The second
massive sourcebook in Interjection games' Strange Magic-series of massive books
clocks in at 95 pages of content, 1 page front cover, 1 page editorial/ToC, 1
page SRD, leaving us with a massive 92 pages of content, so let's take a look,
shall we?
FULL
DISCLOSURE: As the credits tell you, I acted as editor for this book. I worked
on other parts of Strange Magic and was compensated for my work. That being
said, I reviewed the Maestro and its expansions and thus the system this is
based on long before I was involved in any way with this project. I did not
contribute material to this book. I do not consider my judgment compromised and
have rated projects I was involved with less than stellar before. I consider my
integrity top priority and hence wanted to let you know about my involvement.
So the
first class herein is already an interesting one that could be considered
rather gonzo - the breakdancer. Sponsored by backer Sasha Hall, the breakdancer
receives 3/4 BAB-progression, d8, 4+Int skills per level, 3/4 composer-level
progression, good fort- and ref-saves and proficiency with simple weapons,
light martial weapons, whip, meteor hammer and light armor. He also begins the
game with 2 scores and learns up to 5. Each score can have a1 melody at first
level, scaling up to 4. At 5th level, the class receives the first so-called
drop and these scale up to 5, but more on them later.
If the
terminology hasn't been ample clue so far, composition magic is a special kind
of magic (including a caster-like level) that has its own terminology. First
would be so-called scores - these consist of an intro, an outro and a number of
melodies. Each score must contain a single intro, outro and melody. Scores are
prepared and require a caster-attribute (usually Intelligence) of 12 + number
of melodies in a score. The DC, if applicable, is 10 + 1/2 class level +
governing attribute. Since compositions are prepared, changing them requires
access to a composition book, which is, however, only required to change the
composition. A breakdancer, for example, begins play with 1 intro, 1 outro and
1+Int-mod (min 1) melodies known. Gaining more intros/outros/melodies requires
the gaining of levels or the access to composition book, mirroring the way in
which wizards can learn spells from other sources. The collective term for
intros, outros and melodies would be composition.
Each score
can be conducted for rounds equal to the character's Perform (conducting)-skill
+ the character's Intelligence modifier. Starting to conduct a score is a
standard action that provokes AoOs, but can be maintained as a free action. The
intro-effect triggers immediately, as do all melody effects - the latter
persist for as long as the score remains in effect. A score can be ended in two
ways - first, the character may simply stop conducting as a free action. He
can, however, also execute a standard action that provokes AoOs to end a
composition with a flourish - this triggers an outro. After ending a score as a
free action, the character may not reactivate it in the same round. Conducting
a score per se cannot be disrupted, but paralysis, killing/knocking the
character unconscious etc. all end a given composition - whenever the character
can't spend the required free action, the magic collapses. Unless otherwise
noted, composition magic relies on audible components. Faithful readers of mine
may now have a slight déjà-vu - and indeed, this book essentially takes the
unique way of casting the Maestro-class introduced and amps it up, generating a
whole array of material for it. And yes, I'll return to that class as well.
For now,
let me explain the breakdancer's two signature tricks - number one would be
Rhythm. A breakdancer can accumulate up to Dex-mod points of rhythm, minimum 1.
These can be considered thesholds/points. 1 point of Rhythm is gained when the
breakdancer is conducting a score. If within the effect of a score or a bardic
performance and not conducting a score, the breakdancer does not modify the
points of Rhythm he has. When not conducting a score and not within the effect
of a score or bardic performance, the breakdancer loses one point of Rhythm.
What do these points power? Well, remember the Dance moves I mentioned? Yup.
These have either a Rhythm cost or a minimum Rhythm and, if applicable, a save
of 10 + 1/2 class level + Dex-mod. Finally, there would be drops - gained at
5th level, these are special kinds of scores that have an intro, but neither
melody nor outro. Drops do not require the conducting class feature and instead
can be executed while conducting a score as a standard action, superseding the
effects of the score for 1 round. Utilizing a drop eats 2 rounds of the
duration of the composition currently conducted, but also generates 1 rhythm -
this means it can't be used if a given composition does not have at least 2
rounds left. At 7th level, drops can be executed as a move action, at 13th
level even as a swift action (or a move action, depending on the breakdancer's
whims) - note, however, that only one drop can be executed per round.
Okay, so
what do the rhythm-powered dance-moves? Well, a lot. The moves, beyond
aforementioned restrictions based on rhythm and minimum rhythm also tend to
have minimum levels assigned and most are supernatural abilities. If the above
explanation of rhythm wasn't enough to cue you in - these can be used during a
given composition or after it, for as long as the necessary rhythm is there.
The effects, thus, tend to be good in a rather subtle way. Short-range fire
damage versus targets on failed save, healing equal to one's own rhythm, or
generating a non-illusionary mirror image
based on quick movement may take a bit of thought, but as supplemental tricks,
these actually help the class remain pretty much fluid. The dance moves also
include so-called stances - a breakdancer can only be in one stance at a given
time and entering a new stance immediately end the previous stance. It should
also be noted that the level-restriction means that capstone breakdancers can
select some utterly awesome, powerful spell-like effects - like nigh-infinite
automatic haste whenever the
breakdancer receives rhythm. What about moonwalking through threatened areas?
What about expending rhythm to kill foes with pelvic thrusts? At range? Yeah.
This is epic.
And yes,
there are dance moves for temporary rhythm as well as a capstone for the
maintenance of two stances at the same time. The dance moves also provide,
unsurprisingly, deadly headspins of death and some nasty combat
maneuver-combos, based mostly on dex and granting the benefits of Improved
Unarmed Strikes, allowing for breakdancing martial arts. Neato! The favored
class options herein deserve special mention, often providing thoroughly unique
benefits and interesting scaling mechanisms -
take the one for Drow: First, you penalize creatures affected by a drop
with a -1 penalty to Fort-saves. After taking it 5 times, the drow may select
whom to penalize. After 10 times, creatures are also fatigued temporarily. A
Fort-save negates, with the DC scaling with the FCO. Cool indeed!
Now as for
the compositions, we'll check that later - first, let's take a look at the
second class, which would be Jason Linker's Cantor. The cantor receives d6, 1/2
BAB-progression, good will-saves, begins with 2 scores (scaling up to 5), one
melody per score (scaling up to 5 as well) and maximum spell levels scaling up
to 6th. The class receives 4+Int skills per level, proficiency with simple
weapons and light armors and shields. Cantors follow the same rules for
compositions, but use Wis as a governing attribute. Unlike other composing
classes, cantors also receive access to a limited number of spells, which they
need not prepare ahead of time. This divine spellcasting is governed by
Charisma...and unlike most classes, each spell can be cast exactly ONCE per
day. Instead of bonus spells per day, cantors learn additional spells. Cantors
learn the cure/inflict spells
automatically at certain levels and has to determine which to use for
spontaneous casting etc. (with the usual alignment restrictions) -so in fact, their spellcasting is extremely
limited, even more so than most spontaneous casters. At 2nd level the cantor
receives channel energy as per alignment/energy type chosen and every even level
thereafter, this ability increases, essentially granting the class full healing
capabilities. Beyond these, MAD-alleviating abilities and social skill bonuses
increase the potency of cantors when dealing with members of the same faith.
They also receive their choice from alignment-related domains.
Now so far,
this sounds pretty divine, but Musicae Sacrae enter the fray - these follow
standard score rules with a couple of notable exceptions. These, unlike regular
scores, can only be used once per day and one is gained at 5th level and every
4 class levels thereafter. They can be selected multiple times, each time
increasing their daily uses by +1. Thus, you should not be surprised to note
that these special scores (akin to the opus of the maestro) are very powerful
and come with sample real life pieces to provide the proper mood, should you be
so inclined. Veterans of the system will recall this system - and indeed, there
is overlap between musica sacra and the maestro's opus class features and they
utilize the same system.
These
powerful pieces allow you to declare cubes of pure fire, forcing foes to run,
immediately resurrect allies fallen even to death magic or grow your allies to
juggernaut-size, including significant boosts to their capabilities. Or what
about Gustav Holst's Op.32's representation's superb power, which even
replenishes e.g. rounds of rage, bardic performances and the like? Yeah, damn
awesome and epic, especially since the pdf manages to get the complex
crunch-wording required right! The class may also select a capstone, a so-called
Deus Ex Musica at 20th level, which include treating the first failed save each
day that would result in the cantor's death as a natural 20, point-based
domain-spellcasting and special "super"-melodies to add to their
arsenal. Once again, we receive extensive favored class options for the class
and concise spell-lists (including sources) and score-lists.
Paul Fijma
has sponsored the 3rd base class herein, Bradley Crouch's Harmonicist- The
Harmonicist receives d6, proficiency with simple weapons, 1/2 BAB-progression,
good will- and fort-saves, 4+Int skills per level, proficiency with simple
weapons and shields, but not any armor. Harmonicists treat their composer level
as their class level and their compositions are governed by Intelligence. Harmonicists
may conduct a score for Perform (conducting) ranks + Int-mod rounds, min 1.
Unlike other composers, though, the music is not ethereal, instead resonating
within a target within 25 ft + 5 ft./2 composer levels range. Intro and
outro-effects are centered on said target rather than the composer, whereas
melodies only effect the one subject targeted, also e.g. granting limited-use
abilities to the subject, if applicable. All compositions a harmonicist can
know thus have a slightly altered alternate rules-language, but more on that
later. Additionally, it should be noted that harmonicists increase the number
of scores they can have in effect at a given time by +1 at 6th level and an
additional +1 every 6 levels beyond that. It should also be noted that harmonicists
may expend swift actions to move their compositions from eligible target to
eligible target. They learn up to 8 scores and can apply ups to 5 melodies per
score.
At 2nd
level, a harmonicist learns a so-called counterpoint, a non-conducting-requiring
single melody sans intro or outro that can be executed as a standard action
that does not provoke attacks of opportunity. This can be woven into an ongoing
score, stacking with it. Only one counterpoint can be maintained at a given
time and they can prepare one at 2nd level, +1 every 3 levels thereafter. This
is called "weaving" a counterpoint. Starting at 4th level, however,
harmonicists may also conduct counterspoints, adding woven regular
counterpoints to those they conduct - sounds a bit complicated, but really
isn't once you've understood the principle: The harmonicist may treat
counterpoints as scores and thus modify them. The number of counterpoint scores
a harmonicist may conduct at a given time increases to 2 at 10th level and to 3
at 16th level. Now here's the interesting tidbit -counterpoint scores can be initiated as a
swift action and do not provoke AoOs. Yes, this class is complex, but the
combo-tinkering one may engage in...
The
capstone btw. provides further options to modify the scores and counterpoints
in various ways, adding yet another vast array of potential...and truly NASTY
combos. The class also sports an array of favored class options.
The final
class herein is an old acquaintance - the maestro. Since I've reviewed that
class in detail back in the day when it was a single pdf, I'll be brief - you
can always check out my review of the original maestro-pdf for a more in-depth
breakdown of the class. The maestro is a full composer, with Int governing
compositions, while his spellcasting (which adheres to similar restrictions as
that of the cantor) is based on Charisma. As mentioned before, the maestro also
receives an array of special scores that are not modified by melodies etc. -
these would be the opuses. Additionally, the maestro may insert melody-based
refrains into his compositions for an increased flexibility and the diverse,
awesome capstones deserve special mention as well. Advice for granted bonus
compositions and diverse favored class options round out this class - and the maestro and his base-system were
superbly glorious even before the streamlining of the composition-system seen
in this book.
This is not
where the pdf ends, though - we also are introduced to composition-class-based
archetypes, with each archetype coming with a list of compatible classes. The
first would be the arranger for the maestro and cantor. This archetype replaces
worshipful/insightful performance and modifies musica sacra/opus - the arranger
receives a masterpiece pool equal to the amount of musicae sacrae/opuses the
character knows - this pool can be used to start any opus/musica sacra,
allowing for increased flexibility regarding these nasty pieces of musical
destruction. Instead of channel energy/refrain, the arranger may conduct
so-called arrangements during the conducting of opuses or musicae sacrae.
Backer
Sasha Hall sponsored the songweaver, who is compatible with all composition
classes. Songweavers receive no intros or outros, but they learn to conduct
bridges containing outro-effects after a certain minimum number of score,
fluently gliding over to another score. On a design perspective, the
exceedingly complex wording here is damn impressive. Additionally, the
songweaver may weave so-called verses into their ongoing compositions - complex
and interesting. Brandon F. has sponsored the Starlet, compatible with cantor
and maestro - starlets never learn outros, but make up for that by learning to
forego learning compositions in order to learn spells and add them to their
metronom list - instead of triggering an outro, spells on that list may be
executed as a kind of outro-substitution. Breakdancers and Harmonicists may opt
to become street musicians - these guys come not only with one of the most
badass artworks in the book, they can also generate so-called songbombs - these
can be activated via commands, proximity or triggers and they can essentially
be used to generate a musical minefield. The street musician receives one point
for the pool, +1 for every 2 class levels.
Cantors and
Maestros may also opt for the vituoso archetype, who may start bardic
performances -and the interesting
component here being that the class replaces spells with exactly that,
rendering the virtuoso a truly unique combo of the composition system and the
potential of the bardic performance-modifications introduced in ample
3pp-supplements. A total of 2 pages of feats can used to modify the tricks at
the disposal of the classes further - for example, you can cast cantrips
faster, add the effects of a melody to those affected by your channel energy,
conducting both melodies and refrains at once - these feats add yet another
layer of flexibility and trickery to the classes provided herein, including
e.g. means for the breakdancer to bypass spell focus-requirements for
compositions. Of course, more rhythm, longer composition and all the variable
extensions you'd expect can also be enhanced with feats.
Now after
massive lists of compositions, it's time to check them out - and there are *a
lot* in here. As mentioned above, harmonicists often receive their own effects
and handy compatible classes-lines help you navigate the respective
compositions. The compositions...well, they are overall exceedingly awesome -
from mass mirror image-like
duplicates that sport a more concise wording than the spell (and have specific,
distinct rules) to destructive dissonances that break foes apart to dodge
bonuses called "Can't Touch this!", there are a LOT of cool tools that demand
experimentation/stacking/recombination. What about melodies that can actually
stave off starvation? Or the option to potentially modify the range of a
composition by means of a chorale? Especially the latter, if used wisely, can
be utilized to pull off some damn impressive stunts. Providing flanking
immunity for all allies within a short-range unless all are flanked also makes
for a neat option for higher level composers. Now the very interesting
component that renders the compositions interesting would be that the crunch
very much duplicates the notion of composing music - the system requires the
players to take the compositions and combine them, re-align them, change them
up - and thus create deadly combos. When a certain effect deals sonic damage
depending on how long a composition has run and similar interesting
efficiency-optimization-tricks allow and reward the experimentation and
planning of one's musical magic, immersion increases and one truly feels like a
magical composer. So yes, this is one of the few installments wherein the
crunch actually helps the immersion, one of the rare, truly artfully crafted
books.
Want to
know what I mean by unique benefits? What about an ode that turns all alcoholic
beverages of a certain power healing potions, but only while within a bar
frequented by locals? Yes, this composition actually comes with a built-in
reason why your players should open an extradimensional planar bar! I love it!
What about hijacking mind-influencing effects? Have I mentioned the spectral
literally fat lady? Yeah. Awesome. And I haven't even begun to scratch the
surface of what can be done with these...
Conclusion:
Editing and
formatting are top-notch, I noticed no glitches. Layout adheres to Interjection
Games' 2-column b/w-standard with melody/music-themed, thematic fonts. The pdf
remains printer-friendly and it sports a mix of neat original b/w-artworks and
some stock art/graphics. The pdf comes fully bookmarked for your convenience -
with nested bookmarks etc.
Composition
magic is one complex system that is easy to grasp and, much like the music it
mirror, hard to master. Unlike many classes out there, the magic herein may not
look too impressive at first glance - the components, like single notes, look
fun, but remain that - single notes. Until you tie them together - then,
suddenly, a player can fist-pump and intone the symphony of destruction, so to
speak. The massive array of modification options of the simple 3-part base
system should constitute the very dream of a player seeking to compose his/her
own magic -the way in which the single elements come together can be extremely
gratifying. Yes, composition magic is different. It is weird. It is also the
music-system the bard should have had in the first place - it's simply more
interesting, less linear and puts player-agenda very high on the table. If
there is one thing one could complain about here, then that would be that even
more combo-elements would have been awesome to see. Some players of the old
Maestro-class may also feel slightly vexed by certain compositions now being
class-exclusive for other classes: If you liked killing foes with "End
with a Whimper" - well, that's now cantor-exclusive, much to the chagrin
of one of my players.
It should
be noted, though, that Bradley Crouch and Jason Linker have simply crafted the
superb incarnation of the system, with the cantor in particular being a true
masterpiece - a full healer on par with the cleric, but with a completely
different tone and ability set. While the breakdancer may strike some as a
weird anachronism, I encourage all groups to check out how it plays, for in
that regard, it is an absolutely unique experience as well. This is, let me
emphasize that, NOT a joke-class. And if you don't like the fluff, do yourself
a favor and reskin it. Seriously, the experience is interesting enough to
warrant it.
Ultimate
Composition is a superb book, a glorious magic-system and has become a
permanent fixture in my games - one that I hope will one day receive even more
fodder. Its crowning achievement, to me, remains in its ability to make the
mastery of the system mimic the process it seeks to emulate - a feat rarely
seen in any supplement and one that must be considered superbly rewarding.
Hence, Ultimate Composition receives a final verdict of 5 stars + seal of
approval and becomes a candidate for my Top Ten of 2015.
You can get this awesome tome and compose your own magic here on OBS and here on d20pfsrd.com's shop!
Want the whole Strange Magic-subscription? You can get it here on OBS!
It should also be noted that lead designer Bradley Crouch currently has a kickstarter running that seeks to redefine bloodlines and what they can do - you can get the Strange Magic-subscription at a lower, discounted price as an add-on for this interesting KS! Check it out here!
Endzeitgeist out.
No comments:
Post a Comment