By Richard Baker

A brand new sourcebook outlining using arcane magic by way of any D&D character.
Complete Arcane presents Dungeons & Dragons© gamers with an in-depth examine the way to entry conventional arcane magic and use that strength to a character's virtue. It explains how magic impacts lifestyles and gameplay within the D&D global, including measurement to at least one of the main precise and well known features of roleplaying. entire Arcane additionally incorporates a wealth of fabric for often non-magical characters, so the guidelines and knowledge supplied will support all type forms. as well as new feats, spells, status sessions, and magic goods, this identify provides new and revised center sessions to a player's personality offerings. There also are new arcane-related monsters and data on the best way to struggle, subscribe to, or summon every one.

Show description

Read Online or Download Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) PDF

Best role-playing games books

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

The area simply obtained a bit extra risky.
Fantasy Flight video games is proud to announce a moment ebook of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this publication will contain 1000s of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook may be generously illustrated by means of extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery publication.

Pathfinder Companion: Cheliax, Empire of Devils

The town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for regulate in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Pathfinder Player Companion: Pirates of the Inner Sea

Information on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current quite a lot of suggestions for freebooters, corsairs, scallywags, or even government-sponsored privateers in the course of the internal Sea zone. Pirate-themed archetypes, new spells and magic, feats, piratical personality features, a pirate slang primer, and extra look ahead to plunder during this player-friendly publication!

Angmar: Land of the Witch King (MERP ICE #2300)

Angmar contains:

- four significant flooring plans
- eight B&W maps
- Cultures, herblore & instructions for working your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, aspect number 1 of which information the NORTHERN MISTY MOUNTAINS, aspect #2, maps out the town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR

BACKGROUND

"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer season, and so they fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms initially of the 3rd Age. at the moment the historical past of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger used to be the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the power and gear of the Dunedain of the North.

Arnor had suffered relatively little within the battle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even if the numbers of the Dunedain were lowered, they have been nonetheless nice. The weather of Arnor used to be light and the land used to be fertile and freed from enemies. For a couple of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy sooner than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the shorelines of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The state of Arnor used to be doomed to "a frost in Spring, and a blight in summer time. " The heirs of the dominion may well not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan at the least, the mountains have been some distance off. None gave their recognition to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar throughout the realm of Malvegil of Arthedain, your time among T. A. 1272-1349. males turned conscious of the transforming into evil within the mountains, yet Angmar used to be nonetheless getting ready its strength. No attacks at the Dunedain got here until eventually Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out by way of evil hillmen in league with Angmar and Argeleb was once slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul was once raised and burned and the Dunedain have been compelled to escape westward. Cardolan was once laid to waste. support got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.

ANGMAR

The land of Angmar is without doubt one of the grimmest areas in all of Middle-earth. it isn't black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little job is founded upon the barren undeniable among the fork within the mountains; the border safeguard of fellows is decided within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs favor the protection of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that course, other than to those that understand the orcish tunnels.

Extra resources for Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Sample text

Pass Sigil (Su): Filas can temporarily negate magical A Green Star adept is the master of the strange and wards based on written symbols, sigils, runes, or glyphs. As powerful magic derived from Alhazarde’s glittering green a standard action, he can make a level check (DC 6 + the sigil starmetal. He travels the land, searching for more of the creator’s caster level). If successful, he can suppress the effects comet’s fallen substance and mastering its eldritch power. of the device for as long as he maintains concentration.

Wizard Spells Prepared (caster level 7th; prohibited schools Feat: Energy Substitution (acid, cold, electricity, or fire). enchantment and necromancy): 0—dancing lights, detect magic, Spells: Able to cast at least three spells that have one of ghost sound (DC 14), mage hand, resistance; 1st—color spray the following descriptors in common: acid, cold, electricity, (DC 15), disguise self, magic missile, obscuring mist, shield, unseen or fire. One of the spells must be at least 3rd level. servant; 2nd—hypnotic pattern (DC 16), invisibility, minor image Special: Must have made peaceful contact with an elemen(DC 16), mirror image, summon monster II; 3rd—displacement, tal or outsider that has an elemental subtype (air, earth, fire, nondetection (DC 16), protection from energy, silent mirror image; or water).

These increases instead of its normal energy type. are cumulative with For example, an elemental savant those granted by the choosing to specialize in fire could still Spell Focus and Greater cast meld into stone, and its descriptor would Spell Focus feats. not change because it does not deal energy Darkvision (Ex): At 6th level, damage. However, if she casts Melf’s acid arrow, an elemental savant gains darkthe spell would deal fire damage and have the vision out to 60 feet. fire descriptor instead of dealing acid damage and Immunity to Paralysis and having the acid descriptor.

Download PDF sample

Rated 4.24 of 5 – based on 27 votes