligent items, and per the rules herein, items have levels. An item gains spell like abilities and feats as it gains levels, and a new selection of feats herein pertain specifically to items. If adding depth to magic items is your goal, you cannot go wrong with this chapter.

Vale of the Stars

The Vale of the Stars is not so easily summed up as the prior chapters, as it has a bit more complex character and history. But to sum it up very succinctly: At the center of the vale of stars is a mysterious castle in which dragons once tutored human in the ways of exotic magic. This castle slowly became more and more isolated, and now nobody knows who, if anyone, remains within its impenetrable wall. For a time, the vale was inhabited by elves who had a special form of magic dealing with starlight. These elves where destroyed when they tried to explore the castle and unleashed some sort of powerful abjuration. However, their powerful starlight magic remains, and has seeped into the ground where powerful dao genies enslave humans as they attempt to retrieve this ancient magic. The powerful magic that courses through this land has created a breed of people who can subconsciously cast spells.

The mechanics content of this chapter is split into dragon magic and starlight magic.

Dragon magic is magic unique to dragons, or characters with the appropriate feat. Many dragon magic spells are most directly relevant to dragons (such as a spell that allows the dragon to share its natural armor bonus), but some spells are powerful and of general enough interest that non-dragon characters might be tempted to pick up the feat to access the spells.

Starlight magic is based around a substance called liquid starlight, which can be used to help protect a character or make an object more durable. Starlight mage is a prestige class specialized in the use of liquid starlight and can achieve other effects with it. One spell essential to starlight mages is temporal venom, which creates a somewhat poison like substance that actually interferes with the victim's interface with time, making the character's ability to perform actions sporadic.

Tomb of Frozen Dreams

The Tomb of Frozen Dreams is a series of glacial cavern that serves as sort of a retreat for the Hedrudal, a cadre of reclusive and elitist wizards. The Hedrudal have developed magic relating to frozen dreams, essentially the identity, essence, thoughts, or dreams of creatures trapped in ice form. When thawed, these dreams grant temporary abilities related to the nature of the dream within.

The spells and feats associated with this chapter have to do with magic, entrapment, or the mind. For example, consume spell lets the caster use the energy of a countered spell to unleash another spell. There are a variety of interesting spells, such as the powerful chains of antimagic which binds the victim in chains that product a personal antimagic shell around the victim, circle of binding, which traps anyone who steps within, and suppress lesser, which prevents a target arcane spellcaster of a lower level from casting spells.

City in the Storm

The last locale, the City in the Storm is a classical high fantasy locale designed for high-flying epic adventures. The City in the Storm, Sanneth, is a enchanted floating city located at the eye of a powerful eternal storm called the Reavewind. Sanneth is ruled by an assortment of families with powerful bloodlines, each with their own potential. A character's bloodline powers can be awakened by spells introduced later in the chapter, giving them useful special abilities.

The mechanical contents of the chapter include a few fantastical aerial creature, such as the sohr (basically magical flying whales), thunderkin (magical serpents that can take the form of electricily), and the mist creature template.

The spells in this chapter relate to bloodlines and family, as well as spells for relating to the aerial creatures mentioned earlier in the chapter. Activate bloodline power gives the a character of a special bloodline a temporary ability determined by their bloodline. Kin Curse is a powerful spell that forces the character to seek out and slay their closest blood relatives.

The magic items are weapons as well as items related to aerial travel, such as the air barge.

Supplemental Material

In addition to the seven location chapter, there is a short appendix with a few useful tables. This includes tables for permanency for the spells in the Eldritch Might series to date, as well as tables adapting the spells herein to the variant classes in the Book of Eldritch Might II, an index, and spell lists for the spells.

Conclusion

The Book of Eldritch Might III: The Nexus takes a different tack than the previous two books. It is not merely a mechanical sourcebook, but grounds each of the concepts in some compelling campaign ideas. This may make it a bit of a problem for those who are looking for more of the same.

However, I genuinely do not think this is a big issue. The sites are strongly theme oriented. The previous Books of Eldritch Might had some of their own themes like mirror magic and DC enhancing spells and items. In this book, if I know I want to focus on scrying magic or binding magic, I simply hop to the appropriate section.

The locations themselves have some interesting ideas, and make for very nice drop-in locations for high fantasy campaigns.

To me, this book is a return to greatness for the Book of Eldritch Might series. I saw few spells, classes, or items that I considered unbalanced or too bizarre or too variant to use, as I did with the Book of Eldritch Might II.

-Alan D. Kohler
 


This is not a playtest review.

The Book Of Eldritch Might III is the third in the Eldritch Might series by Malhavoc Press and deals with matters arcane; though unlike previous books in the series, this one concentrates on places of power.

The Book Of Eldritch Might III is a 6.39 MB .pdf file costing $11. Layout is pretty good, though some of the font sizes used for sidebars and introductory text looks a bit small on a computer screen. Decent bookmarks mean finding your way round the product is simple. The art by Kieran Yanner and Sam Wood is good, with a dark and somewhat gloomy feel; maps are basic but clear, with scale and compass direction. Writing style is good as is editing.

The basic concept behind Eldritch Might III is the discovery of a magical gem called The Nexus, each facet of which holds the means to gain access to a powerful planar location. In addition to this, the gem itself is a place of power. Eldritch Might III details seven of these facet-locations, including the Nexus itself. Each location gives the opportunity to introduce a variety of new spells, characters, creatures, magic items, and a few feats and a prestige class - these aspects are detailed in their relevant location. There are also adventure ideas given in the margins (from level 1-20), along with some commentary and ideas from 'Malhavoc' himself on uses for spells.

Chapter One: The Nexus
This describes the planar location of the Nexus itself, its magical portals to other realms along with stats for its main occupants, a semi-divine yuan-ti guardian, her son, and its insectoid defenders. The portals can be used to scry on the various realms as well as to travel to them, and there are a number of spells and magical items related to the scrying aspect of the location, as well as optional rules for scrying where certain powerful locations and spell resistance can disrupt the ability to scry.

Chapter Two: Bastion Of The D'Stradi
Gives an overview of a desert land nearly over-run by a demon horde. The demons have been repelled but continue to attack from another plane and have nefarious plans for an army that will help a second attempt at invasion. The inhabitants of the desert land raise undead from the demons' victims to help fight against the demon horde. Three versions of the new demon are statted out along with stats for the leaders of the demons and the threatened land respectively. There are some feats, spells, and magical items that are inspired by the war detailed in the remainder of the chapter.

Chapter Three: Pool Of Glenmasis
This magical pool is the setting of a fey marketplace for magical items where deadly combat is magically proscribed. Some regular vendors are statted out and a range of fey-style spells are given, as well as some of the magical items that may be sold there.

Chapter Four: Vabrin's Forge
This is a forge owned by an Ettin sorcerer who has developed the ability to create intelligent magical items. There are a number of spells and a couple of feats related to intelligent magical items, and a further section looks at intelligent magical items in more detail, including some discussion on intelligent items gaining levels with some detailed rules for creating these items, including a range of item-only feats, and some examples.

Chapter Five: The Vale Of Stars
A place of very powerful magic, the vale of stars features a heady mix of an abandoned castle once owned by dragons, a liquefied starlight mine, genie slavers, and locals with the natural talent to cast spells in ordinary conversation. The chapter features notes and rules on dragon magic, liquid starlight, subliminal magic, a prestige class: the starlight mage, spells with draconic names, and a batch of magic items to reflect the vale's history.

Chapter Six: Tomb Of Frozen Dreams
This is a series of ice caves where a group of arcane magic-users have found the means to freeze dreams. These dreams can unlock long-forgotten knowledge, and can give the person who melts the ice containing the dream certain temporary game benefits as the dream infuses their soul. Spells and magic items linked with the ice-dream cabal (the Hedrudal) are included.

Chapter Seven: City In The Storm
A city in the midst of a huge thunderstorm reached by flying whales. In the city is a potent artifact guarded by the scions of past heroes. These scions vie for political power but band together against evil creatures released from the artifact in the distant past that seek to gain the artifact for themselves. These flying serpent-like creatures and the flying whales are both statted out as well as a template for mist creatures that inhabit the area (with an example mist wyvern). Spells and magic items of the scion bloodlines are described in the remainder of the chapter.

The product ends with notes on using some of the spells with a permanency spell, conversion to spellsongs of relevant spells, and spells for the variant sorcerer in The Book Of Eldritch Might II. There is then an index and spell list that makes finding any spell in the product a simple matter.

Conclusion:
I enjoyed the change from the previous Eldritch Might books, both in terms of the more printer-friendly look and the location of the new spells, items, etc. in a specific campaign location with adventure ideas. This seemed to ground the ideas a bit more than in previous volumes. The rules presented were of course excellent and there is little to complain about from that angle. The only negative aspect for me was the limited information on the personality and behaviour of the NPCs given in each section, which seems to be a feature of malhavoc's releases. Note that there are regular references to spells and items in previous volumes from Malhavoc Press.

Overall, this is a stimulating and well-written book with plenty of rules and ideas that are also usable outside the framework given.
 

By Duane Nutley, Staff Reviewer

Sizing Up the Target
Book of Eldritch Might 3: The Nexus is the continuation of Monte Cook’s acclaimed Book of Eldritch Might series by Malhavoc Press. This review will look at the pdf version, which is 98 pages long. Available from RPGnow.com for $11.00.

First Blood
This sourcebook follows on the basics of what the previous books contain – lots of new information about arcane magic, those who use it and items that can be created using it. However Book 3 sees a big departure from previous versions in that it links the book through a common theme – a place called the Nexus. The Nexus is a location that contains gateways/portals to other places. There are numerous possibilities of where to go, but the book looks at seven locations and the secrets that can be found at these places. Each chapter gives hints and suggestions on how to get a party to acquire the knowledge in the chapter as well as ways for the party to actually get there. A few adventure hooks and the associated party levels are given as well if GMs are stuck for ideas. Chapter 1 details the Nexus as well as two personages who live where the Nexus is located, both descended from the couple responsible for the Nexus to come into being. Also contains a feat, a couple of magic items, some spells relating to scrying and moving from place to place and a monster that Niveral-Sca (Mistress of Eternity) created to guard the Nexus from unwanted visitors.

The second chapter is entitled Bastion of the D’Stradi, but the whole chapter does not deal solely on that subject. The people of Inshabiv have grown warlike in battling a demon horde. So the chapter provides a couple of feats, a number of spells that are more battle inclined and effective against demons, as well as magic items. The demons have created three new demons to counteract against the effectiveness of their opponents in their base of operations, a world they conquered on their warpath of conquest. The magic item I like the best is Devlin’s Ring and is the single most needed magic items for an Arcane Archer.

The Pool of Glenmasis, Chapter 3, is an interesting locale and one a GM can play to their advantage if they plan accordingly. The locale is a magical pool in a glade of a forest that many creatures use as a meeting place. The glade is a good place for this as anyone who enters within 100 yards of the pool suffers no lethal damage. This makes it a good place for those of normally different outlooks can meet and negotiate in peace. The pool is a favourite for merchants, especially fey merchants and those wishing to buy magic items or spells at a safe place. This is an excellent place to introduce players to the vagaries of trusting fey at bargaining. A number of new minor magic items are provided here. By minor, I do mean the majority are minor in magic. A number of new armor types are provided and the majority of them are valued at + ½ enhancement bonus. So a suit of armor usually has 2 of these to bring it up to the normal +1 enhancement. More spells are detailed here, the majority of which are useful spells below 3rd level.

Chapter 4 is an excellent source of information for GMs looking for intelligent item creation rules. The creator of these items is a twist in himself as well and might prove an interesting encounter for players hearing about the arcanist who creates interesting intelligent magic items. I won’t give away the secret here as players might be reading this review and this will spoil it for the GM. In Vabrin’s Forge, Monte Cook provides well detailed instructions on creating intelligent magic items. Basically he treats them as a class with levels. They gain new spell-like abilities and feats as they gain levels. An item gains levels by the original creator or current owner divesting themselves of experience points and the item gaining these points. A whopping 35 feats are available for items to take. Players may love knowing that Vabrin takes no money for his creations, but they may not like what he takes instead. As well as the intelligent item creation, there are a couple of feats and spells relating to or affecting items.

Those who have read Dragon 308 know that this sourcebook contains information on Dragon Magic. Chapter 5, The Vale of Stars, contains this information in an oblique way. The main thrust of this chapter is liquid starlight and its properties. The Dragon Magic is provided if the GM allows the players limited access to Castle Arthanath or by finding a scroll with a spell elsewhere in the campaign world. It is possible to learn Dragon Magic by first learning the feat Dragon Magic. The locale contains a village in which the inhabitants cast magic without even knowing it. This has helped them fend off slavers, intent on enslaving all in the area to mine liquid starlight. Information is provided on this subliminal spellcasting as well as the only prestige class in the sourcebook – the Starlight Mage. The majority of spells in this chapter relate to Dragon Magic, but there are a couple of spells that Starlight Mages know.

The Tomb of Frozen Dreams, Chapter 6, contains lots of new spells for arcane lovers. A cabal of wizards reside in the frozen depths here and love their isolation (GMs take note of this as it may prove interesting to see how players overcome this resistance to learn the secrets within). The area gets its name from the fact that nurmerous dreams are frozen in place within the locale. If a certain dream is unfrozen, its secrets can be learnt by the one breathing in the dream. The secret can be an actual memory from the person or the player may gain some new game mechanic that are outlined in the chapter.

The last chapter, entitled City in the Storm, is just that – a city, Sanneth, located in the midst of an eternal storm. This provides the best opportunity in giving players the thrill of flying in the middle of a storm. The city does have its problems however, in the form of a new creature, the Thunderkin, a medium sized snake with wings and electricity flowing through its veins, that threatens them constently. The inhabitants use flying creatures called Sohr, envision blind whales with wings, to move around outside of their city. The main benefit of players journeying to Sanneth is for the magical elemental swords that one of the houses is capable of creating, for learning how to make creatures of the mist or for spells relating to families or creatures of the mist.

Overall this sourcebook is great if you like new arcane information. The Introduction states that there are 111 spells, 45 feats and 97 different magic items and looking through each chapter, I would believe it! There is an index at the end that lists where to find all the feats, spells and magic items by page number. The only feats not included are the item feats and these aren’t useable by players anyway. The appendix before this is useful for knowing which spells can be permanized and for what cost, from all three Books of Eldricth Might, which spells can be made into spell songs and finally which spells from this tome can be added, removed or adjusted to the variant sorcerer spell list for those that use the variant sorcerer from Book of Eldritch Might 2. The spells are a good mix depending on what type of magic a person focuses on – scrying, battle, mischevious, utilitarian, etc.

In all Monte has outdone himself in relation to his previous Books of Eldritch Might. Not only do readers get the arcane goodness they are looking for, but also locales that can become part of an adventure or campaign that their players can go to and experience. Each locale is different – from the war-ravaged world of Inshabiv, the tranquility of the Pool of Glenmasis, the icy depths of the Tomb of Frozen Dreams or to the lofty heights of the City of Storms – players can experience it all.

Critical Hits
By linking everything together is a great improvement over previous editions. It is just not a book with crunchy bits, but a sourcebook that can give GMs ideas through the flavour text as well. More spells are always welcome, especially ones I can use as a player.

I don’t think I have ever mentioned it before when reviewing a pdf from Malhavoc Press, but each pdf has always been bookmarked and this is definitely a plus when looking for specific information.

Critical Misses
I didn’t think the artwork was a good as other sourcebooks by Monte Cook. This may not be a big thing for some people, but while reading each page I noticed that my eyes were not focussed on the words but occasionally by the art because it wasn’t to my taste.
It is hard to understand what is Product Identity and OGL when reading the disclaimer at the bottom of the Title page. So I am unsure if I can use Dragon Magic or the rules on creating intelligent magic items in an article I am thinking of writing. Earlier editions stated quite explicitly Chapter x is Product Identity or OGL, where as this one is convoluted to understand.

Coup de Grace
Once again Monte has written a top notch sourcebook on arcane magic. I sometimes wonder where he gets all these great ideas for spells or magic items, but no matter how much I wonder I just hope he keeps it up. Book of Eldritch Might 3: The Nexus is full of ideas for GMs as well providing new and interesting arcane goodness.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

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