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Spells and Spellcraft
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition published by Wizards of the Coast ®
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SPELLS & SPELLCRAFT
Credits
LEAD DEVELOPER
Wil Upchurch
MANAGING DEVELOPER
Greg Benage
WRITING
Ed Bourelle, Shaun Cashman, Mark Chance, Chris Hussey, Lizard, Brian Patterson, Paul Sudlow, William Timmins,
Bree Zastrow
INTERIOR ILLUSTRATIONS
Andy Brase, Mitch Cotie, David Griffith, Eric Lofgren, Tyler Walpole
GRAPHIC & COVER DESIGN
Brian Schomburg
‘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.
EDITING
Greg Benage & Wil Upchurch
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
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SPELLS & SPELLCRAFT
Contents
CHAPTER ONE
Spells
5
CHAPTER TWO
The Craft of Magic
51
CHAPTER THREE
New Types of Magic
84
CHAPTER FOUR
The Mundane Made Magical
106
CHAPTER FIVE
Magic Items
150
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Undertaking the production of a book about
magic is a daunting task indeed. Magic fuels
the imagination like no other aspect of fantasy
roleplaying, giving us images of powerful arti-
facts inspiring heroes and villains to great
deeds and wizened mages battling for suprema-
cy in legendary spell duels.
games. The mysteries of ward magic and chaos
magic are explained, allowing your characters
to tap into powerful new arcana. Place magic
provides DMs with a new tool with which to
delight and awe even the most seasoned play-
ers. Several new types of divine spellcaster are
presented, including those who worship totem
spirits and those that respect all gods.
I have tried to treat all aspects of this powerful
force with equal respect, and I hope players and
DMs alike find something within these pages
to spark their imaginations.
Chapter 4 gives rules for using mundane
objects to produce spectacular magical results.
Expanded uses for alchemy and new alchemi-
cal items are followed by extensive rules for
creating customized constructs and golems. A
discussion follows concerning the use of spe-
cial materials in the creation of magic items.
Finally, a host of new familiar rules are pre-
sented to allow wizards to customize and
enhance these powerful allies and friends.
Wil Upchurch
Fantasy Flight, Inc.
Welcome
Fantasy Flight Games is pleased to present
Spells & Spellcraft , the fourth volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Spells & Spellcraft offers a new
perspective on many familiar themes, and is an
essential tome for spellcasters, both arcane and
divine.
Chapter 5 details dozens of new magic items
along with new types of magic items that can
be used to enhance any setting or campaign.
The Open Game License
Spells & Spellcraft 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.
Players and DMs alike will find a wealth of
information in this book. Whether you are
looking for rules for researching new spells and
magic items, systems for designing unique
magical locations, or just want to find new
spells to enhance your character, this book will
be an invaluable resource.
Material that is strictly rules related is Open
Content. You can use this material in your own
works, as long as you follow the conditions of
the Open Game License. You can copy the
material to your website or even put it in a book
that you publish and sell.
Chapter 1 contains over 100 new spells to add
to your game. All of the spellcasting classes are
well represented, presenting new options for
any spellcasting character or NPC.
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 other-
wise noted, is closed content and cannot be
republished, copied, or distributed without the
consent of Fantasy Flight Games.
Chapter 2 details the craft of magic. This chap-
ter presents rules and guidelines for creating
arcane libraries, utilizing magical research, and
creating memorable and unique spellbooks. A
discussion is presented on the particular magic
of bards and sorcerers, which includes several
new sorcerous feats to enhance the power of
magic that comes from the blood rather than
the mind. The next section sheds light on how
a wizard’s skill choices might affect his spell-
casting.The final section discusses the creation
of divine rituals and their usefulness to men
and women of faith.
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 entire-
ty at the end of this book. For further informa-
tion, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
Chapter 3 presents several new types of
magic that can be used to enhance your
4
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