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Joe's Book of Enchantment

Joe's Book of Enchantment Capsule Review by J. Burnson on 24/09/02
Style: 3 (Average)
Substance: 5 (Excellent!)
A D20 supplement for magic-users that takes "messing with the mind" to a whole new level
Product: Joe's Book of Enchantment
Author: Joe Mucchiello
Category: RPG
Company/Publisher: Throwing Dice Games
Line:
Cost: $5.00
Page count: 66
Year published: 2002
ISBN:
SKU:
Comp copy?: no
Capsule Review by J. Burnson on 24/09/02
Genre tags: Fantasy
Joe’s Book of Enchantment is a 66-page PDF from Throwing Dice Games that fleshes out enchantment as a school of magic. The book is written by Joe Mucchiello and is meant for use with D&D, Third Ed.

WHY IT EXISTS

To correct what the author perceives as a needlessly restrictive -– and unimaginative –- portrayal of Enchantment. The author wishes to extend the value of Enchantment past Charm, Hold, and Sleep.

HOW IT LOOKS

Apart from a handful of elements, there is no art, but it isn’t missed. The creators have a good sense of fontography and layout, and their use of size, bold, italics, and capitals is appropriate and unobtrusive.

WHAT IT CONTAINS:

Chapter 1: Enchantment notes the limitations of Enchantment (e.g., it has the fewest spells in the core rulebook after Necromancy, and it is useless against creatures with no Intelligence), but it points out the singular utility of Enchantment in social settings. The chapter rates the choices of prohibited schools for wizards who specialize in Enchantment and discusses the inconsistent treatment of Enchantment effects in the core rules.

Chapter 2: New Uses for Skills looks at appropriate skills for Enchanters. The book describes new uses for 15 existing skills. For example:

Alchemy -- to create aromatic concoctions that weaken or affect the mind

Concentration -- to cast a spell in front of others without seeming to do so

Handle Animal -- to rear or train magical beasts (in conjunction with a new feat, Beast Master)

Perform -- to “craft” a song or other work of performance art

Bluff -- to pitch a task or opportunity to someone over several minutes or longer

This chapter also includes three new skills: Haggle and Seduction (which are actually “composites” of other skills), and Issue Command, a skill relating to an Enchanter’s competence for giving instructions.

Chapter 3: New Feats describes 24 new feats. Not all apply solely to Enchanters. Ones that do include:

Capture Spell -- on a successful counterspell, you can instead attempt to compel your opponent to direct the spell to other targets

Commanding Voice -- your voice carries increased authority

Hypnosis -- you can attempt non-magical suggestion (using the Bluff skill)

Mental Mastery -- your Enchantments affect even oozes, plants, and undead

Written Suggestion -- you can imbed a magical suggestion into normal writing

Chapter 4: Prestige Classes describes 8 new prestige classes that relate to charm or compulsion. They are the following (the titles of some representative special abilities are given in parentheses for flavor):

Animal Handler -- a druid/ranger sort with a rapport with animals (Find Familiar; Dire Breeding; Spell Delivery)

Charlatan -- a confidence man with a bard/rogue base (Hypnotic Patter; New Self; Mind Blank)

Disenchanter -- a spell-caster who is adept at recognizing Enchantments and protecting others from their effects (Protection from Enchantment; Sense Illusion; True Seeing)

Fear Eater -- a fighter who feeds on the fears of others (Nothing To Fear; Destroy Undead; Fear Itself)

Fey Disciple -- a druid/ranger/bard sort who is adopted by the fey and gradually becomes more fey-like

Hand of Jherana -- a monk/ranger sort who receives divine gifts that promote physical and mental purity in return for devout service to a deity and her church

Reveler -- a bard/rogue/monk sort who lives to spread cheer (Sing-a-Longs; Groupies; Life of the Party)

True Enchanter -- an arcane spell-caster who is dedicated to mastering the manipulation of the mind

Chapter 5: New Spells describes 72 new Enchantment spells, various subsets of which can be cast by adepts, assassins, bards, clerics, druids, paladins, rangers, sorcerers, and wizards. Fourteen of these spells relate to Charm, but the rest are a varied and appealing mishmash of mind-screws. They include:

Level 0: Sure Thing (target believes that he loses a pending wager even if he wins)

Level 1: Taunt (target turns attention to caster)

Level 2: Cripple (target no longer believes that his legs work); Exhaustion (target believes that he is exhausted, with the usual penalties); Fighter’s Way (target sees physical combat as the only course)

Level 3: Anathema (target considers a specific familiar action to be too repulsive to be performed); Mundane (target believes himself to be wholly ordinary and so forgets that he has any acquaintance or skill with magic); Unnoted (target becomes “invisible” in the sense that nobody notices that he’s there)

Level 4: Befuddle (target cannot operate magical devices or mechanical devices with unseen elements); Boorishness (target adopts an attitude of such thorough rudeness that his Charisma drops to 1); Vacate (anyone entering a designated area is compelled to leave immediately and then forget they were there)

This chapter also describes 3 new Enchantment-related cleric domains: Charm, Domination, and Hatred.

Chapter 6: New Magic Items describes a variety of enchanted items and Enchantment-related abilities. Items include weapons, armor, rings, and wondrous items. The abilities include Love, Lure, and Terror for weapons and armor, and Guarded and Plain for magic items. This chapter also describes a new class of magic item called charm tokens, which are figurines that release Enchantment effects when touched.

Chapter 7: New Monsters and Templates describes nine new Enchantment-employing monsters (six of which are fey and two of which are outsiders) & one new associated monster template (the half-fey).

Chapter 8: NPCs and Organizations demonstrates the prestige classes by describing 14 NPC’s (one of which is a baby purple worm that was “awakened” to sentience by an Animal Handler!). The NPC’s are ranked by Challenge Rating and include blurbs about each character’s battle tactics, ambitions, and plot hooks. This chapter also has descriptions of two organizations: the Church of Jherana (referenced earlier in the Prestige Classes) and the Circus of the Crescent Moon (a traveling fair hiding several Enchanters).

Chapter 9: Odds and Ends elaborates on the administration of Aromatics (which have names such as Allergen, Forget-Me, and Insect Repellant); lists new states that can be fostered by Enchantments (such as amorous and enraged); and offers new categories of spell descriptors (such as astral, hold, and scry).

HOW IT FARES

Joe’s Book of Enchantment is a winning entry in the D20 market. As one reads the book, one can't help but be struck by the extent to which the author has wrapped his mind around the idea of wrapping one’s mind around things. Afterward, the reader wonders how he or she could ever have tried to play a subtler magic-user without this arsenal. You mean that I can make a person view friends as foes? Keep a person from leaving a particular place? Convert a person to my religion? Why didn’t anyone say so! With this book, one begins to contemplate weaponless smart-alecks who survive through their (lower- and upper-case) charm, of the type who are always found as sidekicks in buddy cop movies or detective TV shows.

With 72 spells, there are bound to be disagreements about levels and other aspects. For example, Cripple (2nd level) is essentially a nonvariable -- but rather severe -- version of the 3rd-level spell Bestow Curse. And Unforgettable (target makes himself memorable to everyone he meets) seems rather underpowered at 7th level. Also, the descriptions of the spells ought to be more direct in their account of the role of the target’s mind in his fate. A statement like “Affected creature cannot take offensive actions” (Pacifism) would have resonated better as “Affected creature believes that offensive actions advance no purpose.”

Joe’s Book of Enchantment is full of thoughtful touches: distinct starting pages for each chapter; synergy bonuses for the amplified skills; recaps of base Enchantment spells like Charm Person and Hold Person; minimal paths to the prestige classes; sidebars on con games, alcohol as a poison, and levels of fear; and so on. None of these additions is revolutionary, but together they display a rewarding attention to detail.

Joe’s Book of Enchantment would make a stimulating addition to a spell-caster’s library of D20 tomes. It basically opens another avenue for achieving goals through magic. Did we mention that it is only $5?

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