The massive
hardcover Ultimate-style book for Pact magic clocks in at 387 pages, 1 page
front cover, 1 page inside of front cover, 2 pages editorial, 1 page ToC, 1
page KS-thanks, 4 pages of SRD, 1 page back cover, leaving us with 376 pages of
content, so let’s take a look!
This review
was moved up in my reviewing-queue as a prioritized review at the request of my
patreons.
I was a
KS-backer for this book and as such, I have received the massive hardcover. My
review is mostly based on the print version, though I have also consulted my
pdf-iteration for it.
So, what is
this book? The short tl;dr-version would be that it is for Pact Magic, what
Ultimate Psionics was for psionics. A more detailed response would also note
that this book is not simply a compilation of previously-released material; in
fact, this massive grimoire does feature a lot of new material, material
previously not seen for PFRPG and some massive tweaks to existing options.
So, what is
pact magic? Well, the short reply would be that it was the original Pact Magic.
First conceived in 3.5’s Tome of Magic, the system had some serious hiccups and
balance-issues in its initial iteration, but at the same time, it was a
revelation for me: The idea was that named spirits exist; said spirits have fallen
past the usual confines implied by D&D cosmology and, from their in-between
status, they hunger for the chance to interact with the realms of mortals. From
legends to archetypical beings to strange demons, all kinds of weird spirits,
some of which were influenced by the key of Solomon, were thus presented.
This system
was greatly expanded in two massive hardcovers back in 3.X, “Secrets of Pact
magic” and “Villains of Pact Magic”, both of which are undeservedly obscure and
have a place of honor on my bookshelf. They tweaked the balance of the system,
expanded it and made it more unique – and, more importantly for me, they rank
as some of my favorite rule-books of that age – the spirits came with HUGE
short stories depicting their legends, adding a vast amount of flavor to each
of the options herein. Then, two stand-alone updates/expansions for PFRPG were
released, expanding the concept and translating it to PFRPG, though these did
cut back on the beloved legends I enjoyed so much. This book once again
features a lot of legends, though some have been externalized to a short-story
collection.
Fast-forward
to this book, which presents basically the latest and most refined iteration of
the concept. At the heart of this system lies the pactmaker class, which gains
d8 HD, 4 + Int skills per level, proficiency with simple weapons and light
armor, ¾ BAB-progression and good Fort- and Will-saves. The class adds +1/2
class level, minimum 1, to Knowledge (arcane), Knowledge (history), Knowledge
(religion) and Knowledge (planes) and gains a bonus on these to research a
spirit’s knowledge tasks, instead gains a bonus equal to full character level.
So, what
are knowledge tasks? Each spirit has a specific, occult seal that is drawn by
the binder: This seal and the spirit need to be researched via knowledge tasks
– basically, these represent the effort to learn a spirit. This is important,
in that there is no limit otherwise on spirits known, if you will: While a
pactmaker can only bind spirits of 1st level in the beginning, he
may learn all of them. New spirit levels are unlocked at 3rd level
and every 2 levels thereafter and spirits are organized by levels, much like
spells; the 9th level spirits being obviously the most potent. A
pactmaker may bind multiple spirits at higher levels – 2 at 4th
level, +1 one spirit every 6 levels thereafter. 7th level and every
6 levels thereafter allow a pact maker to replenish an expended spirit ability
1/day and the capstone makes spirit abilities count as extraordinary and allows
for the ignoring of personality influences and also nets the class
automatically the capstone empowerment. Bear with me for a second – those are
spirit terms. 3rd level and every 3 levels thereafter provide a
choice of bonuses while bound to a spirit. Saves against abilities, generally,
are determined by Charisma as a governing attribute.
And that is
already pretty much the basic chassis of the class. Let’s move on to the basics
of pact magic, shall we?
The term to
denote a character using pact magic is “binder”; a binder level is the
equivalent of the caster level, for the purpose of governing the spirit’s
abilities. A binding check is a d0 + ½ binder level + Charisma modifier, and it
is made upon summoning a spirit to determine the power of the pact. This requires
a ceremony and a binder check versus the binding DC of the spirit in question –
rushing the ceremony is possible, but results in massive penalties to the
check. On a success of the check, the binder gets a good pact. A binder that
makes a good pact can freely suppress the physical sign or minor granted
abilities of being inhabited by the spirit (like horns, tentacles, weird
voices, etc.) and suffers no penalty when acting against the spirit’s influence
– basically, the personality of the spirit. If failing the check, he still gets
the spirit, but makes a poor pact; the binder must exhibit the physical sign
and suffers cumulative penalties when disobeying the spirit’s influence,
lasting for 24 hours, even if the spirit if exorcised before that duration has
elapsed. Suppressing a spirit eliminates all benefits, but also all penalties
that may be incurred by having a spirit inhabit you. The process of making a
good pact can be improved by using totems – basically optional material
components or terrain components. Additionally, some spirits are more well or
ill--disposed towards some races (favored allies and enemies), beings with
certain alignments, class features, etc., while others reward those that call
them in dark places, while stricken by illness, etc. the possibilities here are
endless and tie in very well with the flavor of the spirits in question,
rewarding players for caring about the story of their spirits.
Here is the
catch: Spirits have three types of abilities: Minor abilities, which are always
granted; major abilities, which are expended for 5 rounds after being used
unless otherwise noted, and capstone empowerments, which are only gained when
the spirit’s DC is beaten by 10 or more, making even low-level spirits retain
their usefulness at higher levels.
It is not
in the chassis of the pact-maker class or one of the numerous pact magic based
class options that the system’s appeal lies; it is within the massive, colossal
array of spirits. It should also be noted that most spirits are assigned to a
constellation – upon binding them, the binder gains constellation aspects and
these general affiliations double as thematic restrictions and schools of
spirits if you will; you can focus on binding nature spirits…or fiendish
ones…or those that hearken from the dark beyond. Whether you want to focus on
slenderman-like entities or strange fey or on any combination of them, the
spirits are here and allow for a wide variety of different types of character.
And yes, benevolent spirits like cynical detectives that have fallen through
the cracks of reality or basically saints can also be found – this is important
to note, for pact magic, requiring less study thanb comparable magic and no
divine oversight either, does carry with it the flavor of the forbidden, of the
occult. And yes, there are starless, more obscure spirits.
As you may
have gleaned by now, a strength of spirits lies in the way in which many of
their abilities operate on a cool-down mechanic…and frankly, I went through this
massive tome with my analysis, and rules-wise, there are precious few hiccups:
To note two remarkable ones: The spirit Sevnoir, for example, heals you when
inflicting damage to a creature suffering from a fear-effect. If you have a
character with a fear-aura on hand, the 1/round caveat doesn’t prevent cheesing
this via kitten slaughter.
At the same
time, this book does predate the release of Occult Adventure regarding when it
was worked on, and as such, unfortunately does not provide synergy with that
glorious tome. Prestige classes, magic items, feats, special binder secrets
(talents), spells, races, planes and organizations (apocryphal desert…nightmare
weald…need I say more?) – the book has a ton to offer in crunch and I could
bloat this review to 14, 20 pages even – easily, and still scratch the surface
of what the book offers in terms of sheer content. There are some minor
formatting inconsistencies to be found, with abilities that should be red
showing up in black instead and the like.
There is
one more thing you should be aware of: RAW, binders do NOT gain new spirits
upon reaching new levels. While *personally*, I require downtime training to
gain the benefits of a level up (I really dislike just *pling*, getting
level-ups mid-dungeon...), I know that many groups do just that – in such
cases, I’d suggest automatically gaining a spirit upon reaching a new level. So
yes, this may be, for some groups, a drawback of the RAW engine, though one
that can be houseruled away with ease. System-immanently, groups that do not
engage in a lot of roleplaying as opposed to rollplaying will have a bit less
fun with this, though please do take a look at my conclusion for what I mean by
this.
…
I have to
break my usual system of presentation here a bit in order to convey what this
book provides, so let me prematurely interject my
Conclusion:
Editing and
formatting are good, but not perfect – I noticed a couple of hiccups here and
there, some formatting glitches and the like; less than in many books of this
crunch-density, but enough to notice. Layout adheres to a gorgeous 2-column
full-color standard and the book comes with a TON of absolutely phenomenal
full-color art; some of which was previously used and colored, but most is new.
Each spirit has his/her/its own seal as a visual representation, so yeah, you
can actually draw the seal, if that’s how you roll! The pdf version comes fully
bookmarked with detailed, nested bookmarks for your convenience and thankfully,
the book has a massive, multi-page index that helps navigating this tome. The
hardcover is a beauty to behold and well worth getting.
…
You know,
as a person and as a reviewer, I generally tend to gravitate towards complex
options; beautiful mathy constructs and subsystems that provide an interesting
playing experience. I can honestly appreciate it when math works out, when some
abilities do something utterly unique with complex rules operations. While
certainly not simple in these regards, pact magic never reaches the complexity
of akashic mysteries, ethermagic or similar systems. And still, it is one of my
favorite systems ever.
I am not a
sentimental man, so nostalgia is not the culprit here and it took me quite a
while to deduce why pact magic works so well for me. There is no simple answer.
One, though, would be that much like psionics, I can see it completely
replacing the standard spellcasting classes for a completely different campaign
experience, one steeped in occult lore, research…and one that makes magic more
dangerous, feel more forbidden, medieval. In fact, I’m regularly stealing
spirits from this book when playing OSR-games, breaking them down to the
simpler rules of such systems. LotFP, LL, S&W – it works and fits thematically
perfectly will the often more gritty aesthetics there. This has literally
transcended the bounds of its system, at least for me – something only precious
few books in my vast library achieve.
At the same
time, the strength of the system, its appeal, does not lie wholly in its
mechanics; pact magic, to a degree, is the original occult magic, prior to
Occult Adventures. In my review of Paizo’s phenomenal hardcover, I commented on
the fact that I love how player agenda AND character agenda are emphasized, and
how the classes have ROLEplaying potential hardcoded into their respective
rules. This is, ultimately, why I adore this massive tome; I adore tactical
combat and I’m the first to appreciate a well-made combat-encounter with
strategically-interesting hazards etc. – I love these. I love the tactical,
complex combat aspects of PFRPG. But I also adore the storytelling aspect of
the game; I love good roleplaying between characters, between PCs and NPCs; I
use story-rewards a lot. To me, the beauty of roleplaying games with a high
rules-density lies in the blending of strategy and story-telling, in the fusion
of stories and tactics. Ultimately, for me the best rules let me do either
unique things in the strategy department, in the roleplaying department, or
both.
Every
single spirit is a bit like an unruly character that influences the PC or NPC;
they all have personalities, quirks and goals, enemies – and they may grow with
your PCs. When a spirit helps vanquish a certain foe after being bested by him,
you have your work cut out for you as a good roleplayer; you can tweak your
character with spirits and keep them perpetually fresh and interesting; perhaps
your character is a teetotaler, so binding some spirits may be something he’d
be loathe to do; perhaps bidning one spirit and succumbing to the spirit’s
influence nets you some complications…or new allies – it’s small, organically
happening constellations (haha! – sorry, I’ll punch myself for that later) that
make this shine as brightly for me.
There is another
aspect to this book. One that perhaps bears no importance for you…but then
again, I think it does.
No other
system I have used has made me write this much custom material.
When, for
example, Aldern Foxglove was a very popular character in my RotRL-game back in
the day and then died (trying to be SPOILER-less), I promptly had him come back
as a spirit with peculiar personalities, fluid constellations and abilities
depending on the dominant personality; when my PCs liberated the ghost lions
from the Ghostlord in Red Hand of Doom, I made the pack return as a spirit to
be bound; When Kyuss fell, he became the master of the Worm constellation. The
Crimson King is a spirit in my game. So is the Dark Tower.
And yes,
you can use the spirits herein as guidance, tweak and reskin them for a lot of
purposes. Don’t like a legend or a particular spirit? Chances are that you
won’t have to do a lot of writing, just replace an ability and come up with a
new legend. Done. When one of my players happened upon notes on a
blood-drinking lizardfolk thing from ages long past, I took N’aylia the first
vampire, tweaked her abilities a bit more towards the lizardfolk-esque and
there we go. I actually improvised that reskin on the fly while GMing and
nobody noticed.
Or, you know,
you can pretty much write infinite amounts of new ones, based on your campaign.
I have psionic spirits, akashic spirits, ethermagic-spirits…you name the
subsystem and I pretty much have a spirit for it. Why? Because the engine per
se is simple. You can easily complicate it in a vast variety of ways by
grafting pretty much anything on top of it, with only your own skills as the
limit – and the glue that holds all together is this basic system, one that is
defined by choice, yes…but more than that, it is defined by the stories you tell
with it.
A haunt put
to rest? Potential spirit. An outsider slain? Potential spirit? Anything weird,
from mages that fell through space and time to sentient constructs? Potential
spirits. Fey kicked out of their courts/dethroned fey queens? Potential
spirits. Defeated campaign endbosses? Potential spirits in the next one.
Paladin PC that sacrificed his soul to seal the demon-lord in an artifact?
Potential spirit. Endzeitgeist, a zeitgeist-like spirit of the end-times? Potential
spirit. In fact, the book does an amazing job at showcasing the sheer infinite
breadth of themes that you can cover with these spirits.
Pact magic
is a nice, well-made system on its own – probably one that deserves, when
divorced from all flavor, a verdict of 4.5 to 5 stars, somewhere in that
vicinity. But this would not do the system the least bit of justice. Dario
Nardi and Alexander Agunuas deliver with pact magic perhaps the most literally
inspiring system I have ever encountered for a d20-based game. Its genius does
not necessarily lie within its rules, but within how it is an incredibly potent
narrative instrument, how it can change the depiction of a fantasy world to
make magic feel more magical, how it rewards customization and making the system
your own more than any comparable system I know. I guarantee that, when using
the system thus, you will have perhaps the most impactful alternate system ever
on your hands.
In case you
haven’t noticed by now: I absolutely LOVE this system. Even my reviewer-bot-persona
can’t really adequately complain about it, mainly because separating the fluff
from the crunch divests the system of its core principle – it is, frankly,
impossible to rate this fairly as anything but the sum of its parts, and that
sum is a thing of absolute, inspiring beauty. This book will grace my shelves
for years to come; it has already spawned more ideas than I’m ever likely to
put to paper. It is, in short, the streamlined, improved heir of the old
system; tighter and more concise, yet without losing any component of its
uniqueness.
This is one
of the most inspiring books, quite literally, that you can purchase for PFRPG.
My final verdict will clock in at 5 stars + seal of approval. This is also, big
surprise there, a candidate for my Top Ten of 2017. It also receives the EZG
Essentials tag as a book I consider a must-own expansion for the system.
Now, can we
have an Occult Adventures/Horror Adventures-crossover sequel or do I have to
write the spirits myself? Who am I kidding – I’m going to write them either
way!
You can get this phenomenal tome here on OBS!
You can get the complementary short-story collection here on OBS!
Endzeitgeist out.