If there is one thing I enjoy about these Unorthodox books, is that they take routes on the current classes are completely out of left field. With Unorthodox Sorcerers, they give our favorite natural spellcasters a series of six spellbinding makeovers, each of which providing a diverse and unique take on the sorcerer class.
Sorcerors is a small 99 page book of variant sorcerer classes. The book begins with two five page stories featuring sorcerors, which are possibly the weakest part of the book and should have been regulated towards the back. The stories are nice and intriguing, but add nothing to the reason for the book?s purchase. After the writers? feel they have shown their fictional prowess, the meat of the book is presented to the reader and it is quite meaty.
There are six variant classes. Each class not only introduces a class, but also introduces uses of the class and its backstory. The additional information makes the classes more than just a few new abilities traded out for traditional ones. It gives each class a specific purpose of why it is different and unconventional that your traditional sorcerer. It is also not too lengthy, which makes it easy to insert into a campaign world. There are also new spells and Baubles and Uras, small magical stones with unique powerful abilities. They have been featured in previous books and I believe this may be the best crop yet.
For the Dungeon Master
It adds a bit of flavor to a campaign when you replace one of the campaigns with something more ?campaign world? specific. Each one of these classes can really add a dynamic to your world. The numeromantic sorcerer is a magic user whom uses complex mathematics to cast his spells. This is a brilliant idea as I have recently started playing a caster whom does a similar thing, believing magic is actually just complex mathematics. DMs can easily build a campaign world or portion of one where magic is replaced with hard nosed science. You may also enjoy the magical police occult detectives, the demon worshiping Sixfold Septateuch, the magic hording Supressers and the prestige class, Pyramid mage, which reminds me of an astrology type mage.
There are also some neat spells
For the Player
Introducing a new class into some campaigns can be destructive and some of these are obviously harder to integrate without DMs consent than others. Again I think the Numeromantic Sorceror is easy to integrate. I also like the Suppresser and Immanent Heresiarch for players. Both classes have ideologies and abilities that properly match.
More importantly, players will enjoy throwing these new spells into the mix. Spells such as Switch target (which there are three of) can really mess with a DM, allowing players to replace themselves in a bad situation with an NPC or monster. The most useful spell may be map dungeon. I can imagine the look on a DM?s face when you cast map dungeon and they hand you the poorly designed sketch they have.
The Iron Word
Another strong entry of classes by Le Games. I even liked the Baubles and Uras this time around and now understand their concept. The best part, as usual, is the classes which provide a strong enough variety to influence a campaign world.
<b>LIKED</b>: Variety is always good and all six classes are strong this time around
The spells here are useful
The Urus and Baubles are interesting this time around<br><br><b>DISLIKED</b>: Two stories was a bit too much for me to start the book with. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>
[4 of 5 Stars!]