d20Dwarf
Explorer
Just thought I'd let ya know.
Now you guys can see whether or not I'm earning my keep over here.
I expect it will hit the shelves early next week!
This book is full of crunchity goodness. I wanted this book to push the limits of the d20 System, adding not only new variations on old themes, but also to create entirely new systems that used the core d20 mechanics. I think I managed to pack as many new systems and ideas into this book as possible, and I hope the results find use in many games.
You'll notice the absence of Prestige Classes and there are only a few feats presented in the section on sorcerers and bards. This isn't a class book, it is a book about magic and tools for magic-using classes, so I decided to save all the other goodies for Path of Magic, which I will be working on in a couple of months.
A product preview can be found on our Website here:
http://www.fantasyflightgames.com/ll.html
Here is a chapter outline for the book:
Chapter One: New Spells (More than 100 new spells)
Chapter Two: The Craft of Magic
-Arcane Libraries
-Magical Research
-Taint and Tune (the magic of bards and sorcerers)
-Old Skills, New Uses (some surprising magic-related uses for mundane skills)
-Ceremonies and Rituals (how to design unique divine ceremonies and what effects they can have)
Chapter Three- New Types of Magic
-Ward Magic (weaving magic into zones of power)
-Chaos Magic (shaping raw eldritch energies with unpredictable results)
-Cooperative Magic (combined casting for increased power)
-Religion (a discussion on religious topics and three new types of divine spellcaster, the Small Gods Disciple, who gain power through a closer than normal connection with local spirits; Theurgists, who focus on appeasing many gods rather than one; and Animists, who rely on alliances with nature spirits for their power.
-Place Magic (shrines and arcane nexuses that can provide great benefits to some and deadly impediments to others)
Chapter Four- The Mundane Made Magical
-Alchemy (alchemical items, uses for alchemy, alchemy courses and equipment, new metal alloys)
-Constructs (construct creation system)
-Magical Materials (how to implement mundane materials into magic items to increase their power)
-Familiars (expanded rules for acquiring unique familiars and boosting the power of your existing familiar; 2 dozen new familiars, including the dust devil, ice sparrow, and fire archon.)
Chapter Five- Magic Items
-Glyph Eggs (think potion grenades for area effect spells)
-Personal Growth Items (items that grow in power with the character that wields them)
-Relics (items of power that have an agenda of their own)
-New Magic Items

I expect it will hit the shelves early next week!
This book is full of crunchity goodness. I wanted this book to push the limits of the d20 System, adding not only new variations on old themes, but also to create entirely new systems that used the core d20 mechanics. I think I managed to pack as many new systems and ideas into this book as possible, and I hope the results find use in many games.
You'll notice the absence of Prestige Classes and there are only a few feats presented in the section on sorcerers and bards. This isn't a class book, it is a book about magic and tools for magic-using classes, so I decided to save all the other goodies for Path of Magic, which I will be working on in a couple of months.
A product preview can be found on our Website here:
http://www.fantasyflightgames.com/ll.html
Here is a chapter outline for the book:
Chapter One: New Spells (More than 100 new spells)
Chapter Two: The Craft of Magic
-Arcane Libraries
-Magical Research
-Taint and Tune (the magic of bards and sorcerers)
-Old Skills, New Uses (some surprising magic-related uses for mundane skills)
-Ceremonies and Rituals (how to design unique divine ceremonies and what effects they can have)
Chapter Three- New Types of Magic
-Ward Magic (weaving magic into zones of power)
-Chaos Magic (shaping raw eldritch energies with unpredictable results)
-Cooperative Magic (combined casting for increased power)
-Religion (a discussion on religious topics and three new types of divine spellcaster, the Small Gods Disciple, who gain power through a closer than normal connection with local spirits; Theurgists, who focus on appeasing many gods rather than one; and Animists, who rely on alliances with nature spirits for their power.
-Place Magic (shrines and arcane nexuses that can provide great benefits to some and deadly impediments to others)
Chapter Four- The Mundane Made Magical
-Alchemy (alchemical items, uses for alchemy, alchemy courses and equipment, new metal alloys)
-Constructs (construct creation system)
-Magical Materials (how to implement mundane materials into magic items to increase their power)
-Familiars (expanded rules for acquiring unique familiars and boosting the power of your existing familiar; 2 dozen new familiars, including the dust devil, ice sparrow, and fire archon.)
Chapter Five- Magic Items
-Glyph Eggs (think potion grenades for area effect spells)
-Personal Growth Items (items that grow in power with the character that wields them)
-Relics (items of power that have an agenda of their own)
-New Magic Items
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