Arcane Magic by Marco Dalmonte & Matteo Barnabè CONTENTS INTRODUCTION
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Zeichen Der Zukunft. Wahrsagen in Ostasien Und Europa / Signs of The
In the Empire of Signs: Predicting the Future in the Chinese-Speaking Cultural Realm : 相之國度 漢語文化圈中的預測與未來導讀 — Michael Lackner 52 The sinologist and novelist Jean Levi has called China ‘the system that combined the Ten Heavenly Stems (tiangan ) 天干 civilization of divination par excellence’.1 At least in the and the Twelve Earthly Branches (dizhi ) to create a 地支 quantitative sense this is very likely true. If we understand cycle of 60 different dates. This cycle was later applied to divination as an attempt to uncover what is hidden not only years, months, and finally hours. Over the course of time in the future, but also in the past and present, then there certain qualities were assigned to these combinations. For is probably no other culture that can rival the sheer variety example, these could apply to physiological phenomena, of Chinese methods for mastering fate and managing con- such as tinnitus (cat. 73, 74), to the selection of the propitious tingencies. time for an undertaking (cat. 56–58), and to horoscopy (cat. 52). This last, most common form is based on the combina- Classification, Calculation, Interpretation: tion of Eight Characters (bazi ) and the corresponding 八字 The Scope of Divination ‘Heavenly Stem’ and ‘Earthly Branch’ for the year, month, day, and hour (cat. 51). In this context we can speak of a type Does Levi’s formulation also hold true in a qualitative sense? of chronomancy, that is, the allocation of specific charac- Here again, the answer is affirmative. The Yijing ( , teristics to particular moments in time, leading to a prophe- 易經 Book of Changes), canonized by the Emperor Wu of the Han tic statement. -
Short Encounters for Characters of Any Level
TABLE OF CONTENTS Foreword . 2 Adventure Customs and Shorthand . 2 About the Authors . 2. So, a Displacer Beast Cub and a Pack of Blink Dogs Ran Across Our Path… by Alan Tucker . .3 . So, a Sverfneblin, Chased by a Duergar Posse, Walked into Our Campsite… by Chad M. Lensch . 4. So, a Poacher Walks Into a Lodge… by Harm Delva . 5 . So, a Goblin in a Cage Hangs Over the Road… by Ciaran O’Halloran . 6 So, an Exotic Merchant and a Crippled Aarakocra Landed on Our Campsite… by Elven Tower . .7 So, an Umber Hulk and a Slaad Fly Over the Road… by Tony Petrecca . 8. So, a Blind Woman and a Medusa Walk Along the Road… by Beatriz T. Dias . .9 . So, a Barghest and Its Goblin Prey Are Found on the Road… by David McDonough . 10. So, a Child and His Sister Walk Onto the Road… by Matt Vaughan (Dungeon Rollers) . 11 So, Two Clans of Goblins Gathered by the Road With a Hag—Then a Bunch of Bards Showed Up… by George Sager . 12 So, a Magic Axe, a Skeleton, and a Crowd of Peasants Block the Road… by Duncan Rhodes . 13 . So, a Campfire Appeared Along the Road… by Morten Greis . 14 So, Some Adventurers With a Locked Chest Step Onto the Road… by Richard Malena-Webber . 15 So, a Tearful Shepherd, Three Pixies, and Flock of Sheep Walk Onto the Road… by Karl Sciberras . 16 Encounter Modifier Tables by ELF Vesala . .1 7 . Short Encounters for CREDITS Design & Layout: Alan Tucker Characters of Any Level Art: Alan Tucker, and licensed and modified stock art from DepositPhotos.com and DMsGuild Community Resources IT CLICKS! Editing: Linda May and Alan Tucker This version of the product is DUNGEONS & DRAGONS, D&D, wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and fully hyperlinked so you can all other wizards of the Coast product names, and their respective logos are trademarks of wizards of the Coast in the USA and other countries. -
Playtest: Wizard
Playtest: Wizard Illustrations by William O’Connor and Steve Ellis Why This Is the Class for You: You like to master the battlefield and control your enemies, while also having the tools to handle any situation you face. Some things no person is meant to know, some powers no mortal should ever wield, and some mysteries are best left buried in the lost manuscripts. Common wisdom advises all this, yet wizards have little use for such quaint warnings and plunge headlong into the occult without fear. For this reason, most people fear wizards, or if they don’t fear them, they at least steer clear of them—for who knows what magic they work in their laboratories or what terrible secrets they have unearthed? If wizards notice such an attitude, they pay it no heed or, perhaps, cultivate it to keep the uninitiated from peering too closely at the forces these magicians wield. A wizard, it has been said, is an arcane scion, a gifted individual trained in the mystical arts who accesses the power that permeates the cosmos and molds it into useful and often destructive forms. A wizard’s approach to magic is one of scholar- ship and accomplishment. To a wizard, there is no easy path to power; there is only research, discipline, and intellect. Those who circumvent the proper order, such as the dubious warlocks and their untamed cousins the sorcerers, pervert magi- cal energy—or, worse, are ruled by it. For this reason wizards guard their secrets well, teaching their lore only to those worthy candidates who have both the mental acuity and the strength of will to use it. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Chronomancer
OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign . -
Oneiromancy in the Bible
Oneiromancy 1 Oneiromancy in the Bible So what did the medieval or early Renaissance reader make of oneiromancy--the process of divination through dreams? Even through the King James Bible would not appear in English until the 1600s, most educated readers would be familiar with various biblical accounts of divinely inspired dreams. These pages list biblical passages that Christians in the medieval period considered important. In some cases, there is some confusion in the Latin text as to whether or not the events described took place as a dream (somnium) during sleep (somnus), or as a waking vision (visio). To differentiate, I include the Latin below. Note that the phrases "in somno" and in somnis" can mean "in dreams" or "while asleep." Genesis 20:3-7 (somnium): In the story of Abraham and Sarah, a male dreamer (Abimelech) is warned against taking Sarah from Abraham. 28:12-15 (in somnis) Jacob's dream of a ladder, with angels moving up and down it. 31:10-13 (in somnis) Angel appears to Jacob in a dream, shows him Laban's sheep producing speckled and striped ewes, which will be his according to agreement. 31:24 (in somnis) Laban warned by God in dream not to speak harshly to Jacob. 37:5-9 (ut visum somnium) Joseph hated by his brothers, he tells them a dream he already dreamed; the frame is a narrator telling a past dream in which Jacob's brothers' sheaves stand in a field with sheaves bowing down to his. Then the sun and moon and stars worship it as well. -
MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25Th Aug 1995 to 12Th March 1996
MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 Subj: * New Folder Date: 8/25/95 2:37:04 PM From: TSRO Tank Posted on: America Online Please resume the Mystara discussion here --TSRO Tank Subj: Mystara books? Date: 8/25/95 4:14:00 PM From: Anodaewyn1 Posted on: America Online Now, maybe I'm missing something... but, the only book that I have for the Mystara setting is the Dragonlord series. Just the two. Are there others? ~~J Subj: Re:Mystara books? Date: 8/25/95 4:40:24 PM From: TSR Bruce Posted on: America Online There should only be three (Dragonlords, Dragonkings, and Knights of Mystara coming out in November). Bruce Heard Subj: Swashbucklers & Firearms Date: 8/25/95 4:41:58 PM From: TSR Bruce Posted on: America Online Repeated from previous folder: Subj: Firearms & Swashbucklers Date: 95-08-25 14:10:47 EDT From: TSR Bruce Posted on: America Online Just a note to say that I'll be posting some questions to debate in the Red Steel folder, hopefully today. This has to do with adapting a campaign setting to firearms and swashbucklers. In general this Page 1 of 170 MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 affects the use of firearms vs. armor, and secret fencing passes favoring skilled swordsmen with rapiers and main gauche. I'm just looking for comments and opinions. Thanks. Bruce Heard Subj: Re:Mystara books? Date: 8/25/95 8:53:30 PM From: Anodaewyn1 Posted on: America Online okay cool....thanks for the info. -
Tomb of Horrors
Tomb of Horrors LEGEND OF THE TOMB tional information which player characters would have no way of know- The legend of the tomb is an old story with many parts, some of ing, and avoid facial expressions or voice tones which might give which may be lost or obscured. Characters attempting to glean spe- helpful hints or mislead players. The real enjoyment of this module is cial information by consulting sages or through legend lore spells managing to cope, and those players who manage to do so even may still have difficulty obtaining as much background as they de- semi-successfully will appreciate your refereeing property and allow- sire, for the scraps of information are often minimal and mystical. ing them to “live or die” on their own. These bits of information are available as clues, and characters can The starting information for the module depends upon whether you make of them what they wish: Ancient Burial Places; Ancient Tombs; are using the Tomb as an insertion into your own campaign, as a Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eat- section of THE WORLD OF GREYHAWK, or simply as a one-shot ers; Treasure; Great . The other parts of the legend can be fur- exercise for your players. Because of the variableness, the informa- nished by the Dungeon Master from the description which follows: tion for starting is stated so as to assume the expedition has arrived at the site of the TOMB OF HORRORS. As Dungeon Master, you The Tomb of Honors: Somewhere under a lost and lonely hill of may fill in whatever background Is needed, and if this is a section of grim and foreboding aspect lies a labyrinthine crypt. -
Divination in the Ancient Near East Humans Are Creatures That Thrive on Information
1 Divination in the Ancient Near East Humans are creatures that thrive on information. We have always tried to learn what was going on around us, particularly in times of danger or crisis. If we cannot find hard facts, we will make something up. Divination in the ancient world helped to soothe this need, but it served other functions as well. The ultimate basis of divination was a sense that divine action and intent has a ripple effect across the rest of the physical world. These manifest themselves in subtle changes and events both large and small that the wise could identify and interpret. Usually when we talk of divination we focus on the mechanics, and we will do that here to some extent. Perhaps the most famous form of divination among Israel’s neighbors and especially the civilizations of Mesopotamia was hepatoscopy or divining based on marks or deformations of the liver of a sacrificial animal. This was part of a larger form of divination called extispicy, which tried to discern divine intent by examining an animal’s internal organs. The Figure 1: Etruscan Bronze Mirror of Chalchas the Seer Babylonian and Assyrians were Reading a Liver (Vatican: Gregorian Museum, Rome, not the only ones to practice cat # 12240). this; one finds it throughout the Mediterranean basin, but they brought it to unparalleled levels of sophistication. One obvious question is, “why a liver?” The most likely reason is that it was something beyond reach until it was extracted by the diviner. Until then, no one could touch it or manipulate it, and so it constituted something on which the action and intent of the gods could write itself without human interference or manipulation. -
Level 1 Elf Wizard AC 12 Hit Points 8 Spellcasting: You Can Prepare up to Three Spells Speed 30 Ft
Confidential information of Wizards of the Coast LLC. Do not distribute. Level 1 Elf Wizard AC 12 Hit Points 8 Spellcasting: You can prepare up to three spells Speed 30 ft. Hit Dice 1d6 per day. You have two 1st-level spell slots that you can use to cast 1st-level spells you’ve prepared. Strength 10 (+0) Spell Preparation: You must prepare your spells Dexterity 14 (+2) before casting them. You prepare spells by choosing spells from your spellbook (see Constitution 12 (+1) “Spellbook” below). Preparing a spell requires you Intelligence 17 (+3) to study your spellbook and memorize the Wisdom 14 (+2) incantations and gestures you must make to cast Charisma 8 (–1) the spell, taking at least one minute per spell level for each spell you prepare. If your spellbook is Attacks unavailable when you prepare spells, you can Long Sword +0; 1d8 slashing damage prepare only the spells that you prepared the day before. See also Ray of Frost and Shocking Grasp Casting a Spell: When you cast a spell, choose one of your prepared spells and expend a spell slot Skills of that spell’s level or higher. Some spells have Skills: Persuade, recall lore (magical lore), recall improved effects when they are cast at higher lore (folklore), and search. levels. After you cast the spell, you lose the use of Keen Senses: You have advantage on all the slot you expended until you prepare spells Wisdom checks to listen and spot. again, but you still have the spell prepared. Wizardly Knowledge: You have advantage on You can use your spell slots to cast any all Intelligence checks to recall magical lore. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978.