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Mutants & Masterminds: Book of Magic
Mutants & Masterminds: Book of Magic

A Manual of Mysterious Magics!
By the Shining Sigil of Sirrion! The Book of Magic is the complete Mutants & Masterminds sourcebook on the Arts Arcane, all that is magical and mysterious. It is a guide to comic book magic, providing everything players and Gamemasters need to run games based on magical comics ranging from light-hearted to dark post-modern and everything in-between.

The focus is on magical characters and settings, but with an eye towards integrating these characters and elements into a more general superhero series. In the pages of the Book of Magic you'll find:
* Six new hero archetypes and seven new villain archetypes, along with numerous supporting cast, minion, and creature archetypes, all ready for use; a complete cast of characters!
* Eleven styles of magic and dozens of spells and magical items for mystic heroes and villains, from the All-Revealing Light of Abbridon to Yig's Inexorable Transformation, from the Abyssal Trident to the Wishing Ring.
* The mystic secrets of the Freedom City setting, including cosmology, history, heroes, villains, creatures, magical items, and more! Plus eight mystic series frameworks to give you starting points for your own magical M&M game!

Plus a history of magic in comics, mystical dimensions, character creation, adventure creation, series advice, and more! Learn the secrets of superheroic sorcery from the Book of Magic and...

Make your M&M magical!

Written by D.T. Butchino, Joseph Carriker, Steve Kenson, Steven Marsh, and Aaron Sullivan
Format: 128 pages, softback

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32.40 €
Nyambe: Dire Spirits
Nyambe: Dire Spirits

An Introductory Adventure for 1st-Level Characters

The fearsome bounty hunter KanUk -- a kosan orc from the Mythical Ages of Nyambe-tanda -- was long ago bound into the body of an undead dire lion. His savagery knew no bounds among the helpless slaves of his land until he was defeated in the Great Rebellion, and his spirit was shunted into his own still-beating undead heart. This heart has rested undisturbed in a foul shrine for thousands of years, protected by the magical wards erected by the kosans before they fled. But not even kosan magic is eternal, and just over a month ago, the wards collapsed, exposing the shrine to the outside world. When this malignant heart begins to assemble animal slaves intent on locating a new body for their evil master, a group of brave warriors must find and destroy it before it orchestrates KanUk's rebirth, and all of Nyambe-tanda falls beneath his claws!

Dire Spirits is a D20 System adventure for 1st-level characters. It provides an introduction to the Nyambe: African Adventures campaign setting, though it can also be used as a stand-alone scenario. It is recommended, but not necessary, that players own the Nyambe hardcover sourcebook (stock number AG3700).

This 48-page module includes:
* A map and description of the village of Mounchili, a typical community in the Empire of Mabwe, that can become the PCs' base in a larger campaign.
* Rules for generating the family compounds typical of Nyamban villages.
* Maps and descriptions of the ancient temple that contains KanUk's still-beating heart.
* Pregenerated PCs and stats for agogwe halfling warriors, wakyambi elf adepts, and Nghoi human commoners, to start any GM off right in an African Adventures setting.
* New D20 material like the howling fern monstrous plant, rainforest zombies, the fearsome pseudo-lich template, rules for monkey traps and trip line and spikes traps, the wondrous linguist's staff, and the magical disease called wound rot.

Author: Chris Dolunt
Editor: Michelle Nephew
Cover Artist: Steven Saders
Interior Artists: John Davis, Brian Figur

Format: 48 pages, 8.5" x 11", saddle stitched

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13.00 €
Occult Lore (HC)
Occult Lore (HC)

All the myriad secrets of magic ...

Wizards study their academic magics in great halls of learning; sorcerers discover their spells through innate talent; clerics call upon the gods for a share of divine favor. But what of those magic-users who delve into the less well-charted realms of the mystic traditions? What of those who tap into the power of the heavenly spheres, or use the secret essences of the plant or mineral kingdoms to distill potent magical concoctions? Those whose gift lies in drawing spirits or elemental forces to do their bidding, or who can explore the twisting paths of a dreamer's mind? What of those whose very presence tampers with the familiar magic of arcane and divine spellcasters?

All these find their place in Occult Lore.

Occult Lore is the definitive tome of alternate D20 magic systems. This 240-page hardcover tome contains new spells, magic items, creatures, PC and NPC classes, prestige classes, domains, and in-depth rules for ten new magic traditions:

* Alchemy allows the Arcane Healer to tend to his patients in the absence of a Cleric, and the Grand Alchemist to pursue the immortality granted by just a drop of pure philosopher's gold.
* Astrology places the wisdom of the stars into the hands of mortals; horoscopes can predict a character's future, the most auspicious time to explore a dungeon, or let an Astrologer control the subject of a nativity from afar.
* Solar Hierophants embody the sun itself, becoming celestial creatures, while Lunar Mystagogues become the masters of magical secrecy, exerting their dark power over creatures of the earth and underworld.
* Elementalism turns the forces of air, earth, fire, and water to the will of the spellcaster, until the Elementalist tranforms herself into one of the elemental creatures she commands!
* Geomancy gives magic-users access to the power of ley lines, dowsing, and the innate magic of locations to enhance their mystic abilities -- sometimes beyond their own control -- or even to create fearsome zones of antimagic.
* Herbalism is the craft of the Wylderwitch and the Grand Herbalist -- the plants of the field become healing poultices and powders, magical concoctions that can extend or shorten life, or even Verdex that "bind" spells for later use. Occult Lore features Baird's Botanical, an extensive appendix describing twenty mundane and magical plants and the concoctions Herbalists can distill from them.
* Magical Imagination gives Heraldic Wanderers the ability to construct fabulous Memory Palaces from shadow and illusion.
* Oneiromancy grants access to the dream worlds where id-hounds roam, Lucid Dreamers manipulate dream reality to fit their own deepest desires, and secret knowledge or transient magic items are the treasures of a sleeping mind.
* Rational Magic lets science and Logic displace the power of magic. Rationalists strip targets of their spells and special abilities with well-reasoned argument, and even cancel the effects of magical weapons and armor.
* Spirit Cultivation is the Gleaner's art of capturing the fleeting remnants of a soul, and slowly teaching it the ways of power. Gleaners nuture these souls first in a cloak of remnants, then transfer them into reliquaries to invoke the skills and spells of the spirit, and finally use focal charms to control spirits with the power of the gods themselves!
* Sympathetic Magic uses ritual points to toss spells across continents -- all a Mage needs is a lock of hair to curse an enemy for a lifetime!

Editor: Michelle Nephew
Authors: Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb

Format: 240 pages, 8.5" x 11", case bound

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33.00 €

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