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Arcane power by Wizards of the Coast

lunchlander's review

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3.0

I'm not generally a player who plays spellcasters, and I don't use the Forgotten Realms material in my game, so this book is one of the least interesting of the "Power" series of books that Wizards is going to be doing.

At a glance, it seems to have more power-creep than Martial Power did, although that may just be because spellcasters tend to have flashier, more impressive-sounding powers than the punch-and-kick crew. I thought there were some fun paragon paths and epic destinies, some neat new powers (I love the low-level "floating" power) and interesting new feats.

I'm also pretty happy with the new rules for familiars, which lets those who like them take them without making it a pain in the ass for GMs. Like the animal spirits of the shaman or the new animal companion rules, these are a welcome tweak on outmoded 2nd and 3rd edition rules.
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