Path Of Magic.pdf

(4617 KB) Pobierz
Path of Magic
699444438.002.png
699444438.003.png
Path of Magic
Credits
LEAD DEVELOPER
Wil Upchurch
MANAGING DEVELOPER
Greg Benage
WRITING
Shaun Cashman, James Maliszewski, Brian Patterson, Sam Witt
INTERIOR ILLUSTRATIONS
Andy Brase, David Griffith, Hian Rodriguez, Chad Sergesketter
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage & Wil Upchurch
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
ART DIRECTION
Wil Upchurch
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
LAYOUT
Wil Upchurch
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
699444438.004.png
Path of Magic
Contents
CHAPTER ONE
The Spellcasting Classes
5
CHAPTER TWO
New Feats
77
CHAPTER THREE
Bards: Performances of Power
84
CHAPTER FOUR
The Spellcaster’ s World
100
CHAPTER FIVE
Items of Power
146
699444438.005.png
Introduction
Path of Magic has been a production challenge
at every phase of the game, but what came out
of the herculean effort of all those involved is
truly a labor of love. I think that the content in
this book is all of excellent quality and that it
will be useful for anyone looking to play a
unique arcane spellcaster. While many might
say that wizards dominate the game at the high-
er levels, I still think there are ways to make
such characters interesting on a personal level
and not just as a function of how much destruc-
tion they can dish out.
Chapter 3 is all about bards. The section begins
by describing how mystical performances can
both aid allies and hinder opponents. Several
new options for using bardic abilities are also
explained. Next up is an expanded look at
bardic performance types and the different ways
they can affect those near a bard. The chapter
then concludes with a section on bardic troupes
explains how groups of bards can combine their
abilities to wield ever-increasing amounts
Chapter 4 presents information on the spell-
caster’s world, including magical traditions,
which give characters new options for building
unique spellcasting styles by specializing in the
techniques of a particular tradition. Also found
within is information on linking powerful place
magic to personal towers, followed by several
new organizations to help flesh out a charac-
ter’s role in his world.
So, all you spellcasters that weren’t satisfied
with 100+ spells, expanded alchemy rules, and
more that you found in Spells & Spellcraft ,
look inside this tome to find all the character-
enhancing goodness you’ll need to foil your
DM’s nefarious (but all too futile) plots. Have
fun!
Chapter 5 contains information on new items
of power, including expendable foci that allow
a magic-using character greater control over
the elemental forces of magic, fonts of power
that link a character’s magic to a specific place
or being, and eldritch staffs that can affect the
spellcaster as much as he affects them.
Wil Upchurch
Fantasy Flight, Inc.
Welcome
Fantasy Flight Games is pleased to present
Path of Magic , the seventh volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Path of Magic contains a plethora
of new classes, feats, and options for arcane
spellcasting characters.
The Open Game License
Path of Magic is published under the terms of
the Open Game License and the d20 System
Trademark License. The OGL allows us to use
the d20 System core rules and to publish gam-
ing material derived from those rules.
Material that is strictly rules related is
Open Content.
Not everything in this book is Open
Content, however. The names of races, feats,
skills, equipment, spells, magic items, and
rules derived from the d20 SRD are designated
as Open Content. Descriptive text, unless oth-
erwise noted, is closed content and cannot be
republished, copied, or distributed without the
consent of Fantasy Flight Games. A note at the
beginning of each section describes the open
and closed content found within.
All illustrations, pictures, and diagrams in
this book are Product Identity and the property
of Fantasy Flight Games, © 2002.
The Open Game License is printed in its
entirety at the end of this book. For further
information, please visit the Open Gaming
Foundation website at www.opengamingfoun-
dation.org.
Chapter 1 contains more than 20 new classes
for use by characters looking to enhance and
specialize their arcane spellcasting abilities.
Nine new prestige classes, including the
comedic jester and the mysterious swamp
witch, are presented. Each prestige class is
accompanied by a new organization, designed
to fit into any campaign world. A new concept
is also presented, the legendary class, for char-
acters that are above and beyond the norm.
Finally, several variant core classes are pre-
sented.
Chapter 2 details more than three dozen new
feats for use by bards, sorcerers, and wizards
alike.
4
699444438.001.png
Zgłoś jeśli naruszono regulamin