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Arcana Evolved is a "director's cut" version of Monte Cook's Arcana
Unearthed, a varient Player's Handbook for the Dungeons & Dragons
role-playing game. The first thing that has to be emphasized about
Arcana Evolved (AE) is that this is an alternate system of D&D. It
has all the same rules as the classic D20 system but with a few twists.
It is written to be compatible with the other core rulebooks, but
replaces the Player's Handbook. So, you can enjoy an Arcana Evolved
campaign with just this book, the Dungeon Masters Guide, and the
Monster Manual.
Except for humans, there are all new races in Arcana Evolved. These
include Faen (small fey - Quicklings, Loresong, and Sprytes), Litorians
(noble lion folk), Runechildren (beings touched by rune magic and
changed for it) Sibeccai (evolved from jackels to serve the giants),
Dracha (dragon-kin), Mojh (humans who have transformed themselves to be
more dragon-like), Giants (not the tall brutes you're used to), Verrik
(human-like with superior intelligence, not unlike Vulcans). All of the
classes have been replaced as well. In AE, there are Akashics
(skill-based, they get their abilities from the collective memory of
the world), Champions (warriors for a cause, what Paladins should have
been), Greenbonds (mystics attuned to the spirits of the natural world,
similar to druids), Mage Blades (warrior/mages whose bladed weapons are
the key to their magic), Magisters (wizards whose magic is tied to
their staves), Oathsworn (warriors who gain great power by swearing
oaths to complete goals, like monks), Runethanes (mages whose powered
is tied to the use of runes), Ritual Warriors (warriors who believe
combat is the height of ritual and ceremony), Totem Warriors (warriors
who have a tie to the natural world and a particular animal totem),
Unfettered (swashbuckling roguish warriors), Warmains (tactical
warriors who specialize in the heaviest armor and biggest weapons they
can use), and witches (a pretty unique class that's hard to describe).
Many of the classes aren't served well by my short descriptions.
Many of them have a lot of options that allow you to create a unique
character. You can be a Champion of Death, Life, Freedom, et al., or a
Bear Totem Warrior (or Snake, Hawk, Wolverine, etc.), there are Winter
Witches, Wood Witches, Frost Witches, etc. AE is about the freedom to
create characters that are unique and can fulfill just about any
concept you have. Ceremony and ritual play a big part in this game, and
many feats can only be taken through participating in a ceremony. Class
progression goes through level 25, with 20+ level characters gaining
powers that are epic in scope, including 10th level spells! Hero points
are also used in AE, they are similiar to Action Points from D20 Modern
or Eberron, or Force points from Star Wars D20.
Alignments are gone out of AE as well, the philosophy being that
alignment is an artificial construct that tries to define morals and
ethics in a black and white structure, when in reality, it's a lot more
complicated than that. Any creature or person can have any outlook,
though it's still assumed that goblins are usually nasty, evil
creatures. But, that doesn't mean that all goblins by definition are
evil.
The biggest difference between AE and standard D&D is the magic
system. Gone is the division between arcane and divine magic. Spells
are divided into three types: simple, complex, and exotic. Templates
exists, that casters can access through feats, to modify spells. So a
caster with the acid template could apply it to their ice bolt spell
and fire off an acid bolt. It creates a huge number of variations. It
also assures that the PCs can no longer assume high-level enemy casters
will always through fireballs and lightning bolts at them.
AE is set in a world called The Diamond Throne. The campaign
setting is included in Arcana Evolved. It was formerly published
separately. The inclusion here is a welcome addition. The campaign
setting includes everything you need to know run a campaign, but
doesn't give you information detailed down to which street in a certain
town has what businesses. Monte Cook has purposely left those details
up to individual campaigns.
A handful of monsters are also included to get you started. More
are available in a book called The Legacy of Dragons. If you have the
Monster Manual, a guide has been provided to show what is appropriate
for The Diamond Throne.
The great thing about AE is everything was tested to be compatible
with D&D as it is now. So if you want to play a witch from AE in
your current D&D game, as long as you stick to the magic system and
spells in AE with your witch, it will be balanced with the campaign you
have.
The presentation of Arcana Evolved is beautiful. It's a full color
book and the illustrations are, for the most part, gorgeous. It's easy
to see that the $50 for this book is justified. It has an attractive
design, easy-to-read layout, and is beautifully illustrated. If you're
looking to spice up your game with something new, but don't want to get
completely away from D&D, the Arcana Evolved will fit the bill
nicely.