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Paperback Tome and Blood: A Guide to Wizards and Sorcerers Book

ISBN: 0786918454

ISBN13: 9780786918454

Tome and Blood: A Guide to Wizards and Sorcerers

A Spell Is Better than a Thousand Words Every mystic library reserves a place for this single potent volume of arcane lore. It's packed with ways to customize sorcerer and wizard characters,... This description may be from another edition of this product.

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Format: Paperback

Condition: Good

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Customer Reviews

5 ratings

Excellent book

I must say that I find this book to be VERY useful. I'll review the cons first, then the pros.--There are wildly varying detail levels on what could have been very cool. For example, The Hallow (a sample mages' domain) is given huge detail. (In my opinion this is unnecessary, but that's a personal preference). The arcane order is given huge detail and has a reflecting prestige class. However, the beastchasers, wayfarers, and broken wands are given very little detail (which could have been VERY intriguing).--The spells themselves and even some feats reduce things to statistics. No longer is there the exotic, unique flair of a fireball. Now, with energy substitution and "acid ball", there is much less uniquness. I sound old-fashioned, but some things should be a bit unique. This does have its plus sides though.HAving said all that, this book is EXCELLENT. There are many pluses--the new feats are for the most part unique and interesting. Some are redundant, but most do fill much-needed niches (for example, augmented summoning and greater spell focus).--the magic items are fairly well thought out... there's also an EXCELLENT explanation of item-creating.--The new spells vary... some are cool, some formulaic (Gee, there's a level 1 fire spell, let's add a level 1 ice spell).--The best part, by far, is the section on Prestige classes. They really allow characters to be customized. No longer is every wizard the same. Beyond abilities, they allow characters to have whole new goals, outlooks, even cultures.--Some prestige classes are better than others (the blood magus is overpowered while the candle caster is underpowered, IMHO). However, I'll say one thing about the D & D prestige classes. Even if an individual class doesn't impress you, it will make you think. "They are not so much to be thought of as to inspire thought." Many DM's may say "this class is okay, but I can come up with a better one"--and then do so. This is a talent on WOTC's part, not a flaw.In conclusion, this is an excelent book that any D & D player should consider buying (perhaps waiting until it's on sale).

The prestige classes rock!

For once, since the first few "example" prestige classes in the DMG, Tome and Blood brings some great, unique, well thought-out prestige classes to the D & D world. The rest of the book is just fine - the new feats are useful and there are some that really stand to enhance the flavor of a character (such as the improved familiar and the energy substitution feat), the new spells are great and fill some holes that have been missing in D & D players spellbooks since the first edition of the game. However, the prestige classes themselves make this book my favorite of the class-geared rules series so far.

No more "typical mage"- unless you want one.

Everyone knows the archetype- The bearded wizard, dressed in flowing robes and carrying a staff, possibly with a pointy hat on his head. That's part of the problem- the previous versions of the Dungeons and Dragons game did little to help players deviate from that archetype. Not to say that many clever players didn't find a way- but that creativity was always an uphill battle. Variation rarely went farther than the occasional wild mage from the 2nd Ed. Tome of Magic, or the 1st ed. Oriental Adventures' Wu Jen.With the 3rd edition, there is more variety in wizardry. Sorcerers alone add a new dimension. This book keeps it going with more metamagic feats, several very interesting Prestige Classes, and a few helpful spells. From sorcerers slowly transforming to display aspects of their draconic heritage to wizards gaining power through grafts of fiend-flesh, there are odd, interesting varieties available. There is even a Prestige Class for the robed grey-beard with the staff and pointy hat, if you want it.For those that want to stay close to the norm, there is very good advice on School Specialization, The Care and Upkeep of Familiars, and other developmental aspects for character building through low, middle, and higher levels.On the negative, there is some overlap with a few spells, feats and such also found in the Forgotten Realms book, but that's about all I could find wrong with it.Aslo, it seems that with this release Wizards is getting a better handle on game balance. I think thast the features in this book are much less unbalancing than some of the items in the earlier Sword and Fist.

Awesome

Well, I'm not sure how someone can call the Acolyte of the Skin unimaginative, the Guild Mage nonversatile, or feats like Energy Substitution and Energy Admixture and Sanctum Spell nonoriginal. Did you read the same book? Do you play a spellcaster? If so, you, like me, will goob over these powers and abilities. True, one prestige class deals with dragons, another with demons, and two with undead, but c'mon, there are at least 12 prestige classes in here, including the Spellsword, the Bladesinger, and the Arcane Trickster. If you're looking for prosaic, try the Candle Caster.Anyhow, this book was perfect for me, and I wholeheartedly reccommend it, even though I couldn't do the same with all the previous builder books.

Best Class Book So Far...

Tome & Blood is by far the best of the three class books that WotC has published. I believe that this book adds some excellent rules/depth to playing wizards or sorcerers in the 3e D & D world. There are 15 new prestige classes, and nearly all of them seem playable. Also, players of evil spellcasters will also actually have some prestige classes this time. The True Necromancer is a wicked class.In addition to the new classes, there are new feats, metamagic feats, expanded rules for item creation, new spells, descriptions of wizardly organizations (although brief in some cases), and a few new magic items.The most amazing new rule covers magic sneak attacks. Now a rogue/wizard can do sneak attack damage with ray spells. Ray of frost is amazing as a 1d3 +5d6 sneak. Wow!Excellent Sourcebook!
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