The prophet Fangler is mentioned a lot throughout(even got a picture on page 56) but don't have a character entry/stat-block anywhere?
I think he resides in Alderland, so you cannot meet him, yet, we will have to wait for the next campaign book for that. Nope, I was wrong, so he should ideally have stats.
There is a lot of talks of moonstone, are they to have no function but plot devices? would be neat if you could actually do something with them.
I guess they work kind of like Elven Rubies. Maybe not a 100% match, but a 90% match?
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Regarding magic:
Like can anyone learn them, a sorcerer, a druid, a fighter? If a fighter can learn them, does they grant access to general magic as well? Can you learn them without a teacher, so that you could learn them in the Bitter Reach and in Ravenland even before the lands become available? What are the talents called, simply "Path of Magma", "Path of Mentalism", "Path of Magnetism", "Path of Oneiromancy/Dreams/Dream magic"? I mean since "Stone Song"s path is called "Path of Stone", I guess "Magma Song"s is called "Path of Magma"?
Magma Song
Ignite: Does the victim catch fire even if all the base dice fail?
Mold stone: Perhaps add a "(required)" after the Ingredient? Higher power levels makes it last longer and affect more material, but you still only create 10 balls of stone? Or should that read as 10 stones per power level? Or 5 stones per power level as the spell always has a minimum power level of 2, thanks to its required listed ingredients...?
These 10 balls of stone, do they take count as rocks (PHB 103), i.e. they use up 5 inventory space, just like regular rocks?
Water Memory: I guess an added Power Level both affect more material and affect its temperature more, but that is actually good. I don't like the "Furthermore, you are not negatively
affected by changes in weather temperature", as in you cannot become COLD or THIRSTY from weather? Wouldn't it be better if instead read, the spell can also be cast to remove the COLD or THIRSTY condition from the user? Like why can it make ignore become COLD in the Bitter Reach (at no WP cost), but not become warm after suffering from a COLD attack?
Steam Flight: There are a lot of talks about 2 liters of water.Since it is clearly supposed to be used by players, and they have water skins it could be good to note if it uses a resource die per turn, or is it a resource roll per turn? or something similar.
The spell is also a bit too much on the silly side.. guess the spell really must superheat the steam to superheated plasma to gain enough force, then magically make the vessel not break (as the spell "water memory" does) and then form a nossly of force magic and then make the character be able to hold on to the vessel while at the same time somehow make the character not scold themselves from all the super heated plasma water jet flowing out.
Summon fire wyrm: The ingredient looks like it requires a Might check or so? It think that it is very hard to break a spear shaft using raw power. Power level to size ratio is missing as other users have pointed out. So it requires you to be on some volcanic ground, has short range (as in up to 25 meter), then takes 15 minutes before it arrives, and finally disappears after it has attacked once (duration: attack by a fire wyrm)? Perhaps Power Levels could be spent also to make it stay for longer?
Mentalism
Mental Strength: "You can make one allied person or creature per Power Level immune to all damage to Wits and Empathy", then you gain a bonus to resist magical damage.. but as stated you are "immune to ALL damage". So wording dosn't really make sense.
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)
Wordplay: Again a bit silly for a spell. And as pointed out it can make sense in the Swedish version, but the english one is plain bad. Consider replacing the spell? It just adds a meta game, that a minority the group will find funny.
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3), note however that ingredients would not affect it (no effect from PLs)
Traceless
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)
Confusion
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)
Geas: "the creature remains enchanted until the action is carried out, no matter how long it takes. If the action proves impossible to carry out, the spell is canceled after one day per Power Level." This spell is strange.. it can find out truths? I could say "Find person X and give him this letter" then only use it at Power Level 1, and then after 1 day I will know if the person is dead or not, just be seeing if the spell is active? "Find this artifact for me" wait one day and then I will know if the artifact exists or not, etc. You could give a quest "paint the world yellow" and set someone on a quest for the rest of their lives as it it theoretically possible to achieve, or "guard my stronghold until someone calls you Hrufungglaxh" and you will have a permanent guard.
Is there any reason to it not just lasting a mixed amount of time per Power Level? That seems less abusive.
Oneiromancy
The last spell uses ingredients, so all the other spells are all just missing them?
Nightmares: As pointed out before it should be rank 1 and not 2. Since you have to be near the targets I don't see that you kind of ever would use this spell?
Restorative Sleep: Perhaps emphasize that no attribute or skill can be increased by more than +1 with this spell. It is also so powerful that it really should be around a rank 3 spell...
Mara: I guess Oneiromancy makes for the perfect assassins in the game. They should just stay as far away as passible for their victims, like on another continent. Perhaps adjust to the Mara only performs one attack per Power Level. Or perhaps you need to make it a deal, like giving it an artifact in exchange for stalking a pray for all eternity or until slayed?
Sand Sleep: A bit on the powerful side. I can see that you no longer have to be afraid of any human attackers, like 30 bandits attack you alone after getting this one. Then (if you are cold-blooded enough) you can just start slitting all their throats. Perhaps allow any that resists to be able to wake others?
Prophetic dreams: Should really any rank 2+ oneiromancer have this power and not just the Dreamstress?
"You can conjure or repair a non-magical item of moderate value during a night of prophetic dreams" <-- Why not add a value per Power Level? Like conjure something for up to 5 silver per PL, repair something for 1 point per PL?
"You can also recreate someone’s lost body part" <-- Ok, a lot more powerful than "mend wounds" as not even that spell can do that.
"bring someone back from the dead" <-- Again a lot more powerful than rank 3 "resurrection", as that spell makes the target lose one point of Empathy permanently.
It feels just unnecessarily too powerful...
Page 187 "The consultation usually involves the Dreamstress and the required number of oneiromancers sitting down and dreaming in the Sky Tower for a reasonable price. The Dreamstress can among other things restore a severed limb or bring a dead person back to life – but only does the latter in exchange for an Astra.".
But in reality it only takes 1 oneiromancer of level 2+ oneiromancer any only at the cost of 1 PL/WP.
The Dreamstress must be really poor at oneiromancy if she requires multiple oneiromancers for this.
Also there are no rules at all for what any "required number of oneiromancers" would be...? Since I guess one is all that is needed for kind of all the spells?
It is also very powerful, all those that are rich enough will want to hide some oneiromancers in remote locations, to make themselves and all those they love immune to assassinations, they will just be dreamt into existence the next day.
Note that this is the only entry with an ingredient entry (and that is sad, since ingredients do not affect it)
Magnitism
Shouldn't there be ingredients for all the spells? Some was forgotten for other paths, so that might be the case here as well? If not then for other magic paths that lacks ingredients, there is some information noted as to why. For example druidic Ice magic and Symbolism can use ingredients for +1PL even if not noted in the spell descriptions and Elementalism must use ingredients, but it never increases the PL.
Repel: I would avoid having it both gain a negative modifier on PL in combination with the one turn (15 minutes) per PL. There is a chance at high PL that you can become almost unhittable, like at PL 6, you are at -6 that is pretty significant, it can almost become an invulnerability, having that last for more than one combat seems overpowered.
Bloodshock: This is resisted with Wits and not insight, as usually is the case. Also since your mind is not manipulated, why Wits? Wouldn't endurance make more sense here? Since you cannot wake the target is feels like you are continuously stopping blood flow to the brain or so? That would be lethal. Perhaps allow the targets to be awoken. If not then just because having an NPC cast this on your party and a quarter of them going to sleep (well, with Wits at -1 more likley 75% of them) with no chance of waking them, will feel boring for those that cannot participate. It feels a bit weaker than "Sand Sleep", but still feels a bit more balanced. It would be a go to spell to kill any humanoid boss. Bloodshock at even PL 2 (1 WP + an ingredient?), Wits -2, will against very hardy targets with Wits 5, have an almost 60% of instantly removing them, and that you fails, you can likley just try again next round.