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World of Warcraft: More Magic and Mayhem
 
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World of Warcraft: More Magic and Mayhem [Hardcover]

Rob Baxter (Author), Scott Bennie (Contributor), Joseph Carriker (Contributor), Bob Fitch (Contributor)
3.6 out of 5 stars  See all reviews (8 customer reviews)


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Product Details

  • Hardcover: 200 pages
  • Publisher: Arthaus (November 14, 2005)
  • Language: English
  • ISBN-10: 158846945X
  • ISBN-13: 978-1588469458
  • Product Dimensions: 10.9 x 8.3 x 0.7 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Best Sellers Rank: #1,162,169 in Books (See Top 100 in Books)

 

Customer Reviews

8 Reviews
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Average Customer Review
3.6 out of 5 stars (8 customer reviews)
 
 
 
 
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7 of 9 people found the following review helpful:
4.0 out of 5 stars A solid 'rules crunch' supplement, December 26, 2005
By 
This review is from: World of Warcraft: More Magic and Mayhem (Hardcover)
More Magic and Mayhem adds magical, alchemical, runic, and technological options to the World of Warcraft RPG. Other than the occasional editing gaff and one minor annoyance, it's a great buy. Note that this is NOT a stand alone role playing game. If you do not own the World of Warcraft RPG (the hardback, not the PC game), it is pretty useless on its own. The rest of this review assumes that the reader is familiar with the (hardback) World of Warcraft RPG.

There are three new classes: The Inscriber is an Arcanist variant that can use individual Runes. The Witch Doctor is a Healer variant that has special abilities (cheesily labeled 'Mojo') that enable it to create especially potent magic potions. The RuneMaster emblazons Runes on his body to augment it in various ways, and can also cast Runes from Rune Patterns. The class concept is utterly opposite of a typical Dungeons and Dragon's Monk, but outside of casting Runes the class abilities are similar: extra damage from unarmed strikes, fast movement, immunity to disease, extra attacks during a round but each attack is at a -2 to hit, etc... etc... The main difference is that a Runemaster has a list of special abilities to choose and may pick one at level 1 and every 3 levels after.

There are four prestige classes. The Argent Dawn Templar sacrifices class abilities in gained from previous classes in order to gain powerful new abilities. The Enchanter captures the energies released when a magic item is destroyed and can use that energy to add new abilities to other items. If your high level party has three dozen +1 magic items lying around, he can turn them into a pile of scrap metal and a +5 magic item in a matter of hours. The Ley Walker uses the ley line energy that crisscrosses the universe. She can grant herself fast healing for a few rounds, spontaneously cast dimension door or teleport, use a small number of metamagic feats without using a higher spell slot, and change any damaging spell to do half of its damage as 'ley' damage - which cannot be resisted. The Steam Warrior specializes in piloting Steam Armor.

There's a nice selection of new feats. Most revolve around runes and runecasting or the new rules for Alchemy. The Alchemy section has dozens of new concoctions an alchemist can create. They offer substantial benefits - +4 to an ability for an hour, recovering 6 levels of spell slots, invisibility, healing 8d6 damage. On the other hand, using the Craft (Alchemy) rules from the main book means that the typical PC or NPC that does alchemy work will require a week or two to craft a very simple elixer and months to put together a complex one.

The Runes introduced into the book all fall into categories called Rune patterns. The Inscriber class learns individual runes just like spells. The RuneMaster class attunes himself to one pattern at a time (more than one pattern at a time with feats), and can cast any rune within his attuned rune pattern by spending a spell slot of the corresponding level.

The spell section introduces a new action type to the game, a 'Swift' Action. A swift action is like a Dungeons and Dragons free action, but a PC can only make one per round. Some spells can be cast as swift actions. A small variety of new spells are introduced.

The magical item section is huge. The technological item section is nice, but it would have been nice to see something nearly as big as the magic item section. Technological 'Mods' add technological features to existing items, like rapid reload for firearms, vibrating blades, and armor that shocks those that touch it.

The last bit delves into a new system for determining the capabilities and features of steam armor. These rules replace the ones in the World of Warcraft book. (That is my annoyance with the book, which I mentioned at the beginning. I dislike when a new set of rules just ignores the previous set, instead of building upon it.) They cover such things as passenger compartments, extra shielding, adding hit points, etc... etc...
My only other pet pieve for this section is that size Large and Huge steam armor boosts the wearer's Strength by +10 and +15, respectively. I would think it more logical to provide independent Str scores for the armor once it reached a certain size. Goblins are among the foremost Steam Armor builders on Azeroth, and their -2 racial Strength penalty make them a poor choice for Combat Steam Armor pilots.

The only thing I hoped for but did not see was rules for the creation of Phlogiston, the special fuel many Warcraft technological devices require. Apparently 'Magic & Mayhem' details its creation, but this book does not.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars A must, February 6, 2007
This review is from: World of Warcraft: More Magic and Mayhem (Hardcover)
This book is a necessary addon for the RPG, so it must be purchased. It add some good stuff and all the spells.
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3 of 4 people found the following review helpful:
4.0 out of 5 stars Emphasis on "More", December 1, 2005
By 
Jordan Peacock (Orlando, FL - USA) - See all my reviews
This review is from: World of Warcraft: More Magic and Mayhem (Hardcover)
Most of this book consists of material of use to DMs and players - new classes, new prestige classes, new devices for tinkers to make (and blow up) - and also such things as new magic items for the DM and some details on enchanting. It's a good companion to the World of Warcraft RPG book with a lot of material that has a good chance of being used in an RPG campaign - or at the very least, of giving the DM a few new ideas. It's fairly light when it comes to background material - but that's no surprise.

The main reason I don't give this a "5" is that the editing is less than stellar. There are typographical errors that should have been caught by a simple spellcheck, and, as with the World of Warcraft core RPG book, there are errors in tables here and there. (And, I wonder, why couldn't a simple proofreading catch this?)

Also, a lot of the "filler art" quality is a bit less impressive than that in the core rulebook - but that's inconsequential enough not to have any bearing on my rating.

Overall impression: If you plan on running a World of Warcraft d20 RPG campaign, this is a useful resource, well worth getting.
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