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Engine of war grimoire1/7/2024 Several new Skills are introduced specifically for these characters: Conjure (demon summoning), Invocation (archon summoning), Spellcraft (theoretical magical knowledge), and Spiritwise (streetwise for spirits). The vast majority of the product focuses in on the magic users and how they go about summoning aid. They can only be as creative as super speed or plasma bursts will allow. Mutants always have access to their super powers, but their super powers are their super powers. They have more versatility, depending on the number of spirits known, but when there's no time to plan they're no more powerful than a normal person. Spellcasters require setup time to bargain for anything they intend to use on the spot. Together these two character types cover all of the potential super powers a group might need, though the way they go about using these powers is very different. Those are solely the domain of magic, which seeks to manipulate spirits to bargain for their intervention in the world. Super abilities are very direct in nature, with energy blasts and super strength being perfectly normal abilities, but without any access to telepathy, mental powers, and abstract powers. Under the Cover Grim War posits a setting where magic is real and where some people are born with the innate gift of super abilities, but where history has largely remained the same up to the modern day. The editing and formatting are both well done, in terms of both grammatical considerations and matters of flow and wording. CG-style artwork does a good job of illustrating the ideas and entities presented here, and while I'd like to have better images of all the spirits I find what's here to be acceptable for the price point. Considering that the book almost exclusively focuses on magic and magical practitioners, the inclusion of mutants with super powers seems especially odd but can be easily ignored by those who don't care for it.Īt $24.99 this 156 page black and white softcover showcases similar production values as Arc Dream's other works. The Bad: Mutants are simply an odd thing to include in the setting, as fire blasts and other super powers serve as an odd contrast to binding spirits and gaining their strength. The occasional bits of setting information are interesting and practical, with an attitude that even though this world has magic things have turned out generally the same as our world. The Good: The magic system is well done, with a lot of attention paid to what beings can accomplish what goals. For a setting where magic is tough but also the necessary tool for geopolitical entities to push their will forward, and where human beings are as flawed as their understanding of this tool, Grim Wars does a good job. Despite the odd choice of including mutant super beings as character options, the setting does a nice job of emphasizing the dangerous role of magic in the world and the alienness of the spirits it taps for power. The feel of the setting is certainly dark and gritty, and the system does a good job of making some of the more exceptional uses of magic both difficult and dangerous. Characters are typically built as members of one of these societies and work towards accomplishing the goal of the society, whether it's truth and justice or advancing a more personal cause. In Short Grim War features a world of spirit-controlling magic, super power wielding mutants, and the social organizations they gravitate towards.
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