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DESIGNERS ART DIRECTOR D&D , , KARIN JAQUES DAVID NOONAN, ROBERT J. SCHWALB COVER ARTIST DEVELOPMENT TEAM ANDY COLLINS, , MIKE DONAIS, STEVE SCHUBERT, ROB WATKINS INTERIOR ARTISTS ED COX, CARL CRITCHLOW, DAARKEN, EDITORS , , , , M. ALEXANDER JURKAT, , , PENNY WILLIAMS CHRIS MALIDORE, , , , ERIC POLAK, EDITING MANAGER STEVE PRESCOTT, SCOTT ROLLER, JOEL THOMAS, , , DESIGN MANAGER CHRISTOPHER PERKINS CARTOGRAPHER DEVELOPMENT MANAGER MIKE SCHLEY JESSE DECKER GRAPHIC DESIGNER DIRECTOR OF RPG R&D KARIN JAQUES GRAPHIC PRODUCTION PRODUCTION MANAGERS SPECIALIST JOSH FISCHER, RANDALL CREWS ANGELIKA LOKOTZ SENIOR ART DIRECTOR RPG R&D IMAGE TECHNICIAN CHRISTINA WYLIE

Some information in this book is taken from or derived from “Lord of Darkness” by Nicholas J. Thalasinos and “Shadow’s City” by Phillip Larwood, both originally presented in issue #322 of Dragon Magazine.

Based on the original DUNGEONS & DRAGONS® rules created by E. and , and the new DUNGEONS & DRAGONS game designed by , , , Richard Baker, and . This product uses updated material from the v.3.5 revision.

This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www. wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA UK Ltd Wizards of the Coast, Inc. Caswell Way P.O. Box 707 Newport, Gwent NP9 0YH Renton WA 98057-0707 GREAT BRITAIN (Questions?) 1-800-324-6496 620–95365720–001–EN Please keep this address for your records 9 8 7 6 5 4 3 2 1 ISBN-10: 0-7869-3909-5 First Printing: March 2006 ISBN-13: 978-0-7869-3909-1

DUNGEONS & DRAGONS, D&D, , d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, , Tome of Magic, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. SampleThis product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2006file Wizards of the Coast, Inc. Visit our website at www.wizards.com/dnd

2 CONTENTS Teeth of Dahlver-Nar ...... 77 Truename Magic ...... 191 Vestige Phylactery ...... 79 Introduction ...... 4 Lesser Truename Magic ...... 191 Pact Magic Monsters ...... 80 The Methods of Truename Magic ...... 191 Deadly Dancer ...... 80 Truenames at the Table ...... 192 Deathshead ...... 81 Incorporating Truenames ...... 193 Pact Magic ...... 7 Horned Beast ...... 82 Truename Glossary ...... 193 Lesser Pact Magic ...... 7 Karsite ...... 84 Learning Truename Magic ...... 194 The Methods of Pact Magic ...... 7 Roving Mauler ...... 86 Speaking a Truename ...... 195 Learning Pact Magic ...... 9 Swarm, Murder of Crows ...... 87 Truespeak (Int; Trained Only) ...... 195 Truename Research ...... 196 The Binder ...... 9 Tooth Beast ...... 88 Discovering a Personal Truename . . . . . 197 The Vestiges ...... 16 Pact Magic Organizations ...... 90 The Truenamer ...... 198 Choosing a Vestige ...... 16 The Order of Seropaenes ...... 90 Making a Pact ...... 17 Theurgian Society ...... 94 Truename Magic Prestige Classes ...... 204 Multiple Vestiges ...... 17 Pact Magic Adventure Sites ...... 97 Acolyte of the Ego ...... 204 Vestige Descriptions ...... 17 The Hidden Library ...... 97 Bereft ...... 208 Acererak, the Devourer ...... 19 Tower of Woe ...... 100 Brimstone Speaker ...... 212 Agares, Truth Betrayed ...... 20 Disciple of the Word ...... 216 Amon, the Void before the Altar ...... 21 Fiendbinder ...... 221 Andras, the Gray Knight ...... 22 Truename Feats ...... 228 Andromalius, the Repentant Rogue . . . . .23 Shadow Magic ...... 109 Recitations ...... 231 Aym, Queen Avarice ...... 24 The Plane of Shadow ...... 109 Balam, the Bitter Angel ...... 25 The Methods of Shadow Magic ...... 109 Utterances ...... 232 Buer, Grandmother Huntress ...... 26 Lesser Shadow Magic ...... 110 Speaking an Utterance ...... 232 Chupoclops, Harbinger of Forever ...... 26 Learning Shadow Magic ...... 110 Utter Defensively ...... 232 Dahlver-Nar, the Tortured One ...... 27 The Shadowcaster ...... 111 Spell Resistance ...... 232 Dantalion, the Star Emperor ...... 28 Personal Truename ...... 233 Eligor, Dragon’s Slayer ...... 29 Shadow Magic Prestige Classes ...... 117 Target ...... 233 Eurynome, Mother of the Material ...... 30 Child of Night ...... 117 Range ...... 233 Focalor, Prince of Tears ...... 31 Master of shadow ...... 121 Duration ...... 233 Geryon, the Deposed Lord ...... 32 Noctumancer ...... 125 Effective Spell Level ...... 233 Haagenti, Mother of Minotaurs ...... 33 Shadowblade ...... 129 The Laws ...... 233 Halphax, the Angel in the Angle ...... 34 Shadowsmith ...... 132 Counterspeaking and Dispelling ...... 234 Haures, the Dreaming Duke ...... 35 Shadow Magic Feats ...... 136 Lexicons ...... 234 Ipos, Prince of Fools ...... 36 Lexicon of the Evolving Mind ...... 234 Karsus, Hubris in the Blood ...... 37 Mysteries and Paths ...... 138 Lexicon of the Crafted Tool ...... 247 Leraje, the Green Herald ...... 38 Shadow Magic Items ...... 154 Lexicon of the Perfected Map ...... 250 Malphas, the Turnfeather ...... 39 Spell Completion and Truename Spells ...... 253 Marchosias, King of Killers ...... 40 Spell Trigger Items ...... 154 Naberius, the Grinning Hound ...... 41 Other Standard Magic Items ...... 154 Truename Magic Items ...... 262 Orthos, Sovereign of the Howling Dark .42 New Armor Special Material: Potions ...... 262 Otiax, the Key to the Gate ...... 43 Shadow Silk ...... 155 Spell Trigger or Spell Completion Items . 262 Paimon, the Dancer ...... 43 New Weapon Special Ability: Wondrous Items ...... 262 Ronove, the Iron Maiden ...... 44 Shadow Striking ...... 155 Amulet of the Silver Tongue ...... 263 Savnok, the Instigator ...... 45 Rings and Wondrous Items ...... 156 Artifacts ...... 263 Shax, Sea Sister ...... 47 Book of True Binds ...... 263 Tenebrous, the Shadow That Was ...... 48 Shadow Magic Monsters ...... 158 Tome of Truenaming ...... 264 Zagan, Duke of Disappointment ...... 48 Dark Creature ...... 158 Ephemeral Hangman ...... 161 Truename Monsters ...... 264 Pact Magic Prestige Classes ...... 50 Genie, Khayal ...... 162 Archon, Word ...... 264 Anima Mage ...... 50 Shadow Elemental ...... 164 Devil, Logokron ...... 265 Knight of the Sacred Seal ...... 54 Garbler ...... 267 Scion of Dantalion ...... 59 Shadow Magic Organizations ...... 167 Loquasphinx ...... 268 Tenebrous Apostate ...... 63 Nightshade Covenant ...... 167 Painspeaker ...... 269 Witch Slayer ...... 67 Tenebrous Cabal ...... 169 Votaries of ...... 172 Truename Organizations ...... 270 Pact Magic Feats ...... 72 Collectors of the Lexicon ...... 270 Shadow Magic Adventure Sites ...... 175 Kingmakers ...... 273 Pact Magic Items ...... 76 Fark’s Road ...... 175 Chime of Suppression ...... 76 Nightwatch ...... 179 Truename Magic Adventure Sites ...... 276 Implements of Binding ...... 76 Black Spire ...... 185 Vault of Catharandamus ...... 276 Soul Lens ...... 76 Shrine of Gath-Mal ...... 282 SealSample of the Spirit ...... 77 file

3 agic creates . Strange creatures and for either their souls or unnamed services. This treatment, unusual characters can move a tale a step away though intriguing, is rather limited. In particular, the need from reality, but it takes magic—the dragon’s for practitioners of pact magic to be either evil or very unwise fi ery breath, the wizard’s powerful spell, or effectively negates its use by player characters and relegates some other element beyond reality—to make it to NPCs. Thus, the pact magic chapter takes a different the leap to truly fantastic tales. The DUNGEONS approach, providing an enjoyable and balanced way for & DRAGONS game provides countless ways for players and DMs virtually any character to become involved in pact magic to experience fantasy through magic, but it offers relatively while remaining true to its roots in legend and maintaining few means by which characters can employ this essential its taboo feel. element of the game. Shadow Magic: Shadow magic exists in the D&D game Tome of Magic presents three new forms of magic that are as a subschool of illusion magic. The Cam- unlike any previously offered in the D&D game, and each paign Setting took the concept further with the creation of provides tremendous opportunities for DMs to infuse more the Shadow Weave and the corrupt magic it produces. Tome fantasy into their campaigns. These new forms of magic can of Magic presents a wholly different option for shadow magic be introduced by incorporating them into ongoing plots and that connects it more deeply to the Plane of Shadow and existing characters, or they can form the basis for whole new fully embraces that realm’s true nature as a dark mirror to adventures that would have been impossible using only the the Material Plane. standard forms of magic. Truename Magic: Truenames have been mentioned in This introduction describes the features of this book and D&D rulebooks and fi ction since the fi rst edition of the explains how to use them. After reading it, you can begin your game. In this concept of magic, every creature has a truename exploration into the new forms of magic with any chapter. in addition to its normal name, and anyone who knows its truename gains a measure of power over it. In fantasy fi ction, USING THIS BOOK this concept often takes a broader form, in which even objects possess truenames. The presentation of truename magic in This book introduces three new types of magic, each of this book takes its cues from both concepts and provides which is supported by a new standard class, plus prestige an easy way for both players and DMs to use the concept of classes, feats, magic items, monsters, and effects similar to truenames in play. spells. In this way, Tome of Magic is similar to Expanded , but instead of revisiting a concept introduced in previous editions of the game, this book expands upon the ADVICE FOR DMS topic of magic in brand-new ways. Each of the three types of The prospect of assimilating new forms of magic into your magic examined in these pages has a long history in fantasy campaign might seem daunting, but the process isn’t as fi ction and has occasionally found its way into the DUNGEONS diffi cult as it might seem. First of all, you don’t need to & DRAGONS game in the past. Taking its inspiration from real- adopt all three forms of magic at once. You could review world mythology and fantasy fi ction, Tome of Magic revamps the material and introduce the one you like best fi rst. these tantalizing tidbits from the game’s history into exciting Alternatively, you could add just one or two new forms of new magic systems for your game. magic and not use the rest in your campaign at all. But if The new forms of magic are presented in three chapters, you do want to introduce all three forms of magic at once, one dedicated to each type. The following paragraphs sum- you can do so quite easily. marize their contents. Unlike the relatively common magic of wizards, sorcerers, Pact Magic: Characters who use this form of magic gain druids, and clerics, each new form of magic presented in this Samplepower by making pacts with powerful creatures. In real- book is a secret undiscovered byfile most people. Thus, you can world legends and literature, evil or foolish mortals usually adopt one or all of them on the sly. The PCs might fi nd a book make such pacts with fi ends, gaining power in exchange in a treasure hoard or a hidden library that describes a new

4 form of magic, or they might discover tantalizing hints about host of new ideas, tactics, and roleplaying opportunities to it in a mural on the walls of a ruin. Alternatively, they might the gaming table. You can surprise friends and foes alike with face a monster that utilizes one of the new forms of magic, your new abilities, and plumb new depths of the campaign or fi nd a magic item related to it. Better still, the PCs could world in the process of seeking out more information about meet a new NPC who practices the magic in question so that your chosen type of magic. they can see it in action before they know much about it. You As with any new game element, you should consult your can even subtly work the magic types into the history of your DM before you start using this material. Your experience campaign world—great heroes and villains of legend might using your chosen form of magic will be greatly enhanced have been practitioners, but history ascribed their powers to if the DM understands the rules and builds a place for it in normal spellcasting or magic items. her game. You can also take a more direct route and introduce the For more specifi c ideas about how your character can new magic types by allowing players to create new characters use the new forms of magic, check out the beginning of using the material presented in this book or add levels in these each chapter. The sections describing the new standard classes to existing characters. Indeed, giving the players the classes and prestige classes also provide a wealth of sugges- opportunity to create unique PCs and to have characters who tions about roleplaying, character background, tactics, and possess more knowledge about the magic types than most advancement choices. NPCs do allows them to feel accomplished and powerful. In addition, being the ones “in the know” gives the players WHAT YOU NEED TO PLAY ownership over these concepts. Tome of Magic makes use of the information in the three For more specifi c ideas about incorporating these new D&D core rulebooks—Player’s Handbook, Dungeon Master’s forms of magic into your game, check out the beginning of Guide, and Monster Manual. Though no other books are each chapter. strictly necessary, certain ones might increase your enjoy- ment of this product. Most notably, and ADVICE FOR PLAYERS provide cool material about the Plane of You can get a lot of use from this product as a player. By Shadow that adds value to the chapter on shadow magic, creating a character that uses one of the new forms of magic and , , and offer presented in these pages (or having your PC take a level in feats that might prove useful to certain practitioners of one of the standard classes from this book), you can bring a pact magic.

SWIFT AND IMMEDIATE ACTIONS a casting time or manifesting time of 1 swift action is a swift The Miniatures Handbook introduced the concept of a new action. Casting a spell or manifesting a power with a casting or action type: the swift action. Likewise, the Expanded Psionics manifesting time of 1 swift action does not provoke attacks of Handbook introduced another new action type: the immediate opportunity. action. Some of the class features, feats, granted abilities of ves- Immediate Actions: Much like a swift action, an immediate tiges, shadow magic mysteries, and truename magic utterances action consumes a very small amount of time, but represents a described in Tome of Magic use these concepts. A description larger expenditure of effort and energy than a free action. Unlike of how they work follows. a swift action, an immediate action can be performed at any Swift Actions: A swift action consumes a very small amount time—even if it’s not your turn. of time, but represents a larger expenditure of effort and energy Using an immediate action on your turn is the same as using than a free action. You can perform one swift action per turn a swift action, and counts as your swift action for that turn. You without affecting your ability to perform other actions. In that cannot use another immediate action or a swift action until after regard, a swift action is like a free action. However, you can your next turn if you have used an immediate action when it is perform only a single swift action per turn, regardless of what not currently your turn (effectively, using an immediate action other actions you take. before your turn is equivalent to using your swift action for the You can take a swift action any time you would normally be coming turn). You also cannot use an immediate action if you allowed to take a free action. Since swift actions usually involve are currently flat-footed. magic or psionics, or the activation of magic or psionic items, Under these rules, casting a feather fall spell is an immediate many characters (especially those who don’t use magic or action (not a free action, as stated in the spell description in the psionics) will never have an opportunity to take a swift action. Player’s Handbook). Casting a quickened spell or a quickened shadow magic Magic Items and Potions: Activating a spell completion item, mystery, or speaking a quickened truename magic utterance, activating a spell trigger item, or drinking a potion is a standard or manifesting a quickened , is a swift action. action, even if the spell or mystery from which the scroll, potion, In addition,Sample casting any spell or manifesting any power with or item is made can be cast as a swift action.file

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