I recommend this book to anyone playing ICRPG!
The first thing I noticed was the great job with the formatting. It fits right in with the official Runehammer ICRPG books. Aside from missing Hankerin’s art (there is some art at chapter breaks), this book is pretty much identical to the MAGIC book in flavor, iconography and lay out including some great flavor text. The editing is good as on my early go through I’m not seeing any obvious grammatical or spelling issues.
There are SOOOO many cool new spells and feats (the latter of which are a first for ICRPG). Their descriptions are both concise and clear.
Feats are explained well, both how they work and how they differ from SPELLS and LOOT. They fall into three categories: Defensive, Offensive and Utility. There are feats that will thematically fit just about any class you could want to use. For those who may have complained about casters being super powerful after Magic came out, these feats will let everyone else shine in equal measure.
The book includes a sweet d100 RARE INGREDIENTS table. I can see getting all kinds of use out of this especially for the purposes of Alchemy which has been under-served to date in the system. I realize I could use plenty of other tables from elsewhere for this, but this one is already formatted to ICRPG mechanics saving me time. There are multiple other tables provided for spells and fails.
Khan also provides a custom character sheet for the magic user. Unlike ICRPG character sheets I’ve seen before it, it breaks out the source of stat bonuses in more detail, something I appreciate.
I look forward to spending more time with this book and using it for character creation. I also expect to frequently return to the RARE INGREDIENTS table in adventures that I run.
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