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WatchGuard Solo - Bulldog (M&M 3e)
WatchGuard Solo - Bulldog (M&M 3e)
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Superior Synergy: Fantasy
by Jim C. [Verified Purchaser] Date Added: 12/29/2009 03:15:49
Two innovative ideas, thoroughly developed and well executed. Well worth a look if you might want to place a little more emphasis on skill development or less-spectacular feats in a campaign.

Rating:
[4 of 5 Stars!]
Superior Synergy: Fantasy
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Zombie Art Pack
by James D. [Verified Purchaser] Date Added: 11/23/2009 02:59:06
Very mixed quality here, not quite up to the snuff that the cover implies but useful nonetheless.

Rating:
[3 of 5 Stars!]
Zombie Art Pack
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Misfit Studios Stock Background 2: Banners 1
by Julie D. [Verified Purchaser] Date Added: 08/10/2009 13:11:38
Functional design and interesting color options. You get not just the border but matching "filler" images for use as buttons, text blocks, etc.

Rating:
[4 of 5 Stars!]
Misfit Studios Stock Background 2: Banners 1
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Misfit Studios Stock Background 3: Simple 1
by Julie D. [Verified Purchaser] Date Added: 08/10/2009 13:11:13
Functional design and interesting color options. You get not just the border but matching "filler" images for use as buttons, text blocks, etc.

Rating:
[4 of 5 Stars!]
Misfit Studios Stock Background 3: Simple 1
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Misfit Studios Stock Background 1: Circuit Board
by Julie D. [Verified Purchaser] Date Added: 08/10/2009 13:10:29
Functional design and interesting color options. You get not just the border but matching "filler" images for use as buttons, text blocks, etc.

Rating:
[4 of 5 Stars!]
Misfit Studios Stock Background 1: Circuit Board
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Misfits & Menaces: Archenemies
by Nathan C. [Featured Reviewer] Date Added: 03/31/2009 14:29:33
Misfits & Menaces: Archenemies proves that there are no original ideas anymore, just uncreative uses o them here and there.

Archenemies is a collection of supervillians for your Mutants and Masterminds 2nd edition campaign. The villains in Archenemies are connected by a loose thread; that is they are all major level villains that will take a well oiled team to take down. Each of the nine villains consists of a stat block, description, brief bio and adventure hooks. They are all quite powerful if not very generic. Most of the villains presented have been seen many times over in superhero supplements. Because you only have a limited number of powers in the superhero universe, it is expected that you will run into super powered villains who resemble others.

Where Archenemies stumbles is that each villain lacks a power section, and each of their adventure hooks sounds like they were spit out of the generic comic book idea machine. One-third of the villains are pulled from fantasy and horror folklore. Also weighing the book down is the lack of explanation of the powers of each villain. Instead they depend on the game master to inspect in detail the stat blocks, instead of including a brief power section. With some of the villains you do not gain a clear understanding of their power until you read the adventure hook. The book attempts to separated itself from others by including a threat level with each villain. In concept it is a great idea, but trying to remember the Greek alphabet order became more of a distraction during preparation. A simple system that involved alphabets, numbers or colors would have been so much better.

For the Gamemaster
Hiroshimas is the brightest spot of the villains. A well crafted nuclear supervillians bitter about a 70 year old war. Also the entire write-up of Autocrat, the cold war engineer turned terrorist has an adult theme that feels fresh.

The Iron Word
Archenemies is a decent set of supervillians, we have just seen them in other places before. Bypassing the duds, a skilled game master can pull out enough material to produce some fun, world dooming game sessions.

Rating:
[3 of 5 Stars!]
Misfits & Menaces: Archenemies
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Publisher Reply:
Without addressing the subjective aspects of Nathan's review, a factual correction is needed: this work contains ten villains (plus several minion entries), not nine.
Misfits & Menaces: Tricks & Treats
by Christopher H. [Verified Purchaser] Date Added: 10/13/2008 01:34:46
I'm not currently running a M&M campaign, so I can't comment on how well any of these villains actual come off in a game session or adventure. However, they certainly sparked my imagination, and fit in well with a Hallowe'en theme. For a product like this, the stat blocks are obviously essential; I also appreciated the "Caper Ideas" (adventure seeds) provided for each villain, though the word "caper" seems a bit weak for some of these menaces.

I particularly like Armageddon, the Horseman, and Pumpkin Jack. Graveside is an interesting character, and a good pregenerated Dracula could be useful. The Bogeyman didn't do much for me. Of course, any product that brings Cthulhu into Mutants & Masterminds is worth having!

Some of the artwork and writing seemed a little amateurish, but overall, I'm glad to have this PDF in my M&M collection.

Rating:
[3 of 5 Stars!]
Misfits & Menaces: Tricks & Treats
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Supernames
by Dennis M. [Verified Purchaser] Date Added: 09/30/2008 23:04:37
For the price, it's worth the cost, assuming you just can't seem to organize your thoughts enough to come up with a codename for your meta/power/cape/super/etc. It's also handy for those GMs who have players in their group that just can't seem to come up with a name they or anyone else will be happy with.

Rating:
[4 of 5 Stars!]
Supernames
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Better Mousetrap
by Raymond S. [Verified Purchaser] Date Added: 10/25/2007 18:26:54
Villains, what would superheroes be without them? From the Fantastic Four and Doctor Doom, Superman and Lex Luthor, Spiderman and his cadre of villains, they have been a staple of comic books for decades. Better Mousetrap by Misfit Studios is a PDF designed not only to give you the options needed to build villains, their minions, bases and organizations as detailed as you want, but also has advice on mining sources such as comic books, television shows and movies for ideas and how to make a better villain. Although designed for villains mainly, there are so many options in here any characters made for the Mutants and Masterminds 2nd edition system will benefit from this PDF. Fully bookmarked and easy to find what you are looking for, this is an excellent product. The artwork of Eric Lofgren is wonderful and fits each area perfect, helping to draw you in.

Chapter 1 starts off with a few skills, with uses listed for them and a highly detailed section on Profession [Hypnotist] and its many uses. The feats section has many ones, including expanded and revised versions of Contacts and Connected to make them more useful in specific areas. Feats to help out vehicle drivers, acrobatic individuals, to help out commanders of minions, many feats to help out those who make inventions [including those of the psionic variety] and rituals, trap makers, headquarter builders, a feat to help build organizations such as those owned by criminals of Kingpin and Lex Luthor, and even a feat to help out those who train animals. Several feats are included to help out with skill uses, including for those who uses poisons or torture.

Minion feats are included that expand the options to minions who take them. From ones which help them to aid their leader to ones which help them to survive longer in fights, the options these feats give expand the minions role greatly. 4 feats are included specifically for organizations to help file out their options and make them more effective. New powers are included, with a few new options for such things as Enhanced Feats, Enhanced Save and Enhanced Skills. The two stand out ones in this section are Marksman and Weapon Master, making the owner of such powers deadly and skilled with either ranged weapons or melee weapons. A few new power feats are included to expand the options of some powers, Easily Repaired is included as a Device power feat for those who don't want their Device to be indestructible but not hard to fix if damaged.

The new Power Extras give several new dangerous options, especially for villanous powers or those of reckless heroes. The new Power Flaws are where the ability to customize powers and Devices really shine. From Bulky to make Devices which are big and hard to conceal, Fragile for a power which has a chance not to work when you are injured or not work at all when injured even a little, Gradual for an area-based power that builds up with time, Reload which allows the design of powers which have limited uses and take time to recharge [the time and number of uses varies, you have to see the whole Reload flaw to fully understand it] and Trait Reduction where every use of the power drains one of your Ability scores, there are a lot of new things which can be made just using the Power Flaws.

A few new complications are included, good for villains and for those with some trauma in their past. New Drawbacks are another area which expands the options for characters a lot. From Bad Luck, Complex for devices, Flawed Trait for skills and feats, Light Touch for attacks that hit hard but have a lower chance of knockback, drawbacks for characters who don't heal, are poor healers or heal slowly, and many others, this section will keep you busy with the new character options for a while to come.

Chapter 2: Making a Better Badguy gives guidelines and suggestions on how to build better villains. Such things as not falling into the trap of making homage villains too much like the character they are based upon, ways to alter them such as making solo villains into team players, having a hero or villain switch sides from the source material, etc. How to make villains work with their plans, such as why they are a villain and how not to fall into the cliches of the genre. How to make different types of villains for different eras, such using the different ideals and stereotypes for both heroes and villains of an era. The art of crafting a good history or backstory for a villain that is well prepared and works with the setting and its pre-existing elements. How to design villains and different takes on the dark reflection villain, one which shows a hero the path they could have gone down. How to set up a villain as a hero or hero team's archenemy, including the different ways to make it work. A section on how to use villain teams and evil organizations to throw in some variety to your games. Also a section on how to make villains who won't be killed off or simply locked easily everytime, for good reoccuring villains.

The chapter continues with several new villain archetypes, from the Beast Lord who uses animals for his plans, to the King of Killers who is an assassin without peer, and even the Trap Master, who can set up whole buildings with deadly set-ups to take out a hero, like the X-Men [and several other heroes} villain, Arcade. The rank and file troups and minions are the last thing in this chapter, with two different power level versions for either low-powered or high-powered options. From Brutes, Cyber-Troopers, Sharp Shooters and Technicians, there are options for any villain when choosing his minions.

Chapter 3: Gadgets and Gear is just what it sounds like. From new types of poisons and illegal drugs, several new weapons from the simple to the very exotic [a sword with a chainsaw blade and net rifles are just two of the many new ones included], various explosives and grenades, new gun ammunitions types such as acid rounds, riot rounds and even tracer rounds. New Devices are included as examples of the stuff villains or their minions might use, from the flame pistol and rifle, to the quake cannon these items are perfect for superhero settings. Missiles are included, along with a few exotic versions for those villains with unusual plans. New vehicle features such as chaff, radar jammer and even ram prow are perfect for villainous vehicles or even for heroic ones.

Several robot constructs are included, from bodyguard and servent robots to the spyfly and weapon drone, these are the kind which are seen in villains bases a lot. Classic weapons of mass destruction which villains have used over the years in comic books, from the death ray and quake machine, to nuclear missile and weather machine, these items can spice up any villanous plot. Guidelines on building defense and security systems are included, with many examples from pressure plates and video cameras, to arcane and psychic sensors, these will make protecting your bases much easier. Deathtraps and how to design them, from the filling chamber and press of death, to the classic pit trap and all its variations, this is a must read for a true supervillain.

Chapter 4: The Many Faces of Evil gives guidelines and some examples on how to build organizations like you would build characters. Along with all of the things needed to represent them, from only having mental stats to represent the abilities of the organization as a whole, to which skills to give them and how they are used by an organization, to how to give them minions, arsenals, headquarters, super-weapons and drawbacks to flesh them out. As well as how to choose which members of an organization to stat up as individual characters. 3 sample organizations are included, a demon worshiping cult, an urban police precinct and a terrorist brotherhood, although the final chapter has two larger and fully detailed examples of organizations and what they have. Organization morale and how to keep track of it is included, such that with a low enough morale the whole organization could fall apart.

Rules for crowds and mobs are found in this section as well. From how to figure out the stats for the overall stats for group from as small as 2 beings upward to millions, how powers, feats and skills work with crowds and mobs, and how they work in combat. Some examples are included such as a C.O.R.E. Assault Team [from the C.O.R.E. organization in Chapter 6], a platoon of soldiers, a swat squad and even a street gang. Overall this chapter gives you ways to include criminal empires or even government agencies without having to detail every little thing about them.

Chapter 5: Headquarters, Revised and Revisted is just what the chapter title says it is. A greatly expanded version of the headquarters rules from the main books, with many more options and the ability to detail things in ways you never were capable of before. It uses an optional Space rule, with each feature taking up a certain amount of Space(s) from the headquarters total. The number of Spaces used for a feature can vary greatly for some based on the size of the headquarters or be set no matter what the size of the headquarters. If not using the Space rules given herein, it is suggested you keep with the Equipment feat for building headquaters instead of the Headquaters feat given in Chapter 1.

From as small as a single room to the size of a small town or village, headquarters vary in size a lot but the larger they are the Space they have for Features. Features are as many and varied as seen over the years in comic books, television shows and movies, from an Amplifier designed to boost a specific power, labs for any type [arcane or scientific] and workshops, combat simulators, computer systems, communication systems of all sorts, defensive options such as automation to control some of the bases systems, barrier of any sort, living quarters of many levels of comfort, and everything inbetween. It can include defense systems, security systems, areas for any type of vehicles, be concealed in many different ways, including electronically. Exotic options such as a dimensional gate and mystic locale, make designing magical villains or inter-dimensional warlords a lot easier.

The ability to add powers to a base are included, with some Power Feats for specific powers and their interaction with a headquarters. Drawbacks specifically for headquarters are included, from accessible bowls large enough for Medium sized beings to crawl around in like ductwork, etc., having taken it from someone else and they might come back for it, being in a dangerous location, being famous, or even having weak defenses. Everything in this chapter is designed to allow the building of headquarters of any sort, including satellite bases in orbit, ones built over a volcano or even at the bottom of the sea.

The sample headquarters include many examples seen in comic books. From the abandoned warehouse, moon base and orbitting satellite, to the stately manor, underground lair and urban fortress, these examples show only the tip of the iceberg of what can be built using the revised and revisted headquarters rules.

Chapter 6: Evil to the Upmost shows how things from the previous chapters can all come together. First up is the world-wide terrorist organization and warmongers, CORE. Detailed history and listing of their tactics and goals are shown, along with organization stats showing how powerful an organization can be, this one is PL 27 with all of its resources. It list CORE equipment and weapons next, which there many, from such things as stealth armor and plasma pistols, to jet packs, personal mecha, exoskeleton armored suits, all the way up to several flying fortresses completely outfited with staff and crew, vehicles, armory, and so many weapons and options it could take on a whole nation's army and win. The rank and file members of CORE are listed here, from drivers and pilots, to field agents and stealth operatives. The Elite are a group of 9 superhumans that work for CORE, carrying out tasks at their command. They don't all get along well and normally are sent out in smaller groups as needed. From an individual capable of stealing the identity of anyone, to a cruel psychic, disease-spreading ex-doctor and even a man of living magma, this group is ruthless and not above killing. They are CORE and its mysterious leader's trump card.

Master Inc is an international conglomerate with many subsidiaries it uses to keep the heat off the many company. The company is known for making charitable donations, although it is suppected they do this to distract from their many illegal activities they keep concealed from the public. The whole organization was built up and is run by Maxwell Masters, a genius who has been able to keep himself out of trouble for a long time. The organization and its leader is a good foil for any superhero team who hate corrupt coporations and wish to find out the truth behind everything Mr. Masters does.

The last section are of a few solo villains. From the Craftsman who is a retired supervillain now designing headquarters for others, The Gamemaster who makes deadly traps and locations based on science fiction and fantasy shows, movies, etc., to Gunpunk who has a nature skill with ranged weapons and works as an assassin for hire, Scarlet Jester who is a crazed circus girl out to get revenge on all superheroes and villains for the deaths of her parents caused by one and with her glider and themed weapons is like a cross between the Joker and Green Goblin and finally Tarantula, a French genius orphan who gained the powers of a spider and....well you will just have to get the PDF and read his history for yourself, anything more would spoil it completely.

Overall this PDF is jam-packed with a lot of good stuff for everyone to use, not just people designing villains for the Mutants and Masterminds 2nd edition system. It is a fun read and the ideas behind a lot of the mechanics spark ideas easily.

Liked: Virtually everything, especially Chapter 2 and how to improved on making villains and Chapters 3, 4 and 5 for all of the new things to use.

Disliked: The only thing that I remotely disliked was the math involved with the Crowd rules, although an example table is given to help out, it is complex compaired to anything else found in this PDF or the Mutants and Masterminds 2nd edition system as a whole.

Quality: Excellent

Value: Very Satisfied

Rating:
[5 of 5 Stars!]
Better Mousetrap
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Supernames
by David G. [Verified Purchaser] Date Added: 07/31/2007 00:00:00
A disappointing product that could have been so much more. It is no more than a list of words that you could find in any good thesaurus. No random name generator, which would have made the product a little more fun. I think more words in each of the categories would also be an improvement. This wasn't really the product that I was expecting. But it may be what you are looking for.


LIKED: It was cheap.

DISLIKED: It should have been bigger, with random generation options.

QUALITY: Acceptable

VALUE: Disappointed


Rating:
[2 of 5 Stars!]
Supernames
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Modern Misfit: Storming Heaven's Shores
by Jim C. [Verified Purchaser] Date Added: 02/16/2007 00:00:00
The original good idea that the authors had was to set an adventure in the Vatican with all its fascinating flavour and history. That, I could have got from a guidebook, and it would have had a better map.

From there, it needs a plot. So there's a terrorist hostage situation. Wait, it turns out they're not actually terrorists (though the adventure still uses that overworked term throughout), they're thieves, and not smart thieves either: their plan is just to bust in and Greyhawk the place.

It's said to be a non-FX adventure. While that may be technically true, it's certainly not real-world, relying heavily on wacky robots and bizarre chemical transformations. Any bizarre and illogical things that the bad guys do (such as supposedly terrorising the PCs with sub-optimal bow attacks when the character carries a rifle that's in all respects better) are because they're insane and obsessed.

What tears it for me is the way that the major characters' backgrounds throw in every bad guy in the world and the kitchen sink. Look, this guy's so evil he worked for al-Qaeda .. then he went to Sudan to help out with the genocide there .. so his plan is to run away to North Korea. Maybe China. This is not D&D where you can invoke different evils at will for a cumulative effect. There's so much contradictory detail that it becomes an unusable grey mush.

That's pretty much how I'd sum up the product as a whole: too many ideas, not enough cohesion and very little, in the end, that I can use.



QUALITY: Disappointing

VALUE: Disappointed

[THIS REVIEW WAS EDITED]


Rating:
[2 of 5 Stars!]
Modern Misfit: Storming Heaven's Shores
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Unusual Core Classes: The Spellweaver
by Peter I. [Featured Reviewer] Date Added: 10/30/2006 00:00:00
Unusual Core Classes: The Spellweaver is a 55 page d20 pdf product detailing a new core class, the Spellweaver, and a new magical system to support it. The Spellweaver manipulates the weave, the fine strands of energy that connect living and non-living things together in a infinite mesh of arcane energy. The magical system presented in this pdf allows it to be used as both part of the standard d20 magic system, but also as a separate magical system.

This pdf comes as a single, fully-bookmarked pdf file. A very useful printer friendly version of the product is included, which minimizes the use of ink when printing the pdf, particularly given its dark blue borders. The presentation, artwork and layout is good, although one has to question some of the organisation. The Spellweaver core class would've been better placed before the feats presented in the product, thereby allowing the reader to familiarise themselves with the class before delving into the feats that expand it. Writing and editing is good, and overall this product presents an interesting, useful, and altogether different magic system and core class for your d20 game.

The Spellweaver is a new base class the manipulates the weave. Details on the weave are provided, although perhaps more could be said about it. The Spellweaver can bind the strands of energy together to cast magical spellweaves, using the weave a limited number of time per day. Unlike the normal spellcasting system, the spellweaver is free to use any level of spell when spellweaving, although the consequences of failed weaving can be severe. Weaving is based on an opposed Spellweaving check against the DC of the spellweave. A successful check means the spellweave is cast, while a failed check can have a number of different consequences, depending on how badly the spellweave has failed.

Each spellweave has an associated spellweave DC which is the score to beat when weaving the spell. Full guidelines are provided for calculating these spellweave DCs, although the pdf very handily provides the base weaving DC for each spell in the d20 core rules. Spellweave base DCs are adjusted by the level of the spellweaver, meaning that it's a lot more difficult, but not impossible, to cast higher levels spells even if you're only a lower level spellweaver.

Some of the base DCs seem a little odd. For example, magic missile has a base weaving DC of 13, meaning a 1st level spellweaver can cast it by succeeding at a DC 16 Spellweaving check. Blink, on the other hand, normally a 3rd level spell, has a spellweaving DC of 6, modified to 15 for a 1st level caster. Displacement is even easier, with a spellweave DC of 14 for a 1st level spellweaver This indicates that under the standard system, a blink spell is easier to cast than the typical magic missile spell. While this is not a major flaw in the system, it's something to be considered when using this system in the same world as the standard magical system.

In addition to all the material detailing the spellweaver and the spellweaving magical system, and large variety of supplemental material is included. This includes feats, prestige classes, new spellweaving races, new domains, and a number of new creatures. All this material ties in nicely with the core concept and the spellweaving system, making this a complete and solid pdf to use in any game.

Overall this is an interesting system, and certainly something I'd be tempted to try out and implement in game. It's very similar to the magical system presented by the Sovereign Stone campaign setting, although with a number of differences that set them apart. The material is good, although there is some doubt about the ease with which certain spells of higher level can be cast by lower level spellweavers. A good pdf, with useful material, and excellent support in feats and prestige classes for the core class and the concept of spellweaving.


LIKED: Unusual Core Classes: The Spellweaver is a good pdf presenting a useful core class and magical system. Very good support material is provided, and it's a well-rounded product with plenty of use in game.

DISLIKED: The weave could've used perhaps a little more detailing as to its nature, and there was some doubt in my mind about the spellweave DCs that had been set. The base class would probably have been better suited placed before the feats in the product.

QUALITY: Very Good

VALUE: Satisfied


Rating:
[4 of 5 Stars!]
Unusual Core Classes: The Spellweaver
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Modern Misfit: Pleasant Glades Adventure
by Jim C. [Verified Purchaser] Date Added: 09/27/2006 00:00:00
I think the publishers are selling themselves short: this is actually one of the better adventures that I've seen for d20 Modern - original, creepy, with good support for the gamemaster and well-handled use of the ruleset. The quality of design deserves better layout and more confident promotion.

Having said that, it's short and leaves a lot for the GM to decide. Some work, or some of the many maps provided by other publishers, will be needed to develop combat locations and the like.

QUALITY: Very Good

VALUE: Very Satisfied


Rating:
[4 of 5 Stars!]
Modern Misfit: Pleasant Glades Adventure
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Unusual Core Classes: The Spellweaver
by Sean H. [Featured Reviewer] Date Added: 09/17/2006 00:00:00
Unusual Core Classes: The Spellweaver by Misfit Studio presents a variant spell caster and spell casting system for the D20/D&D system. It is a sizable work, weighing in at 55 pages (53 after the cover and OGL is removed) with both a color and printer friendly version included.

It begins with a discussion of the Weave, the network of magic that underlies reality, and how it can be shaped. This forms the background upon which the Spellweaver is built. Thirty-one (31) new feats bring the Weave into the mechanics of the game. Some of the feats are a new type: Weaver feats, which are only accessible to those who can manipulate the Weave as a class feature. Some of the Weaver feats overlap with metamagic feats but for those who use the Weave to cast their magic.

Next, there is the Spellweaver class itself. In general, this class is similar to the Wizard except with slightly higher skill points and a few special abilities. The strength, and weakness, of the class is its ability to use spell weaves.

Spell weaves are like spells except: You can choose what you want the spell it to be when you start weaving it and it requires a successful Spellweaving skill check (Spellweaving, naturally, is a class skill for the Spellweaver). The Spellweaver may also attempt to cast spells of any level or from any class, but at increasingly higher DCs. The danger is that a failed Spellweaving check invites a critical surge, the more powerful the spell the greater the potential surge. This give the Spellweaver amazing flexibility but does force them to rely on successful dice roll more then is usual for a D&D spellcaster. The Spellweaver is also limited to a fixed number of successful Spell Weaves each day, which is almost always going to be lower then the number of spells available to a wizard of an equal level. One rule that seems especially bothersome is ?the continuing price of failure? which adds a cumulative +1 DC penalty to Spellweaving check for each failed Spellweaving check that day, while there is some background justification for this, making a character who has already failed one vital task take continuing penalties (that is likely to lead to even more penalties) in her class? focus seems like a recipe for player unhappiness. Further, this level of adaptability changes the nature of magic use in a D&D-type world and a DM will have to serious consider the effect that will have on their campaign.

There are rules included for figuring the DC to spell weave any D&D spell as well as a five-page list of all spells in the SRD with their base Spellweaving DC already calculated.

For additional support material, there are four weave-based Prestige Classes. A PC race tied to the Weave, the Ardekh, who should be a +1 LA race in a campaign using the Weave due to their natural abilities in manipulating it. There is an example goddess of the Weave, the Weave domain, ten new Weave-effecting spells along with Weave-linked magic items. Lastly there is a small collection of monsters, four (including the Ardekh) and two templates, that are tied to the Weave. The product ends with a reprinting of all of the important charts and tables for Spellweaving gathered in one place.

The Spellweaver is an amazing piece of work, but it is really a magic system that cuts against the standard D&D grain. Using it as the only basis of magic for a campaign (or a ?different world? to visit) seems easier then trying to work it in parallel with the normal D&D rules of magic. But, if you are dissatisfied with how D&D does magic, you might want to take a look at this product for a different way to do things.

QUALITY: Very Good

VALUE: Satisfied


Rating:
[4 of 5 Stars!]
Unusual Core Classes: The Spellweaver
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Unusual Core Classes: The Spellweaver
by Nathan C. [Featured Reviewer] Date Added: 09/13/2006 00:00:00
Misfit Studios?s Unusual Core Classes: Spellweaver integrates another magical weave into the Dungeons and Dragons universe. Though the weave is nothing knew to Dungeons and Dragons fans, the simplistic spell system and casting method included in the Spellweaver is definitely a new venture for the d20 universe.

The weave is an invisible aura of energy that knots its way through every lifeforce on the material plane. Spellcasters unknowingly pull form this energy when they cast a spell. Spellweavers not only see the weave but can manipulate it with incredible potency, though there is a chance of mishaps.

The casting system itself is amazingly robost yet easy to use. I am a big fan of Skill based magic, and have studied a number of them for use in my homegrown campaign. Those whom think this is just another skill based spell system are in for a rude awakening. This is honestly the best one I have seen, with only a few minor hiccups.

One of my biggest pet peeves about the current 3.5 spell system, is that a spellcaster can cast fireball but can not manage a light spell if its not prepared. The Spellweaver system, like most skill based magic systems, allows for a spellcaster to create his own spells. This is great for spellcaster players whom want variety. Fortunately, Spellweaver does not limit players to creating their own spells, which can be a hindrance in many other systems. The Spellweaver class if fully compatible with normal 3.5 spells. No more odd mix-maxing of the 3.5?s typical spell schools and the typical odd breakdowns of spells in other systems, the Spellweaver system eloquently manages to blend in the schools of magic, something I have not seen in too many other types of magic systems.

Like with typical skill based spell systems, every spell has a DC value associated with it based on its components. A player has some type of magical skill in addition to his other skills in which he rolls and tries to beat the DC. However, Spellweaver limits itself to one spell skill, spellweaving and everything is based off of that spell.

For the DM
This will probably be about the easiest system to integrate with your current 3.5 game if you want to switch or add skill based magic. The book itself is 55 pages long yet complete. Most importantly, there is a conversion DC for EVERY core 3.5 spell. This really helps out the DM whose switching or using this spell system yet wants to use NPCs from other sources. There is also a neat fumble chart for when spells mishap. What DM does not like a good fumble chart.

For the Player
The inclusion of the core spells is a big help for the player being introduced to the system. I would have liked to see more spell type options for the player though. The prestige classes are nice but deleting a couple and adding one or two more core classes to diversify the types of weave spellcasters would have done wonders for player choice.

The Iron Word
This is a great skill based spell system that DMs and players will find a relief to use. Its very dynamic and best of all compatible with your normal 3.5 spells. I would like to see an update, expansion or errata that included feats or magical traditions that helped a spellcaster focus on a particular area of magic.




LIKED: - Great skill-based spell system that is easy to use. Best I have seen as far as mechanics and technique.
- The Spellweaver class itself is nicely developed.
- Compatible with your typical 3.5 magic system.
- All the base spells are converted for your convience

DISLIKED: - No traditions are feats that help spellcasters specialize in particular areas of magic. They are easy to make but I am surprised no one thought of putting them in.
- No alternative classes to the Spellweaver. Just curious what other takes on the class would have looked like.
- Explaining the weave was a nice intro, but going into feats without introducing the Core Class itself confused me at first.

QUALITY: Very Good

VALUE: Very Satisfied


Rating:
[4 of 5 Stars!]
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