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Relics and Rituals (D20 Generic System) [Hardcover]

Sword & Sorcery Studio
4.0 out of 5 stars  See all reviews (2 customer reviews)
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Product details

  • Hardcover: 224 pages
  • Publisher: White Wolf Publishing (2 Jan 2001)
  • Language: English
  • ISBN-10: 1588461599
  • ISBN-13: 978-1588461599
  • Product Dimensions: 28.4 x 22.1 x 1.9 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,435,983 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
4 of 4 people found the following review helpful
5.0 out of 5 stars Enchanting!! 12 Feb 2001
By A Customer
This is the second book released by Sword & Sorcery Studios for the new d20 System Open Licence, the same system that the 3rd edition D&D rules are designed around, making this 100% compatible with any 3E D&D products. The book adds a couple hundred new spells (arcane & divine) to the repertoire of spellcasters, greatly adding to their flexibility, and usefulness in a party. These spells are not just filler either, and many are very cleverly thought outm such as: Animal Spy, which allows you to send a Tiny size animal on a limited mission, such as to spy for you; or Quick Sober, which is useful for waking up the party's fighters after a hard night at the tavern!

The book however, gets its name from the chapter on Rituals (mass spells, requiring many spellcasters to pool their magic together to form a co-operative spell such as Armament of the Gods, which temporarily imbues up to 100 suits of armour & weapons with magical bonuses; and Relics which replace the Artifacts of 2nd edition D&D.

There are also several Prestige Classes, the most interesting of which to my mind is the Crypt Lord, who can gain Lichdom at 10th level!

The book is hardbound to ensure it will last for a long time, and is well presented with quality print & paper, and decorated with black & white art, that fits the text. I heartily recommend this book to all fans of Dungeons & Dragons, and look forward to the next release from Sword & Sorcery.

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3.0 out of 5 stars This could have been a golden oldie 29 Sep 2008
I really want to like this book but for some reason it doesn't really "do it for me".

This book is well done; the layout makes it easy to read the book. The book presents some stuff that (at the time when the book was written) was quite innovative; like some of the meta-magic feats and the rules for magical rituals.

Still, the book only gets a three-star rating. The reason for this is that it wants to do too much within too little space. You get a glimpse at a new setting (which later on got a more complete treatment in several other books), you get a glimpse at an improved magic system and you get a glimpse at new character classes (but with too little background). To me the book is all about glimpses at the cost of a true focus.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.2 out of 5 stars  17 reviews
15 of 15 people found the following review helpful
5.0 out of 5 stars Finally a good 3rd party D20 product! 14 Mar 2001
By Michael G. Bailey - Published on Amazon.com
I was a bit skeptical about this book, especially since I was not impressed with the Creature Collection (by this same publisher). I mostly bought it to check out the tattoo magic rules and new spells. Once I started reading this book I read halfway though it before my wife finally pried it away from me so I could do some chores! While I found the prestige classes and artifacts interesting to read, none of them will see play in my campaigns. The classes are too specialized for any of my players, and the artifacts are unbalancing (like all artifacts...) But the SPELLS!!! They were great! And the rules for ritual magic and tatoos will be put into play immediately! I liked the little Scarred Lands specific blurbs about the items and spells, because they triggered tons of great adventure ideas. Some DMs prefer generic stuff, but I say bring on the neat historical details! I can edit them for my world if they stink, and I can be inspired by them if they are good (and most of the Scarred Lands descriptive stuff here seems very good, unlike with the Creature Collection). Some great feats were here as well. And ritual magic makes metamagic feats finally useful to my players! None of them would waste the higher level spell slots to use them before, so nobody took the feats. Thank you, Relics and Rituals!
11 of 11 people found the following review helpful
4.0 out of 5 stars Worthwhile Purchase 13 May 2001
By A Customer - Published on Amazon.com
This is definitely a worthwhile buy if you're willing to incorporate material that isn't canon published by the D&D publisher. There are many creative ideas here, including those for tattoo and ritual magic. One downside is that it has a heavy leaning to the Scarred Lands setting. This is no obstacle if you are willing to rename or rework some spells/artifacts. This book is especially nice for druids, paladins, bards, and to a lesser extent rangers. They seem to get many of their own spells instead of overlapping wizard/cleric spells which the Player's Handbook seems to do. It also has about 8 new prestige classes.

The reason I give it 4 instead of 5 stars is because the layout isn't as eyecatching as official D&D material, and the art is of dubious quality, not to mention lacking colors. This should not be a strong deterrant to purchasing this useful book, but should be noted. Overall, a very useful buy.

12 of 13 people found the following review helpful
5.0 out of 5 stars A Plethora Of Campaign Options 16 Feb 2001
By Jason Kemp - Published on Amazon.com
Relics and Rituals holds an amazing wealth of ideas for any campaign, not just one set in SSS's Scarred Lands setting. The spells and magic items are very good, and over 2/3rds can be used without modification. The rest only take a little tinkering to fit in your game world. Being based on 3E fan contributions after the Official Rules have come out, they are all consistent with the d20 System, and are well balanced. Also, there are a number of prestige classes (fun ideas, probably the weakest area of the book, and they still have potential), rules on Ritual Magic (great plot devices), rules on Tattoo magic (that blend in very nicely with the official rules), and some interesting Artifacts. All in all, I'd have to say that I highly recommend this book to any active gaming group, and hope that SSS continues to release quality products like this one!
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