By Sam Witt, James Maliszewski, Shaun Cashman, Brian Patterson
• 10 particular mythical periods, new strategies for high-level characters who need to make a real influence on their global
• nine new status periods, every one with a distinct association and guidance for integrating it together with your crusade
• greater than 3 dozen new feats, together with new metamagic and designated feats that improve the strengths of spellcasting characters
• numerous trade middle sessions that may be used so as to add taste to characters from 1st to twentieth point
• New ideas for bardic functionality types that increase and differentiate bards that dance, sing, chant, or play an software
• Eldritch staffs, a brand new kind of magic merchandise that grows with its wielder in energy and concentration
• Mystical performances that remodel bards from mere bystanders to energetic individuals within the magic being wielded round them
• Magical traditions, colleges of arcane notion that train their scholars particular magical powers and philosophies
• New templates describing the advantages and downsides for characters who subscribe to a company
• Expendable foci, a brand new form of magic merchandise that is helping arcane spellcasters keep an eye on and form the uncooked forces of the magic they wield
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"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 once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and filthy rich kingdoms first and foremost of the 3rd Age. at the present the heritage of the 2 kingdoms parted; the superstar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North nation. the 1st was once 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 lads of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.
Arnor had suffered relatively little within the struggle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even supposing the numbers of the Dunedain have been diminished, they have been nonetheless nice. The weather of Arnor used to be gentle and the land used to be fertile and freed from enemies. For a couple of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy earlier than 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 castle urban of Fornost.
The state of Arnor was once 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 was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persisted; 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 no less than, 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 through the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males grew to become conscious of the becoming 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 pressured to escape westward. Cardolan was once laid to waste. aid 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.
The land of Angmar is likely 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 jap Misty Mountains. Little job is situated upon the barren simple among the fork within the mountains; the border shield 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 security 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 those that recognize the orcish tunnels.
Extra info for Path of Magic: A Character Resource for Bards, Sorcerers, and Wizards (Legends & Lairs, d20 System)
This arrangement allowed her to keep costs – and her payroll – down to very manageable levels, enabling her to reap remarkable profits. Another cost saving plan was the fact that Garju rarely acquired items before the fact, preferring to wait until she knew she had a definite buyer. This kept the need for inventory to a minimum and ensured that she obtained fewer items that might never be purchased by anyone. Initially, Granju’s staff consisted only of herself and her blood relations – her daughters.
At 4th level, the summoner always summons one extra creature of the chosen type whenever casting Conjuration (Summoning) spells. At 6th level, the summoner may convert prepared arcane spells into Conjuration (Summoning) spells of that level or lower. Denial: At 4th level, the summoner gains an improved ability to counterspell spells from the Conjuration school. When doing so, the summoner need only sacrifice a spell of the level of the spell being countered; it need not be the exact spell. Wrath of the Summoner: At 8th level, the summoner gains the ability to dismiss summoned creatures back to their home planes once per day.
Recently, these witches have begun to venture out into the world, leaving their hovels behind. Some have even taken assistants and apprentices, instructing them in the service of the Many-Eyed One and receiving his blessings. The witches claim that a great change is afoot, one that even they cannot yet see. Whatever it is, it requires that they be ready to greet it, for such is the will of their god. Although no witch has specified that this great change is necessarily for the worse, few who learn of its imminent appearance can bring themselves to think otherwise.