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Capsule Review arcady September 6, 2004 (Classy & Well Done) Great ideas for fantasy spells, but built a little powerful for Heroic level gaming. arcady has written 13 reviews, with average style of 4.00 and average substance of 3.92. The reviewer's previous review was of Star Hero. This review has been read 4827 times. |
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This is the sort of book you only buy if you're already invested in not only the Hero system, but Fantasy Hero as well. I suppose the question then is whether or not it makes for a good buy on its own, at all, or whether you would want the earlier Grimoire first.
The books makes the claim of giving us hundreds of new spells in ten categories. Those categories, a little about them, and the number of spells found in each are as follows:
While I didn't run the numbers for it, each spell has a number of customizing options, as a rough guess they seem to average about 12 to 15 of them per spell. They include things like upping the power, downing the power, modifying the casting roll, silencing, quickening, and so on. Some of those are the kinds of options that seem superfluous - like weaker or stronger versions or noting alternative special effects. Others such as ritual versions or versions with side effects, delayed effects, concentration and so on will genuinely adjust how the spell plays out. Overall the options are the same kinds of adjustments DnD players see in metamagic feats, and if you want that kind of ability in Hero you could do it with Naked Modifiers or Variable Advantages, then use these options as a selection guide.
Grimoires: There is a wealth of ideas in this book, some of them quite interesting. You could get it without the first Grimoire but it is a look at 'the unusual arcanas' so you would probably do best buying them in order.
Power Level: Many of the spells in this book have very high active point costs, 60, 70, or 100 or more. Some even several hundred. Limitations bring some of them down, but not all, and a 15d6 Mind Control, no matter how far you bring it down with limitations, is still no laughing matter in a Heroic level game (nor even in a super hero game). A lot of them will simply not work with beginning characters. That's not a bad thing in and of itself, you will want things for when the PCs are up there, but nothing about the book tells you this until you start to read the details.
Generally the offensive magic comes up highest. Sensory and movement spells tend to more reasonable, defensive somewhere in between.
You will definitely need to think twice before letting several of them into the hands of player's PCs. The power level of this book might make it more of an NPC resource or Champions resource than PC Fantasy Hero resource.
Visual / Graphic Design Grimoire II has my favorite Hero system cover. Yes, I know it's female and I know gamers are so afraid of their own sexuality that they feel an irrational need to attack any art featuring an attractive woman, but I still insist this is a cover to remember. And not because of the attractiveness of the center character. There is an amazing level of dynamic energy in this cover, done with impressive skill and attention to mood. The line work in the inking, the lighting, shadowing, coloring, and so on are very evocative of what the book is about. It's a magical cover of a mage in mid casting for a book about spells. And yes, 'sex sells' and if you think there's something wrong with that you need to get out of wonderland or Oz or wherever you've bee lost. The interior design is standard fair for Hero, more evocative of the Sidekick style of layout than the Hero core rule book style. It's functional but not pretty or anything else. Data is easy to find and easy to deal with, but not unusual or special in any way - not evocative of any mood. The art is good and fitting, but not amazing like the cover. My favorites are pages 2/132, 35, and 115. The last of those has a very interesting shadowy mood to it.
Overall If you want a book of spells for a Champions game the offensive items in this book will be ideal -though some are high even for that- but for Heroic powered games many of them are just too much. Some of the movement and sensory spells could be used as is, but the combat magic will more than likely need adjustment. When the spells in the game are doing 5d6 killing or more, and the weapons 1 to 2d6, the disparity will be quite unsettling. With work you can adjust them down, but it might be hard to just open the book and pull from it for ready to play magic. This is not the book you can just hand the players and say 'here; pick your spells.'
The ideas are very good, they just need to be down scaled to Heroic.
Style and Substance - Rating the book For style I would give the book a 4 out of 5. Largely on the strength of the cover. The design is nothing special, and the interior art is only a little above the usual par. On substance I rate the book at 3. The ideas are very solid and very interesting, definitely the stuff you want to see, but they're too powerfully built. You can't just open the book and use it for the typical 150 point Fantasy Hero game. To use this book in Fantasy Hero will take a lot of work, which was not what I expected when I bought it. I expected a ready to use list of Heroic power level spells. That problem cuts what would have been a 5 down to a 3.
I recommend the book, but with the note that it is a tool for fantasy development and not a ready to use plug in for a campaign.
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