Is Is a Tome of Sofgerx

Is Is a Tome of Sofgerx

. What is it you know about magic? yrendrus Wylrune, Enchanter of the Winds IS IS A TOMEOF SOFGERX range of options. It introduces new que ways. It presents two completely new 14 New character classes Sample file SampleIt’s not the secrets behind the page, but the mysteries filewe’ve already uncovered that will destroy us. 0 2002 Aderac Entertainment Group, Inc. All rights reserved, INTRODUCTION WRITING Very.- special thanks to Lisa Hunt for all of her hard work Andrew Getting, Travis Heermann, Jeff Ibach, on the more graphical artistic elements. Mike Meads, jim pinto, Eric Steiger, Douglas Sun Even more thanks to Rob Vaux for all of his insight and thoughtful criticism. Of course, if he weren't 6' 7" and 300 ART DIRECTION pounds 1wouldn't be saying this at all. jim pinto Thanks again to Rick and Joe, mostly because it will confuse them to put their names on here. COVER DESIGN Dave Agoston and Mark Jelfo DED ICAT1 0 N 1would like to dedicate this one to the AEG Marketing COVER ILLUSTRATION and Customer Service team. It's very easy to overlook the Jon Hodgson guys who answer the phones and make everything run so smoothly when you're scrambling to get a book out the INTE RI0 R I LLU STRATI 0 NS door. Marcio Fiorito, Lewis Larosa, Derick W Gross, Lisa Hunt Thanks gang. EDITING If you're reading this, you've gone too far. Mike Meark, jim pinto, Sample file NTRODUCT ON Introduction ................................. 4 Chapter 10: Shadow Magic ...................... 91 ............. 91 Chapter I: Chronomancy ........................ 5 Shadow Mage....................................... 93 Background..................... shadow Master . ..............97 Chronomancer ...................................... New Feats ................... New Spells .......................................... 9 Chapter 11: Technomancy ......................101 New Magic Items ..............12 .............. 101 Tinker ................................ Chapter 2: Elementalism ....................... 13 .......................... 108 Background ............................... Technomancy Templates ........... .................................... 15 New Feats ....................... Elemental Adept ................. Chapter 12: Thaumaturgy ...................... 119 New Magic Items ................... Background ........................................ 119 Thaumaturge .... ......... 121 Chapter 3: Fetish Magic ........................ 21 New Artifacts ...................................... 124 ................. 21 .............125 ... 127 Spelcius ........................................... 127 New Feats ...... New Spells ......................................... 28 Chapter 13:Theur gy .......................... 129 ...........29 Background ..................... New Spells.............................. Chapter 4: Flesh Magic ......................... 31 Background .......................... 31 Chapter 14: Witchcraft ........................ 133 ............................... 33 Background ............... The Beast Maker ...................... 37 The Witch ......................................... 135 ...................... 38 New Feats ............. New Spells............ Chapter 5: Forge Magic 41 ......................... New Magic Items ..... Background ........................................ 41 The Witchfiight .................................. 141 ....................... 44 New Feats .......................................... 48 Chapter 15: Arcana ........................... 143 The Mason of the Black Seal Spell Point System .................................. 143 Spontaneous Magic ..................51 Arcane Dueling ..................... Intelligent Magic Items ............................. 166 .................56 Legendary Magic Items .......... New Spells ......................................... 61 Chapter 7: Madness Magic ...................... 63 Souled Constructs ..... Spell Casting Gear .................................. 181 .......................... 65 Arcane Devourer ...... 184 New Feats .......... Exalted Prophet .................................... 185 The God-Touched ................................... 70 NewFeats ......................................... 187 New Magic Items . Magic Items ....................................... 188 Spell Lists ......................................... 189 Chapter 8: Number Magic....................... 73 Background ............................ The Antithesis ............. Sample........................... 83 file New Feats .............. Dwarven Runesmith ................................ 89 New Magic Items ................................... 90 NTRODUCTION When it comes time to cast spells, there’s no need to cstick to levels and spell slots. The spell point system pre- Did you ever wonder why every wizard in a fantasy game sented here allows you to drop the idea of fire and forget uses the same spells the same number of times per day magic. Want to cast mapc missile again? Go ahead, as long with largely the same effects? as you have the points. Spell points not flexible enough? Of course, the obvious answer is - game balance. Then build a spell on the fly using your magical abilities. Fantasy roleplaying games are meant to let everyone have Want to blast someone off a wall with a bolt of force a chance to shine. If we let wizards get away with every- shaped from magic missile? Use your Spellcraft and thing, like they do in paperback novels, no one would Knowledge (arcana) skills to modify the magical potential want to play a fighter, rogue, or ranger. Mind you, wizards of a spell on the fly and make it do what you want. Break there have free reign because the author is there to keep the mold of the spells presented here and bend magic to them in line. Sure, the wizened old spellcaster is a power- your will, rather than restricting yourself to the spells pre- ful figure. But he won’t atomize the villain with a snap of sented in the game system. Magic is power, not an easily his fingers. He has to track down a young, fledgling war- detailed list of modifiers and die rolls. rior to mold into the prophesized hero who is of course Of course, spells aren’t where magic begins and ends in prophesized to rid the world of evil. Of course, the wizard roleplaying. From the mightiest demon-slaying sword to could unleash his magic to smite the bad guy, but there’s a simple scroll of magic missile, adventurers rely on magical always some operating principle which forbids it. equipment to preserve their lives and help tackle the most As garners, on the other hand, we have choices. If the powerful creatures in the multiverse. Such items deserve stereotypical wise and wonderful wizard is controlled by a a better treatment than a few lines in a stat block. New gamer, he’ll dispense with the notions of obeying prophe- rules presented here allow you to customize a weapon not cies and hanging out in the background. He’d teleport to only by what it can do but by who made it. Add a trapped the villain’s hellish lair and beat the villain with a few soul to an enchanted blade to give it that extra kick to help delayed blast fireballs. There, story over. Let freedom reign, cut down your enemies. Afraid someone will steal your thank you very much, and where are my XPs? weapon’s secrets? Then perhaps a book bound in dopple- Magic can’t afford to be mysterious, weird, and unpre- ganger hide is what you need to keep them safe. Best of dictable in a game. It needs rules to govern it, so players all, with the new rules for granting an item levels, your and DMs can make use of it. If nobody knows that a trusty sword gains in power right along with you. The mage’s fireball does, it’s hard to resolve it during a game. next thing you know, it’s offering you advice on how to But that doesn’t mean magic can’t by mysterious. wield it. With a few tweaks here, a few changes there, and a new Put the magic back in magic. game mechanic or two we can build an almost infinite variety of new types of magic. Madness mages bend reali- ty with the sheer force of their will. Arcane monks dish out kung fu with a nice frosting of magic. Shadow mages call to the darkness and bend it to their will. Flesh mages treat living things like piles of clay. A tweak here, a quick cut there, and voila! You can fly. Within this book, you’ll find over a dozen new types of spellcasters. They all work on the foundations of the same magic system, but with just enough changes to make them noticeably different. Sick of playing the same old Gandalf wannabe? Try out a numerology mage. Do your players have to stifle yawns when a sorcerer shows up? Set a technomage against them, and watch them squirm as a 20-foot tall, fire-belching mountain of metal and steam against them. With the new classes presented here, along with their spells, feats, and magic items, your players will never know what hit them. And if you’re a player, you can finally pull off the mysterious wizard act. Pick one of Samplethese classes and run with it. There’s no need to tell the file other players what your character is up to. They’llfind out soon enough. CHRONOMANCY C CY who am I? Now that’s a silly question. You ask me what I am oh, the worship of Throden banned, too? Blasphemy,you say? now, but in a minute I could be someone else, or somewhere else, My, that’s quite a strong word. Now good sir, there is no need or perhaps somewhen else. In this discrete moment, what I am, for those manacles. I beseech you, have pity on an old wizard. I who I am, where I am, and when I am are all completely iwel- mean,

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