Tome and Blood

IronWolf

blank
Overall I thought T&B was an excellent supplement; I only wish it came out sooner! Damn WOTC... Anyways, the editing quality in this book seems much better than in previous ones (like S&F) but there are a few minor errors and points of confusion which will need clarification. I will conduct a chapter by chapter review of what I though of it's strengths and weaknesses (bear in mind that I have only owned this book for about 4 days so I haven't had a chance to go through it with a fine tooth comb).

Chapter 1, entitled Arcane Lore, gives you a few short sections on how to play an effective spellcaster complete with recommended spell and feat selections and desireable magical items. Following this is a discussion on the benefits of Specialization, which talks about each school individually; what they are used for, what kind of wizard type should specialize in it and recommendations on choosing opposing schools. The next part of Ch. 1 is, IMO, the most interesting; the Familiars. It goes into more detail about the basic familiar abilities and gives stats for familiars for Small and Large magic users (the Large Familiar section isn't terribly useful to players, since most DM's I know dissallow most Large races as PC's). The Improved Familiars (gained via the Improved Familiar feat) are nice, and include Homunculi, Ice Mephits, Pseudodragons and Imps among others. These familiars have some cool abilities of their own, but don't impart any unusual abilities on their masters that I could find. The Organizations section of Chapter 1 describes 10 different wizardly societies that a PC could get involved in, the most detailed being the Arcane Order but also includes the Bleak Academy (necro-freaks apply here), Leage of Diviners (name says it all), the Spellswords (a Fighter/Mage association) and the Wayfarer's Union (think Western Union done D&D style). The last part of Chapter 1 is a description of a place called the Hollow, home of a pair of wizards who run a small wizard's school. Has kind of a "Day in the Life of" feel to it.

Chapter 2 - the Feats. There are a total of 24 feats in this book, an impressive number. Eight of these feats are originally from the FRCS book, but the rest are either original or drawn from other sources (I think the Chain Spell feat was originally in Relics & Rituals, but can't remember off the top of my head). The 16 originals are quite nice; the Energy Substitution and Energy Admixture feats make it possible to either change up or augment any spells main energy type. With the Eschew Materials feat, it is now possible to cast a spell without Verbal, Somatic or Material components and the Chain Spell feat is just plain nasty for augmenting those single-target spells you wish could hit multiple enemies. The Extra Spell feat is one of the few ways to expand a Sorcerors "Known Spells" limitation, and the Extra Slot feat is great for both Wizards and Sorcerors since it gives them more spells to cast each day. Overall I am highly pleased with the selection of new feats, since they actually might make a Wizard character think twice about giving up his bonus Metamagic Feats for a prestige class.

Chapter 3 - the Prestige Classes. Undoubdedly, this is the section most of you skip to immediately when you get your hands on a book like this. I'll do a quick review of each prestige class and give my opinion on it.

Acolyte of the Skin; Simply put, you magicaly (and painfully!) graft the skin of a Demon/Devil onto your character which gives you some cool powers. A strong pclass, mainly inteded for NPC's but a neutral PC should have little trouble. The seemingly strong powers gained at each level (the ability to shoot beams of fire from your eyes struck me as being really nifty) are offset by the limited gain in spellcasting power (+1 for every other pclass level).
The Good - A net gain of some sweet abilities & decent spellpower, plus you get converted into an outsider at 10th level.

The Bad - Taking this pclass will not endear you to the party Paladin

The Ugly - your character after achieving 10 levels in this baby. Yikes!

Alienist; Same concept as introduced in the 2e Player's Option: Spells & Magic book. You gain powers & secrets by communing with alien intelligences outside of the boundaries of reality (think Call of Cthulu & you're on the right track). The Alienist gains the full compliment of spellpower (+1 per pclass level) which I think is perfectly fine since, while they do gain some nifty abilities, there are some penalties associated with the pclass (a permanent loss of 2 points of Wisdom is probably the least harsh, IMO). On the other hand, they can summon creatures using the new Pseudonatural template (explained in the class) that gives them a large bump in intimidation factor (also, summoned creatures using this template are stronger than normal which is nice). A well-balanced pclass and great for those who want to add some Cthulu-flavor to the campaign.

The Good - Getting the Timeless Body ability ability along with a few HP boosts, plus the ability to summon creatures that look as though they came from Innsmouthe itself.

The Bad - Progressing too far in this pclass has a rather negative affect on ones sanity, which is easily exploited by DM's.

The Ugly - the Alternate Form of a summoned Pseudonatural Monster. Hello, Cthulu!

Arcane Trickster - Combines aspects of Thievery and Thaumaturgy in ways unattainable by a simple Wizard/Rogue. I know a lot of people criticize this pclass for being too powerful since it allows full spellcasting power (+1 per level), but IMO the abilities you gain from this class aren't spectacular enough to warrant limiting the spellcasters effective level. The two big points of this class are the ability to use Mage Hand to perform certain thieving skills and the Impromptu Sneak attack, both of which can only be used limited times per day. Since you must be a minimum 8th level character to be eligable for this pclass, I think it does a great job giving Wizard/Rogues a new angle.

The Good - Ranged Legerdemain ability is SWEET! Especially for those players who have DM's that overuse traps.

The Bad - they start the Sneak Attack bonus at +3d6, which is confusing since most will think it actually adds +3d6 to the +2d6 needed as a Requirement, but in reallity it is just continuing the natural progression.

The Ugly - a character that takes just enough levels to gain the Impromptu Sneak Attack ability 1/day, then sticks with Rogue for the rest.

Bladesinger - Ok. This is my biggest gripe about the book. According to the description, the Bladesinger is supposed to blend art, swordpaly and arcane magic into a harmonious whole. Where the Arcane Archer is the ultimate elven bowman, the Bladesinger is the ultimate elven swordsman. Yeah, riiiiight. I'm sorry, but after waiting months for this book in anticipation for the 3e Bladesinger, I am severly dissappointed. First of all, you are required to be able to cast 1st level arcane spells to get this class but they turn around & make a special spell progression chart & list for the Bladesinger. This, to me, is a stupid idea since I strongly believe that if spellcasting ability is required by a pclass, then the pclass abilities should give you some way to utilize it in a new/unusual way rather than giving you a totally separate spell list. Second, the Bladesinger gets only one special ability (essentially the same as Canny Defense, but slightly better) and 3 bonus feats selectable from a short list. Apparently, the ppl who designed this class thought that the Bladesinger should have to cast spells to get any cool abilities rather than transform his existing magical power into unique special abilities available only to Bladesingers. GAY! Third, the singluar ability you do get from this class ONLY works if you use a Longsword (this is also reflected in the Required Feats; WF Longsword). Yeah, I know the Longsword is the "favored elven weapon" but would it have really upset the ballance of the universe to say "any one-handed weapon" rather than simply "longsword?"

The Good - Not much. The Bladesong Style ability (the only one this class gets) is kinda cool & does compliment the class well, but read the above...

The Bad - Everything else. The fact that the writers copped out by giving them spells which any other Figher/Mage can have access to rather than unique abilities makes this class little more than a glorified Figher/Mage rather than a highly trained elven warrior.

The Ugly - the Feat Requirements (five total). A little stiff, and way too stiff for what you get in return.

Blood Magus - A really cool class, although some of the powers are a little blah. Just FYI, this pclass has absolutely nothing in common with the Blood Witch pclass out of Relics & Rituals except for the fact that both use blood to do Cool Stuff. This class is well balanced, since the powers you gain are significant but it features the +1 caster leve every other pclass level. Some of their abilities (Death Knell 1/day, Infusion, Thicker Than Water) are usefull but sort of uninspired. Others, however, are both unusual and somewhat frightening. They can effectively Scribe Scroll with their own skin and store spells in their bloodstream like Potions. The Bloodwalk ability is probably one of the coolest in the book (think "Tree Stride" only with living beings).

The Good - lots of nifty powers help the longevity of this pclass. Great for those players obsessed with blood-using/affecting abilities

The Bad - Some abilities of the Blood Magus are a double edged sword.

The Ugly - the damage dealt when a Blood Magus decides to leave an "exit wound" when using his Bloodwalk ability.

Candle Caster - Cool concept, but I found this class to be of lesser interest. The basic gist is that they can scribe spells onto candles like scrolls (and they must pay the associated costs) which can be cast when they desire by lighting the candle. The big deal w/ this class is that they get the ability to apply free Metamagic Feats to these Spellcandles as they go up in level (though they must still observe the increased spell slot), including Enlarge, Delay, Twin and ultimately Maximize at 10th level. Like I said, cool concept but I don't see too many players going with this pclass unless they've got a thing for candles. Fortunately, this class gives the full +1 spellcaster level each level which keeps the Candle Caster from being ignored by players.

The Good - Free Metamagic Feats.

The Bad - The free Metamagic Feats apply only when casting via Candles.

The Ugly - A fully stocked Candle Caster getting caught by a Red Dragon's breath weapon. Sucks for them.

Dragon Disciple - Available only to PC's with a level in Bard or Sorceror, this prestige class serves one primary function; Turn Your PC into a Half-Dragon in 10 Easy Steps! Woo-Hoo! I'm sorely tempted to place this pclass at the top of the power scale, but the fact is that any Sorceror or Bard who wants access to higher level spells should probalby leave this pclass alone at least until higher levels (though the requirements for the Dragon Disciple are pitifully easy to achieve). The big tradeoff for becoming a Half Dragon is 10 levels of zero spell-level gain. True, this pclass does give you a total of seven "bonus" spell-slots which can be applied to any level of spell you can already cast, but you will still be limited to your current maximum spell level.

The Good - Just look at the Half-Dragon template in the MM and drool. All this, plus your size increases by one level & if you become a large creature you get free wings.

The Bad - lack of higher level spell access makes this one less attractive to those who became a Sorc for the magic aspect.

The Ugly - a Sor 1/Ftr OR Pal 4/Dragon Disciple 10. Yes, it is possible. I think I'll call him "Sir SmackMyBitchUp."

Elemental Savant - Another one of those prestige classes that makes you wonder what the hell they were smoking when they thought this one up. At first glance, the Elemental Savant seems to be the 3e version of the Elementalist but with a major power boost. Well, it's all that and a bag of chips. The Savant gains an almost full compliment of Spellcaster power (+1 per pclass level except at 10th) and a slew of abilities regarding its Chosen element (Air, Earth, Water or Fire). In a nutshell, the Savant gets a bunch of cool abilities including darkvision, immunity to sleep & stunning, Resistance to her chosen element (which ultimately becomes Immunity at 10th level) and ultimately gets transformed into an elemental of the appropriate type. Cool idea, although I find it very difficult to get excited about this class since the idea of an "Elemental Wizard" is highly un-original.

The Good - Just about everything really.

The Bad - Ummmm.... Well, the fact that you take double damage against Energy types you are opposed to unless you make your Save. Even the one obvious disadvantage, say, of being a Fire Savant in a Fight against a Red Dragon (or other Fire type) is negated because you can use the required Energy Substitution feat to make a few of your spells Sonic or Electric energy.

The Ugly - Smiling smugly at the DM while an enemy wizard casts a Fireball at your Fire Savant and you decide to forego a Reflex save just for the intimidation factor, only to realize that it's really a Energy Substituted Coldball coupled with an Illusion. Ouch.

Fatespinner - This one grabbed my attention almost immediately. Some of the Fatespinner's abilities are fairly easy to guess (reroll any roll a certain number of times per day, being able to modify certain rolls, etc..) but it's the way that it's done that makes it neat. The Fatespinner can lower the Save DC of his own spells (by 2 points max) and save them so he can use his other cool abilities to modify his and even other characters rolls (this MAY include damage rolls, but it's unclear weather they can modify all damage rolls or only the damage done by one of their specific abilities). They also threw in a bonus metamagic feat, an instakill ability and the ability to set his Spell Save DC like a Psioin (roll 1d20 +spell level + modifier) rather than the standard 10 method. Admittedly, this ability seems only marginally usefull since many DM's allow Spellcasters the option to use either method. Also, this pclass becomes an Outsider type at 10th level. Hmmm... I'm sensing a pattern here... The Spellcaster level progression for this class is what I call Non-Formulaic (no set pattern to the +1 spell level per pclass level). Ultimately, they gain +6 spellcaster levels out of 10 pclass levels.

The Good - I dig the concept, and it was pulled off in such a way as to make it strong but not unbalancing.

The Bad - Under their Spin Destiny ability, it says that they can add spin points to boost skill checks, saving throws or attack rolls twice. It looks as if they were going to say "They can also modify..." and then forgot they had already mentioned the skill checks, saving throws and attack rolls. NEED CLARIFICATION!!!

The Ugly - Using the Fickle Finger of Fate ability against an enemy which gives him an even better die roll result.

Mage of the Arcane Order - This is the most Vanilla prestige class in the book (well, except for the Wayfarer Guide, maybe). It's basically one of those pclasses where most of your abilities come from being part of an organization, and are therefore only useful if your DM is willing to take them into account. The coolest ability this class gets is the ability to cast spells out of a general "Spellpool" which any Mage of the Arcane Order has access to. If you happen to have a free spell slot & need a spell of that level, you can make contact with the spellpool at any time to draw on the resources of the Order. According to the description, the pool will have any spell from the PHB available, plus any others the DM wants to incorperate. This encourages the PC to leave a few slots open just in case a situation comes up where you need a certain spell you wouldn't normally memorize.

The Good - the whole Spellpool concept (including the repayment method for using it, and the concept of a "spell barter system" amongst the Order). They also get the full Spellcaster Level Progression.

The Bad - A straight class Sorc can't meet the Requirements unless they take the Arcane Preparation feat. Also the fact that many of the benefits of this class are only usefull if the DM cooperates.

The Ugly - "Guild dues?" You gotta be kidding me...

Mindbender - Ok, to be honest, I was very underwhelmed by this pclass. I'm probably jaded since I'm a big fan of D&D Psionics, and this pclass seemed like a major rip of the Telepath Psion to me. The abilities they gain follow the typical path of a Telepathically inclined Psion. Their power level starts with being able to communicate telepathically, then progresses to the varous forms of Charm Person & Mind reading, to the ultimate 10th level ability, Thrall, which works just like the 9th level Telepath power of a Psion. This class would work well for anyone who wants to play someone with Telepathic-like abilities but can't be a Psion. Their spellcaster level progression is Non-Formulaic, 6 out of 10, just like the Fatespinner.

The Good - It's a decent class, well balanced.

The Bad - It seems like the Wizards & Sorcs are trying to butt-in on the purview of the Telepath Psions.

The Ugly - A Mindbender & a Telepath going head to head (or maybe mind to mind?).

Pale Master - It's Necrophilia, Part 1!!! Seriously, though, I dig this prestige class a lot (pun only marginally intended). Although it seems to be geared more towards NPC's (nongood alignment restriction) it gives us Neutral PC's another way to feed our Necro-Habit. IMO, the Pale Master comes the closest to the Necromancer of Diablo II. He gets powers like Animate Dead, and Summon Undead & Greater Undead as abilities, so instead of risking his own neck he can send out his expendable lackeys to do his dirty work for him; an aspect of the D2 Necro that I always found appealing. Being able to graft an undead arm to yourself which gives you some cool touch-attacks is another nifty feature. If you really don't like somebody, just offer to shake their hand... Oh! Did you just loose 1d6 Con permanently? Well, doesn't that suck... To balance the strength of their powers, Pale Masters Spellcaster Levels are +1 every other level, so there is a loss of the higher echelon of spells at 20th level.

The Good - the Bonearmor ability. Adds to AC and makes anybody think twice about insulting this pclass.

The Bad - despite the sheer coolness factor of this classand the fact that they are not described as being evil, many DM's probably won't allow it since dealing with the undead in any fashion other than obliterating them is generally looked upon as being evil & therefore unappropriate for a PC in a mostly good aligned party.

The Ugly - whatever goes on between your character and the undead when they are locked in a tomb for three or more days which is part of this pclasses Requirements. Makes me sick just thinkin' about it.

Spellsword - Or, as I call it, What the Bladesinger Should Have Been! This class operates on a basic premise; Fighter/Mages kicking ass with spell-empowered weapons while wearing armor. Tres Cool, No? The Spellswords only get three abilities (plus one bonus feat), but all three are very nice. Channel Spell lets them "cast" spells through their weapons as they attack, targeting their opponent with the channeled spell. They are also able to store spells in their weapons for later use in the same manner as brewing potions (and yes they must spend the xp and costs to do it). Their most sought after ability will be the fact that their Spell Failure chance when wearing armor is gradually decreased (they can ignore up to 30% at 9th level) which makes them extremely dangerous combatants. Many might see a Wizard or Sorc who can cast spells in armor w/out penalty as being way too powerful, but the balance is there. This class doesn't use the fighter BAB, for one, and their Spellcaster Level bonus is +1 every other level, which limits their access to high level spells.

The Good - D&D has needed a class like this for a LONG time, and it's finally here! A feasable fighter/mage that can hold their own in combat.

The Bad - their Channel Spell ability is severly limited (max 3rd level spells, only those that can affect targets rather than areas) and the exact number of times one can use this ability per day are not 100% clear (states only once per day, but then defies that statement later on as their Channel ability increases but doesn't explain it very well).

The Ugly - the fact that you can use these abilities with ranged weaons as well as melee ones.

True Necromancer - Ok, now this class is almost definitely overpowered, but I don't think it matters much since there's almost no way a DM would let a PC take this prestige class unless it was an evil campaign. The requirements for this baby are stiff (minimum Clr 5/Wiz 5) but the benefits are nasty. Able to create Undead & Greater Undead as a spell-like ability, radiating a constant desecrate effect, maximum Spellcaster Level increase (+1 per pclass level) combined with the fact that, if you cast a Necromancy or Death Domain spell, ALL of your levels stack. The Energy Drain touch ability at 10th level is just icing on the cake.

The Good - This pclass does a good job of showing you how nasty someone totally devoted to the Necromantic arts can be, but as I said before, I'm thinking that this bad boy will labeled as "NPC's Only" by most DM's.

The Bad - the fact that you must be a 10th level character before taking this pclass is a bit extreme, but considering the power boost you get, it may be warrented.

The Ugly - If your adventuring party ever has to deal with one of these guys as an enemy.

Wayfarer Guide - Whew! Last prestige class to review. Fortunately, there's not much to say. The Wayfarer Guide pclass has only 3 levels, and the basic function seems to increase the effeciency and effectiveness of your spellcasters Teleport spells. The abilities let you teleport more, with greater accuracy and gives you a bonus 5th level spell slot for an extra Teleport spell. Nothing really fancy, and in some ways I consider this pclass to be a waste of space. I don't see too many wizards or Sorcs giving up 1 level of spellcasting power (only 2 of the 3 levels gives a +1 to spellcaster level) just for the sake of a more effective teleport spell (especially with the new Mass Teleport spell introduced in this book).

The Good - the fact that they didn't try to make this into a full 10 level pclass.

The Bad - it seems to be a little too gimicky, and not terribly usefull ovall. I don't see this as being an overused pclass.

The Ugly - Rolling a 100 on the Teleport check while trying to get to an area that is considered "Seen Casually."

Chapter 4 - Tools of the Trade, is basically a list of new items (magical and mundane) that your aspiring wizard or sorc might look into purchasing in the future. Of the mundane stuff, it includes the prices for an Arcane Library, which is nice, and introduces new Special Items like Disappearing Ink, Healing Salve and Suregrip among others. Suprisingly, I found the magical items section to be a little on the drab side. The coolest items were the Metamagic Feat Rods, which let you apply the appropriate Metamagic Feat to your spells up to 3 times per day without the +X slots higher requirement. The rods come in 3 versions; Lesser (affects 0-3rd level spells), Normal (0-6th) and Greater (0-9th). Needless to say, I can already see Greater Maximization, Quickening and Chaining Rods becoming insanely popular amongst your players. Sadly, the Sorcerer must still use a Full Round action to cast a Metamagicked Spell, even with the Rods. Other magical items include a Belt of Many Pockets (nifty), the various School Staffs (eh. Boring), and information on building & constructing Golems (Cool!).

Chapter 5 - Magic. Ok, other than the Prestige Class section, this chapter is definitley my favorite. The chapter starts out by giving descriptions of "Weaponlike Spells" and finally explains the concept of applying Critical Hits to spells, and Sneak Attacks with spells. Following this is a list of things you can do with the Prestidigitation spell and a discussion on Casting Times and Sorcerers using Metamagic Feats. It breifly touches on New Spell creation, but that area is lacking (still no concrete rules/guidelines). And then, finally, we get to the spells themselves. Ahhhh. I was very pleased overall with the New Spells section, especially since they managed to convert many of my personal favorites to 3e. Absorbtion, Otilukes Dispelling Screen, Mordenkainen's Private Sanctum and Chain Contingency make a comeback, though Chain Cont. now suffers from the same 6th level spell cap that Contingency does (Gay). The Necromancy school got a major boost in spells (good ones, too), along with what I consider to be the Most Broken Spell In Existence Ever; Hide Life. Remember the spell Lifeproof from the Al-Quadim campaign book? It's back, with a new name! This spell basically makes you immune to death from damage and is effectively permenent. They introduced a few new spells, like Mass Fly & Telepport, a spell that can "heal" damage to constructs and enhance one's familiar. The big addition seems to be the numerous "Orb of [insert energy type here]" spells. I think the writers were trying to come up with a way to break up Chromatic Orb into several spells. The primary function of the orb spells is to deal damage, but each one also has a nifty little side effect if the target fails his saving throw. Tome & Blood also lists the new, officially errata'd version of the Polymorph Other & Self spells; the descriptions given in T&B officially supersede the ones in the PHB. Overall, the Spells section is a definite Winner.

Ok, time for my overall impression. Overall, I thought this book to be the best classbook done by WotC yet. It has only a few minor editing issues and a few clarifications of certain abilities are necessary, but this book is leages better than the Editing Nightmare that was Sword & Fist. There are two main issues that keep this book from being a perfect 5. The main issue is the fact that the Bladesinger prestige class is a terrible dissappointment, and I'm sure that many people who were anticipating this pclass will feel the same. The second issue is that this book seemed a little heavy on the Tome and too light on the Blood. The Sorcerer definitely got the short end on this book, since the only pclass that was really meant for the Sorc is the Dragon Disciple (and MAYBE the Blood Magus. Maybe); very cool but also of limited use to a pure Sorc. It would have been nice if they gave the Sorc some cool pclasses that really enhanced their flavor & uniqueness, rather than simply another kind of Wizard. Oh well.
 

log in or register to remove this ad

Tome & Blood

It’s here at last. Amidst tales of inconsistent release dates and the sinking feeling I’m going to be the last to get it, I finally have Tome & Blood, the third installment in Wizards of the Coast’s “classbooks” for D&D 3e. Tome & Blood expands upon the options of arcane spellcasters – sorcerers and wizards – in D&D 3e.

It hasn’t exactly been a smooth ride for the first two books. Both were greeted with some harsh criticism. Sword & Fist in particular earned a lot of grumbles over rules gaffs and allegedly unbalanced inclusions. Defenders of the Faith had some questionable inclusions of its own, but in my eyes the biggest problems with Defenders of the Faith was that its world specific assumptions were too telling, making some of the material hard to use in a home brewed campaign or a published setting other than Greyhawk. Considering that describes a majority of D&D campaigns, that is no meager problem.

So does this mean that Tome & Blood doesn’t have much to live up to? Well, perhaps. But WotC would be fools to ignore all of the customer gripes at the previous two books. Though you won’t count me among those who thought S&F and DotF were useless, I certainly do think they can do better. Given that Cordell and Williams are the lead designers for this effort, my hopes are high that this will be an improvement. At the same time, I’ve heard some grumbles from playtesters of Tome & Blood. Alas the only way to decide is to take a look inside…

A First Look

Tome & Blood is a 96 page softcover book. The cover depicts some of the iconic D&D characters fighting some sort of fiendish or draconic creature. The interior is black & white with average text densities and margins, and makes fair use of sidebar blocks.

The black & white interior art is by Wayne Reynolds, who actually gets credited this time – he was not properly credited in previous D&D classbooks. His artwork really brings some of the concepts in the book to life and could easily inspire some interesting character in and of themselves. I am especially fond of illustrations associated with the spellsword and true necromancer prestige classes.

Introduction

The book leads off with a fairly standard introduction, including a statement of what the book is about, and overview of the chapters, and the standard (but as a DM, much appreciated) statement that the book is providing options to be exercised at the DM’s pleasure, not the players.

Chapter 1: Arcane Lore

The first chapter is mostly essays on applying the existing rules. The chapter begins with a fair discussion of how to make intelligent selections leading to a competent mage, including what the best placement of ability scores will likely be, selection of feats, spells, and magic items, and if your character is a specialist wizard, how to intelligently select your schools.

Some reviewers pan this sort of material as being obvious and hence unnecessary. Personally, I think it has its place. While gaming enthusiasts and rules minded gamers may already have a bead on how to design an effective character, assuming that all players are armed with this sort of knowledge would be erroneous. Many players who aren’t that heavy on the rules buy these sorts of books that correspond to their particular character type and these sections can and do come in handy.

One thing I will say about this section is that if you were going to discuss how to design characters, they could have also discussed how to give your character a theme or flavor, or other role-playing considerations. The section on selecting magic items (which players often have little control over anyways) could have easily been removed to make space for such a discussion.

Next, the chapter dives into the topic of a wizard or sorcerer’s familiar. Much of this section is devoted to advice on how to use the familiar, though there has a good page worth of material that I felt was recanting of the familiar rules that could have been done without.

Of great benefit, however, in an enumeration of alternate familiars, including possible familiars for especially small or large familiars, or strange familiars that can be had with the improved familiar feat (introduced later in this book and also in the Forgotten Realms Campaign Setting.)

The next section of the chapter dwells on the use of the Spellcraft and Knowledge (Arcana) skills, how they differ, and ways to use them in a game. DMs may derive some use out of this section in adjudicating the use of the skills. Overall the section is brief, as it should be.

The next section is also brief and discussed the role of sorcerers and wizards in the world, and makes some fair conclusions about how they may be different. This section could have afforded to be larger, discussing some different options on how their roles may be different in specific campaign worlds. Alas, they only tend to cover a fairly middle ground assumption.

A sizable section is devoted to a variety of organizations involved with arcane spellcasters. The list includes mostly staple organizations, such as those involved with learning of wizardry (including a map of their abode), but does have a few interesting and exotic ideas to throw into your campaign such as the Queendom, a mobile island hosting an academy of learning led by an immortal queen.

Finally, the chapter includes the abode of a pair of arcane spellcasters, complete with map, keyed location, and NPC stats. As far as it goes, this section was well done, but I imagine that many DMs won’t find it useful.

Chapter 2: Feats

If you are like many enthusiasts out there, this is where you skipped to first. For the most part, I don’t think you will be disappointed unless you really have a sticking point with reprinted of material that has appeared in other products.

The first topic the chapter dives into is existing feats. It contains the same guideline for virtual feats as you see in S&F. More importantly, it finally clarifies what weapon type feats apply to spells and which spells they apply to. All spells are divided into rays, energy missiles, and touch attacks for the purposes of feats. This has already been discussed in places such as the online forums and Dragon magazine, but it is nice to have the guidelines in print in a convenient place.

Finally is the first “crunchy bit” that many fans doubtlessly flipped to: the new feats. A quick enumeration of the feats is as follows:

Arcane Defense: each time you take this feat, you get +2 saves versus one school of magic.

Arcane Preparation: Allows sorcerers to prepare spells ahead of time to allow them to get around the “full round” casting time limitation for using metamagic feats.

Augment Summoning: Improves HP and attack rolls of your summoned creatures.

Chain Spell: Metamagic feat that can produce an effect similar to chain lightning with other spells.

Cooperative Spell: Metamagic feat allows multiple casters with this feat casting the same spell to combine their efforts for greater effect.

Delay Spell: Metamagic feat that allows you to delay the effects of a spell for 1-5 rounds.

Energy Admixture: Neat but expensive level-wise metamagic feat that lets you add an equal amount of a second type of energy to a spell. So you can add acid to your burning hands or cold to your fireball and essentially double the damage. But it costs 4 levels.

Energy Substitution: Similar to the above, but you merely replace the energy type of a spell with another one. Yes, you do have to pick a particular energy type.

Eschew Materials: Tired of collecting live spiders and bat guano? Get your spell component bag stolen from you often? This feat lets you ignore cheap material components in spellcasting.

Extra slot: You get one more spellcasting slot of a level up to one lower than the best you can cast when you take the feat.

Extra spell: Obviously intended for sorcerers, you get one more known spell of a level up to one lower than the best you can cast when you take the feat.

Greater Spell Focus and Greater Spell Penetration: Improved versions of the PHB feats.

Improved Familiar: Do you miss your old psuedodragon familiar from those old D&D games? This feat lets you have one. This is the same feat that appears in the FRCS, but gives you an expanded list of familiars you can take, such as celestial hawks, fiendish vipers, small elementals, and more.

Innate Spell: Very expensive (requires a slot 8 levels higher than the ability), this feat lets you surrender a spell slot to gain a spell as a spell like ability.

Persistent Spell: Metamagic feat that allows some spells to last 24 hours.

Repeat Spell: Metamagic feat that causes a spell to occur again automatically in the round following the initial casting.

Sanctum Spell: Metamagic spell that allows you to prepare spells that are enhanced within a spellcaster’s lair but diminished outside of it.

Sculpt Spell: Metamagic feat that allows you to reshape the area of a spell from the given one. This one could have been fun (frex, making your fireball reach up to the ceiling to get the flyer, and down the hall to get that other guy…) but alas, you have a limited selection of shapes to choose from. It’s probably for the best, though, as trying to derive volumes of spells in the middle of a game is not conducive to the flow of play.

Spell Specialization: This feat does for arcane spellcasters what weapons specialization does for fighters: adds damage to an attack type they already have a focus in. This feat can be applied to energy missiles or rays (pick one).

Subdual Substitution: Similar to energy substitution, this metamagic feat lets you replace the energy damage of a spell with subdual damage.

Twin Spell: Metamagic feat that allows you to fire off two of the same spell in the same round.

Widen Spell: What you probably though enlarge spell was if you haven’t read it closely. This metamagic feat lets you expand a sphere, burst, or emanation spell by one half the given dimensions.

As mentioned, there is a good chance that you have seen some of these feats before in the FRCS or the Psionics Handbook. I don’t consider that a huge problem, as the feats actually don’t take up many pages and are only a very small part of those books, and I consider it far better that FR fans should have a few repeated feats than having non-FR fans have to go out and pick up a $40 book to get those feats.

Overall, I found the feats to be more solid rules-wise than those in S&F, and many of them are very appealing. I consider this chapter to be very well done.

Chapter 3: Prestige Classes

This chapter I embarked on with much trepidation. Prestige classes seem to be the topic of much debate, often the victim of editing errors and balance issues. Rules wise it would be hard to ask for a better team than Bruce Cordell and Skip Williams, so there may be hope yet.

Let me proceed with a disclaimer here. Some people find prestige classes to be an abomination, an excuse to sell books, or merely unnecessary given the already flexible nature of the existing class and feat system. However, I am going to proceed under the assumption that if you are buying the book, that you accept the prestige classes as a viable part of the game and I am not going to slight the book for there mere inclusion.

Given that we know there are prestige classes at the core of the book, how did they fare? Generally speaking, there is less of a correspondence between the listed prestige classes and organizations as there was in the prior D&D 3e classbooks. I don’t find that all that objectionable. On the downside, it detracts from immersing the classes in a given role-playing background. However, it will make them more adaptable. In the case of arcane spellcasters, the theme seems to be more the development of exotic techniques of magic than association with a given discipline or order. The lack of historical grounding widens the usability of these prestige classes in home-brewed games somewhat.

So let’s breeze over the prestige classes, shall we?

Acolyte of the Skin: Somewhat twisted, the acolyte of the skin grafts a demon skin to his own to gain certain magical powers. Sounds like a nice, twisted villain NPC to me.

Alienist: A spellcaster that has dealings with pseudonatural (read: Lovecraftian) creatures. Nice villain for a horror themed game like Gates of Firestorm Peak.

Arcane Trickster: A mage/rogue type whose main class ability seems to be to use rogue skills at a distance. This will certainly appeal so some players.

Bladesinger: The classic elven warrior-mage type revisited. The class has its own spell list, which may throw some old fans of the class off. This is still a fairly playable class that most DMs can afford to let into their game. It is a bit more melee oriented than the AD&D 2e bladesinger was.

Blood Magus: A mage who deals with the properties on blood in his magic. This one struck me as a little odd at first, but on second blush it seems to work. He can do things like prepare potions that are stored within his body and use blood instead of material components, i.e., costing him HP. The concept is somewhat different from the blood witch in Relics & Rituals. I’m still up in the air on whether I’ll use this one, but it’s not a bad class.

Candle caster: Another exotic spellcaster, the candle caster uses candles as a focus for their magic. They can imbue candles with magic effects, somewhat akin to potions and scrolls. This may be a nice character to drop into a game as an exotic spellcaster theme, but I doubt many PCs would want to take it.

Dragon disciple: The character, who must have been an arcane spellcaster that does not prepare spells, slowly morphs into a half dragon. The class gets only meager additional spellcasting ability as they go up levels, and most of their class abilities are simply the half dragon abilities spread over the levels. This is quite easily my least favorite class in the book; I don’t see anyone taking it unless they are really grabbed by the concept. It certainly isn’t an overpowering class.

Elemental savant: Finally, elementalist mages have a comeback! The class isn’t a bad class mechanically and seems like it would be fun to play, but someone looking for rekindling that old “four elements” theme may find the “energy association” bit lacking, especially where the earth element is concerned. They associate each element with an energy type that is common to the game: earth-acid, air-electricity, water-cold, and fire-fire. Fire’s good, and air/electricity and water/cold I can see. How they come up with earth/acid, I don’t know. From a mechanical standpoint I understand why they did it – those are the common attack types in D&D and already have descriptors built into the game. However, it seems like if they took a little more effort, they could have fleshed out abilities that fit better with the for elements better.

Fatespinner: This class deals with fate, and is a somewhat interesting concept. The character can do things like give some opponents a lower DC in exchange for giving some a higher DC later. That sounds like a worthwhile skill to me. The class has many of these “legal ways to load the dice.” It sounds mechanically iffy at first blush, but overall I think it is balanced.

Mage of the Order Arcane: This class is apparently inspired by the AD&D 2e supplement “College of Wizardry,” for those who are familiar with it. You must belong to a specific guild to use the abilities of this class. The signature ability of this class is the spellpool. If you leave a spell slot open and you have the appropriate level ability, you can call a spell from the spellpool (which can be any Sorcerer/Wizard spell in the PHB) and use it on the following round. In doing so, you acquire a debt and must “repay” the spellpool. This will doubtlessly be a boon to the flexibility of wizards and may prove popular with players.

Mindbender: Sort of a telepathic mage with mind control powers. This one bothers me a little as I think in some ways it is a better telepath that a psionic telepath, with many free spell like abilities.

Pale master is the classic image of a necromancer type master of the dead. I can’t count how many gripes I heard when 3e came out that the create undead spells weren’t part of the Sorcerer/Wizard list. Well this guy has them, and a bunch of other ghastly abilities. This is bound to make it into many DM’s arsenals.

Spellsword is a more classic fighter/mage type than the bladesinger. The spellsword’s two main signature features are the ability to defray the arcane spell failure percentage in armor, and the ability to channel spells through a weapon. Overall, it is a fairly viable class that will appeal to many players who didn’t want to split advancement between fighter and wizard or sorcerer.

True Necromancer: A little different take on the necromancer than the pale master. The true necromancer must have both arcane and divine spellcaster levels, which sounds like a liability from the get-go. However, the true necromancer is partially aimed at making the combination viable. For example, they always count both their divine and arcane spellcasting levels when figuring the casting level of any necromancy school or death domain spell. I still think it may be a slightly weak class, but for a flavorful NPC villain, I think it will do the job.

Wayfarer Guide is a curious class. Some time ago when people were alarmed that there were five levels in some of the prestige classes in the Living City Character Creation Guidelines, a WotC representative went on record as saying that there is no fixed amount of levels a prestige class must have. Well here they are with a class to prove it too you. The wayfarer guide has just 3 levels all told, and is focused on making the job of teleportation a little easier.

Overall, I though the classes were mechanically sound, and were less entrenched in overly campaign-specific concepts than material from the previous class books. Though there are some I won’t be using, overall I see this as a much better collection than previous classbooks. The prestige classes are largely things that people have been clamoring for (elementalists, better necromancers), have a feeling of exotic magic, and easily dovetail with many existing campaigns.

Chapter 4: Tools of the Trade

The mundane items section is brief, listing a few items that aren’t so much startling as staples in a would-be wizard’s repertoire. It includes items like alchemical labs, writing desks, scroll organizers, and yes, a handy carrying case for your familiar. (No, I’m not kidding…)

New special items are provided as well, with strange but potentially useful items like disappearing ink, healing salve, and scentbreaker (for throwing creatures with scent off the trail.)

At last we get to the guts of the chapter: magic items. The chapter doesn’t dive directly into magic items, but spends a few pages on clarification and examples of pricing magic items. For DMs and players a little confused about the process, this may be helpful, but there is not much new here.

Several new magic items are provided in the chapter. There is a new set of rods called metamagic feat rods. (That sounded like a clunky title to me – I would have just called them metamagic rods, personally.) The concept is pretty straightforward: the rods each emulate one metamagic feat that can be used without cost three times per day. There are three “power” categories of rods, lesser, normal, and greater. The lesser rods can only be used to enhance spells of level 3 or less. Normal rods can be used for level 6 or less spells. Greater rods can be used on spells up to 9th level.

There are a variety of new staves as well. There is a staff of illumination with a variety of light-shedding powers. In addition, there is one staff for each of the eight schools of magic, with spells from that school. A simple enough concept, but one of these staves would be a worthwhile addition to a wizard or sorcerer PC’s inventory.

Finally comes an array of wondrous items, include a belt of many pockets, belt of spell resistence, golem manuals (with a rules section on making golems), the rug of welcome, and vest of resistance.

Chapter 5: Spells

What book on arcane spellcasters would be complete without a smattering of spells? As with many other sections of the book, it doesn’t dive right into the crunchy bits. It does start you out with a discussion of spells, including the usefulness of the prestidigitation spell, some minutia on casting time, and guidelines for researching new spells.

The section of researching new spells is probably the most useful essay type section in the book, as it spells out a number of benchmark spells for each level (this strikes me as the type of thing that “was once an internal guidelines document” for Wotc) and a discussion of how to evaluate the power of a spell. This should be a definite boon to creative DMs and players who like to create their own spells.

Finally, the moment you have been waiting for, the new spells list. First off, there are a couple of spell chains or other common spell concepts.

The largest such theme group is the energy orbs. There are five 1st level “lesser orbs” and five fourth level “orbs”, one for each energy type (acid, sonic, fire, cold, and electric). The lesser orbs deal 1d8 damage each and requires a ranged touch attack and allows a save for half. As with magic missile, you start with one orb at first level and get one additional one per 2 levels.

The “full” (4th level) orbs deal 1d6 damage per level of the appropriate type (maximum 15d6), which you may split into different targets and causes a side effect. It also requires a ranged touch attack and allows a saving throw to halve the damage and avoid the side effect.

The orbs aren’t especially powerful combat spells, but do present a consistent take on energy attack spells. Some DMs and players may appreciate them over some of the other attack spells that provide more sporadic coverage of the different attack types.

A second major category is the repair damage spells. The repair damage spell exactly parallel the cure wounds spells, but works on constructs and only constructs.

The “ability bonus spells” are rounded out with eagle’s splendor (adds to charisma), owl’s wisdom (adds to wisdom), and fox’s cunning (adds to intelligence).

A variety of necromantic spell are here for your (un)death-oriented wizard. These include spells like negative energy ray (1st level spell much like magic missile damage wise but with slightly more damage, only takes one target, and requires a touch attack, heals undead instead of harming them), disguise undead (change self on undead), command undead, negative energy burst (sort of like a negative energy fireball, less damage but heals undead), [/I]negative energy wave[/I] (allows you to rebuke or bolster undead), spirit wall (creates a fear inspiring wall of spirits), and hide life (a really powerful necromantic protective spell that lets you put your life force into a small part of your body. So long as it remains unmolested, you do not die from hit point damage.)

There are mass versions of previously existing spells: mass fly, mass resist elements, and mass teleport.

Modified versions of the polymorph other and polymorph self spells appear here. These versions have appeared in the dragon, and are considered official errata.

There are also a variety of spells that aren’t part of a theme or chain, many of them translations of 2e spells: Absorption (lets you act like a rod of absorption), arcane sight (lets you detect magic by sight and scrutinize creatures to see if they have spellcasting or spell-like abilities), chain contingency (three contingencies in one), choke (same as the 2e spell, play Darth Vader…), corpse candle (calls a ghostly candle that can detect invisible, hidden, and ethereal items), dimension lock (prevents extradimensional travel in the area of effect), energy buffer (a very useful protective spell against energy attacks), energy immunity (total immunity to one energy type), enhance familiar (adds combat bonuses to your familiar), familiar pocket (is that a mouse in your extradimentional pocket are you just… aw, never mind…), false life (adds temporary HP, seems a little powerful to me for 2nd level), feign death, filter (protection against gas attacks), fortify familiar (protects your little buddy), gaze screen (protects against gaze attacks), ghost form (become incorporeal), great shout (powerful sonic attack), ice burst (sort of like an icy fireball), ice knife, imbue familiar with spell ability, indifference (reduces emotion-causing influences), Mordenkainen’s private sanctum (protects an area from observation, magical or mundane), Otiluke’s dispelling screen and greater dispelling screen (creates a screen that dispels anything passing through it), and undeath to death (like circle of death, except it affects undead.)

Summary and conclusions

As has been the case with all Wizards of the Coast softbounds released in recent years, the price sticker on Tome & Blood is high for the RPG market. I would point out that they do this because they can charge this much and sell books due to their market position, but that is cold comfort for the would-be buyer.

Of the three 3e softback classbooks released to date, this is quite easily the most solid. Editing errors seem much less prevalent, and the rules material seems much more solid than in Sword & Fist. It doesn’t have near the level of dependence on the Greyhawk setting as the first two classbooks did. None of the classes, feats, or spells stick out as being especially overpowering and many of them seem like viable and interesting concepts that address existing needs.

Other peers to consider when rating it are the Relics & Rituals and Book of Eldritch Might, two resources on magic from D20 vendors. Tome & Blood doesn’t have near the page count per dollar ratio that R&R does, and Relics & Rituals seems to have a broader scope of spells and magic items. However, a lot of the space in Relics & Rituals includes setting information that is basically extraneous if you aren’t playing in the Scarred Lands setting. The rules material in Tome & Blood is more solid where spells and items are concerned, and Tome & Blood’s prestige classes are better than Relics & Rituals in both variety and playability. So in short, there is a lot to be said about both books, but given $25 in your wallet and the choice, you might tend towards Relics & Rituals unless you have a real hunger for prestige classes.

In the case of the Book of Eldritch Might, you are paying one-fourth the price for one third of the material, but you only get an electronic document for that price. You get one fifth of the prestige classes, but probably just as many spells and magic items and near as many feats as Tome and Blood. Qualitatively, I consider the Book of Eldritch Might to be more creative. That being the case, I’d hand that bout to the Book of Eldritch Might. But then, at the price you got the Book of Eldritch Might for, you could probably afford them both.

Overall, the spells, classes, and other rules material in Tome & Blood appear as if they will fit well into a typical D&D campaign without much shoehorning. The essays on character construction may be lost on some more advanced players, but I imagine that players that aren’t experienced with 3e character creation or who aren’t mechanically minded will benefit greatly from those sections. I feel that Tome & Blood is a good addition to the bookshelf of a DM or player looking to add a little variety to their magic.
 

[size=+1]Tome and Blood[/size]
a guidebook to wizards and sorcerers by Bruce R. Cordell and Skip Williams
96 pages black and white

Tome and blood is the third book in the class book series by Wizards of the Coast. The book is separated in five chapter :
  • Chapter 1: Arcane Lore: familiar, organizations
  • Chapter 2: Feats: general, metamagic
  • Chapter 3: Prestige Classes : alienist, elemental savant, etc…
  • Chapter 4: Tools of the Trade: mundane and magical item
  • Chapter 5: Spells : guess what?

The most interesting feature of the arcane lore chapter is new familiar for huge and tiny wizards, it gives also improved familiar for those with the proper feat. The second chapter gives new feats and reprint some from the Forgotten Realms Campaign Setting.

Fan of the second edition will enjoy to see the return of the alienist and the elementalist (with the Elemental Savant prestige class, as a side note it would be good in a Dark-Sun campaign for elemental priest), those who enjoyed half-dragon the way they were, will find useful the dragon disciple (the character becomes a half-dragon after ten level), and the elf addict will appreciate the bladesinger (an elf fighter/mage), all of this and more fully integrated in the third edition (and well balanced), so that new player as well as old will enjoy all of those prestige classes.

Tools of the trade gives a few mundane items (with some new items to make with alchemy), and some nice magic items, like metamagic rod (that allow use of a metamagic feat three times per day without using a spell slot several level higher).

The last chapter gives very good advice to find the correct level of a new spell, and gives 54 new spells and updates to the polymorph other and polymorph self spell.

Overall a very good book with meaty and crunchy bits of info on wizards and sorcerers.
 

First of all let me say that of all d20 products so far the greatest disapointment for me were the Wizards classbooks. While not as unbalancing as the old 2ed classbooks they simply fail to expand my game in a way "Relics and Rituals" or "Traps and Treachery" do.
It feels to me that rather then bursting with creative impulse, WotC folks are going through the motions, trying to accumulate enough material for the 96 page book.
That said, there is usefull stuff in there, just nothing that will leave you impressed.

Intro is just cut and paste from the previous books.
Creating effective wizard is "hero's guide book" newbies material possibly usefull in general but boring for me.

Familiars section I found usefull, it clears out some rules about familiars and (more importantly) introduces stats and info ona whole slew of additional ones, including, and I realy like this, imp, pseudo dragon and the other 1st ed favourites. This are now summonable through an "advanced familiar" feat, a single most valuable addition this book made to my particular campaign.

Closeup on skills is again marginaly interesting, with no realy imaginative new uses.

Wizardly organizations read like a filler. They are too all-encompassing to be easily insertable into anyones existing world (or into Greyhawk for that matter) and yet too generic to be an interesting addition to a world being freshly designed.
On the topic of organizations, if there is to be such setting-specific material in a generic rules sourcebook I believe that it would make much more sense to make it specific to a particular setting, say Greyhawk. Inserting them in the other existing settings would not be any harder then it is now and them being grounded in a well described setting and having internal consistency with other organizations described would be a good example and as such much greater help to the aspiring world builders then what is provided as it is.

Next is an eight page long section describing utterly uninteresting mages abode. It has no interesting features that would make it a memorable dungeon, and with its bathrooms, bedrooms and pantries it reads like an entry from the real estate agent's catalogue.

Feats are always nice to have if they are not unbalanced and ones in this book are not. This is a section that will see the good use in my campaign. in adittion to the said Advanced Familiar, Spell Specialization, Innate Spell and Sanctum Spell are probably most original new ideas here. Only objection here is a lack of any OGL credit to the Sword and Sorcery Studios for the Chain Spell feat which is practicaly copied from the R&R book.

If you have been reading my other reviews, by now you know what I think of prestige classes, WotC ones in particular. Nevertheless, altrough possibly not as unbalanced as the DoF ones prestige classes from this book appear remarkably pointless.
- Acolyte of the Skin is a mage that dresses in living demon skin, not too bad and fairly balanced but, like the most of the WotC PG-rated treatment of Demon Lore lacks the evil and peril associated with traficking with the nether planes. I am looking forward to "Demonology: the Dark Road" to give us much more intersting take on this.
-Alienist is a some sort of the Chtulu worshiper. besides being overpowered (almost always the case when class gains the spell levels as fast as wizard and gets stuff on top of that) it makes the huge assumption of the existance of chtulu-like incredibly powerfull beings in the campaign world. As neither of WotC published campaign worlds has them explicitly I do ot know why do they assume that the people's own worlds will have them, especialy given that they are very much incompatible with traditional DnD plane based cosmology. As this sort of beings are not the something you suddenly introduce into your campaign cosmology at whim this class seems to me of a very limited use in a consistent campaign.
-Arcane trickster would have been a good idea if there were any reason for a wizard meeting prerequisits not to multiclass into it. The wizardly feeats evey five levels one loses by doing so are more then made up by the improved BAB and the incredible thief like abilities gained on the every single level of this class. Fortunate thing is that the entry requirements for this one are somewhat steep so it still leaves the Hospitaler as the unquestionedly most unbalanced prestige class in d20.
-Bladesinger is elven fighetr mage specialist. As written, it is a bit too weak but interesting class. One given on the web enhance ment for T&B page is probably the best, and most interesting, prestige class in the book, except of course, that it is not in the book...
-Blood magus is less elegant take on the Blood Witch from R&R.
-Candle Caster is a fellow that casts spells out of the candles that behave like the scrolls and potions. Besides being rather silly concept class is seriously overpowered. Again, the loss of a few mage feats (one every five levels) is supossed tomake up for a whole slew of oddball but rather powerfull abilities.
-Dragon Disciple is something for those who realy wanted to play a half dragon but their DM did not let them. I knew at the outset i am not going to be using this one so I did not bother to check its balance. That said, I can see it being used in some campaigns, it is probably a better class then most in this book despite being relatively obscure.
-Elemental savant is an overpowered class that deals with elenents and elementals (same problem as above regarding class abilities).
-Fatespinner is a fairly interesting fellow, he messes arround with fate and probablities at the cost of the slower advnacement in his Arcane Spells. I believe that the class is roughly balanced and is usable in the settings in which workings of Fate are not already well established elements (As in Greyhawk where it would be very hard to imagine thius class as anything other then the specialty priests of Istus).
-Mage of Arcane order is supposed to be an academician wizard, a good idea for the prestige class but botched in this case by overpowerdness (again, same principle at work) and a HUGE assumption about the campaign setting - namely the existance of a powerfull and ubiquitous organization of such wizards. Inserting this prestige class into an existing campaign or campaign world without huge upheaval seems to me neigh impossible.
-Mindbender is some sort of an arcane psonicist.
-Pale master and True Necromancer are respectively, underpowered and overpowered version of the same thing. Similar to the Acolyte of the Skin, neither of them goes beyond rather vanila flavoured approach to necromancy. Crypt Lord from the R&R is a little bit more succesfull solution to this old problem of simulating traditional wizard-necromancers in D&D game but i believe that the definitive answer is going to be given in the Moongooses "Necromancy: beyond the Grave" book.
-Spellsword is outright usefull and balanced class. It is a probably best rendering of a general fighter/mage so far. It balances against the fighter by losing the extra feats and against the wizard by only gaining new spells every second level. It has good abilities of its own and I can see it as second only to Bladesinger as the lasting legacy of this bok in people's campaigns.
-Wayfarer is a teleportation specialst. I personaly find it unnecessary given the fact that wizard can take a lot of metamiagic feats improving his teleportation abilities but there is little harm in this class.

Mundane items section is short and almost absolutely useless, being a smaller version of one or two dragon articles. Magic items are largely just variations on the two themes, Metamagic Rods (they let you metamagic your spells at the cost of rod charges) and Schools Staffs (that collect several most popular spells from each school).

Part of the spell chapter prior to the listing of the new spells I have (to my own surprise) found interesting. It gives useful guidelines on researching the new spells on using the spells offensively and on that favourite cantrip of my parties wizard - the prestdigitation.

New spells, again, are always usefull and the ones in this book are not an exception. There is suprisingly few of them and there is a lot of repetition in so called spell groops but the spells that are there are worthvile addtiopns to the campaign.

That the WotC class books are to short and too soft-covered to justify the price has been said many times by now. Art is standard for the WotC publication, which is to say it is very good. Editting is above average except for the Bladesinger botchup but the prose is dry and boring, especialy compared with some other d20 products of lately. Usefull material is outweighted by lots of filler space but yet there is enough of it that i can not bring myself to give this book less then 3 as its grade. However, I have to state that it is in my oppinion the weakest of the WotC 3ed products I have purchased so far.
 

Wizards and Sorcerers. Where would fantasy gaming be without Wizards and Sorcerers?

Tome & Blood is THE sourcebook for Wizards and Sorcerers in the current version of D&D. It is the official version, and also better than anything else I have read.

Odds are, you've already read a review for this book or maybe you even own it already. That is because I hadn't though of writing a review for it until recently. I am writing this review for two reasons: because I think it is a perfect product(even before the SFHB came out) and also the euphoria of writing a review of the Dragonstar Starfarer's Handbook(SFHB) is affecting my judgement.

Unlike my other review where I listed the Good the Bad and the Ugly, I can only mention the Good here, because it is a perfect product. So on with the review:

Chapter 1 is brilliant. This chapter has few game mechanics in it and is mostly about fleshing out the "story" behind those "Human, Sor3, Str 10, Int 18 etc." characters. It's not *just* about that though. what little statistics are included in the first chapter are very nice. Your neccesary Horde Of New And Interesting Familiars and plenty of info on familiars in general are in this chapter. I also like the sections on special organisations(yes I even like the Escriers and the Wayfarer's Union!) and the excellent depiction of a typical mage's "Abode"(Inner Sanctum).

Chapter 2 is the Feats chapter. All of the new Feats are real nice and the breif treatise on "combat" feats is interesting for "fireball-phile" types. My favorite is the Improved Familiar Feat (similar Feats to this single Feat appeared in Dragon Magazine, though they were a bit different and I prefer this Feat as a player and a DM.). I likes critters.

Chapter 3, the most brilliant and inspired chapter, is chock full of Prestige Classes. Since other reviews have gone on at length about the "best" ones, I'll simply name them and explain why the "worst" ones are actually also brilliant and inspired. The "Best" Prestige Classes are: Acolyte of the Skin, Alienist, Arcane Trickster(my personal favorite), Bladesinger, Dragon Disciple, Elemental Savant, Fatespinner, Mage of the Arcane Order and the Spellsword(NOT the version in the book, but the errata-ed version you can download as a Web-enhancement from WotC).

The Blood Magus is a Class that gains insamely powerful class abilities at the expense of only learning actual spells at half the rate of a normal spellcaster. Now I do agree with the main objection other reviewers have of this class. The Blood Magus' 10th level ability is far too powerful: a teleportation ability that optionally can cause 16d6 damage to a creature at the same time. Apart from this problem(and the 8th level ability to do 10d10 damage to a creature with blood in it), it is a quite macabre but very useful and balanced class. I suggest that DMs should come up with a substitute for both abilities.

The Candle Caster is a fantastic class that unfortunately doesn't seem as "cool" as the the others at first glance. Now although it is a spellcaster that specialises in candles IN D&D, I prefer to think of it as a prestige class that improves it's spellcasting abilities at each level AND GETS A METAMAGIC FEAT AT EACH LEVEL. This is in addition to a possible metamagic Feat every 3 levels. Sure, you have to get certain "weak" ones first, and they are all limited to candles but IT'S A METAMAGIC FEAT AT EVERY LEVEL! The Candle Caster is almost OVERpowered, NOT underpowered.

The Mindbender is one of the most complained about prestige classes in the book. This is because a lot of people have bought the Psionics Handbook and do not fully appreciate the differences between the Mindbender and the Telepath. Sauron was not a Psion. A Mindbender is an Arcane Spellcaster who specialises in *controlling* others, not a "psychic" who can read minds. BESIDES, WHAT IF YOU DON'T HAVE THE PSIONICS HANDBOOK? If you don't "get" the difference, it's not worth me explaining further.

Pale Master and True Necromancer: These classes are not themselves "weak", but like the Mindbender and Telepath, many people confuse them; but the differences between the Pale master and the True Necromancer are GREATER than the difference between the other two. First of all, there is the matter of mindset: Pale Masters want to become undead, while True Necromancers want to rule the undead. Big difference, but even bigger is the fact that the Pale Master is ONLY a Wizard or Sorcerer while a True Necromancer is a Wizard/Cleric or a Sorcerer/Cleric! HUGE difference, especially depending on what your exact definition of a "classic necromancer" is!

Finally we come to the poor old Wayfarer Guide. It seems nobody wants to be a Wayfarer. Now I admit Wizards should have given the class five levels at least, but it's really pretty good as-is. If you think about it, surely being able to teleport double your normal weight allowance and super teleporting accuracy is worth a very slight decrease in overall spellcasting ability especially when it comes to hauling treasure or making honorable and neccesary retreats? Well I like the class, especially when combined with levels in Arcane Trickster.

Chapter 4 is full of Items. Ordinary items, extra details in creating magic items, a few interesting new magic items... you get the idea. I particularly like the fact that the book finally explains how to actually make golems in 3rd edition(the MM explains how to make Animated Objects and Homonculi but not Golems), since Golems are my third favorite magic thing after familiars and summoned creatures.

Chapter 5 is the best chapter because it's got lots of lovely spells. Especially spells for Familiars! It's also got some interesting tidbits on using spells and making new spells. My only complaint is that I really think I should be able to surpress my eyes glowing if I have a permanent Arcane Sight cast on myself. Glowing eyes can be very dangerous in a dungeon situation...

To summarise: with only a very few caveats, Tome & Blood is a perfect product.
 

As we continue through the released 3rd Edition "classbooks" the next we come to is Tome and Blood for wizards and sorcerors. Like the others, this is 96 pages, black and white, yadda, yadda, yadda. Wayne Reynolds is the exclusive interior illustrator (credited for a change!) which makes for a very good-looking book. I'd also give this book one of the best ratings: it's certainly not perfect, but it suffers little from the weaknesses previously seen in this series.

There is yet another chapter reorganization: for some reason the optimum structure has yet to be found, I guess. Chapter one is a combination of role-playing and mechanical advice, including the usual cliched attempts to describe how a basic wizard or sorceror should (or could, I probably oughtta say) fit into your campaign world, and how to "optimize" their performance. It also contains rules for new familiars, arcane organizations in the (Greyhawk) campaign world, and the requisite maps, buildings and such, some of which actually are a little bit interesting.

Chapter 2 is given entirely to feats, and like feats everywhere is a little hit or miss. I think most of these would find a use in some campaign: fewer of them will become widespread. Metamagic feats take up a large chunk of the section.

Chapter 3 is the prestige classes, and for the most part they're pretty good, although there's a few I think should't have ever seen light of day. There are certainly a few that make you wonder who would ever play one (candle caster, for instance) and a number that would make great NPC villains (True Necromancer, Acolyte of the Skin, Pale Master, for instance) and even a few that I imagine most DMs would roll their eyes at and ban (dragon disciple comes to mind, for instance.)

Chapter 4 is a smallish section on magic items, giving a few more, and chapter 5 is another meaty section on spells. This section goes literally all the way to the inside cover (not on the inside cover) so the book seems to just kinda stop.

Overall, this is probably the best of the classbooks to date: it gives actual options even if some of them are just alternate paths to similar concepts that already exits (mindbender for psion, dragon disciple for the half-dragon that few DMs will allow, elemental savant for the half-elemental that few DMs will allow, Acolyte of the skin for the half-fiend that few DMs will allow, etc.) But even if you don't like or won't use everything here, nothing is actually bad or useless, so I'd say the content level of this one is probably the best of the bunch.
 

I've had this book for quite some time now, and I have thus have time to get an opinion on it. Among the various class books from WotC, Tome and Blood is the one I've used most. Does it mean it's the best supplement for D&D? Not really, far from it. However, a lot of information from this book is useful as is, or at least may be useful with some tweaking.

First Impression
The book costs 19.95$ for 96 pages. Around 21 cents per page. It is softcover, with colour cover art and black and white inside art. The cover depicts a fight between three arcane magic users and what seems to be a demon (do not take my word on this) and is pretty cool in my opinion. The inside art is quite good with some exceptions. To sum up, I would have liked to pay a bit less for a softcover book with black and white inside art.

The text doen't leave too much empty space on the page and the font used makes for easy reading. The margin are a bit wide for my taste, but as tables often overlaps them, it probably evens out. The writing styles is correct and also makes for easy reading ands there aren't too many typos left.

Chapter by chapter analysis

Introduction: 1 page. Not much to say about it. A little introductory text, some useless ranting, and a description of the 5 chapters in the book.

Arcane Lore: 33 pages. A bit of everything in this chapter. All in all, it makes for a good read, but not much more. I suppose newcomers to the game and spellcasters might find more useful informations than I did in this chapter.
Creating an effective spellcaster: a few generalities about the creation and the advancement of an arcane spellcaster. By reading the description of the spellcaster in the Player's Handbook and being a little clever, the first pages are nearly useless. The pages on spell and magic item selection might be a bit less useless for newcomer, but I believe that the selection of spells and magic items really depends on the character you're playing and, as such, 3 pages cannot really help you about this. The information on specialization might however be really useful as it explains exactly what are the benefits and drawbacks of specializing in each school. Of course, if you study the spell lists before choosing to specialize, it is completely useless. But for those who don't know every spell by heart, this might be a good start to know whether to specialize or not, and in which school to specialize if you do.
Familiars: Friends Indeed: this chapter makes for a very good read for everyone who believes a familiar is just a trick to get some bonus. The description of the process to acquire a familiar is quite useful since the PH didn't talk about this at all. The description of the abilities is also quite useful as it expands on the descriptions in the PH and explains a bit better. The Dismissing a Familiar and Death of a Familiar or of a Master are also useful since they explain situations that might be encountered during play and weren't much described before. Finally, the Alternate Familiars by Master Size is quite useful too, if not rule-wise, at least roleplaying-wise. The Improved Familiar might be useful too, but I've yet to see someone use a feat for it, especially since the feat can only be used when the arcane spellcaster if 5th or 7th level, which means that he either has not to take a familiar until then, or dismiss his current familiar.
Close-up on Skills: this part explains the difference between the Spellcraft and Knowledge (arcana) skill that might have overlapping uses. I never had any problem with these two skills before, so it is pretty useless in my opinion.
Sorcerers and Wizards and the World they live in: some useful background information, more useful to understand Arcane Spellcasters than to play one, but useful nonetheless...
Organizations: the Few, the Proud: except the map that is pretty useless since it is so generic, this part is quite interesting. Even if every organization cannot be used from the book, with some tweaking they might blend well in nearly any campaign, or at the very least help a DM create his own guilds. I would have preferred to see this in a DM only chapter since I don't see the point of a player knowing every magic organization in a world...
The Hollow: a Mage's Abode: useful information on what a common spellcaster's house may look like. I would have preferred rules on how to create one's own house with the various prices, but at least it can help players decide what to install in their house...

Feats: 6 pages. This chapter is divided in two parts : the first one describes the rules related to Virtual Feats and Weaponlike Spells, the second one includes 23 new feats, some more useful than others, but quite good as a general rule.

Prestige Classes: 28 pages. This chapter includes 15 new prestige classes.
  • Acolyte of the skin: a spellcaster belonging to this prestige class gains advantages linked to his skin that becomes similar to a fiend's skin.
  • Alienist: a spellcaster who has links with alien lifeforms. A bit too Cthulhu-esque for most campaigns in my opinion.
  • Arcane Trickster: the perfect combination of a rogue and an arcane spellcaster, using magic to improve his rogue abilities.
  • Bladesinger: limited to elves or half-elves, this prestige class mixes the advantages of a fighter and an arcane spellcaster in a deadly dance.
  • Blood Magus: revived spellcasters who are aware of the power of their blood and use it to empower their spells.
  • Candle caster: arcane spellcaster who are able to inscribe spells on candles and use them with greater effect by simulating metamagic feats.
  • Dragon disciple: restricted to spellcasters who can cast spells without preparation, this prestige class allow a spellcaster to awaken his blood from draconic origin, transformin him little by little into a half-dragon.
  • Elemental savant: a spellcaster who is attuned to an element up to the point that he becomes an elemental creature.
  • Fatespinner: a spellcaster that learns to control fate.
  • Mage of the Arcane Order: an arcane spellcaster who must be able to prepare spells becomes part of a mage guild, gaining benefits associated with it, among which the ability to call spells stored in a spellpool in the guild hall.
  • Mindbender: arcane spellcasters who learn to control the mind of others.
  • Palemaster: an arcane spellcaster specialized in undeath.
  • Spellsword: an arcane spellcaster who learns to blend magic and weapon into a lethal combination. He gains the ability to cast spells more easily while in armor and to cast spells through his weapon.
  • True necromancer: an arcane and divine spellcaster who exerts authority over and is able to create undeads.
  • Wayfarer guide: a spellcaster belonging to a guild specialized in transport through the use of the teleport spell.

Tools of the Trade: 8 pages. This chapter introduces new mundane (8), special (7), and magic items (30 metamagic rods, 9 staffs, 5 wondrous items). It also expands the rules for pricing magic items.

Spells: 18 pages. This chapter explain rules for weaponlike spells, explain new uses for the prestidigitation spell and rules about Casting Time (including the use of metamagic feats by Sorcerers). It also expands the rules for creating new spells and introduce 53 new spells, the majority being a new form of an old spell.

Conclusion
This book makes for a good read. Everything isn't the most interesting stuff ever written, but a lot of the content of this book can be used or helps understanding rules found in other books, which may not help everyone one, but is most certainly useful to newcomers. All in all, a nice book to have in one's collection.
 

There is something about the arcane that brings out the best in game designers. The endless possibilities of magic perhaps, the lack of any boundaries, seems to foster incredible creativity. Tome and Blood is my favorite of the WotC classbooks for this reason.

There are five chapters in Tome and Blood, and I'll go through them one by one.

Chapter 1: Arcane Lore

This first chapter starts with a primer on creating an effective spellcaster. Old hat for experience role-players, it is quite useful for newbies. One thing it mentions, however, truly irks me. It's a rules loophole that could have done without underlining. It says that even though you might be a specialist wizard, you can take sorcerer levels to cast spells and activate magic items from your forbidden school. Technically it's legal, but I find such blatent powergaming tips a bit annoying.

The next section is on familiars and how to use them. Also rehashed are familiar abilities and ways to make use of them. There are also a couple sections on familiars for Tiny and smaller and Huge and bigger masters. The ones for the Tiny and smaller masters all seem well-balanced, but I'd be wary about allowing any from the Huge or bigger section. Many offer animal companion-type damage in addition to familiar bonuses.

Also included are the improved familiars for those players that care to burn a feat for a more flashy familiar. Included are mephits, fiendish and celestial animals, and other different creatures.

Next section included different arcane organizations, including a descriptions, leaders with stat blocks, and a few maps. Also there's a completely statted wizard's abode, good for visiting or invading.

Chapter 2: Feats

The feats are for the most part uniformly good and useful. However, some fairly simple metamagic feats have a prereq of any other metamagic feat, something that I believe is excessive in some cases. Your milage may vary.

Chapter 3: Prestige Classes

I'm a big fan of prestige classes, and there's a lot here to interest me. The ideas are original (or classic) and well executed. The Acolyte of the Skin, for instance, exchanges his own skin for that of a demon or devil and gains appropriate powers. The Alienist is shades of H.P. Lovecraft. However, be aware that the Bladesinger was errated. Get the version on the web supplement on the Wizard's website or you're cheating yourself. Some have been slammed for being silly, such as the Candle Caster. However, you could substitute almost any other object for that class to suit your fancy. You get an incredible amount of metamagic feats, but they can only be applied to one type of object. Still, it gives you an incredible amount of versitility.

Note that some PrCs may have to be modified for your campaign. If you're using psionics, then throw out the mindbender.

Chapter 4: Tools of the Trade

Several mundane items (like a familiar carrier) are presented here, which is a nice touch for roleplaying. Also some special items like different inks are noted. Several magical items included exploit school specialization and metamagic, which is nice because so few items do.

Chapter 5: Spells

There are a few utility ones (a faster detect magic, some spells to help your familiar), a school of spells (orb spells of the five different energies), some spells to help constructs, and a few other miscellaneous spells. Most have some definite use, but the orb spells I felt were almost a waste of space. There's enough variation in magic without this kind of repetition.

All in all I found this book quite useful and interesting. I would recommend it to any arcane enthusiaist.
 

Here is a review of Tome and Blood written by Bruce Cordell and Skip Williams. Published by Wizards of the Coast, Tome and Blood is a 96-page sourcebook for wizards and sorcerers. The book retails for $19.95.

Tome and Blood is the third in a series of class oriented books designed to complement and enhance those classes being highlighted. The format is the same as previous class books with the presentation of new feats, prestige classes, magic items, and spells. There are also sections containing suggestions for making a more effective spellcaster, organizations that a mage may join, blueprints of the typical wizard's abode, and a list of mundane equipment items for magic users.

The new feats list several that are general in nature but the majority metamagic. The general feats include Extra Slot, Extra Spell, Greater Spell Penetration, Improved Familiar, and Innate Spell, just to name a few. Metamagic feats are Chain Spell, Cooperative Spell, Energy Substitution, Repeat Spell, Split Ray, and many more. The feats are fairly well designed and balanced, although DMs may want to be selective about allowing certain feats into their campaign.

The prestige classes are quite varied in style and design, perhaps being some of the best to date. There are fifteen classes listed with such offerings as teh Alienist, the Bladesigner, the Mindbender, the True Necromancer, and many others. The Alienist, Bladesigner, Dragon Disciple, and Elemental Savant have some real possibilities in my campaign world.

The sections devoted to magic items and spells are well done. Some entries are merely reworked versions of 2nd edition items. Both the Belt of Many Pockets (formerly knowns as a Girdle of Many Pouches) and a Golem Manual (formerly the Manual of Golems) are examples of this.

One issue I have with this book is that Wizards of the Coast has chosen to include updated information that supercedes what was previously published in the Player's Handbook. This updated information is now considered the "official" version recognized by Wizards of the Coast. To include Open Game Content in a book that is specifically not included under the Open Gaming License is wrong and slightly misleading. At the very least, it should have been released in a separate errata rather than included in the book.

Overall, Tome and Blood represents one of the better class books published thus far. The strong prestige classes, magic items and spells make it a worthwhile investment in a high fantasy campaign. It is a good addition to any collection.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Tome and Blood is the third of the class books series produced by Wizards of the Coast for the Dungeons and Dragons 3e game. It expands upon the role of Wizards and Sorcerers in the game, with advice for playing such characters as well as new feats, prestige classes, spells, magic items and world-building advice. The book is a 96 page softcover with an attractive appearance; the layout of the information within is very clear.

The book is divided into five chapters as follows:

Arcane Lore (33 pages) deals with a variety of material to help wizards and sorcerers. It begins with a discussion of creating effective spell casters, dealing with feat, ability score and spell selection as well as other matters of the like that will be useful to novice players. Nine pages are devoted to a discussion of familiars, including a few new familiars as well as some special familiars available only to those who take the Improved Familiar feat (the feat is described in the next chapter). The chapter ends with ideas for wizard organisations, and the sample home of a pair of arcane spellcasters.

There's a lot to like about this chapter. The advice for novice players should prove extremely useful, as the wizard is generally the hardest character to play. The notes on familiars are extensive, and the possibility of having Improved Familiars is an excellent addition to the game. Who wouldn't want a pseudodragon or an imp as a familiar? The mechanics of gaining such a familiar are very nicely balanced as well.

The organisations are, as one might expect, a mixed bunch. Groups such as the League of Diviners or the Spellswords may have no place in your game, but then again you might find them inspiring. Personally, I feel that there's much to like about those that are described.

The description of the Mages' Abode is more problematical. It takes up eight pages, a sizable portion of the book, and it didn't seem that useful to me.

Feats (6 pages) describes 24 new feats, although new is a relative term, as some first appeared in the Forgotten Realms Campaign setting. The chapter also clarifies a slightly obscure rule: you are able to treat types of spells as weapons for the purpose of feats like Weapon Focus. Thus it is possible to take Weapon Focus in Ray, Energy Missile or Touch spells. This is a welcome clarification.

The feats are excellent in the main. There are a couple, such as Arcane Defense, that I can't see much use for, but feats such as Extra Slot, Improved Familiar, Greater Spell Penetration and Eschew Materials are likely to see a great deal of use.

Innate Spell is one I particularly like: by sacrificing a spell slot eight levels higher than a particular spell, you may make that spell an innate power, usable at will as a spell-like ability. Powerful? Somewhat, but a lot of fun and only really available to very high level casters.

The fact that certain feats have been reprinted from the Forgotten Realms Campaign Setting is something that I consider absolutely excellent - as I'm not a FR player, I don't have that book, and I'd far rather have access to them than not.

About half the feats are metamagic feats, the others are general feats; almost all are useful and should provide great distinction between various spell casters.

Prestige Classes (28 pages) describes 15 new prestige classes, as follows:

[*]Acolyte of the Skin - a mage who binds the skin of a fiend to himself to gain powers
[*]Alienist - a student of unearthly powers
[*]Arcane Trickster - a rogue/mage
[*]Bladesinger - an elven fighter/mage
[*]Blood Magus - an unusual mage with powers derived from their own blood
[*]Candle Caster - a creator of magical candles
[*]Dragon Disciple - latent dragon blood becomes active, providing a gradual transformation into a half-dragon
[*]Elemental Savant - a specialist in one form of elemental magic
[*]Fatespinner - a manipulator of chance and probability
[*]Mage of the Arcane Order - a member of an arcane guild with special spell-sharing abilities
[*]Mindbender - a mind-control specialist
[*]Pale Master - a necromancer who binds an undead limb to himself to gain more powers
[*]Spellsword - a fighter/mage trained in casting arcane spells in armour
[*]True Necromancer - a cleric/mage with special necromantic powers
[*]Wayfarer Guide - an unique 3-level prestige class, giving additional powers of teleportation

Perhaps it's just because my favourite class is the Wizard, but I find these prestige classes to be inspirational and exciting. Two players in my campaigns have taken the Dragon Disciple prestige class, just because it's so wonderful an idea!

The prestige classes seem fairly balanced, if occasionally powerful. The Arcane Trickster is interesting, as the character gains spell casting abilities every level, along with normal Sneak Attack progression, good skill choices and additional abilities. Why would you ever be a straight Rogue/Wizard, then? I'm sure this is because multi-classed spellcasters in this edition are so underpowered compared to a multi-classed non-spellcaster. The loss of spell casting levels is extremely annoying. Thus, the Arcane Trickster, who gains both Rogue abilities and Spellcasting ability. However, as it needs four levels of Rogue and five levels of Wizard to qualify for, it's not something you can take until later. The fact that you'll only have 16th level spell-use also balances it against other characters. Versatile, yes, but not overpowered, in my opinion.

A couple of editorial problems sneaked into this chapter - the Bladesinger printed is the wrong version - however, to their credit, the correct version is available as a free download from Wizards' website: www.wizards.com/dnd

Several of the prestige classes have an apotheosis at the end of their progressions: the Acolyte of the Skin, the Alienist, the Dragon Disciple, the Elemental Savant, the Fate Spinner, and the Pale Master all basically change their creature type by the 10th level, generally to Outsider. The Dragon Disciple becomes a half-dragon; so type Dragon. Whilst the Pale Master doesn't actually change type, it has become almost undead and thus immune to critical hits. I really like this idea - it makes these classes really special.

Tools of the Trade (8 pages) deals with new mundane and magical items as well as expanding the item creation rules from the DMG.

This chapter is excellent. The idea of metamagic rods is introduced: rods that allow you to cast a certain number of spells per day as if they had a metamagic feat such as Quicken Spell or Maximise Spell applied. The Golem Manual also caught my eye, and the discussion of determining prices for magic items is very useful indeed.

The final chapter, Spells (18 pages) gives a group of new spells, discussion of special tricks with certain spells, and most importantly of all, guidelines for researching your own spells.

There aren't actually that many new spells, but a fair number of them are such that you really wonder why they weren't in the Player's Handbook - spells such as Eagle's Splendor, Fox's Cunning and Owl's Wisdom, which are the mental counterparts of Bull's Strength, Cat's Grace and Endurance. Mass Darkvision, Mass Fly and Mass Teleport are also given, as well as some familiar-enhancing spells. The spells are all pretty useful.

The guidelines for new spells are likewise useful without being too restrictive or formulaic. A few benchmark spells are given, which show you the maximum limits of spells of certain levels - very useful information.

Tome and Blood is possibly the best of the class books, although it may be my prediliction for playing wizards that is showing here. Regardless, the book has seen much use in play since I bought it over a year ago, and I greatly recommend it to anyone who is interested in playing an arcane spellcaster.
 

Remove ads

Top