Review Editing
Review of Arcane Mysteries of Barsaive
Firstly, I loved the cover.Laubenstien is Earthdawn's true
"signature" artist and his incredibly colourful cover immediately
caught my eye and, in my opinion, helps set the tone of the whole
book(many RPGs live and die by their artwork, and Earthdawn one
of them).The interior art is more variable, but despite the presence
of the talentless(IMHO) Baxa, pretty good.Combined with nice
Earthdawn font and various symbols beneath the text, the
illustrations help give the book a nice "magical" feel.
The "Spells" section is good, with a large number of new spells for
all four spellcasting classes, which serve to round out and balance
the existing spell lists. The Nethermancer spells are partcularly
useful, as Nethermancers are given a couple of good low-level ranged
attack spells, something they were missing before.A lis of the spells
in this and Magic: a manual of mystic secrets is given, as is a
complete spell list for Shamen(whom they bizarrely insist on calling
Shamans).
The talent knacks given are numerous and useful, adding new variations
to existing talents, but there are still far too few, and too many
center around the same few talents.
Which brings onto the final, and my favourite section, Magical Items.
Firstly we have "Common items", which adds to the items from the
original Earthdawn book and the Earthdawn
Companion.These are basically magical and very useful twists on
various everyday items, from the large mug that refills itself with
cold, pure water once a day, to light quartz in the hilts of weapons,
to tools that repair mistakes made with them.This sections is
brilliant as it adds a great deal to Earthdawn's magical
atmosphere, and shows how ingrained magic is into the society of
Barsaive, which is one of the things that distinguishes
Earthdawn from the majority of swords n' magic(I hestate to say
sorcery) RPGs.
More of the ever amusingly dangerous blood charms
are added, all very useful, but at a great risk and price(in blood).
These also contribute to the atmosphere and originality of
Earthdawn, being, as they are, almost "magical cyberware".
More common(ie buy-able) thread items appear, and are certainly more
intresting (though without the brilliant weapon illustrations) than
those in the Earthdawn Companion.More unique thread items
appear also, many of which are good and original, a couple of which
are dull and slightly cliched.
Finally there are four "Grimoires",
which are of some use, but more important as they remind one that they
need not be simple spellbooks and give GMs some idea of how to
generate their own.
Overall, then, this is the missing second half of Magic: a manual of mystic secrets, and I wish the two books had been published togther, saving everyone time and money. It is very useful and even essential if your campaign features alot of use of magic ect., but I would(and did) get Magic: a manual of mystic secrets first, as this contains alot of references to it.Definetly one of the best "more magic"-type books I have read, and it has a great cover!
Style: 5 (Excellent!)
Substance: 4 (Meaty)

