In a market near-saturated with book- and .pdf collections of d20 spellcaster advice and material, "Dweomercraft: Enchanters" stands out as a unique and valuable supplement. Devoted to the enchantment school of spellcasting, this supplement provides both flavorful text and plenty of "crunch" for players and GMs that are looking to create characters specializing in the magic school of enchantment.
Supplement writers Chris Snook and David Woodrum waste little time getting into their subject matter. Subtitled "Racial Views," Chapter One (after a couple pages devoted to explaining the differences and interactions between the enchantment school and the other schools of magic) approaches each of the core D&D races and describes that race?s relationship with the school of enchantment. Players considering playing an enchanter will find rich material that can be used in creating character backgrounds and motivations. GMs can easily use this same material when creating their NPCs. This chapter could easily be inserted into the Player's Handbook, or at least the Dungeon Master's Guide.
Shifting gears, Chapter Two: Feats is a more "crunchy" section. None of these 19 feats stood out as unbalanced, and more than a handful of them felt quite useful. All of them are unique; I've not stumbled across any similar feats in any other sourcebooks. While these feats are all geared toward enchantment, they're all General feats, so any character can feasibly choose one or two of them for themselves. Chaotic Hint (projecting hints of a chaotic nature to better get along with chaotically-aligned characters), Compulsion Leech (healing one point of damage whenever someone casts an enchantment spell in your vicinity) and Wizard Shrill (being able to potentially disrupt a magic user's spellcasting) are all good examples of what can be found in this section.
Chapter Three: Deities Important to Enchanters takes a step back from the hard crunch of the Feats chapter and presents new gods and goddesses that a religious-minded enchanter may want to get to know. Again, as with the previous chapters, both players and GMs will find material here to add a bit of individuality to their game.
Chapter Four: Spells is the meatiest section of the "Dweomercraft: Enchanters," and rightly so. What would a spellcaster be without his or her spells? Over 60 new spells are presented here, and as with the rest of this book, nothing here seems overpowered or unbalanced. These spells are well thought out, as if a great deal of time was spent creating spells like "dyslexia" (a 1st-level spell designed to prevent those who have no business doing so from reading material the enchanter would like to keep private), "bestial panic" (a 4th-level spell that can cause up to 70 HD of creatures to go berserk), and "memory man" (a 7th-level spell that allows its recipient to perfectly retain anything sensed within a 24-hour period, so quickly reading through the contents of a library in a day would be material perfectly retained and remembered).
Chapters Five (Tomes of Knowledge) and Six (Magic Items) complete the book with more well-created and -balanced game material.
"Dweomercraft: Enchanters" can expand your game by taking one school of magic and making it so unique that it almost warrants its own class. There are a few typos and formatting errors, and the interior artwork isn't overly consistent in quality (although I'm still taken by Steve A. Roberts' cover art), but these are small things that can be overlooked because as a whole, the book is quite good.<br><br><b>LIKED</b>: Unique approach to the enchantment school of magic, not too-narrowly focused, utilitarian, and lots of material<br><br><b>DISLIKED</b>: Few typos and formatting issues, inconsistent interior artwork<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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