Well, this might be a little odd, since I think this product should be listed on the Natural 20 Press list of products, but since I'm reviewing the print version (got it at GenCon), I'll post the review for this one.
I've been a lurker for a while, but I've liked the stuff from Natural 20 Press so far. I first got their Tournaments, Fairs, and Taversn book, and then went back and got the pdf version of Wild Spellcraft. I probably won't get Four Color to Fantasy, but I did pick up the print version of Wild Spellcraft at the con. In a way, this will mostly be a review comparing the original to the print versoin, since there are already a couple good reviews for the original version.
First, Wild Spellcraft, is a 72 page softcover book, printed by Mystic Eye Games, with a black and white interior. For $14, it's a pretty good deal, and a better cost per page than many products of the same size. The pdf version, available at rpgnow.com, is $7 for 63 pages, so if you factor in printing costs, the print version's probably a better deal.
However, in the print version there are two pages of reprinted tables that already appeared earlier in the book, there is an ad for Mystic Eye's products on the last page, and the Open Gaming LIcense takes up 2 pages instead of the normal one. If Mystic Eye Games had put the OGL on the interior front cover, and the ad on the interior back cover, they probably could've shrunk the book a little, though I'm not sure if 72 pages is one of those magic page count numbers that publishers should shoot for. I won't criticize this much. Overall, the text density is good, and is comfortable to read, but the layout is nothing fancy.
The content is practically unchanged from the pdf version. According to the writer (Ryan "RangerWickett" Nock, who signed my copy at the con), there are four new spells (Minor Hex of Misfortune, Major Hex of Misfortune, Maledict Hex of Misfortune, and Preserve Form), a new chapter at the end of the book (a sample adventure location that uses the rules for wild magic), some new wild magic items, and some general polishing of the text and balance. Also, Mystic Eye Games added in new art to fill up the page count.
The new spells are pretty neat. While the majority of the spells in the book fit the standard D&D style high fantasy magic, the hexes of misfortune take a different tack. They're useless in combat since they have a casting time of 10 minutes, but they give the target penalties to checks for an entire day, kind of like some sort of voodoo curse. The higher-level versions cause the target to occasionally suffer damage from 'accidents' caused by bad luck, and though the damage isn't really dangerous right away, it can disrupt the target, causing him not to get sleep, or to be too distracted by aches and pains to act effectively. Preserve form basically is counter-wild magic, giving the target immunity to entropic damage and bonuses to resist transmutation effects.
The new magic items make up a very small section, with only four or five of them. There are two new weapon enchantments--entropic and dystopic--that cause random probability to favor injury and damage. Thus, a weapon with these enchantments deals full damage, without having to roll. The weaker version (entropic) only affects weapon damage, whereas the stronger version (dystopic) affects even sneak attack damage inflicted with the weapon. It's priced equivalent to the vorpal power, and probably for good reason.
The nicest part of the new book is the new chapter, a section on an abandoned magical library called Yen-Ching. The premise is that it was once a huge library complex where many wizards learned, and much magic was kept and studied, until a huge magical experiment filled the entire area with chaotic magical energies and started summoning monsters into the area. The wizards there fled, and since then, the area has filled with monsters of many different varieties. Thus, there's a whole swath of ancient magic and treasure that can be found. Mr. Nock does a good job of explaining to the DM that the library is like an above-ground dungeon, and that the structure of the place lets DMs tailor adventures as they see fit.
Weaker parties can explore the outskirts of the area where there are fewer monsters (but also less treasure, since previous adventurers have probably already ransacked the area), while stronger parties can try to break into the central area, where powerful magical secrets are held. The central vault of the complex is an area that would make a very decent challenge for an epic-level party. Get this: it's a tower filled with magic treasures and an entombed evil sorcerer, that is guarded by six CR 17 golems on the roof, and over a dozen on the ground floor. Plus the area's magic is constantly going awry, making adventuring hard for parties who rely on spells or magic items.
Though it might have been nice to include a map of the area, I suppose it makes sense to keep the layout amorphous, since the whole chapter is presented almost like a toolkit for making an adventure. Mr. Nock presents a lot of adventure hooks that might bring parties to the area, then details how the magical energies there affect spells, lists a small collection of sample locations in the library complex for people to explore, and even provides rules and guidelines for how uncovering magical secrets might help the party (note, they work kinda like Loremaster secrets). Basically, you choose what you want to do, pick the right elements out of the chapter, and you can make a lot of different adventures in this one area. Just like the rest of the book, it has a very nice toolkit approach, that makes it easily adaptable for nearly any game.
So, that's the good stuff. Just like the pdf version, it's a good book, a little light on actual crunchy bits, but with tons of advice for how to utilize what's there. Overall, it probably will influence your game a lot more than another book that has more crunchy bits but less advice. When Mr. Nock presents ideas, you'll usually find a few that make you say, "Wow, that'd be cool to do." For the text alone, I'd probably give the book a 4 (it might've made a 5 if there'd been even more crunchy bits). For the record, I would've given the pdf version a 3.5. The adventure location at the back of the book really impressed me, especially since it's only . . . 9 pages long, but manages to be very intriguing.
Now, on to the drawbacks. As with the pdf version, there should probably have been more delineation between rules and non-rules stuff. Most of the book is good about this, but Chapter Two (which has a lot of the really cool ideas) intermixes optional rules with advice for your game. While reading through, it's a good format, but it makes it hard to find what you're looking for afterward.
Also, the prestige classes are probably a little overpowered. For each, you have a greater chance of your spells failing, in exchange for more flexibility or power. I don't like this for the same reason I don't like rolling for AC in combat (y'know, one of the optional rules in the DMG). It basically means you have two chances to fail your spell--the casting check and the saving throw to resist. It might be balanced, but I think it could be a hassle. I would rather have seen the classes get reduced spellcasting advancement. Still, the classes have cool ideas, and the change is easy to make . . . maybe Mr. Nock would like to post some alternate versions of the prestige classes?
But here comes my main beef with the book. It looks . . . kinda ugly. In the pdf version, the illustrations were nicely integrated with the rest of the document; text wrapped around them nicely, very professional looking, and all the illustrations were large enough for you to appreciate them. In the print version, practically everything is kept in its own column. Though this might make the text a little cleaner, it's a fairly amateurish way to handle the layout. And in order to fit the art into those small spaces, it's all be shrunk to the point where the images look dinky. If you have both versions, compare, and I'm sure you'll agree that the pdf art looks better when it's larger.
Similarly, the new art added in is just confusing. Almost none of it has anything to do with the text around it, and very little of it even has anything to do with the book at all. One picture has a woman sorcerer sucking the breathe out of a bunch of orcs, and it's at the end of a section talking about optional rules that don't even mention orcs or sucking air out. There's also one image that gets repeated three times in the book. Twice in the text, and once on the back cover.
All the new art looks pretty cartoony and comical, whereas the original art (though it was kinda cartoony in style) at least made wild magic seem interesting and cool. The new art makes it look silly and goofy. My favorite art piece, the illustration for chaos blast, is sadly shrunk to a tiny spot, hiding all the great detail in the piece. Next time, show that pic three times, instead of the one with smoke coming out some guys' ears.
The cover art is a little nicer than the original pdf's, but since I'm familiar with the book's content, I think the artist didn't know what character he was supposed to be drawing. It's obviously _supposed_ to be one of the book's iconics, a gnomish wild sorcerer. But the person on the cover looks like a human, not a gnome, and he doesn't have hummingbird wings. Also, it's kinda lazy that the artist just re-used the exact same Jack of Hearts card three times. Couldn't he at least have scanned in some different cards? It's a prettier piece than the original on the pdf, but a little disappointing to someone who liked the original.
Finally, the sidebars on the interior pages are just unattractive. There are skulls and weird mysterious symbols, but they look amateurish and out of place. Compared to the sidebar images used in, say, FFG's Path of the Sword, these look bad. I never liked this type of sidebar in Mongoose's books, and I don't like them here in Mystic Eye's book. This is the first MEG book I've bought, and since I liked the way the original Natural 20 Press version looked, I pretty sure the blame falls at the feet of MEG for making it look bad.
So, in my final review, the content is good, the price is fair, but the book is visually unattractive. If you aren't an art critic, consider this review a 4, but since I like pretty books, I'm giving it a 3.