THREADOMANCY!!!!
I got this book on Wednesday (YAY!!) and I have been reading it. As usual fior me, I skimmed through it all and then started to read from back chapter to front chapter (yes, I must suffer from some warping...). So far I have rrread the Vitki, Nightwalker natural magician and am at half reading the gruagach chapters. I skimmed through the rest to get a general overview, but with no details yet.
FIRST IMPRESSIONS:
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Hedgies are... hedgies. Not worth a rat's cleanliness against your regular hermetic on a duel... or on a 10 vs 1 engagement. Most parmaless apprentices are fair duellists to go against most hedgies and the hedgie will have a hard time surviving if the apprentice is in his late teens. If you search for magi that can challenge the hermetics on a magical duel look somewhere else.
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hedgies break some limits of hermetic magic, but most of the time it is no biggie. hermetics can skin the cat in other ways.
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Gruagachan are back (YAY!!!) and small magics are all around mythic europe, under every stone you look you have a magical practitioner. I am not sure that this proliferation of supernatiural entities falls well within my impression of mythic europe, but will need to read the whole book before determining it. It is my impression that a tendency in 5th edition is to go supernatural-heavy leaving the mundane parts as a sideshow, so HM it follows the trend here.
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I like non Gifted having access to magic, but I don't know if I like it THAT much, though. I have not read it in depth, so maybe in the first chapter it is stated that the ungifted dudes must have a supernatural ability or 2 to be elegible (they have smaller Gifts)
Now, the exact traditions:
VITKIR
These guys suck big time. Not a bad thing in itself, but I expected more of those guys. They lack in one aspect that I felt was needed: the ability to affect big areas or dudes at a long distance with powerful magic. As it is, they are quite weak in everything.
No sponting plus a really low number of rune spells known (only 120 levels, like a hermetic) makes for weak characters. They can learn spells MUCH faster than hermetics once you look at their numbers, so those 120 levels seems rather odd to me. Still, after some years out of apprenticeship they should be OK. Still, their starting package of abilities is low for what it should be IMO. I expect more for a 15 year apprenticeship. As usual YMMV.
The thing that really annoys me is the fact that they seem to fail to affect larger areas. Their magic is way weaker than what appears in some Norse storiesI have read. They cannot affect an island with a rune carving on top of the highest point of the island (sight/boundary range/target in practical terms), for example, or cast a curse to a guy in the next valley by carving a dead horse's skull with harmful runes and placing it looking at the valley of the other guy.
Or maybe I missed something (read this at 4 AM IIRC)
Also, there is no clear guideline on how long spells last (Duration) for rune scripts as far as I can tell, so I don't know if a rune script qwill last years or a few minutes if I carve the rock of Mount Snaefell 3 metres deep with my 2 metre high runes...
There is no explanation of why there are 3 Aetts either. I find that bothersome since a 3 aett division must have a mystical reason, right? The background of the dudes is left mostly by the sidewalk to concentrate on pure number crunching. And the number crunching is fairly weak and not as thorough as I feel it should be to make me confident to use them IMS. A pitty really
I guess that my problem is that I find this guys cool as a concept, and the supposed coolness is not there to be seen. I fail to see why hermetics did fear them a little bit and tear their hair appart at the mention of the order of Odin. If there was an OoH I know my PCs could enter their grand tribunal equivalent and probably kill their archmage equivalents laughing. As with the cursed horse skull above, i feel that history of the OoH and mythic feel do not match the numbers well.
NIGTHWALKERS
At first I thought "WTF?" and then I started to smile as I read those guys. THOSE ARE COOL!!!! IMO they are the most powerful characters I have read so far, and as opposed to the other traditions hermetics cannot simply blow them to pieces with not many consequences. As in Fight Club, "those guys are the ones that make your laundry, tend your fields, serve you your food and pay your tolls. So don't f*ck with them". besides, they can be a potent threat if aroused as said in the book itself.
There, even if you do not have much background info on them, the tradition is fairly well integrated and the mechanics are solid. I like the concept and its development. Kudos here
The night battles could have been explained a little bit better, but they are cool.
Some questions, though:
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Can a phantasticum of a supernatural being cast spells or use his supernatural abilities? Assume the phantasticum is in human form
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Do magic items and the like transform with you into phantastic stuff? My guess is that no UNLESS it is a talisman, but to be sure. Most mages carry around magical rings much more commonly than their swords, for example.
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Can a corporeal phantasticum turn invisible?
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What is the appearance of a corporeal phantasticum? Solid or ghost-like?
Thx
NATURAL MAGICIANS
Here I am frustrated. They seem cool, but you seem to require Art & Acadme to run one of those with its full range of powers, since the guidelines for alchemy are not there. I plan on getting A&A but it will take a while (my FLGS is not so friendly and seems to be dropping the line, apparently ). To see the full potential of these guys you seem to require this kind of knowledge.
These guys seem to be way less powerful than their 4th edition equivalents. Chartae are not as powerful as the old spellcrafting used to be, but they can still get some fairly good effects. The EXTREMELY SHORT DURATION of their enchantments is what really bothers me. I fail to see why such things should expire so fast! In stories alchemists and witches have prepared stuff in DUSTY BOTTLES, not shiny new bottles because they just finished preparing the compound yesterday! Now, if you do not use the enchanted preparation you lose it FAST. That is counterintuitive to my understanding of those guys, but I might be wrong....
I like quick charged items, but they are not more powerful than watching wards there, only requiring no vis to cast the spells. Quite good for achieving semi-sponts that come "boosted from home", though. Not game breaking in any case.
GRUAGACHAN
Promising so far. I like the general approach, and Gruagach as a god is cool as an idea. But wouldn't he be a Faerie in that case?
I am not clear if Gruagachan need Artes Liberales to read Ogham, sinc eit is said that literacy in Ogham is scarce among gruagach....
The poetic justice modifiers seem cool, and the abilities correspond well with the suppoosed problems of the tradition. What I think I will be missing is Brude Deathless, since the transformation to troll would have taken him out of the game a long time ago.
An example spell to transform to an animal would have been good as well, but that is a minor point.
Even if I might sound harsh, I am enjoying A LOT this book. Only that I have might have been expecting a more powerful approach to hedgies, so I am mildly frustrated here. The magus I am working on is likely to be a Nightwalker in any case
Mpore to come later, ponce I finish with the gruagachan and move to the witches and elementalists.
Cheers,
Xavi