From the simple spells of Sages in the land of Lyris to the beasts of pure power that roam the borders between realms and come at the beck and call of magicians like the Kundi Mystics, magic is more than
Suite de la description
a simple force in Magnamund. Magic as a force and magic as a discipline become one in the same. Because the very truth of existence is that magic is everything and part of everyone, even the most mundane task can be a magical act. Magnamund is not a magical world; it is magic itself. This wonderful energy has its terrible price; the same magic that makes up the world contains within itself the seeds of its own destruction. Because magic is the basic form of all that is, it is by its very nature its own antithesis. This places magic at odds with itself, creating a dangerous and often precarious balance of genesis and oblivion – the star and the void. While one aspect of magic is capable of great creation, it is also empowered to shatter its own accomplishments. Magic of Magnamund is a sourcebook for Players and Games Masters alike; it contains new character classes, spells, magical powers, equipment and even creatures drawn from or expanded out of the Lone Wolf settings. Everything here is in some way part of the magical tapestry that is Magnamund; each one chosen because of the special powers or cultures they represent. While it is quite possible to run a very diverse campaign using just the character classes presented in the Lone Wolf core rulebook, this tome should allow for a much greater range of play – at least where spellcasters are concerned. The core of this book lies in the seven new classes – the Cener Druids, Kundi Mystics, Sages of Lyris, Wytches of Shadaki, Shianti Sorcerers, Vakeros Knights and Herbalish. Each one is either iconic to the world of Magnamund or can easily be seen as a living, breathing part of the setting. Not all magic-wielders on Magnamund follow their path exclusively. Also included are the advanced classes of the Agent and the Emissary – those who walk the path of sorcery and the realms of politics, espionage and adventuring simultaneously. The Magical Craft chapter expands on the srcibing of scrolls and the Jewelcrafting of legend. These skills and the items they lead to can change the face of a character, a game session or an entire campaign. Every new art has infinite promise and holds infinite danger. Caution brings power. Carelessness invites only death. You have been warned.
Following on from the eagerly anticipated Lone Wolf Roleplaying Game and the equally popular first supplement, The Darklands, this is the second supplementary source book for Lone Wolf, detailing (...)