| Review of Book of Eldritch Might II (PDF) Cost: $7.00 Find it: www.montecook.com Overall score: 8 of 10 For those of you who don�t know, Book of Eldritch Might II (BoEM2) is the second of a series of books put out by Monte Cook. The Eldritch Might series focuses on arcane magic providing new feats, prestige classes, spells, items, and monsters for sorcerers and wizards. This book also has a substantial section on bards. NOTE: I�m not a big bard fan myself so I didn�t get much out of it. If you are a bard fan perhaps you�ll like this book. The book starts off with alternate versions of the bard and sorcerer classes. Of the two the bard is the most altered. It merges the bardic music ability with the classes spell casting to create an entirely new system of magic. The bards uses notes (low end spells), chords (mid level) and melodies (high end-5th level) instead of standard spell levels. The bard also gains evasion eventually, a big advantage to survival. The alternate sorcerer doesn�t require material components. If the component had a cost the sorcerer now pays an XP cost (1/25 the price). This is very similar to system I was already using and I whole-heartedly recommend it. There is also an alternate spell list for the sorcerer. It slows some of the power progression of the sorcerer by moving spells up a spell level (such as fly and haste). I would only use it if I allowed the d6 hit dice that the variant class has listed. In the feats section we have a great many for the bard as well as some new Eldritch feats (introduced in BoEM1). Some I really like such as Lace Spell: Spellripper and Unravel, both of which eliminate defensive spells on an opponent as a side effect of a spell. Though they may sound powerful the level and ability requirements mitigate this quite well. On the other hand I�m worried about Intensify Spell (for the bard). It boosts damage if a perform check is made (Higher DCs for greater effects). There is no requirements and it seems to me to be easily abused. For instance, an 8th level bard with +19 perform (+4 Charisma modifier +11 ranks of Perform +2 Masterwork instrument +2 Skill Focus (perform)) could boost the damage for any spell 50% at least 60% of the time (depending on the level of the spell) with a free action! In final analysis the feat section is a mixed bag and should be used with caution. The new prestige classes on the other hand are well balanced, if somewhat bardic oriented. The diplomancer is a social spellcaster, adept at enchantments and diplomacy. The abilities of the class ensure that a character with this class will not be totally useless in a standard party (i.e. high hack and slash). The eldritch warrior is my favorite, a warrior who uses magic to enhance his combat abilities. Lots of runic tattoos are involved. I think at the very least they would make great henchmen for an arcane villain. Knight of the chord and song mage are geared for bards and singing spellcasters. Not my cup of tea. Knights of the chord have some great abilities such a imbuing their weapons with magic powers and eliminating spell failure chance, but the idea of wandering bardic knights is hard to accept. Song mages also have many useful abilities such eliminating silence spells and create song based wings, but it is not my thing. The next section makes up for all bardic bits, soul magic. Soul magic is a new form of magic that involves sentient spells. This is the type of spell that lies in wait for some spellcaster to come by and then compels them to cast it. Or it can be set up to cast any spell of its level or lower. Great for those trapped demons who have nothing better to do or demigods to grant their otherwise mundane servants. A final version of soul magic is the weakest were it just does one specific effect and doesn�t compel. Of course, there is a price to pay, in the form of statistic damage. All sorts of adventures could be set up using this lost form of magic. After the spellsong section (the variant bard�s note, chords, and melodies), we arrive at the spells section. There are many goodies here such as animate necrosis, which animates a foe�s dead flesh to attack him. Also there is blood spikes, a mixed bag spell, which causes a creature�s blood bursts out into spikes, hurting the individual but giving him natural weapons. There are plenty of spells that would be great for some Lovecraftian horror as well as some just plain useful spells such as phantom foil, which fouls sneak attacks by distracting the attacker with illusions. The magical item section has plenty of useful items for all classes. Two items really stood out due to their unusual nature. The ring of the scorched mind makes its wearer gain all the benefits of being mindless and can even look like a mindless shell to divination spells. Then there is the skull of spelldoom, which acts as if it were a sorcerer counterspelling all spells that come at you (assuming it knows the spell). I can just imagine the panic of PCs as they try to deal with the villain�s demilich ally who is protecting him. There are two items in the artifacts section: the black grail and the book of eldritch might. Both are ok but don�t immediately cause me to start thinking about basing a campaign about it (well the black grail�s domination and power boosting abilities are worth thinking about). The monster section is pretty weak. Of the three entries only the Eye Golem looks useful. I don�t see the need for a new monster for the arcane angel, it would be more interesting it was a standard celestial. As for the unholy riven it strikes me as an overpowered version of the arcane devourer (Creature Collection II). It is just a big tough magic sucking monster with no personality. In the end it is the introduction of soul magic, new spells, and new magic items that make this product worth it. Additionally, if you like bards and wish they a bit more different this book have an answer. |