By John Grigsby, Staff Reviewer, d20 Magazine Rack
The Enchiridion of Mystic Music is a new release from S. T. Cooley Publishing written by principle Spencer (“The Sigil”) Cooley. It is available as a PDF download for the low price of $5 from RPGNow.com. So, what the heck is an enchiridion, anyway?
According to The American Heritage® Dictionary of the English Language, Fourth Edition, an enchiridion is a manual or handbook, so this is a handbook of mystical music. An appropriate title for a d20 sourcebook for bards, I should think. The cover shows a trio of instruments (a harp, a lute, and a trombone) in a ghostly blue-green glow against a black background, bringing to mind the image of spectral instruments, so I’d say it gives a good feel of the work.
In his introduction, Cooley explains why this book was written, giving us his views on the bard class and how he feels it could be spiced up. It’s always nice when an author thinks to include things like this, explaining what they were thinking and why this was done the way it was. He touches on things that were left out (mostly for a lack of space) and, from what I see here, I sincerely hope a sequel is in the works with some of these ideas included! Finally, he apologizes for the lack of artwork, but I don’t see this as a detraction. Art is nice, but for a gaming work, the important thing is content and this book delivers, with 72 pages of it! I do like the little musical staves that head each page, however. A very nice touch!
First, we have a brief explanation of the history of music and some necessary mechanics for the inclusion of the new material herein into your games. This is followed by an identification of Product Identity (what you can’t use elsewhere) and Open Game Content (what you can). I’m pleased to see that the vast majority of the work is deemed Open Game Content. The game only grows if we all allow others to build on what we create and it seems as though more and more authors are willing to share their works.
I’ll be the first to admit that one of the aspects of D&D3E that appeals to me most is feats. As such, when I pick up a new product, that’s the first thing I look for. The design of a feat is a real test of ability. It’s not something that just anyone can do and I’ve seen a lot of good feats and I’ve seen a lot of feats that make me ask, “Why?” Fortunately, the feats offered in The Enchiridion are of the former sort.
We are introduced to a new subtype of feat; the metamusic feat. Metamusic feats are similar to metamagic feats in that the grant greater flexibility and power to characters that possess metamusical abilities (that’s covered a bit later). Most of the new feats are of this subtype, as might be expected, but there is one or two that fall into other categories. Just browsing over the list, I’m intrigued with the idea of playing a bardic character with the Segue feat, allowing me to shift from metamusical ability to another without using up another daily use.
Chapter 3 introduces us to some of the people who would make best use of these feats. Of course, this being a bard sourcebook, we begin with the bard. This class is little changed from the one presented in the Player’s Handbook. The spell lists have been expanded slightly to include new spells given in this work, but not much else is altered. The big chance is that what was once bardic music now becomes mystic music, the focus of The Enchiridion of Mystic Music.
The remaining six classes are prestige classes, which is as it should be. The introduction of the prestige class fixes a propensity that used to be prevalent in earlier editions of D&D—that of creating a new class every time someone had a new idea. Naturally, bards will find it easier to qualify for most these classes than other characters, but they are open to all.
The dark minstrel is a very shadowy character that “chronicles the dread, apathy, and hopelessness of the human condition.” The eldritch caller, on the other hand, specializes in the summoning and control of extra-planar creatures. A close cousin to the eldritch caller is the elemental caller. Where the eldritch caller summons extra-planar outsiders however, the elemental caller summons forth elementals. The herald of nature prefers to keep their allies in the here and now, functioning as a sort of druidic bard. And that leads us to the two most unique classes in the book.
The politico is a different type of bard, but no less worthy of the title. Instead of relying upon songs, the politico speaks with a forked tongue crafted of the purest silver (metaphorically speaking). They are unable to draw upon the power of the mystic music, but believe me when I say that they don’t suffer for it! Without doubt, this prestige class is the one that most intrigues me. I think I’ll give it a shot in the next game I play.
Finally, we are introduced to the sonomancer. The sonomancer is a curious blend of sorcerer and bard, sharing traits of both. This is also a fascinating character with a lot of potential. They enjoy the beauty of the song, but also find joy in the crack of thunder or the roar of a waterfall.
In Chapter 4, Cooley delves into the mechanics of mystic music, which is a centerpiece for several of the classes described in Chapter 3. Mystic music makes bards and their ilk a lot more powerful, but Cooley has designed a system of limitations that balances these abilities nicely. Not only are practitioners of mystic music limited to the number of times they can call on this power each day, but some abilities are more difficult to manifest than others. The bard’s Countersong effect, for example, only requires that the user have 3+ ranks of Perform and costs but a single use of mystic music. On the other hand, a dark minstrel attempting to invoke the Deepest Dark Melody will need to have not only knowledge of Dark Melody and Deeper Dark Melody, but also a minimum of 22 ranks of Perform! Furthermore, this powerful dirge will use up 3 uses of mystic music for that day!
Mystic music adds a new twist to the bard class, making them more powerful, but also more versatile. I can think of several brand new prestige classes and mystic music abilities and I look forward to adding to the basics built here and to seeing what other authors come up with.
Of course, bards don’t use scrolls in the traditional sense. Oh sure, they can read arcane writings and invoke the energies thereon, but they don’t manufacture them and the whole idea of a bard relying on a scroll when the spells they cast are in the form of songs is really pretty silly. Cooley changes this little bit of idiocy in a fashion befitting the title bard.
Chapter 5 enlightens us to the nature of mystical compositions, sort of a scroll of sheet music that unlocks a particular mystical music ability. Some are written for general users, while others may require that the performer have proficiency in a certain instrument. This is an idea I admit to having toyed with as far back as 2nd edition and I’m glad to see that I wasn’t the only one. This exemplifies what it means to be a bard!
Chapter 6 rounds out a handful of new spells, but there really isn’t much here that DMs will find useful. In fact, this is probably the only section of the book that strikes a sour chord (sorry!) with me. I like new spells almost as much as I like new feats, so I’d love to have seen some more bard-oriented spells offered.
Finally, Chapter 7 offers a new monster (the blast drake; a sound dragon) and a new template (elemental native). While the latter has been much needed since the introduction of 3E, this chapter and the preceding still seem to stick as last-minute add-ons to fill space. As much as the remainder of the book presents a beautiful composition, these final few pages decrescendo to a somewhat flat finale.
Almost everything in the book is Open Game Content, so high marks are awarded there. I saw no major problems with the mechanics at first glance, though only extended playtesting can say for certain that everything is balanced.
I simply can’t give a higher mark for originality, and believe me, I would if I could! Too often, the bard is forgotten in favor of the more glamorous classes and I’m so very glad to see someone with an appreciation of music tackle the subject. Cooley seems to have a good knowledge of music and certainly put it to use in this work!
There is no doubt that both players and GMs will find this book useful. If you’ve ever considered playing a bard, but just couldn’t find the drive to do so, consider picking up this book. It has given me so many ideas for bard characters that I may have to create a musical troupe just to utilize them all! The book is, however, aimed at players of bards and you should be aware of this. The low score here isn’t so much a lack of quality as much as the focus of the subject material.
At $5, this work is a steal for any players of bards or music lovers. The score suffers slightly only because of the lack of spells and monsters. If you’re going to devote an entire chapter to such things, then you really should try to fill them up a little more. Overall, I expect good things from Mr. Cooley in the future and I look forward to the sequel to this work with great anticipation.
To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.