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Spellbound: The Enchanter's Handbook
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<blockquote data-quote="IDA_Guy" data-source="post: 2398241" data-attributes="member: 28525"><p><strong>Welcome to </strong></p><p><strong> Charm School!</strong></p><p> </p><p><em>Being the good-looking spellcaster </em></p><p><em> isn’t everything it’s cracked up to be.</em></p><p> </p><p>The evokers laugh behind your back when your hold person is less effective than their fireball. The conjurers snicker when their summoned help kicks the stuffing out of the poor saps you’ve charmed. The clerics begin preaching when their inspiration magic matches anything you can do with spell or song. And the necromancers are just mean.</p><p> </p><p>But it doesn’t have to be that way. With a few tactics, and a few new options, enchanters of all stripes can get back into the game. The first in the Arcane Academy line of supplements, <em>Spellbound, the Enchanter’s Handbook</em> has everything you need to stand side-by-side with the great enchanters of mythology. The tricks that once only Circe had access to can now be learned by a new generation of enchanters.</p><p> </p><p> Within Spellbound you’ll find:</p><p></p><ul> <li data-xf-list-type="ul">Basic tactics for enchanters, including advise on picking spells and targets.</li> <li data-xf-list-type="ul">Easy and balanced rules to allow two classes that ought to be natural enchanters - bards and sorcerers - to specialize in enchantments (becoming heralds and courtiers).</li> <li data-xf-list-type="ul">New edges enchanters can take in place of a familiar or bardic music abilities, including Dashing, Retinue, and Silver Tongued.</li> <li data-xf-list-type="ul">A few feats, and more than two dozen new spells - including new members of the most versatile of enchantment spells: power words and the related power signs.</li> </ul><p>Available from e23, <a href="http://www.rpgnow.com/product_info.php?products_id=5152&" target="_blank">RPGNow</a>, and <a href="http://www.drivethrurpg.com/catalog/product_info.php?cPath=256_116_237&products_id=2654" target="_blank">DriveThruRPG</a>.</p></blockquote><p></p>
[QUOTE="IDA_Guy, post: 2398241, member: 28525"] [b]Welcome to Charm School![/b] [i]Being the good-looking spellcaster isn’t everything it’s cracked up to be.[/i] The evokers laugh behind your back when your hold person is less effective than their fireball. The conjurers snicker when their summoned help kicks the stuffing out of the poor saps you’ve charmed. The clerics begin preaching when their inspiration magic matches anything you can do with spell or song. And the necromancers are just mean. But it doesn’t have to be that way. With a few tactics, and a few new options, enchanters of all stripes can get back into the game. The first in the Arcane Academy line of supplements, [i]Spellbound, the Enchanter’s Handbook[/i] has everything you need to stand side-by-side with the great enchanters of mythology. The tricks that once only Circe had access to can now be learned by a new generation of enchanters. Within Spellbound you’ll find: [list] [*]Basic tactics for enchanters, including advise on picking spells and targets. [*]Easy and balanced rules to allow two classes that ought to be natural enchanters - bards and sorcerers - to specialize in enchantments (becoming heralds and courtiers). [*]New edges enchanters can take in place of a familiar or bardic music abilities, including Dashing, Retinue, and Silver Tongued. [*]A few feats, and more than two dozen new spells - including new members of the most versatile of enchantment spells: power words and the related power signs. [/list] Available from e23, [url="http://www.rpgnow.com/product_info.php?products_id=5152&"]RPGNow[/url], and [url="http://www.drivethrurpg.com/catalog/product_info.php?cPath=256_116_237&products_id=2654"]DriveThruRPG[/url]. [/QUOTE]
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