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Available in an external warehouse.Sale Price
"Magic is an essential part of most fantasy roleplaying games, for it comprises much of the 'fantasy' of the title. In these games, magic is as vital and fundamental as swords, elves, treasure, and dragons. Yet magic is an ever-changing force, and every campaign has the potential to create its own magical forces, powers, and plots."

If you're looking to enhance your spellcasting abilities and add new spells to your campaign, the Tome of Spell Mastery is a must-have. Check out this free preview to see what's in store!
https://preview.drivethrurpg.com/en/product/472421/Preview-Tome-of-Spell-Mastery
The Tome of Spell Mastery provides tools to tailor the forces of magic to your campaign to keep characters on their toes:
You’ll find spells for all classes and levels (and monsters), including:
Paperdoll Sorcery at WorkThis section contains options primarily for players. Along with the brand-new cartomancer class, we present several new bardic bands, new callings for clerics, a collection of druid circles, a fine selection of sorcerers, wily warlocks, and new ways to wizard. Ranging from the dark and uncomfortable to the lighthearted, each provides a new twist on a spellcaster and opens the world to wonder.
Part II contains more than 400 new spells ranging from whimsical to deadly. The section is divided into three chapters. The first is tables that include spells sorted by name, spells sorted by level, and spells sorted by school. Following that is a chapter of new spells for all spellcasters, including paladins and rangers. The third chapter has spells unique to creatures. You’ll find ideas there for your kobold mage, the ancient dragon, hags, and more. Characters can learn these spells, but the random tables of hazards might wish they hadn’t.
This section provides support for building up your magical world. It is brimming with ideas for druid circles and wizard schools, bard colleges, and ranger guilds. Each casting class needs a location where they can study and train, and you’ll find ideas to help you create them all, along with the people that run them. This section concludes with a name generator for spellcasters.
Magic is complicated stuff! Lots of systems are out there for casting spells, and even this game has different rules for the different classes. We decided you might like even more options! We have two additions you might bring to your table:
Magic is rather dangerous when it goes awryÂ
| Mechanics: | |
| Categories: | |
| Alternative names: | |
| BARCODE: | 9781665604147 |
| This was seen 13 times | |
"Magic is an essential part of most fantasy roleplaying games, for it comprises much of the 'fantasy' of the title. In these games, magic is as vital and fundamental as swords, elves, treasure, and dragons. Yet magic is an ever-changing force, and every campaign has the potential to create its own magical forces, powers, and plots."

If you're looking to enhance your spellcasting abilities and add new spells to your campaign, the Tome of Spell Mastery is a must-have. Check out this free preview to see what's in store!
https://preview.drivethrurpg.com/en/product/472421/Preview-Tome-of-Spell-Mastery
The Tome of Spell Mastery provides tools to tailor the forces of magic to your campaign to keep characters on their toes:
You’ll find spells for all classes and levels (and monsters), including:
Paperdoll Sorcery at WorkThis section contains options primarily for players. Along with the brand-new cartomancer class, we present several new bardic bands, new callings for clerics, a collection of druid circles, a fine selection of sorcerers, wily warlocks, and new ways to wizard. Ranging from the dark and uncomfortable to the lighthearted, each provides a new twist on a spellcaster and opens the world to wonder.
Part II contains more than 400 new spells ranging from whimsical to deadly. The section is divided into three chapters. The first is tables that include spells sorted by name, spells sorted by level, and spells sorted by school. Following that is a chapter of new spells for all spellcasters, including paladins and rangers. The third chapter has spells unique to creatures. You’ll find ideas there for your kobold mage, the ancient dragon, hags, and more. Characters can learn these spells, but the random tables of hazards might wish they hadn’t.
This section provides support for building up your magical world. It is brimming with ideas for druid circles and wizard schools, bard colleges, and ranger guilds. Each casting class needs a location where they can study and train, and you’ll find ideas to help you create them all, along with the people that run them. This section concludes with a name generator for spellcasters.
Magic is complicated stuff! Lots of systems are out there for casting spells, and even this game has different rules for the different classes. We decided you might like even more options! We have two additions you might bring to your table:
Magic is rather dangerous when it goes awryÂ
| Mechanics: | |
| Categories: | |
| Alternative names: | |
| BARCODE: | 9781665604147 |
| This was seen 13 times | |