Selasa, 15 Februari 2011

Get Free Ebook Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds

Get Free Ebook Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds

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Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds

Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds


Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds


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Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Angel Leigh McCoy Sean K. Reynolds

Product details

Paperback: 192 pages

Publisher: Wizards of the Coast (July 30, 2001)

Language: English

ISBN-10: 0786919647

ISBN-13: 978-0786919642

Product Dimensions:

8.5 x 0.4 x 10.5 inches

Shipping Weight: 12.6 ounces (View shipping rates and policies)

Average Customer Review:

4.2 out of 5 stars

19 customer reviews

Amazon Best Sellers Rank:

#760,490 in Books (See Top 100 in Books)

Awesome 3.5 supplement book! Thanks!

lots of extra for D&D

I really like this publication. It explains all the relationships between the gods and demigods. The prestige classes are very cool. I wish this was hard cover because it is one of my favorites.

Needed some 3.5 books glad to find these! They were in perfect condtion now myu set is almost complete! It is always nice to find quality books for a good deal!

Awesome book, although some damage and a page taped together, cant complain too much on the damage as I got it for a good price!

This was actually the very first FR book I bought featuring the new d20 ruleset and my collection has grown from there.While 'Magic of Faerun' contains alot of useful information it also contains, like alot of the WOTC product, alot of unnecessary fluff. So what are the actual contents?Chapter 1: Understanding Magic - This chapter covers the primary deities who have magic as one of their portfolio's. There is also a couple of pages devoted to discussion on the various types of magic (i.e. Dead, Wild, Shadow).Chapter 2: Magic Variants - This chapter delves into some of the more obscure matters related to magic - such as Elemental magic, Elven magic, Gem magic. There is also a lengthy discussion on Mageduel's. Then there is a brief discussion of Rune magic and Spellfire. The chapter ends with a small section on the concept of 'Spellpools' (an excellent concept - but not as detailed as they could have made it - making it a missed opportunity).Chapter 3: Practitioners of Magic - This chapter is devoted to those d20 staples 'Feats' and 'Prestige Classes'. When I first bought the book I thought "Great!"; but having seen how bloated the gameline has become with 'Feats' and 'Prestige Classes' I now look at them as mostly unnecessary. Whereas once upon a time, being a War Wizard of Cormyr or a member of the Guild of Magists in Waterdeep would have been a character concept, they have codified them (and many others) into the ruleset which IMHO detracts considerably.Chapter 4: Places of Power - This chapter's name says everything really. The chapter details such things as 'Mystic Maelstroms', 'Sparks' and 'Fey Mounds'. It also discusses at length topics such as how Nature is venerated, and Places of Prayer, Bastions of the Arcane and the silly concept of MageFairs (what's the point of adventuring if you can buy your magic items? Like I said, S - I - L - L - Y).Chapter 5: Spells - This chapter deals with the real crunchy stuff, spells. Eight pages of new spells (in list form), broken down by character type (i.e. Assassin, Bard, Blackguard, etc). To my way of thinking there are already hundreds of spells avaliable and so the inclusion or exclusion of these few is not going to affect the average campaign. However, what I used these spells for was for a mystery factor. I didn't let my spellcasting PC's know about thses spells and only unleashed them in very select circumstances...like the excellent 'Gutsnake'! or in a different campaign I used them as 'undiscovered' spells - when a spellcasting PC wanted to create a new and unique spell I would use this list (once s/he had outlined their general thinking) to suggest some.Chapter 6: Magic Items - This chapter deals with the second favourite PC topic. This is an excellent chapter that features hundreds of new items, from swords through to rings and potions to artifacts. In addition to some really excellent and well-thought out items, there are lots of plain silly and overpowered items - but there is certainly enough to keep any player (or GM) very happy.Chapter 7: Creatures - This chapter details three new creatures and three new creature templates. Nothing really WOW in this chapter, although the 'Crossroads Guardian' is an interesting creature as is the 'Magister' template (templates being much more role-playing orientated rather than 'Prestige Classes').Overall, a very useful book, packed full of ideas, seeds and general information. Probably the best part is that this book could be used in just about any fantasy setting, for example, I'm using the 'Spellpools' concept - although I've expanded it considerably - in a new 'Birthright' campaign.Enjoy.

When I first saw the title "Magic of Faerun", I thought the whole book would be mostly magic spells and a few magic items. I was very pleasantly surprised to learn upon reading it that I was wrong and that the book contained feats, prestige classes, quick adventure ideas and other various magic related information.Rather than focusing solely on spells or items in the beginning of the book, "Magic of Faerun" takes some time to fully describe the situation regarding magic and its history in the Forgotten Realms. This gives some great background for the slew of prestige classes and ideas that follow. I was impressed by the new feats which can add both role-playing and more choices to a campaign. The new skill descriptions (and ideas for skills) were wonderful, since I love the D&D 3E skills. The various prestige classes were numerous and some seemed a bit repetitive, but on the whole they're great and they would be terrific to use on creating some NPCs. I especially enjoyed the "magical places" section which described temples, mage fairs, mageduels, and other such things. I can't wait to intergrate some of the ideas into my own campaign.The magic spells and magic items take up the largest section of the book, but that is to be expected. They were mostly a touch above mediocre, but there were some wonderful additions. I think what I liked best was that some of the spells seemed to add spell choices to classes (such as druids or bards) that helped expand their spell lists greatly.While I wish more of the book had been like the beginning rather than mostly spells and magical items, I still think this is a great tool for both DMs and players. No matter what world your campaign is in, consider picking up this book. It can only help your game.

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