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Relics
and Rituals
Sword
and Sorcery Studios
ByÖ well, lots of people
Overall Rating: ***
I
chose R&R to be the subject of my first review
because I think it's quite likely the best non-Wizards
d20 product available. It's also an exciting
development for Sword and Sorcery Studios because
it's such a drastic improvement over their first
product, the
Creature Collection.
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur. How'd
this get published?
Zero
Stars Abysmal.Please
don't try again.
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The Creature Collection offered virtually nothing.
The monsters were done so poorly that, at best, all
a DM could do is scavenge the ideas and then completely
redo the stats. And ideas worth salvaging were few and
far between.
Not
so with Relics & Rituals. This is a book bursting
with ideas, and most of them were handled well in
the rules. I have a few rules quibbles.
For example, the spell flame bolt has no maximum
number of missiles, making it better than some spells
of higher level for high-level casters. Dead man's
eyes, at 2nd level, is better in many ways than
3rd-level speak with dead and can be an even
greater murder mystery ruiner. Similar spells, like
* blackflame,
Ilajam fire, and purifying flames, all
do basically the same thing, that being forcing a
target to burst into flame and remain on fire for
1 round/level, sustaining further damage, but they
are not handled similarly or balanced with each other.
Overall, however, this is a book that will see use
in my game. In fact, it already has. I've used holy
channel, life shield, and animate shadow
in my Ptolus campaign already, and that's just
for starters. Life shield, in particular, is
an interesting method for a wizard to make himself
tougher.
It's wonderful to see so many fine examples in this
book of people outside Wizards correctly designing
for the d20 game. I found the vast majority of spells
to be pegged at what I thought were the right levels,
and the associated rules handled just as the D&D core
books indicate they should be. DMs can feel pretty
comfortable, I think, introducing the vast majority
of these spells into their campaigns.
Sword
and Sorcery Studios has found its niche. Each spell
comes with a flavorful bit of color text that places
it in the history and context of the Scarred Lands
campaign setting. This extra bit of description adds
to the "coolness" of each spell, and it's a level
of flavorful detail you most likely won't ever get
from WotC. I'm not saying that I'd write a long bit
of flavor text in front of a spell that I would create
(although back in my Planescape days, I loved experimenting
with just such flavorful additions), but I do realize
that some people are going to really like it. SSS
is smart to take this step to distinguish itself from
Wizards products, thus cutting out its own good-sized
piece of the d20 pie.
But it's not just a book of spells. The prestige classes,
with one exception (the Incarnate), are all seemingly
well balanced and full of interesting ideas. I'd gladly
use the Blood Witch, the Crypt Lord, the Penubral
Lord and the Summoner in my campaign (the Sea Witch
and the Vigilant, while not bad, hold little interest
for me), so the prestige class chapter has considerably
more good than bad. The True Rituals are really cool
and add a very interesting aspect to high-level play,
both from the player's point of view and the DM's.
These are powerful spells that require multiple casters
and explain how you create flying castles, immortal
sorcerers, and other staples of fantasy.
The
only real serious disappointment in this book are
the magic items. I can't stress enough what a mistake
it is not to include prices. Prices are not only necessary
to show the relative power of the various items, but
they're needed so PCs can know how to make them --
without prices, the book invalidates any character
who took an Item Creation feat. It also makes it impossible
for the DM to place these items as treasure or equip
NPCs with any hope of balance.
Giving
prices to magic items is hard, I grant you that. But
published products should do the hard work for the
DM. If I'm shelling out thirty bucks, you'd better
have done the crappy stuff for me. Otherwise, why
am I paying you?
Worst of all, most of the items are simply conglomerations
of the spells or variations on other items (the everseeing
eyepatch, for example, is an interesting variant
crystal ball, albeit a much more limited one).
Many descriptions are overly wordy, such as when the
blood bands of awakening text explains that
the bands resize to fit the wearer when all magic
items do that. Many of these same descriptions are
overly complex (again, when you're browsing through
the store, check out the blood bands of
awakening and tell me you can't think of a way
to shorten that write-up by at least 80 percent, just
by simplifying the rules). There are a few interesting
ideas. I like the book of knowledge, which
gathers information for you, and the shackles of
apathy, which calm those held within them, for
example. Overall, however, the magic items are not
the reason to buy this book.
(Oops!
I didn't mention the relics. I should, since they're
in the title. They're okay. Just okay. Better than
the magic items -- mostly because artifacts aren't
supposed to have prices -- but none of these seemed
really groundbreaking. I did find it curious that
in the Scarred Lands, a setting where magic is so
rare that you can't put a price on a magic items,
there are more than 20 pages of world-specific artifacts.
Okay, no more jabs at that no-prices topic anymore,
I promise.)
Buy
this book. It's worth it just for the spells, the
true rituals, and the prestige classes. Ignore the
magic items section unless you want to create your
own prices (damn -- I broke my promise), and to be
honest, I'm not sure it's worth the effort. I have
heard that there's an online initiative to get them
priced, but I don't know much about it.
These
Sword and Sorcery guys are good, and what's more important,
they're getting better. Considering what a leap of
improvement this book is compared with Creature
Collection in terms of rules mastery, I'm really
excited to see what Sword and Sorcery might have up
next -- Creature Collection II, I understand.
I predict that Wizards of the Coast might have real
competition soon.
*
The 8th-level blackflame inflicts
1d10 points of damage per round and forces the victim
to cower, purifying flames inflicts 3d6 points
of damage per round at 4th level, and Ilajam
fire inflicts 1d6 points/level in a 20-foot
burst, then half that much next round, a quarter
the next and so on. It's 7th level. Do we need this
many different ways to do the same thing? Check
the descriptions if you're browsing the book in
the store -- you'll be surprised at how differently
the effects are described and handled, until you
consider how many different authors and developers
this book had.
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