By James Stewart, Jess Heinig, Dana Habecker, Chris Tang

Centuries of Magic

Civilizations upward push and fall throughout seas of time. alongside the way in which, every one tradition fosters its personal mystic traditions. whilst mages of the current search for solutions long ago, they lay naked the main terrifying - and powerful - of humanity's superstitions. Such magics have been forbidden even within the brutal cultures of a long time long past; what poor secrets and techniques do they carry for mages today?

Millenia of Horror

From the early days of civilization in Mesopotamia and Africa, to the philosophies of Greece and Rome and the mysteries of crucial the United States, lifeless Magic explores the mystic background of misplaced civilizations world wide. this can be no go back and forth consultant for mages, although - those have been cultures that practiced negative, blood-drenched rites and consciousness-shattering rituals. Unearth those secrets and techniques and desire that you just survive.

Dead Magic Includes:

Modem purposes of the magic of historic cultures
Creatures and plot rules for Storytellers
strong new spells, together with the formulation for lichedom.

Show description

Read Online or Download Dead Magic (Mage: The Ascension) PDF

Best role-playing games books

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

The area simply acquired a bit extra harmful.
Fantasy Flight video games is proud to announce a moment e-book 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 enormous quantities of latest poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook might be generously illustrated by means of extra of the smart mechanical illustrations that graced the 1st Traps & Treachery publication.

Pathfinder Companion: Cheliax, Empire of Devils

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 keep an eye on in a city perched at the fringe of self-destruction. With complete districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Pathfinder Player Companion: Pirates of the Inner Sea

Info on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current a variety of recommendations for freebooters, corsairs, scallywags, or even government-sponsored privateers through the internal Sea area. Pirate-themed archetypes, new spells and magic, feats, piratical personality characteristics, a pirate slang primer, and extra look ahead to plunder during this player-friendly booklet!

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

Angmar contains:

- four significant ground plans
- eight B&W maps
- Cultures, herblore & instructions for operating your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, aspect number one of which info the NORTHERN MISTY MOUNTAINS, part #2, maps out 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 commence: there's a frost in Spring or a blight in summer season, they usually fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms after they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms firstly of the 3rd Age. at the moment the background of the 2 kingdoms parted; the megastar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger was once the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the energy 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 have been diminished, 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 ahead of the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the seashores of Lake Nennuial, and withdrew to the lesser citadel urban of Fornost.

The country of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may perhaps now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the energy 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 became 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 not less than, the mountains have been a ways off. None gave their cognizance 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, a while among T. A. 1272-1349. males turned conscious of the turning out to be 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 used to be 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 pressured to escape westward. Cardolan used to be 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 likely one of the grimmest areas in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the jap Misty Mountains. Little task is situated upon the barren undeniable among the fork within the mountains; the border safeguard of fellows is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border highway that runs from Carn Dûm to the southern tip of Angmar. The orcs desire the protection of the tunnels within the mountains. within the East the Witch King has no border shield; the mountains bar access into Angmar from that path, other than to people who understand the orcish tunnels.

Additional resources for Dead Magic (Mage: The Ascension)

Sample text

Just as you seem to be regaining your footing, Bleund swipes at you with his cutlass,” you say. Beth spends 1 point to reroll, dropping Fruminger’s Defense pool from 5 to 4, and scores a Hair’s-Breadth Success. You give her a levy token, which she places on the Defense circle of her boon and levy tracker. Beth stands pat on this success. Fruminger has not been injured after all. Beth takes the narrative reins to describe her successful evasion: “Although his misplaced swipes take a regrettable toll on my silk lace adorning my doublet, they leave me unharmed.

Players may always choose to embrace temptation, declining to roll and accepting whatever ill consequences follow from their indulgence. GMs may feel free to intensify the after-effects of an unresisted wallow in temptation. Where the Ω symbol appears in place of a rating, the PC is completely immune to that temptation and need never roll to avoid it. The player may still choose to have the character indulge. If he does so regularly in an ongoing game, the GM may choose to replace the Ω symbol with a rating of 1, to reflect the character’s actual behavior.

Fruminger has not been injured after all. Beth takes the narrative reins to describe her successful evasion: “Although his misplaced swipes take a regrettable toll on my silk lace adorning my doublet, they leave me unharmed. I scamper around him, ready for an incisive riposte. ” Round One, Fruminger’s Attack: Beth makes her first Attack roll, which costs her nothing, and scores a Hair’s-Breadth success. She collects a levy token against her Attack pool, and stands pat. ” a triumphant Beth proclaims.

Download PDF sample

Rated 4.71 of 5 – based on 30 votes