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(Mongoose) The Quintessential Sorcerer
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<blockquote data-quote="Mongoose_Matt" data-source="post: 1003277" data-attributes="member: 239"><p>Hi guys,</p><p></p><p>One of the most long awaited Quintessential books has now arrived at our warehouse, and will be available in local stores towards the end of this week – The Quintessential Sorcerer!</p><p></p><p>Why play a ‘standard’ Sorcerer when you can take a Character Concept and streamline yourself into a specific role within the campaign world? The Quintessential Sorcerer, like other books in this series, has a wide range of Character Concepts – play an Arcane Experiment, Arcane Orphan, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, Oracle, Spirit Guide, Summoner, Willspeaker, or Totem Avatar. Full rules are also given for playing a Child Prodigy, one who develops his talent very early on – and learns to control it. . .</p><p></p><p>Once a Sorcerer grows in power, he must make the choice to either remain a generalist, or to specialise in one or more specific areas – the Prestige Sorcerer chapter gives a whole range of options here, including the Arcane Blade, Artillerist, Echo of the Ancestors, Fey Lord, Primordial Sorcerer, Spirit Carver and Weaver. In addition to this, each prestige class has a range of concepts listed, channelling the Sorcerer into a range of spells that complement one another – not compulsory but for players who want to stress a certain role for their characters, they are just the ticket.</p><p></p><p>Tricks of the Trade covers the use of the Sorcerer’s own blood in casting, new uses for old skills, and using True Names, a way to unleash truly staggering arcane energies. Sorcerer Feats looks at how Sorcerers can utilise existing feats effectively, but also provides new ones specifically for the class, such as Companion Soul for those with familiars and Power Surge, a metamagic feat that allows the Sorcerer’s own health to fuel his castings.</p><p></p><p>Even a class as self sufficient as a Sorcerer can use new items of equipment from time to time. The Tools of the Trade chapter introduces reactive items, rare devices that Sorcerers can tap into to aid their spells. In addition to this there are such items as scroll daggers and armoured cloaks, as well as new magical items and enhancements that will be of specific benefit to the class (including the infamous Brain Worms!).</p><p></p><p>A Sorcerer’s Magic takes a look at how characters should approach magic and how it defines their being, as well as listing a new range of spells that, uniquely, are aimed squarely at the Sorcerer. Following on from this, Bonds of Blood covers the ancestry of a Sorcerer, something of special importance to this class. Whether a player decides his ancestors were once touched by celestials, fiends, dragons, elementals or a whole range of other powerful entities, they can have a great effect on the Sorcerer, what magic he can use and the way he perceives the world.</p><p></p><p>The Song of Blood, Song of Will chapter gives a new aspect to Sorcerers, allowing them to manifest a range of new abilities and talents instead of simply gaining new spells as they increase in level. In effect, this makes the Sorcerer a truly magical being, with arcane energies evidently flowing through his veins – no longer a mere caster of spells, his powers can manifest themselves in a variety of ways that place him far beyond the understanding of mere wizards. This, after all, is what being a Sorcerer is all about.</p><p></p><p>Think a Sorcerer’s familiar is just like a wizard’s? Think again – the Guardian, Companion, Kindred Soul chapter details just how different they can be. New basic familiars are provided (Armadillos!), as well as a new way of progression for familiar abilities that give a lot more flexibility for players looking to create a really unique character.</p><p></p><p>The last two chapters, Ley Lines and Strongholds combine to give mid and high level Sorcerers a definite goal to aim for – a place of real power. The process of locating and using ley lines is covered, as well as changling pools and well springs which both hold immense amounts of arcane energies. The book itself wraps up with a Sorcerer character sheet and complete index.</p><p></p><p>The Quintessential Sorcerer will be available in your local games store over the next week and is priced at $21.95. It is, of course, fully 3.5 compatible.</p></blockquote><p></p>
[QUOTE="Mongoose_Matt, post: 1003277, member: 239"] Hi guys, One of the most long awaited Quintessential books has now arrived at our warehouse, and will be available in local stores towards the end of this week – The Quintessential Sorcerer! Why play a ‘standard’ Sorcerer when you can take a Character Concept and streamline yourself into a specific role within the campaign world? The Quintessential Sorcerer, like other books in this series, has a wide range of Character Concepts – play an Arcane Experiment, Arcane Orphan, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, Oracle, Spirit Guide, Summoner, Willspeaker, or Totem Avatar. Full rules are also given for playing a Child Prodigy, one who develops his talent very early on – and learns to control it. . . Once a Sorcerer grows in power, he must make the choice to either remain a generalist, or to specialise in one or more specific areas – the Prestige Sorcerer chapter gives a whole range of options here, including the Arcane Blade, Artillerist, Echo of the Ancestors, Fey Lord, Primordial Sorcerer, Spirit Carver and Weaver. In addition to this, each prestige class has a range of concepts listed, channelling the Sorcerer into a range of spells that complement one another – not compulsory but for players who want to stress a certain role for their characters, they are just the ticket. Tricks of the Trade covers the use of the Sorcerer’s own blood in casting, new uses for old skills, and using True Names, a way to unleash truly staggering arcane energies. Sorcerer Feats looks at how Sorcerers can utilise existing feats effectively, but also provides new ones specifically for the class, such as Companion Soul for those with familiars and Power Surge, a metamagic feat that allows the Sorcerer’s own health to fuel his castings. Even a class as self sufficient as a Sorcerer can use new items of equipment from time to time. The Tools of the Trade chapter introduces reactive items, rare devices that Sorcerers can tap into to aid their spells. In addition to this there are such items as scroll daggers and armoured cloaks, as well as new magical items and enhancements that will be of specific benefit to the class (including the infamous Brain Worms!). A Sorcerer’s Magic takes a look at how characters should approach magic and how it defines their being, as well as listing a new range of spells that, uniquely, are aimed squarely at the Sorcerer. Following on from this, Bonds of Blood covers the ancestry of a Sorcerer, something of special importance to this class. Whether a player decides his ancestors were once touched by celestials, fiends, dragons, elementals or a whole range of other powerful entities, they can have a great effect on the Sorcerer, what magic he can use and the way he perceives the world. The Song of Blood, Song of Will chapter gives a new aspect to Sorcerers, allowing them to manifest a range of new abilities and talents instead of simply gaining new spells as they increase in level. In effect, this makes the Sorcerer a truly magical being, with arcane energies evidently flowing through his veins – no longer a mere caster of spells, his powers can manifest themselves in a variety of ways that place him far beyond the understanding of mere wizards. This, after all, is what being a Sorcerer is all about. Think a Sorcerer’s familiar is just like a wizard’s? Think again – the Guardian, Companion, Kindred Soul chapter details just how different they can be. New basic familiars are provided (Armadillos!), as well as a new way of progression for familiar abilities that give a lot more flexibility for players looking to create a really unique character. The last two chapters, Ley Lines and Strongholds combine to give mid and high level Sorcerers a definite goal to aim for – a place of real power. The process of locating and using ley lines is covered, as well as changling pools and well springs which both hold immense amounts of arcane energies. The book itself wraps up with a Sorcerer character sheet and complete index. The Quintessential Sorcerer will be available in your local games store over the next week and is priced at $21.95. It is, of course, fully 3.5 compatible. [/QUOTE]
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