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Encyclopaedia Arcane: Blood MagicThis volume of the Encyclopaedia Arcane series gives players and Games Masters alike the information they need to begin using blood magic within their campaign. You will find chapters devoted to learning blood magic from a teacher or by experiment, the perils of the bloody art, and items created by or to enhance blood magic. Plus, of course, this book presents new feats and spells with which to achieve mastery of blood magic, and new creatures associated with the practice. |
20.95 |
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Encyclopaedia Arcane: DivinationToo often is Divination passed over for more flashy schools of magic. No longer - this addition to the Encyclopaedia Arcane will ensure that Diviners gain the proper respect deserved of their incredible capabilities. |
20.95 |
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Encyclopaedia Arcane: CojurationConjuration presents and expands one of the core schools of arcane magic, developing it in detail for players and Games Masters alike. Alongside advice for the Games Master on how to use Conjuration in his campaign, this supplement presents the mechanics for those wizards and sorcerers who like to pluck aid for themselves from thin air – as well as spells, feats, prestige classes and all the usual goodies you can expect from Encyclopedia Arcane. |
19.95 |
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Encyclopaedia Arcane: FamiliarsFamiliars have long been a part of the arcane tradition. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’s night. They are in truth magical beings, bridges as it were, between the mages they serve and the arcane power their masters wield. |
19.95 |
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Encyclopaedia Arcane: DemonologyWelcome, mortal, to Demonology – The Dark Road. Within these secret pages you will find the most forbidden knowledge of all – that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those willing to gamble their very souls, the rewards are far greater than any mortal can possibly conceive. |
19.95 |
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Encyclopaedia Arcane: NecromancyThroughout the civilised lands of man, dwarf and elf, the practice of necromancy is universally shunned, its knowledge suppressed and its practitioners persecuted. Only now, with the advent of Necromancy – Beyond the Grave, are the darkest secrets of this terrible and frightening magic finally uncovered. One skilled in wizardry or sorcery may use this tome, for good or ill, and tap the powers inherent beyond the grave for their own direct benefit. |
21.95 |
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Encyclopaedia Arcane: Chaos MagicYour foot is on the road of chaos. As you explore this strange school of Wild Sorcery, the power of static magic will fall away, revealing the primal, chaotic forces corkscrewing through the world around you. A strong will and a quick mind is required to harness the essence of chaos, but even the wiliest may not survive their brush with the raw element of creation. Though chaos magic does not deal with malevolent, intelligent forces or the denizens of the grave, its power is wild and untamed and wholly unnatural within the material world. It is in constant flux, coiling and writhing just beyond everyday life, and whatever it touches . . . changes. |
21.95 |
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Encyclopaedia Arcane: ConstructsGolems wait silently in dungeon corridors, ready to annihilate unwary adventurers who dare defile their former master's sanctum. Shield guardians follow their owners faithfully, and ready to interpose themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator's lifeblood into a grotesque mockery of life. All of these are constructs, artificial life forms brought into the world by rituals long secreted away in the corners of occult libraries, in the ruins of mighty magical empires and the personal notes of spellcasters with the curiosity to explore this field of arcane lore. |
21.95 |
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Encyclopaedia Arcane: Battle MagicWhere other mages reach for their light spell to illuminate a dark hallway, you are inclined to just light the whole place up with a flaming sphere. It is not like you are going to negotiate with anything that lives down here anyway, right? And what kind of sissy uses a charm spell when an empowered lightning bolt will get the job done quicker and with less need to kiss the local militia's tail. You are a battle mage, and you are never going to understand those who use magic for anything but blowing their enemies straight back to hell. |
21.95 |
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Encyclopaedia Arcane: ElementalismCommon arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature's resources out of a pact of mutual respect, wizards and sorcerers master the raw elemental forces without permission and, most of the times, even without acknowledgement. |
21.95 |
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Encyclopaedia Arcane: ChronomancyA forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than the control of time; in a world so vast, with so few who really understand, there can be no one to warn fools from the path. Once you open the door on chronomancy and allow its power to flow into your soul, there can be no turning back. |
21.95 |
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Encyclopaedia Arcane: EnchantmentThe school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life. |
21.95 |
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Encyclopaedia Arcane: Star MagicIt all started when the first mortal looked up at the night sky. There he saw the infinite dance of the stars. The short trip from wonder to questioning took but an instant. From those first questions the magi sprang. The magic held in the stars represents the powers that the gods used to make the world. The stars stand as the anchor points in the universal design. Channelling their power allows the magician to create effects in the world without fundamentally altering the shape or nature of the universe. |
21.95 |
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Encyclopaedia Arcane: IllusionismIllusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self respecting mages. In fact, illusionism can be quite potent in the hands of those who delve into its deepest secrets. At its roots illusionism deals with the age-old conundrum of perception versus reality, and it is this mystery that an illusionist bends his mind towards understanding. Illusionism- Behind the Smoke and Mirrors will bring the enigma of illusion to the fore and perhaps provide a new perception of the magic that so many underestimate and ignore. |
21.95 |
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Encyclopaedia Arcane: CrossbreedingEver wondered how creatures such as the Cockatrice, Chimera and Hydra came into being? This tome of the Encyclopaedia Arcane holds all the answers, and allows competent spellcasters to create their own magical creatures. With complete rules on mixing and matching body parts, how to breed bizarre creations and make modifications at a very base level, Encyclopaedia Arcane: Crossbreeding sets new standards for creature mutability. Whether used by players to gain a vital edge on their enemies or Games Masters seeking to create a nightmare scenario, this tome is the most complete of its type available. |
22.95 |
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Encyclopaedia Arcane: Dragon MagicArcane magic has its very roots vested in the power of dragons and their kin. By studying the ancient lore of Dragon Magic, a mage can unlock the secrets only known to these powerful reptiles, allowing him to stand as an equal among wyrms and as lord over other men. From the few True Words and draconic songs to the harvesting of dragon body parts and the procedure of becoming a Dragon Friend, this addition to the Encyclopaedia Arcane is perhaps one of the most powerful - but its discipline and traditions are not easily discovered, nor mastered by the weak of will, for few dragons will tolerate their secrets learnt by the younger races. |
22.95 |
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Encyclopaedia Arcane: Tomes and LibrariesSecrets of the Written Word is another volume in the Encyclopaedia Arcane series, focusing on libraries and the tomes within them, both mundane and mystical. Such information is not intended solely for the Games Master to use in association with non-player characters, however. Each book of the Encyclopaedia Arcane gives full details for players themselves to try the new systems presented, along with plenty of information to aid the Games Master in the introduction of each book into his campaign. |
18.95 |
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Components and FociThe Materials of Magic is another volume in the Encyclopaedia Arcane series, focusing on libraries and the tomes within them, both mundane and mystical. Designed for easy integration with any fantasy-based D20 games system, the Encyclopaedia Arcane series does far more than merely introduce new spells or items to extend existing magic-using character classes. Instead, each book covers wholly new forms of magic or details aspects of magic-using characters’ lives in extensive detail, adding fresh dimensions to campaigns. Such information is not intended solely for the Games Master to use in association with non-player characters, however. Each book of the Encyclopaedia Arcane gives full details for players themselves to try the new systems presented, along with plenty of information to aid the Games Master in the introduction of each book into his campaign. |
19.95 |
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AbjurationExploring the boundaries of what protection magic can provide grants an abjurer a longer, safer life than many of his brethren. As any abjurer can say with surety; there is no spell that cannot kill , no sword that will not strike true, and no claw that will not tear flesh. When these things happen, only a well cast defense will ward off harm. Abjuration magic can form protective fields and negate hostile magic. It dismisses enemies and removes curses. Abjuration is the antithesis to every other school of magic. To study abjuration is to focus on what makes magic work and what can be done to counter it. |
19.95 |
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Sovereign MagicThese gentlemen and ladies are the sovereign mages, those who have learned the rare art of entering the soul of the land and binding their personal power to it. Not content with merely moving upon the face of the earth, they seek to become one with it; some to conquer, some to protect. By infusing their very essence into the country around them, they become partakers of the energies of the land, drawing upon it to achieve legendary and miraculous results. Whether they serve as governors, custodians or power-mad conquerors, they are a more potent magical force than any ordinary spellcaster could hope to be. |
17.95 |
Encyclopaedia Compendium Volume IThe very best of the Encyclopaedia Arcane series is now updated and compiled into one awesome hardback. |
43.95 |
Last updated May 8 2004