Flames Rising PDF Store

Home » Tribality Publishing » Three Sorcerous Arts (5E) » Reviews
 Quick Find
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!
See our Quickstart Guide for information on how to get started.

Having Problems?
  • FAQ - our Frequently Asked Questions page.
  • Device Help - assistance for viewing your purchases on a tablet device.
  • Contact us if none of these answer your questions.

Affiliate System - Click here for information about how you can get money by referring people to Flames Rising PDF Store!

Our Latest Newsletter
Product Reviews
Privacy Policy
How to Sell on Flames Rising PDF Store
Convention Support Program

RSS Feed New Product RSS Feed
Three Sorcerous Arts (5E) $2.95 $2.00
Average Rating:5.0 / 5
Ratings Reviews Total
0 3
0 0
0 0
0 0
0 0
Three Sorcerous Arts (5E)
Click to view
Three Sorcerous Arts (5E)
Publisher: Tribality Publishing
by Jeremiah M. [Verified Purchaser]
Date Added: 05/31/2017 19:38:41

So, this is a good book. It offers some useful alternate choices in Sorcerors. The alternate Sorcerous Origins are all thematically interesting and are not unballanced while offering interesting things to do. I have played with the Royal Sorcery option and had fun. It allows for a very different style of play.

[5 of 5 Stars!]
Three Sorcerous Arts (5E)
Publisher: Tribality Publishing
by Customer Name Withheld [Verified Purchaser]
Date Added: 04/21/2017 09:01:15

The man walked in the inn. He was plain, at least at a first glance. But as soon as people saw him better, there was something special about him. Noone could tell, but there was this...quality. Two hours later, the man stepped out of the inn. People followed, they followed their king.

"You'd better not upset her", said Draph to Kenrick. "You know how she is when she's upset and the moon is not full, yet". Kenrick snorted as a reply. "Yo Kessa, be a good girl and fetch me the bladder, will ya?" A spray of water right on the chest and a close meeting with the back wall was all the response he got.

It was said that the Ice Mages came from the wastes en masse. The legends say of these mages that shaped ice as they willed and they stopped their foes on their tracks just by looking at them. Up to this day the Ice Mages were but a myth. Up to this day though, no one had seen a cadre of Elite Guards frozen in place, or huge ice bridges melting under the summer sun.

The latest Tribality Publishing title is about additional Sorcerous Arts, i.e. three new subclasses for the Sorcerer Class of 5e D&D plus some nifty magical items.

The image of the LARPer (I guess) on the cover is a nice change. The rest of the layout is typical Tribality Doric. I like it a lot as a PDF, but to be honest, a printer-friendly version would be also good, as the big black header on each page makes printing painful.

On the most important stuff, the Royal Sorcerer is a bit weak thematically if you ask me. I guess you could base it in some old lineage of Mage Kings or even in a long-extinct lineage of a superior race that used to rule the land. Or, alternatively, make a thematic change and base the blood bond to a completely differnet source, something charismatic of course (Angels maybe?). In any case, it is Paladin meets Sorcerer and it plays out nicely with the high Charisma value any Sorcerer should have.

The Tidal Sorcerer has that wacky Tides of Fortune feature and I like that a lot. I guess I'll have many debates with my players as to what can pass as a "large body of water" but I believe common sense (aka DM's ruling) will prevail. Finally, it might be a bit of a burden to keep track of which of the Call the Tides feature the player has used, but it's not a game braker in any case. Rightfully, one can trace some resemblance in the theme with the Sea Sorcerer published by WotC, but this has taken a completely different angle, playing nicely with the theme of tides and the shifting of the sea.

Winter Kin Sorcerer is absolutely great. In some instances (Iike the Icy Path) it reminded me of Ice-Man from X-Men. The powers have a nice mix of offense and control, so generally this is nicely balanced.

I loved the Magic Items. Nice ideas through and through and most of them go way beyond the subclasses of the first part of the document.

So, all in all, it is a good adition to any table. I'd change the Royal Sorcerer a bit, but the rest can be a direct fit to my game.

[5 of 5 Stars!]
Three Sorcerous Arts (5E)
Publisher: Tribality Publishing
by Sean H. [Featured Reviewer]
Date Added: 04/21/2017 08:45:25

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition provides some excellent options for sorcerers in 5E and expands the range of choices for that class. Everything seems well balanced and if you like playing sorcerer, or using them as rivals to the players, give this product a look.

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition by Brandes Stoddard and published by Tribality Publishing is just that, three new Sorcerers’ origins (or bloodlines as they would have been called in some other sources) and some supporting magic items. The layout is clear with thematic color photographs for illustrations.

After a very brief introduction to the product, it presents Royal Sorcery, the blood of queens and kings flows through you and imbues your magic. Royal Sorcery provides an interesting mix of increased combat abilities, ally support and Charisma tricks which some payers will delight in, especially though that like to take a leadership role in a game.

Tidal Sorcery is, naturally, tied to the sea and if you want to play an underwater campaign, convince some of your players to take this origin; while they are far from useless inland, they shine in, or under, the sea.

The third origin is Winter Sorcery, the fae touched magic of frost and cold, which does mostly what you would expect with some nice weaving in of the fae’s ability to charm when dealing with creatures who are otherwise not much damaged by cold. The18th level capstone ability, Master of the Frost, gives the ability to impose additional conditions but lacks a note of when those conditions end (I would say a save at the end of each of the target’s actions to shake them off, but clarification would be nice).

Lastly, there are seven new magic items several of which are only for spell casters of various type but just one is a sorcerer only item, though several get attritional benefit when used by particular type or sorcerer (and a few others). These items are all quite potent and worthy of being the end result of quests or major victories.

A solid addition to the options for sorcerers, and other spell-casters when the magic items are included, except for the one concern above (easily fixed) I would have no problem with allowing any of these in my campaign.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review. Also, Brandes is a friend of mine and one of the players in my original Sea of Stars campaign, but I like to think that did not influence this review.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/

[5 of 5 Stars!]
Displaying 1 to 3 (of 3 reviews) Result Pages:  1 
You must be logged in to rate this
0 items
Powered by DrivethruRPG