MongooseMatt
First Post
Hi guys,
I am a little behind on this one - the Quintessential Wizard II: Advanced Tactics, actually came out last week and should be in all your local gaming stores and book shops right now.
Written by Alejandro Melchor, the Quintessential Wizard II is the definitive source for all players looking to get the best out of their Wizard characters in terms of rules, options and strategies.
Kicking off with Career Paths, an alternative route of character development to prestige classes, Wizards now have the choice of becoming Blood Mages, Charmers, Magi, Scholars, Warrior-Wizards, Alchemists, Artisans, Elementalists, Recluses, Tacticians, or Warmages. If that is still too confining, the Multiclassing chapter gives full rules, specs and ideas on how to combine the Wizard class with others. A Wizard/Barbarian, for example, becomes a Destroyer, with the option of gaining a Spirit Familiar, using tattoos in place of spells or engaging in Spell Rage. A Wizard/Rogue is an Occultist, and gains the opportunity to learn Magical Trap Sense, Sneak Attack Spells or Shadow Trickery, and so on.
The Legendary Wizard completes the character path fine-tuning with a range of prestige classes designed for mid-, high and epic level Wizards. These include the Arcane Lich, Combat Seer, Dark Arts Master, Dragonmaster, Eclectic, Hermit, Spellmaster and White Wizard.
Superior Tools expands the Wizard's access to staffs, robes, spellbooks, alchemical substances and lab equipment, vital materials that lie behind the discipline of arcane spellcasting. Arcane Items takes this a step further by introducing new magical items that directly benefit Wizards, such as Animated weapons that can fight on their own, Cloaks of Familiar Refuge (a good ward against vindictive GMs!), Staffs of the Puppeteer and many more.
Tricks of the Trade provides new rules for Wizards, giving them more options for using their spellcasting talents. Ritual Spells, for example, allow Wizards to continue using their arcane powers long after they have exhausted their memorised spells, albeit at far greater cost in materials and time. Rules are also provided for utilising the power of stars and constellations in magic, as well as Geomancy. Finally, their are now solid rules for recharging magical items - just the ticket for preserving that favoured staff or wand.
The Spell Research Chapter provides guidelines and a checklist for creating your own incantations, whatever you are trying to achieve with a new spell. By simply working your way through this chapter, you can be sure that the spells you create will be reasonable, balanced and ready for play.
Schools of Magic is a comprehensive chapter designed to introduce you to the intricacies of Wizards Guilds, whether you are approaching as a student or a master. Guilds can now be expressed as stat blocks, allowing you to populate your campaign world quickly and easily, and ensuring that wherever players travel, you will have the right tools to introduce a new Guild immediately. Full guidelines are given on gaining admission to a guild, including taking exams (always fun to put a player through that), and what resources the Guild possesses in terms of its laboratories and libraries. Characters can rise up in rank through the Guild, gaining greater access to the Guild's resources and other related benefits - however, each rise in rank is accompanied by tests. . .
The book winds up with Survival Techniques, an entire chapter dedicated to keeping your Wizard alive while adventuring and ensuring he pulls his weight with the best of them.
The Quintessential Wizard II is priced at $21.95 and is available in all good games stores and book shops right now.
I am a little behind on this one - the Quintessential Wizard II: Advanced Tactics, actually came out last week and should be in all your local gaming stores and book shops right now.
Written by Alejandro Melchor, the Quintessential Wizard II is the definitive source for all players looking to get the best out of their Wizard characters in terms of rules, options and strategies.
Kicking off with Career Paths, an alternative route of character development to prestige classes, Wizards now have the choice of becoming Blood Mages, Charmers, Magi, Scholars, Warrior-Wizards, Alchemists, Artisans, Elementalists, Recluses, Tacticians, or Warmages. If that is still too confining, the Multiclassing chapter gives full rules, specs and ideas on how to combine the Wizard class with others. A Wizard/Barbarian, for example, becomes a Destroyer, with the option of gaining a Spirit Familiar, using tattoos in place of spells or engaging in Spell Rage. A Wizard/Rogue is an Occultist, and gains the opportunity to learn Magical Trap Sense, Sneak Attack Spells or Shadow Trickery, and so on.
The Legendary Wizard completes the character path fine-tuning with a range of prestige classes designed for mid-, high and epic level Wizards. These include the Arcane Lich, Combat Seer, Dark Arts Master, Dragonmaster, Eclectic, Hermit, Spellmaster and White Wizard.
Superior Tools expands the Wizard's access to staffs, robes, spellbooks, alchemical substances and lab equipment, vital materials that lie behind the discipline of arcane spellcasting. Arcane Items takes this a step further by introducing new magical items that directly benefit Wizards, such as Animated weapons that can fight on their own, Cloaks of Familiar Refuge (a good ward against vindictive GMs!), Staffs of the Puppeteer and many more.
Tricks of the Trade provides new rules for Wizards, giving them more options for using their spellcasting talents. Ritual Spells, for example, allow Wizards to continue using their arcane powers long after they have exhausted their memorised spells, albeit at far greater cost in materials and time. Rules are also provided for utilising the power of stars and constellations in magic, as well as Geomancy. Finally, their are now solid rules for recharging magical items - just the ticket for preserving that favoured staff or wand.
The Spell Research Chapter provides guidelines and a checklist for creating your own incantations, whatever you are trying to achieve with a new spell. By simply working your way through this chapter, you can be sure that the spells you create will be reasonable, balanced and ready for play.
Schools of Magic is a comprehensive chapter designed to introduce you to the intricacies of Wizards Guilds, whether you are approaching as a student or a master. Guilds can now be expressed as stat blocks, allowing you to populate your campaign world quickly and easily, and ensuring that wherever players travel, you will have the right tools to introduce a new Guild immediately. Full guidelines are given on gaining admission to a guild, including taking exams (always fun to put a player through that), and what resources the Guild possesses in terms of its laboratories and libraries. Characters can rise up in rank through the Guild, gaining greater access to the Guild's resources and other related benefits - however, each rise in rank is accompanied by tests. . .
The book winds up with Survival Techniques, an entire chapter dedicated to keeping your Wizard alive while adventuring and ensuring he pulls his weight with the best of them.
The Quintessential Wizard II is priced at $21.95 and is available in all good games stores and book shops right now.