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Way Of The Witch

Way Of The Witch Capsule Review by Darrin Kelley on 28/11/02
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
Very solid and well done book. But the seer depth of it may be daunting for many DMs to want to include in their games.
Product: Way Of The Witch
Author: Janet Pack, Jean Rabe, Megan C. Robertson, Christina Stiles
Category: RPG
Company/Publisher: Citizen Games
Line: d20 System
Cost: 24.95
Page count: 104
Year published: 2002
ISBN: 1-929474-39-3
SKU: CIT111
Comp copy?: no
Capsule Review by Darrin Kelley on 28/11/02
Genre tags: Fantasy
Way Of the Witch presents a exhaustive overview of the Witch and the culture surrounding it. Giving indepth examination of the Witch as a basic character class, and expanding into the rituals and presenting complete support for pretty much every aspect of it.

Chapter One: Introduction

This chapter gives a solid jumping on point for the history and feel of the culture by providing in character anecdotal descriptions Witch society and its role within the world of Myrra (Citizen Games default campaign world).

Chapter Two: Witch Classes

This chapter jumps right into it. Presenting the Witch as a brand new basic class. Showing absolutely every aspect of what is truly an exhaustively well thought out character class.

The second part of the chapter are the Prestige Classes. It presents 5 of them. Each of them presenting very well thought out exemplary stations within Witch society.

Chapter Three: Skills and Feats

This chapter provides a solid variety of new skills and feats. Each one is very plainly explained, some to an exhaustive degree.

Chapter Four: Witch Magic

This section contains new spells and addendum to many spells existing within the Player's Handbook. It also presents full descriptions of Circle Magic, Ritual Magic, Charms, Fetishes, and presents new rules on group spell casting.

Chapter Five: Candle Magic

This section presents descriptions of not just spells and effects, but deep detail regarding the creation of the materials involved in pulling off the effects. It's very well detailed.

Chapter Six: Familiars

This section includes all the relavant rules on creation of familiars. And even presents some new creatures native to the setting of Myrra.

Chapter Seven: The Ways Of The Witches

This section goes deep into the various society of Witches in general. From weddings, to dress, to holidays, to music, and mythology. It definately delivers.

Chapter Eight: Witch Organizations

This chapter presents 17 different witch organizations set within the world of Myrra. They present a definate diversity of examples in which one could easily use as inspiration make their own for their own settings.

Chapter Nine: Witch Adventure Ideas

This chapter presents 8 different adventure ideas, as well as 6 different sample characters.

Glossary

This explains all of the language and terminology put through out the in character sections of the book. And it is definately well needed.

Artwork and layout:

the cover is amazing. And the inner artwork is almost totally black & white pictures. But they are all within the theme of the book and convey the feel fo it well.

My views on this book are overall extremely positive. However, there is something that must be acknowledged. This book is so well written that it may be too intimidating and complex to some DMs to consider adding the contents to their games.

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