The Book of Shadows


Phil Brucato - 1994
    We move the Wheel of Creation on its forward course and counter those who would freeze the wheel in its tracks."Now if we could only cooperate, we'd be in business!"- Porthos, Drui'shi Master of the Order of HermesMagickal Lore of the AgesA Book of Shadows is a journal of the Path, a tome of revelations for the followers of magick. In this Book of Shadows, mage players and Storytellers will uncover lost secrets of the Traditions and their rivals. This is a valuable tome for mages everywhere!The Mage Players Guide includes:* New rotes, Talsimans, Abilities, Merits, Flaws, and details about the elusive Ahl-i-Batin;* in-depth truths about the factions of magick and the Path of Ascension;* Expanded rules for magick, foci, familiars and more!

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.

Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)


L. Richard Baker III - 1995
    Illustrations.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Player's Handbook: Core Rulebook 1


Jonathan Tweet - 2000
    Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc. Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com ReviewThe Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.

Sookie Stackhouse Series Set (Volume 1-12)


Charlaine Harris - 2008
    . . . . LIVING DEAD IN DALLAS . . . . . CLUB DEAD . . . . . DEAD TO THE WORLD . . . . . DEAD AS A DOORNAIL . . . . . DEFINITELY DEAD . . . . . ALL TOGETHER DEAD . . . . . FROM DEAD TO WORSE . . . . . DEAD AND GONE . . . . . DEAD IN THE FAMILY . . . . DEAD RECKONING . . . . . DEADLOCKED . . .

King Arthur Pendragon: Epic Roleplaying in Legendary Britain


Greg Stafford - 1985
    Smite bloodthirsty giants, crush treacherous invaders, brave the mysterious lands of faerie, and dabble in Celtic magic. Pendragon is a roleplaying game based on the legends of King Arthur, Lancelot, Guenever, and the Knights of the Round Table. To become a knight of the Round Table you must uphold the chivalric ideals of courage, honesty, fair play, and justice. Armed and armored, you are the law of the land, in a life-or-death struggle to join the fellowship of the Round Table. This book contains everything you need to explore the mysteries and dangers of Arthur's Britain

Clanbook: Toreador


Steven C. Brown - 1995
    For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.

Dungeons & Dragons Player's Handbook 2: A 4th Edition D&D Core Rulebook


Jeremy Crawford - 2009
    New classes, races, and other options for your D&D(R) game.This book builds on the array of classes and races presented in the first Player's Handbook (R), adding both old favorites and new, never-before-seen options to the game.The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid. Player's Handbook 2 expands the range of options available to D&D players with new classes, races, powers, and other material.

Extraordinary Zoology


Howard Tayler - 2013
    His research demands he place himself in peril to directly observe and interact with his subjects, a peril his assistants must endure as well.Bookish Lynus Wesselbaum is the picture of a scholar-in-training whose days are often spent sifting through the vast stacks of tomes within Corvis University. Yet Lynus has earned his place as Professor Pendrake’s senior assistant professor, having accompanied his mentor in the field and survived countless encounters with the most dangerous flora and fauna of western Immoren. Lynus is fortunate to be joined by Edrea Lloryrr, a young but eminently capable Iosan arcanist who also assists Pendrake and brings a unique perspective. When word comes of a new menace plaguing the remote villages around Corvis, both Lynus and Edrea find themselves swept up with Pendrake in an adventure that will force them to confront a primeval force of absolute destruction.

The Complete Book of Elves


Colin McComb - 1993
    Description of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items. Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!

The Mage Craft Series, Books 1-3


S.M. Reine - 2016
    Now it's time for her to take her father's place in the world - and pay for his sins. Seth is a doctor as good with a gun as he is with a scalpel. He knows a lot about the preternatural, but he's not saying why. And he's the new Voice of God's only chance of survival. This collection contains the first three books of The Mage Craft Series, amounting to over 210,000 words. About Cast in Angelfire As a half-angel, half-human mage, Marion Garin is the most powerful witch in the world. She’s been embroiled in preternatural politics since childhood and navigates the factions with ease. Or so she’s been told. Unfortunately, she’s lost her memory, and now Marion doesn’t know much of anything. Casting magic? Forget about it. It’s not an accident, either. Someone powerful wanted to take Marion out of preternatural politics, and they succeeded. She’s told that a man named Seth Wilder could help, but she’ll have to find him first. He’s been missing for years. Marion needs to track Seth down and fix her memory before her unknown enemy finishes the job… * * * About Cast in Hellfire Marion Garin is the teenage daughter of Metaraon, the former Voice of God. Now she's also the steward of the Winter Court, which has been in anarchy since a revolution five years earlier. Problem: Marion still doesn't remember anything that happened before two weeks ago. Seth Wilder has a lead on her memories. Whoever stole them and sold Marion's essence to a demon lord in Sheol. Marion wants to help steal them back, even though that means abandoning the Winter Court to war. And Seth can't seem to tell Marion no. He wants Marion nearby. Very nearby. Possibly in his teeth. See, Seth has this little problem where he's developing a killing urge, and it seems to be centered primarily on the half-angel girl who adores him. It conflicts with everything Seth believes himself to be: a moral man, a doctor who heals instead of hurts. Yet he's obsessed with Marion. She wants her memories, and he wants her to have them as much as he wants her blood. They'll work together to make Marion whole, come hell or high water. Even if it means war. Even if it means Seth might hurt Marion. And damned be the consequences... * * * About Cast in Faefire Marion Garin, the Voice of God, is due to marry the Prince of the Autumn Court by the end of the week - assuming that the world's preternatural leadership doesn't have anything to say about it. They plan to strip Prince ErlKonig of his title, ensuring that Marion can't form a god-forbidden treaty with the angels. Still injured from his final fight in Sheol, Seth Wilder is seeking a way to stay alive. If he dies, he'll lose more than his life - he'll be slave to the gods' whims for all eternity. He's ready to take drastic steps. Maybe even make a bargain with the vampires. But what the gods want, they get. And they don't appreciate being defied.

The Time of the Warlock


Larry Niven - 1984
    Contains:Not Long Before the EndWhat Good is a Glass Dagger?The Magic Goes AwayUnfinished Story #1and:The Magic May ReturnNotes for a Series of Stories to be Set in the Fantasy World of The Magic Goes Away

The Waters and the Wild (Short Story)


Mercedes Lackey - 2005
    But his reason for choosing this career was even less common, perhaps even unique. This story was first published in BEDLAM'S EDGE, Aug 2005.