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Tome Of Spell Mastery 5e

A board game by
Publisher: Frog God
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Tome Of Spell Mastery 5e
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45,86€

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Description Description

Magic Is Heading in New Directions

"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."

Magic User casts a spell against an enemy

Free Preview!

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

Pledge Now to Expand Your Spell Repertoire!

The Tome of Spell Mastery provides tools to tailor the forces of magic to your campaign to keep characters on their toes:

  • The cartomancer: This new spellcasting class binds magic to a card deck and relies on the forces of luck and chance to gain each day’s complement of spells.
  • New schools of wizardry: The cunning demonologist, the mysterious shadow caster, and more, plus a new take on the traditional necromancer.
  • Cleric domains: You’ll find priests of time gods as well as clerics who follow serpents, gems, and even the bizarre and twisted realm of slimes and oozes.
  • Bards, druids, and warlocks: New schools, circles, pacts, and patrons.
  • Monster spells: A host of magic designed for the creatures in your campaign, though characters might use them … if they dare.

More than 400 New Spells

You’ll find spells for all classes and levels (and monsters), including:

  • Burning Blood: An injured creature’s blood boils like acid.
  • Devouring Void: Turn an other-dimensional space such as a bag of holding into an event horizon to draw in nearby creatures.
  • Endless Gullet: This spell allows serpentfolk to unhinge their jaws to swallow creatures.
  • Money Trader: What self-respecting dragon wants a hoard of copper coins? Now they can change them into gold of the same value.
  • Mucus: A gob of phlegm fills a 20-foot cube. It’s as bad as it sounds.
  • Raze Dead: Deal damage to the undead, but also burn their remains to ash when they are dead.
  • Volcano: A 60-foot-tall volcanic cone suddenly appearing in the middle of a battlefield changes things, doesn’t it?
Paperdoll Sorcery at WorkPaperdoll Sorcery at Work

What's Inside the Tome?

Part I: New Spellcaster Options

This 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: A Spell for Every Reason 

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.

Part III: Building a World of Magic 

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.

Part IV: Alternate Rules for Spellcasting

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:

  • The first is Spell Energy. It is an alternative to spell slots that gives spellcasters more flexibility while not increasing their overall power level too much.
  • The other system offers backlash tables for countering spellcasters with too much power. You might let a character burn a spell slot they don’t have or use a spell scroll that’s not on the spell list of their class. Or maybe they’ve just cast detect magic inside a magic shop. Whatever the cause, these tables provide interesting, gameable effects to balance the power.
A mage suffers physical changes from a misfired spellMagic is rather dangerous when it goes awry

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781665604147
This was seen 13 times
Description Description

Magic Is Heading in New Directions

"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."

Magic User casts a spell against an enemy

Free Preview!

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

Pledge Now to Expand Your Spell Repertoire!

The Tome of Spell Mastery provides tools to tailor the forces of magic to your campaign to keep characters on their toes:

  • The cartomancer: This new spellcasting class binds magic to a card deck and relies on the forces of luck and chance to gain each day’s complement of spells.
  • New schools of wizardry: The cunning demonologist, the mysterious shadow caster, and more, plus a new take on the traditional necromancer.
  • Cleric domains: You’ll find priests of time gods as well as clerics who follow serpents, gems, and even the bizarre and twisted realm of slimes and oozes.
  • Bards, druids, and warlocks: New schools, circles, pacts, and patrons.
  • Monster spells: A host of magic designed for the creatures in your campaign, though characters might use them … if they dare.

More than 400 New Spells

You’ll find spells for all classes and levels (and monsters), including:

  • Burning Blood: An injured creature’s blood boils like acid.
  • Devouring Void: Turn an other-dimensional space such as a bag of holding into an event horizon to draw in nearby creatures.
  • Endless Gullet: This spell allows serpentfolk to unhinge their jaws to swallow creatures.
  • Money Trader: What self-respecting dragon wants a hoard of copper coins? Now they can change them into gold of the same value.
  • Mucus: A gob of phlegm fills a 20-foot cube. It’s as bad as it sounds.
  • Raze Dead: Deal damage to the undead, but also burn their remains to ash when they are dead.
  • Volcano: A 60-foot-tall volcanic cone suddenly appearing in the middle of a battlefield changes things, doesn’t it?
Paperdoll Sorcery at WorkPaperdoll Sorcery at Work

What's Inside the Tome?

Part I: New Spellcaster Options

This 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: A Spell for Every Reason 

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.

Part III: Building a World of Magic 

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.

Part IV: Alternate Rules for Spellcasting

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:

  • The first is Spell Energy. It is an alternative to spell slots that gives spellcasters more flexibility while not increasing their overall power level too much.
  • The other system offers backlash tables for countering spellcasters with too much power. You might let a character burn a spell slot they don’t have or use a spell scroll that’s not on the spell list of their class. Or maybe they’ve just cast detect magic inside a magic shop. Whatever the cause, these tables provide interesting, gameable effects to balance the power.
A mage suffers physical changes from a misfired spellMagic is rather dangerous when it goes awry

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781665604147
This was seen 13 times