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(Mongoose) Encyclopaedia Arcane: Sovereign Magic - Out Now-ish!
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<blockquote data-quote="Mongoose_Matt" data-source="post: 1272563" data-attributes="member: 239"><p>Hi guys,</p><p></p><p>The latest volume of the Encyclopaedia Arcane series, Sovereign Magic, is due to hit your local store, well, any day now!</p><p></p><p>The writer, Adrian Bott, was given a very simple brief for this book - we wanted a type of magic that reflected Saruman hurling storms at the Fellowship from the other side of Middle Earth. That kind of 'awesome' magicks was so far missing in the d20 System and we wanted to give high-level magic-users something to aspire to.</p><p></p><p>The Overview chapter defines some of the terms needed with this kind of sorcery, including the different types of territory a Sovereign Mage might exercise control over. Note that while this system is fully compatible with the recently released Strongholds & Dynasties, neither is required to get the full use out of the other. The Sovereign Mage prestige class is also covered, giving characters access to territory spells, the main mechanic detailed in EA Sovereign Magic.</p><p></p><p>Becoming a Sovereign Mage will set players on the right path, from founding their first territory and deciding their model of rulership - whether they will be oppressors, protectors or simply become reclusive in their domination. They will also be required to have a stronghold of some sort and must actively claim territory as theirs. </p><p></p><p>Establishing and Expanding Territory will allow a Sovereign Mage to build upon his initial conquests and this chapter covers these activities from the point of view of a magic-user. The concept of 'landsoul' is introduced, the raw spiritual power that a Sovereign Mage must harness in his magicks. He must also contend with different terrain types, which will radically effect the spells he casts, and must build a preternatural awareness of his land through sensors. </p><p></p><p>The next chapter, The Powers of Sovereign Land, demonstrates how a practitioner can tap the magical resources of his territory. For example, if he controls a city, the Sovereign Mage can build his own information network, utilising the thoughts and feelings of thousands of citizens to uncover vital secrets. Or perhaps he rules over sea-bound territory, in which case he may be able to use his voice of the deep to command authority among sea-dwelling creatures. </p><p></p><p>In spite of the incredible magicks a Sovereign Mage may be capable of, he is still only one man and the Allies chapter will fuel the imagination on the kind of help a player may be able to call upon once he has assumed this mantle. He may possess pawns, for example, use ancillaries who carry a part of his soul as they travel, or build magical servitors - whether as individuals, legions or armies.</p><p></p><p>Sovereign Spell Use forms the main part of a Sovereign Mage's power, however, with rules provided on how to cast extremely long-ranged arcane spells as well as, of course, the spells themselves. Territory spells are the sole province of the Sovereign Mage and, once a mage has built up his territories, he may have access to incredible powers. For example, he may call an Avalanche from dozens or even hundreds of miles away, cause Acid Rain to sweep through a region or call forth a monstrous purple worm as the Devouring Terror. Maybe he will use Drag Down to pull an enemy to the bottom of a far off lake, cause a Fortress to rise out of the bare earth, Part Water to allow the passage of an army or (my favourite), use Summon Sea-Beast, calling forth the Kracken from the depths of the ocean. Naturally, only high level wizards and sorcerers need apply for the post of Sovereign Mage. . .</p><p></p><p>The next chapter covers what happens when rival Sovereign Mages meet. Mage Wars details possible allegiances between mages, attacking enemy territories and the consequences of losing territory in which the mage has bound a great deal of his own essence. </p><p></p><p>The tome winds up with Help for Games Masters and an explanation of the style and nature of games Sovereign Magic is best suited to. If you are looking to create literally world-shaking events, then this is the supplement for you.</p><p></p><p>Encyclopaedia Arcane: Sovereign Magic - Mastery of the Land is priced at $14.95 and will be available at your local store within a matter of days.</p></blockquote><p></p>
[QUOTE="Mongoose_Matt, post: 1272563, member: 239"] Hi guys, The latest volume of the Encyclopaedia Arcane series, Sovereign Magic, is due to hit your local store, well, any day now! The writer, Adrian Bott, was given a very simple brief for this book - we wanted a type of magic that reflected Saruman hurling storms at the Fellowship from the other side of Middle Earth. That kind of 'awesome' magicks was so far missing in the d20 System and we wanted to give high-level magic-users something to aspire to. The Overview chapter defines some of the terms needed with this kind of sorcery, including the different types of territory a Sovereign Mage might exercise control over. Note that while this system is fully compatible with the recently released Strongholds & Dynasties, neither is required to get the full use out of the other. The Sovereign Mage prestige class is also covered, giving characters access to territory spells, the main mechanic detailed in EA Sovereign Magic. Becoming a Sovereign Mage will set players on the right path, from founding their first territory and deciding their model of rulership - whether they will be oppressors, protectors or simply become reclusive in their domination. They will also be required to have a stronghold of some sort and must actively claim territory as theirs. Establishing and Expanding Territory will allow a Sovereign Mage to build upon his initial conquests and this chapter covers these activities from the point of view of a magic-user. The concept of 'landsoul' is introduced, the raw spiritual power that a Sovereign Mage must harness in his magicks. He must also contend with different terrain types, which will radically effect the spells he casts, and must build a preternatural awareness of his land through sensors. The next chapter, The Powers of Sovereign Land, demonstrates how a practitioner can tap the magical resources of his territory. For example, if he controls a city, the Sovereign Mage can build his own information network, utilising the thoughts and feelings of thousands of citizens to uncover vital secrets. Or perhaps he rules over sea-bound territory, in which case he may be able to use his voice of the deep to command authority among sea-dwelling creatures. In spite of the incredible magicks a Sovereign Mage may be capable of, he is still only one man and the Allies chapter will fuel the imagination on the kind of help a player may be able to call upon once he has assumed this mantle. He may possess pawns, for example, use ancillaries who carry a part of his soul as they travel, or build magical servitors - whether as individuals, legions or armies. Sovereign Spell Use forms the main part of a Sovereign Mage's power, however, with rules provided on how to cast extremely long-ranged arcane spells as well as, of course, the spells themselves. Territory spells are the sole province of the Sovereign Mage and, once a mage has built up his territories, he may have access to incredible powers. For example, he may call an Avalanche from dozens or even hundreds of miles away, cause Acid Rain to sweep through a region or call forth a monstrous purple worm as the Devouring Terror. Maybe he will use Drag Down to pull an enemy to the bottom of a far off lake, cause a Fortress to rise out of the bare earth, Part Water to allow the passage of an army or (my favourite), use Summon Sea-Beast, calling forth the Kracken from the depths of the ocean. Naturally, only high level wizards and sorcerers need apply for the post of Sovereign Mage. . . The next chapter covers what happens when rival Sovereign Mages meet. Mage Wars details possible allegiances between mages, attacking enemy territories and the consequences of losing territory in which the mage has bound a great deal of his own essence. The tome winds up with Help for Games Masters and an explanation of the style and nature of games Sovereign Magic is best suited to. If you are looking to create literally world-shaking events, then this is the supplement for you. Encyclopaedia Arcane: Sovereign Magic - Mastery of the Land is priced at $14.95 and will be available at your local store within a matter of days. [/QUOTE]
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