Blood Magic is the book that broke my attachment to the Tremere by showing me that there were other options for vampire wizards. There are paths derived from Alchemy and Kaballah. First one would be background and resource for VTM games. Included are new paths and rituals as well as details on lesser known arcane practices.
Amazon Renewed Refurbished products with a warranty. English Choose a language for shopping. Books by Justin Achilli. I will rarely say in these reviews on Amazon. Crystal Vassil rated it it was amazing Feb 05, It would have been nice, for example, to have an appendix showing which previously introduced paths and rituals are in which books.
Laws of the Hunt 1st Edition Storyteller. Withoutabox Submit to Film Festivals. Trivia About Blood Magic: What is it about Thaumaturgy that has allowed the Tremere to ascend to prominence in the modern nights? It just once again gives us more and better. That makes sense based on its derivation from mortal wizardry, but I think a more limited set of powers, like Vampire: Just a moment while we sign you in to your Goodreads account.
A brief word on the nature of blood sorcery, the contents of the book, and a lexicon of blood sorcery terms. Starting with possible origins with Caine and the First City , this chapter is a scholarly work on the history of Blood Sorcery written by the Malkavian antitribu Demetrius Vance if that is his true identity.
The chapter includes scathing commentary on the text by two unnamed Tremere and an Eastern sorcerer, possibly of Clan Assamite. A detailed treatise on the practice of Thaumaturgy in the modern nights, written by an unnamed young Tremere Anarch in Chicago with the intent of disseminating information which would weaken the mystery and fear surrounding the clan. Nearly all the copies were captured, and there is commentary on the text by an elder Tremere named " di Zagreb ".
A collection of Thaumaturgy Paths and Rituals, as well as brief rules for creating one's own Paths. Rules and character templates for creatures created or intimately associated with blood magic, including Blood Brothers , animated corpses, Gargoyles and even two Revenant families: the Ducheski and Rafastio. The hard part was finding a real Gypsy in this town. White Wolf Wiki Explore. Main Page All Pages Community. Chronicles of Darkness. World of Darkness. Instead, the story is told from your point of view, so if you choose to defend the throne of the slain king you are a hero, while if you choose the opposite side, you are a freedom fighter, not a villain.
Blood and Magic's gameplay is just plain fun. For instance, in the final story, you have the opportunity to side with a group that was clearly the 'bad guys,' raiding human lands and carrying away prisoners.
As I developed my forces, I was provided with the opportunity to produce several creatures not available in previous missions, and left out probably intentionally from the manual. One of the greatest of these was the harpy.
It is a flying unit that, while slow, can produce a net using mana, of course , and snatch enemy or friendly players away. Then you can choose to either drop the unit into a nearby chasm goodbye!
However, if the enemy gets even one shot off at your harpy while it is carrying a character, the harpy drops its cargo and becomes an easy target for both the original attacker and the character it was carrying.
In order to monopolize on this, I would send in a raiding party of goblins, elementals, and golems, then send waves of harpies to pluck opponents off of the front lines of the battle, bringing them back to camp for the final feast.
Each of the 28 units all from the Forgotten Realms universe has its own distinct advantages and weaknesses, and there is a definite element of strategy that is necessary in this game. Units must be combined to be effective, but just the wide variety and different spells, special skills, and abilities make for a wide range of action.
It feels heroic to be good, and sneaky to be evil, but the wide range in between is both refreshing and entertaining.
There are several new features of the game that add freshness and give it a unique feel. First of all, there are a variety of standard and magical items, many of which can be found when clearing ruins or exploring new territory.
These allow characters certain immunities, abilities, and powers, such as healing, swimming, and protection from certain hazards. Many other factors, such as experience, which enables research of a wider variety of minions, in addition to a message queue and other game enhancements, are both new and welcome additions. Blood and Magic's interface is simple to use, and should not be difficult for anyone who has played other games of this kind.
There is a large array of shortcut keys, allowing the user to whip through many of the standard commands, and almost any game player will find the controls well laid out and easily accessible. I do feel that Blood and Magic could be better in three areas: graphics, audio and customization. While I discuss the first two in their relative areas, I would like to say a little about the customization of this game. Basically, there is almost none. Well, there is a little, but not enough of the kind users familiar with the genre will expect.
There are no speed controls, and the game runs by default at a somewhat slow pace anyway. Other customization issues exist which I will not discuss here, but in general, I feel that an otherwise excellent game is hampered by a lack of expected features.
The in-game graphics in this game are intriguing. All of the characters and units are displayed in a 'cartoony' sense, much like that of the Warcraft series of games. However, Interplay opted for a x resolution for the game, which certainly surprised me. Recently, any company considering a real-time strategy title has pushed for SVGA, which has been the standard since Warcraft 2 hit the shelves over a year ago.
In spite of what you may be thinking, though, the graphics are quite nice. In fact, I would go so far as to say that they are the best medium-resolution graphics I have seen in a game of its type.
However, I do wonder why the graphics were not in a higher resolution, particularly considering the thought and work that were put into this game. On the positive side, there is a wide variety of scenery throughout the different stories, from forests to woodlands, castles and cities to islands in the ocean.
This scenery contributes to the freshness of the game, adding new challenges and opportunities with each new mission. In addition, the 'storybook' sections of the game, which tell the story and introduce each twist in the plot, are presented in a semi-animated style with a 'bedtime story'-type voiceover.
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