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Books : Tome of Magic: Pact, Shadow, and TrueName Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Books : Tome of Magic: Pact, Shadow, and TrueName Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

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Binding: Hardcover
Dewey Decimal Number: 793.93
EAN: 9780786939091
ISBN: 0786939095
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Number Of Items: 1
Number Of Pages: 288
Publication Date: March 14, 2006
Publisher: Wizards of the Coast
Release Date: March 14, 2006
Sales Rank: 337233
Studio: Wizards of the Coast




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Editorial Review:

Product Description:
Unlock the Magical Power of
Vestiges, Shadows, and Syllables

Tome of Magic presents three new kinds of magic that you can integrate easily into any Dungeons & Dragons® campaign. These magic “subsystems” function alongside the existing D&D® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you’ll find three new standard classes–one for each new kind of magic–as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.


Pact Magic

Powerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic–a combination of symbols and secret rituals–to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.

Shadow Magic

The Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.

Truename Magic

Every creature has a truename–the word of its creation. The truenamer knows the primal language of the universe–the language of Truespeech–and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™





Customer Reviews
Average Rating:  out of 5 stars

Rating: 3 out of 5 stars - Limited Use but does it well
I really like wizards and magic users so I really wanted to love this book. If you want something off the beaten track of magic, this provides some ideas. As an aid to most games, though, it doesn't provide much. It's a niche product for those looking for variants in magic.



Rating: 4 out of 5 stars - New Ideas, New Problems
This is one D&D supplement that isn't riddled with dead pages. The book is interesting cover to cover, which at the very least makes it a good value in terms of the ammount of the product you are likely to use.

All three of the book's concepts are interesting and somewhat unique.

However, all three have mechanical issues that are left completely up to you, the user, to resolve.

If you are the type of person who wants a product to "works" out of the book, this ... Read More



Rating: 5 out of 5 stars - Inspiring
The first time someone brought this book to the table, I'll admit that I wasn't immediately impressed by it. However, I thought I saw some potential, so I borrowed it from a friend at work to read over the weekend. I read the whole thing, cover to cover, twice, before Monday.

This book has finally reminded me what it was I loved about D&D when I started playing second edition over a decade ago. Unlike most every other third edition book (and even more so with 3.5), Tome of Magic isn't just ... Read More



Rating: 4 out of 5 stars - Three New Dynamic Magic Systems
Tome of Magic offers you three new styles of magic to incorperate into your game.

The first, Pact Magic, bears a slight resembelence to the "summons" system from Final Fantasy VIII. They don't attack, as such, but instead provide you with interesting abilities. The only major draw back to Pact Magic is the fact that the book seems to set up the Pact users as almost inherently evil. The beings you have to make deals with are not nice in the least, and the complicated system of "I've used ... Read More



Rating: 5 out of 5 stars - Pretty good game supplement, if I do say so myself.
Not to insult other popular pencil-and-paper role-playing games of our time, but there's a reason why Dungeons and Dragons is the world's most renowned RPG of them all: Because the men and women who are responsible for its design are practically without peer in terms of sheer creative genius. Sure, I love the traditional themes of arcane and divine magic that almost all fantasy RPGs provide, and psionic powers are nothing to sneeze at, either. However, by delving deep into the esoteric aspects of world history ... Read More



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