Download - Mega Miniatures
Download - Mega Miniatures
Download - Mega Miniatures
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
With the disclaimer out of the way let us proceed on to<br />
the good stuff.<br />
BASICS<br />
The Witch’s Handbook, from Green Ronin Publishing,<br />
adds another viable core character class to the game of<br />
Dungeons and Dragons. Like other books in the<br />
Master Class series, The Witch’s Handbook provides<br />
all of the information that is needed to use this class in a<br />
campaign. The witch is presented as practicing a unique<br />
style of arcane magic. To quote the book a witch’s<br />
magic is “…born not of intellectual study and research,<br />
nor of the power inherent in the blood, but from an<br />
understanding of nature and simple hearth wisdom.”<br />
The authors sum up their version of witchcraft better<br />
than I can.<br />
BETWEEN THE COVERS<br />
The first thing that really caught my attention when I<br />
first glanced through this book was their disclaimer on<br />
page three. To paraphrase: this book is not meant to be<br />
a guide to any neo-pagan religion or spiritual practice<br />
and the herbalism section should not be taken as a real<br />
guide to medicinal or therapeutic herbs. This book is<br />
meant for role-playing games and nothing else. “The<br />
material in it is presented in the spirit of fun and<br />
enjoyment, not to educate or parody.”<br />
The Witch’s Handbook is organized in chapters that<br />
cover information about witches and witchcraft, their<br />
traditions, history, abilities, rites and more. This book<br />
includes everything needed to play witch characters in<br />
your campaigns or use them as non-player characters.<br />
Chapter One: The Way of the Witch describes the witch<br />
character class and its abilities. It provides several<br />
witch-related prestige classes, along with an overview of<br />
the traditions of witchcraft and the roles of the witch in<br />
history and mythology. Each class comes with at least<br />
two sample characters, which are usable as non-player<br />
characters.<br />
Chapter Two: Skills and Feats cover the use of existing<br />
skills with witches. An emphasis is given to the Heal and<br />
Profession (herbalist) skills. New feats and metamagic<br />
feats, suitable for witches are described. Many of these<br />
feats are suitable for use with other character classes.<br />
Chapter Three: Tools of the Craft gives descriptions of<br />
the many tools that are used by witches. Included is a<br />
look at herbalism and the medicinal and magical uses of<br />
herbs and plants. Information is also provided on<br />
alchemical creations, ritual tools and components and<br />
magic items created and used by witches.<br />
Chapter Four: The Craft of the Wise looks at the magical<br />
side of witchcraft. This chapter gives rules for ritual and<br />
cooperative spellcasting, granting witches (as well as<br />
other casters) wider flexibility and power but more time,<br />
effort, and preparation of spells offset these bonuses.<br />
Last but not least are the witch spell list and the<br />
description of various new spells, with notes on<br />
changing some existing spells to fit with the style of<br />
witchcraft.<br />
VALUE<br />
The Witch’s Handbook gives a buyer very good<br />
content for the price (MSRP $14.95 US). The buyer<br />
receives five prestige classes, fifteen new feats, over a<br />
dozen new spells (plus new uses for old spells), rules for<br />
ritual and circle magic, thirty new potions, an assortment<br />
of magic items and expanded rules for the Heal and<br />
Profession (herbalist) skills. As a bonus, this book<br />
contains nice artwork by Drew Baker, Storm Cook, and<br />
Stephanie Pui-mun Law. If you need more variety in<br />
your campaign, then head out to your local game store<br />
and pick up a copy of The Witch’s Handbook.<br />
WWW.GREENRONIN.COM