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10 of 10 people found the following review helpful:
4.0 out of 5 stars Good starting point but could be better.
The new RoS by Black Library I would rate a 3.5 (okay round to 4) stars. It provides some nice information on magic in the empire and the general feeling of common folk. I enjoyed the information of a college apprentice and how they progress to a Magister. Loved the new careers provide to the Hedge Mage (witch/warlock) making that a viable option. Also Happy that the...
Published on March 13, 2006 by R. Miller

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6 of 7 people found the following review helpful:
3.0 out of 5 stars It's good...but
This is a very good book...in fact how anyone could run a Warhammer FRP campaign without it is a very good question I have to say,but despite it's exhaustive covering of sorcery and how it is seen in the Old World it has one very large glaring fault...

The book repeats itself...alot...it will change the wording,but there is only so many times that one can...
Published on February 10, 2006 by C. King


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10 of 10 people found the following review helpful:
4.0 out of 5 stars Good starting point but could be better., March 13, 2006
This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
The new RoS by Black Library I would rate a 3.5 (okay round to 4) stars. It provides some nice information on magic in the empire and the general feeling of common folk. I enjoyed the information of a college apprentice and how they progress to a Magister. Loved the new careers provide to the Hedge Mage (witch/warlock) making that a viable option. Also Happy that the spell list were expanded a bit. Was happy to see new rules on Creating Potions and Familiars.

Was sort of happy with information on creating ritual magic and the dwarf runesmiths (including the careers).

I was very disappointed in the lack of rituals and even more disappointed in the complete lack of lesser spells. As of now the only official lesser magic spells are those found in the core rulebook.

I was hoping for some information on High Magic (since they had runesmiths), and the possibility of creating magic items and a longer magic items list. After all, there are two wizard careers (Master and Lord) that require the PC to obtain magic items. You'd think that if they don't do much magic items they would put in how one can go about making them (aside from the weapon/armor of runesmith).

Instead of this informaiton, there is an adventure printed at the end of the book. I was a bit angry at this as the adventure took up very needed space on magic rules.

Overall, I do recommend this book and if you plan to do any magic in V2 is a must have along the core rulebook.
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6 of 7 people found the following review helpful:
3.0 out of 5 stars It's good...but, February 10, 2006
This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
This is a very good book...in fact how anyone could run a Warhammer FRP campaign without it is a very good question I have to say,but despite it's exhaustive covering of sorcery and how it is seen in the Old World it has one very large glaring fault...

The book repeats itself...alot...it will change the wording,but there is only so many times that one can read that people in the Old World view sorcery as evil in so many different words before it has become redundant.

I truly feel that much of the room within the book could have been devoted to more spells,more information on how the various factions within the Old World view elves and other magic-users that moved about them,and far more information upon the individual colleges.

Beyond this the book is quite good...the layout is good and like all other Warhmmer FRP books that have come about so far it's a treat to read it.
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5 of 6 people found the following review helpful:
4.0 out of 5 stars Not Bad, but...., July 20, 2006
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C. Boch (Cleveland, Ohio) - See all my reviews
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This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
Well here is Green Ronin's source book for magic in the Warhammer world. It definitely adds to the material covered in the basic WFRP players guide but I was a bit disappointed. I have often felt that WFRP v. 1 needed some good "role-play" spells. Small spells that can make a Wizard far more useful but not devastating, like the old D&D cantrips. They're not here. Magic has, of course, become unpredictable because of the "winds of magic", so spells have become more powerful. (Like Warhammer wizards needed more powerful spells.) GM's beware; you may be snapping pencils trying to match your player group with adversaries. If your wizard makes his roles he may decimate your monsters quickly, and if he doesn't your group may be spending a lot of fate points. Still, there is some good background and a nice diversity of spells. A good addition to this vastly improved roleplay system. WFRP v.2 is far superior to ANY of the editions of D&D. Play it and you'll love it.
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4 of 5 people found the following review helpful:
3.0 out of 5 stars A flat 3 stars, January 16, 2007
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This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
Needed for the sheer number of spells added. Spells, Runesmith careers, expanded Chaos Manifestation tables, Arcane marks, familiars give the book a 3.

Cons:

- Font is too large. C'mon.. The font and spacing of material reminds me of a padded research paper by a junior in high school. Actual page count is WAY lower (less than 200 pages), if you put this in context.

- too much fluff. I like fluff as much as the next guy, but it gets a little "thick" at times. It's not that bad, but some of it seems contrived at times.

- the adventure included. I'm not saying it's bad, I'm just saying it doesn't belong here. It's taking up space that could have been used for more content. Put 30 page adventures (yes it's that long) in a new book akin to The Restless Dead. Please.
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5.0 out of 5 stars Realms of Sorcery, August 26, 2011
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C. Noble (Sierra Vista, AZ USA) - See all my reviews
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This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
Ok, if you have the Core Book then you do not NEED this book to run mages in your games or to play as a mage. However, you will want this if you plan to extend your Universe to anything past the default spells.

This book comes with what you'd expect in any other Warhammer Source Book. Hardcover, beautiful pages (of which there are several filled with content), and it expands the universe of Warhammer more than you'd expect in a book about spells.

It comes with a history of how the Warhammer World originated, extended spells list, and an expanded Chaos Curses.
It even comes with a passable campaign. (Which, you could run if you don't feel like making one/ using a larger one)

Great source book and a must have for those who have a passion for Warhammer!
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5.0 out of 5 stars Priceless WFRP Supplement, August 23, 2010
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This review is from: Warhammer Fantasy Roleplaying - Realms of Sorcery (Hardcover)
If you ever have any wizards in your gaming group for 2nd Edition WFRP, this book is a must have. Not only does it give the magical background of the Empire, but it also gives two new wizard classes (Witch and Warlock), whole new lists of spells for each Arcane Lore, lists of potions, magic items, and tables for familiar and ritual creation. It was also a good read for an 8 hour road trip, but that's besides the point.
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Warhammer Fantasy Roleplaying - Realms of Sorcery
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