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Author Topic: Tome of Magic  (Read 3243 times)

Ragnarok N Roll

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« on: March 06, 2006, 10:15:49 AM »
Some exerpts here Looks cool.

Opinions?

Does this new book seem like a balanced resource for both players and DM's?
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Zalmoxis

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« Reply #1 on: March 06, 2006, 10:32:38 AM »
Looks very interesting. I shall check this out.

Ottomsoh the Elderly

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« Reply #2 on: March 06, 2006, 10:45:50 AM »
Hmm, this report is unreliable, it seems it was mixed in with another:

Quote
  • Table of Contents and Introduction
  • Pact Magic Introduction (from Chapter 2: People of Waterdeep)
  • Vestige: Acererak (from Chapter 2: People of Waterdeep)
  • Vestige: Geryon (from Chapter 3: Prestige Classes)
  • Shadow Magic Introduction (from Chapter 5: Adventures in Waterdeep)
  • Noctumancer(from Chapter 6: Monsters of Waterdeep)
  • Weapon Special Ability: Shadow Striking (from Chapter 6: Monsters of Waterdeep)
  • Truename Magic Introduction (from Chapter 6: Monsters of Waterdeep)
  • Lexicon of the Evolving Mind (from Chapter 6: Monsters of Waterdeep)
  • Loquasphinx (from Chapter 6: Monsters of Waterdeep)
 

Janos

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« Reply #3 on: March 06, 2006, 11:03:23 AM »
Quote from: Ragnarok N Roll
Does this new book seem like a balanced resource for both players and DM's?


Yes in the sense that it will balance and fit in well with existing material I believe.  Much like MoI did.  No in the sense that the more ways you can do something, the more ways you can combine various ways to do something into an uber combo.

I think it'll be a neat book and magic system, but it'll likely be a stand alone product and without more support it probably won't go anywhere or do anything.  That's unfortunate.
 

Limper

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« Reply #4 on: March 06, 2006, 11:13:53 AM »
I'll end up getting it.
 

Knightcrawler

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« Reply #5 on: March 06, 2006, 11:24:10 AM »
LOL!!

Quote
Beings that cannot exist inhabit a place that cannot be. Cursed by gods and feared by mortals, these entities fall outside the boundaries of life, death, and undeath. They are untouchable by even the most powerful deities, though they can be summoned and used by the weakest mortal.

The practitioner of pact magic contacts these alien forces by means of special symbols and rituals. Once a summoning is complete, he strikes a bargain with the summoned being to gain great supernatural power.


Hello Cthulhu mythos.  I woner if this is going to to try and tie into their previous stuff about the Far Realm.
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Aelfinn

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« Reply #6 on: March 06, 2006, 11:38:41 AM »
Quote from: Knightcrawler
Hello Cthulhu mythos.  I woner if this is going to to try and tie into their previous stuff about the Far Realm.

Interestingly, I think that they're aming for more than just Far-Realm Lovcraftian mythology, since last month's Dragon magazine gave an example of a pact-magic entity: Kas (of vecna dismemberment fame).
Bedd Ann ap lleian ymnewais fynydd  
Iluagor Llew Ymrais
Prif ddewin merddin Embrai
[/SIZE][/I]

BOZ

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« Reply #7 on: March 06, 2006, 11:48:57 AM »
agreed. though one or more of these vestiges may be like a lovecraftian entity, most of them seem to have entirely different personalities.
don't quote me on that.  :)

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Krishnath

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« Reply #8 on: March 06, 2006, 12:00:53 PM »
Hmm.... color me interrested, anything that has a lovecraftian feel to it is more than welcome in my campaign.

Which reminds me, I have to save up to get Heroes of Horror...
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We will become more than the sum of our parts.
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el-remmen

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« Reply #9 on: March 06, 2006, 12:23:36 PM »
THe pact magic interested me at first b/c I have been looking for something like this for my constantly re-tooled Witch class - but looking at the examples - it was not what I thought it would be.  

I was looking for a class that gains its spells by means of pacts with outsiders and the like. . .
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Sobek

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« Reply #10 on: March 06, 2006, 12:29:01 PM »
I'll be getting it.  My biggest interest is in Shadow magic, as I've had a niche set aside for that for 8-10 years, and just no time to do up the mechanics.
 

BOZ

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« Reply #11 on: March 06, 2006, 12:42:54 PM »
Quote from: Krishnath
Hmm.... color me interrested, anything that has a lovecraftian feel to it is more than welcome in my campaign.


it might be considered lovecraftian in the sense that you are contacting mysterious entities from another place, and serving them in exchange for promised power.  other than that, not really.
don't quote me on that.  :)

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Ottomsoh the Elderly

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« Reply #12 on: March 06, 2006, 12:43:23 PM »
Truenames and shadow magic are interesting prospects. I'm wary about pacts, though.
 

Knightcrawler

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« Reply #13 on: March 06, 2006, 12:45:00 PM »
Quote from: BOZ
it might be considered lovecraftian in the sense that you are contacting mysterious entities from another place, and serving them in exchange for promised power.  other than that, not really.


We'll have to see how they handle that.  Could have some good stuff.  But its not a necessity on my list.  Its on the look at and see.
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Krishnath

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« Reply #14 on: March 06, 2006, 01:18:43 PM »
Quote from: BOZ
it might be considered lovecraftian in the sense that you are contacting mysterious entities from another place, and serving them in exchange for promised power.  other than that, not really.

Ah, but the kernel of the flavor is there, it just have to be slightly modified for ones own campaign, all one really has to do is change the names of some of the enteties, and bingo, instant lovecraftian feel. :D
We have been hurt.
We are bleeding.
We will survive.
We will evolve.
We will become stronger.
We will become more than the sum of our parts.
We are The Damnation army.
We are Legion.