|
|||
Spellslinger's Guide to Wurld Domination | ||
|
Spellslinger's Guide to Wurld Domination
Capsule Review by David Smith on 24/08/02
Style: 4 (Classy and well done) Substance: 5 (Excellent!) The Spellslinger's Guide to Wurld Domination is a worthy companion to your HackMaster or AD&D game. Product: Spellslinger's Guide to Wurld Domination Author: Blackburn, Jelke, Johansson, Kenzer, Kolman, and Morgan Category: RPG Company/Publisher: Kenzer and Company Line: HackMaster Cost: 19.99 Page count: 144 Year published: 2002 ISBN: 1-899182-49-4 SKU: K&C2105 Comp copy?: no Capsule Review by David Smith on 24/08/02 Genre tags: Fantasy | Let me begin by saying that I think HackMaster is the best role-playing game to come along for some time. I am also a certified HackMaster GM. I say this not to toot my own horn, but only to make clear where my biases lie.
I had been eagerly awaiting the Spellslinger’s Guide to Wurld Domination (the book is subtitled “Crushing Empires for Fun and Profit”) for some time. Those of you who own the HackMaster Player’s Handbook (PHB) will remember the curious omission of the Blood Mage character class from its pages. Its further omission from the Game Master’s Guide (GMG) was even more disappointing. Keep in mind that I am not expressing dissatisfaction with these products as a whole; they’re packed with information and I’m guessing the Blood Mage was squeezed out for lack of space. Soon after the release of the GMG, Kenzer announced that the Blood Mage would be included in the forthcoming Spellslinger’s Guide.
If it seems to you as if I bought the Spellslinger’s Guide just for the Blood Mage, you’d be mostly right. But in addition to the Blood Mage character class, the Guide also includes rules for magic-user specialists — derived from the 2nd Edition AD&D rules — double specialists, sole practitioners, etc. More on that below. Also included are rules on “holistic practitioners” (elementalists), “unorthodox practitioners” (“painted mages,” wild mages, etc.), scores of new spells, and new magic-user quirks, flaws, skills, and talents.
The book is divided into seven chapters and three appendices. The first four chapters deal with the new character classes (see above). The fifth chapter deals with “priors and particulars” for magic-using characters, including quirks and flaws but also information on education and apprenticeship. The last two chapters cover additional rules for magic-users, such as magical academies, spellbooks, ley lines, familiars, and so on. The three appendices cover spells, spell components, and a spell planner, respectively. One page of player coupons — which allow a player character to modify a certain result — is also included. With respect to quantity, the Spellslinger’s Guide has 144 pages printed in a very small font (I would estimate 8 points). Contrast this with TSR’s Complete Wizard’s Handbook at 128 pages in medium font, or WotC/Hasbro’s Tome and Blood at a meager 96 pages — for about the same price! For ease of reading I will discuss each chapter in turn below. These comments will be followed by my remarks on style — layout, design, and art.
SPECIALISTS
Each school of magic has its opposition school(s). While 2nd Edition AD&D (and, in fact, the HackMaster PHB) forbade specialists from learning and casting spells from their opposition schools, the Spellslinger’s Guide instead assigns them massive penalties on their “chance to learn” percentile rolls. For example, a Conjurer has a –81% penalty when attempting to learn spells from the school of Invocation/Evocation. Even if he has a very high Intelligence score, such a character has almost no chance of learning spells from this school. Likewise, an Illusionist has a monstrous –84% penalty to learn spells from this school, so your 1e munchkin dream of a Fireball-casting Illusionist most likely won’t come true.
Also covered in the chapter on specialists are the double specialists. These characters are largely the same as their single-specialist colleagues but are even more limited in their choice of spells. For example, a double-specialist Illusionist cannot learn Evocation spells at all. However, a double specialist is very powerful within his chosen school. A double-specialist Invoker could cast a Fireball spell at 3rd level of experience, because he can cast Invocation/Evocation spells as if they were one level lower (so he would cast Fireball as if it were a 2nd level spell; he can also memorize two first level spells of his chosen school for each first level spell slot). Furthermore, he casts the spell as if he were one level higher than his actual level, so his Fireball would do four dice of damage.
All double specialists, including Gnome and Gnomeling Illusionists, are prohibited from multi-classing.
SOLE PRACTITIONERS
To be honest, while the material presented in this chapter is interesting, I will probably not include it in my own campaign. The ‘classic’ fantasy archetypes of cleric, fighter, magic-user, and thief are part of what makes HackMaster so appealing, and these classes seem to blur the lines between these archetypes.
HOLISTIC PRACTITIONERS
UNORTHODOX PRACTITIONERS
As I noted above, the Blood Mage was my chief reason for buying this book. I was not disappointed. The HackMaster PHB describes the Blood Mage briefly (p. 40): “Instead of drawing errant magical energies from without and channeling them, the Blood Mage derives his power and casts his spells by drawing upon the life-energies of his own body (and those around him).” The Spellslinger’s Guide runs with this description, enumerating the possible effects of a Blood Mage casting a spell. The Blood Mage’s other special ability is the ability to cast a spell Woefully. These spells ignore saving throws, magic resistance, etc., but the caster pays a price: he loses 1d3 points of Constitution (some or all of which may be permanent) and falls into a coma for 36 hours.
Blood Mages are specialists in Necromancy. As their spells draw on life-force for their power, there is a significant chance each time a Blood Mage casts a spell that he and those around him are injured. This chance increases with the power of the spell. The most devastating effect (which can be caused only by 9th-level spells) is that the Blood Mage and all living matter within 10d12 feet lose all life force. Fortunately the chance of this happening is very small.
Painted Mages — who are also specialists in Necromancy — are magic-users who have developed a refined form of pixie-fairy tattoo magic (see the PHB for more details). Alone among all the classes described in the Spellslinger’s Guide, Painted Mages cannot spell-jack.
The distinction of the Painted Mage is that his spells are tattooed on his own skin in the form of sigils. Instead of memorizing a spell, the Painted Mage “activates” one of his sigils. Eventually the mage’s entire body will be covered with tattoos, and the Spellslinger’s Guide notes that only members of huge races or very fat people can ultimately become successful high-level Painted Mages. Unfortunately, the image created in my mind while reading the description of this class is that of Hennett, the leather-fetishist Sorcerer from the d20 Player’s Handbook. Not pretty, and it might be enough for me to restrict this class on my own wurld.
The final unorthodox practitioner to be described is the Wild Mage. As with the section on holistic practitioners, most of this information is taken directly from the Tome of Magic, though the Wild Mage Level Variation Table goes to greater extremes. A 20th-level Wild Mage’s casting level can vary as much as eight levels in either direction.
MAGIC-USER
PRIORS AND PARTICULARS
The other “new” feature presented in this chapter is the list of “personality types” for magic-users. Frankly, HackMaster’s character creation process already goes along way toward helping a player develop his character’s personality, so the value of this section is dubious.
MAGICAL ACADEMIES AND ORGANIZATIONS
RULES OF THE ROAD
The rules on spellbooks are interesting but cumbersome. Personally, I recommend instead the spellbook rules from Unearthed Arcana (pp. 79-80).
THE APPENDICES
By my count are well over 200 spells described in Appendix A — 235 to be exact. Admittedly, some of these are simply spells normally available to clerics or druids and listed in the Player’s Handbook, while others are spells that Kenzer & Co. probably forgot to include in the PHB. In any case, there is a huge amount of new spells, some of which are silly but most of which are useful and creative. There are 24 (!) new “power word” spells, along with new restrictions on their casting — a caster of 6th level or below who attempts one of these spells must make an Intelligence check or suffer a spell mishap.
Also interesting is the Vengeance class of spells. While any magic-user can cast these spells (as long as he can cast Necromantic spells), only a Blood Mage can use them to their full extent, because of his ability to cast Woefully. There are two of these of each level, 18 in all, from the 1st-level Blood Missile to the devastating 9th-level Blood Curse (which, because it must be cast Woefully, can only be cast by a Blood Mage).
Again taking a cue from the d20 Player’s Handbook, the list of spells is in alphabetical order rather than level order. (Why not? Even I’m prepared to admit that some good ideas went into the creation of 3e.)
LAYOUT, DESIGN, AND ART
This volume is like the 2e Complete Wizard’s Handbook in one unfortunate respect — no index! This detracts a good deal from what is otherwise a great product, and I hope that Kenzer & Co. does not make the same mistake with their forthcoming class books (one each for cleric, fighter, and thief classes).
Art is copious and for the most part well-distributed and relevant to the text. My only complaint is that some of the art — especially that of HackMaster standbys Brendon and Brian Fraim — seems to have been scanned in at low resolution, and appears pixelated and blurry in parts (see p. 11 for a particularly egregious example). I expect to see this sort of thing in the HackJournal, but a production-quality work ought to have higher standards.
All in all, the Spellslinger’s Guide to Wurld Domination is a very solid product that should not be overlooked by aficionados of HackMaster and AD&D. Kenzer & Co. have demonstrated once again their exceptional ability to push an already-great system to its limits. | |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |