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Eldritch Codex TM :
Libram of Silver Magic
Credits
ritten and
esigned by
Iain Fyffe
Edited by
Sean
unphy
Layout by
Iain Fyffe
Illustrations
Pages 2, 6, 15, 19, 28, 35, 39, 63 Copyright Jon Kaufman, used with permission
Pages 9, 30, 33, 34, 41-44, 46, 61 Copyright Paul Daly, used with permission
Pages 47, 58 by Anthony Cournoyer
Page 66 Copyright Michelle Langevin, used with permission
Copyright and Trademark Information
Eldritch Codex: Libram of Silver Magic is © 2007, Iain Fyffe. All rights reserved. Any reference to copyrighted
material herein should not be construed as a challenge to the respective copyright holders of that material. 'Fifth
Element Games', the 'Fifth Element Games' logo, and 'Eldritch Codex' are trademarks of Iain Fyffe. All rights reserved.
Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of Wizards of the Coast, Inc., and are
used with permission.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., and are used according to the terms
of the d20 System License version 5.0. A copy of this license can be found at www.wizards.com/d20 .
Product Identity
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Element Games' logo, and 'Eldritch Codex', are identified as Product Identity as per the terms of the Open Gaming
License version 1.0a. The text in the Prologue and the text in the Introduction sections in Part I and Part II is identified
as Product Identity as per the terms of the Open Gaming License version 1.0a. The class names 'airy spirit', 'earthen
heart', 'fiery soul', and 'aqueous aspect' are identified as Product Identity as per the terms of the Open Gaming License
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1.0a.
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Eldritch Codex:
LIBRAM of SILVER MAGIC
Contents
Part I: Prestige Specialists
Introduction . . . . . . . . . . . . . . . . . . .
Abjurer . . . . . . . . . . . . . . . . . . . . . . .
Conjurer . . . . . . . . . . . . . . . . . . . . . .
Diviner . . . . . . . . . . . . . . . . . . . . . . .
Enchanter . . . . . . . . . . . . . . . . . . . . .
Evoker . . . . . . . . . . . . . . . . . . . . . . .
Illusionist . . . . . . . . . . . . . . . . . . . . .
Necromancer . . . . . . . . . . . . . . . . . .
Transmuter . . . . . . . . . . . . . . . . . . .
Master of Doom . . . . . . . . . . . . . . . .
Master of Doubles . . . . . . . . . . . . . . .
Master of Dreams . . . . . . . . . . . . . . .
Master of Eldritch Hands . . . . . . . . .
Master of Electricity . . . . . . . . . . . . .
Master of Elemental Resistance . . . .
Master of Fire . . . . . . . . . . . . . . . . . .
Master of Flight . . . . . . . . . . . . . . . .
Master of Force . . . . . . . . . . . . . . . . .
Master of Hypnotism . . . . . . . . . . . .
Master of Images . . . . . . . . . . . . . . .
Master of Knowledge . . . . . . . . . . . .
Master of Magic Resistance . . . . . . .
Master of Magical Shelter . . . . . . . .
Master of Metamagic . . . . . . . . . . . .
Master of Missiles . . . . . . . . . . . . . . .
Master of Mists . . . . . . . . . . . . . . . . .
Master of Movement . . . . . . . . . . . .
Master of Mystic Eyes . . . . . . . . . . . .
Master of Objects . . . . . . . . . . . . . . .
Master of Phantasms . . . . . . . . . . . . .
Master of Planes . . . . . . . . . . . . . . . .
Master of Portation . . . . . . . . . . . . . .
Master of Power Words . . . . . . . . . .
Master of Protection . . . . . . . . . . . . .
Master of Scrying . . . . . . . . . . . . . . .
Master of Secrets . . . . . . . . . . . . . . .
Master of Self Transformation . . . . .
Master of Servants . . . . . . . . . . . . . .
Master of Shades . . . . . . . . . . . . . . .
Master of Shields . . . . . . . . . . . . . . .
Master of Slumber . . . . . . . . . . . . . .
Master of Storms . . . . . . . . . . . . . . .
Master of Stupor . . . . . . . . . . . . . . . .
Master of Summoning . . . . . . . . . . .
Master of Symbols . . . . . . . . . . . . . .
Master of Terror . . . . . . . . . . . . . . . .
Master of Transformations . . . . . . . .
Master of Tricks . . . . . . . . . . . . . . . .
Master of Undead . . . . . . . . . . . . . . .
Master of Wards . . . . . . . . . . . . . . . .
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Master of Weapons . . . . . . . . . . . . . .
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Part IV: The Alchemist
The Alchemist Prestige Class . . . . . .
Alchemists and Their Craft . . . . . . . .
Mundane Alchemical Items . . . . . . .
New Mundane Items . . . . . . . . . . . .
Magical Substances . . . . . . . . . . . . . .
New Magical Substances . . . . . . . . .
True Alchemy Items . . . . . . . . . . . . .
Creating a True Alchemy Item . . . . .
Alkahest . . . . . . . . . . . . . . . . . . . . . .
Ambrosia . . . . . . . . . . . . . . . . . . . . . .
Aqua Tofani . . . . . . . . . . . . . . . . . . .
Aqua Vitae . . . . . . . . . . . . . . . . . . . .
Colloidal Gold . . . . . . . . . . . . . . . . . .
Magnesia . . . . . . . . . . . . . . . . . . . . . .
Orichalcum . . . . . . . . . . . . . . . . . . . .
Panacea . . . . . . . . . . . . . . . . . . . . . . .
Philosopher’s Stone . . . . . . . . . . . . . .
Quintessence . . . . . . . . . . . . . . . . . . .
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Part II: The Mage, the Prestige
Wizard and the Prestige Sorcerer
Introduction . . . . . . . . . . . . . . . . . . .
Sorcerer (Prestige) . . . . . . . . . . . . . .
Wizard (Prestige) . . . . . . . . . . . . . . .
Mage . . . . . . . . . . . . . . . . . . . . . . . .
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Part III: Spell Chain Masteries
Introduction . . . . . . . . . . . . . . . . . . .
Master Against Scyring . . . . . . . . . .
Master of Arcane Detection . . . . . . .
Master of Arcane Prisons . . . . . . . . .
Master of Baleful Sound . . . . . . . . . .
Master of Battle . . . . . . . . . . . . . . . .
Master of Boons . . . . . . . . . . . . . . . .
Master of Bursting Flame . . . . . . . . .
Master of Charms . . . . . . . . . . . . . .
Master of Cold . . . . . . . . . . . . . . . . .
Master of Colours . . . . . . . . . . . . . .
Master of Communication . . . . . . . .
Master of Confusion . . . . . . . . . . . . .
Master of Creations . . . . . . . . . . . . .
Master of Curses . . . . . . . . . . . . . . .
Master of Darkness and Light . . . . .
Master of Deadly Haze . . . . . . . . . .
Master of Death . . . . . . . . . . . . . . . .
Master of Debilitation . . . . . . . . . . .
Master of Disguises . . . . . . . . . . . . .
Master of Dispelling . . . . . . . . . . . . .
Master of Domination . . . . . . . . . . .
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Part V: Alchemical Infusions
Elemental Infusions . . . . . . . . . . . . . .
Elemental Infused (Air) . . . . . . . . . . .
Elemental Infused (Earth) . . . . . . . . .
Elemental Infused (Fire) . . . . . . . . . .
Elemental Infused (Water) . . . . . . . .
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Part VI: New Feats
Call Upon Reserves . . . . . . . . . . . . .
Conjuration Sub-school Expertise . .
Focused Mind . . . . . . . . . . . . . . . . . .
Focused Spellcaster . . . . . . . . . . . . . .
Illusion Type Expertise . . . . . . . . . . .
Meditation . . . . . . . . . . . . . . . . . . . . .
Refocus Spell . . . . . . . . . . . . . . . . . . .
Repower Spell . . . . . . . . . . . . . . . . . .
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Open Gaming License . . . . . . . . .
Index . . . . . . . . . . . . . . . . . . . . . . . . .
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List of Tables
I: The Abjurer . . . . . . . . . . . .
II: The Conjurer . . . . . . . . . .
III: The Diviner . . . . . . . . . .
IV: The Enchanter . . . . . . . .
V: The Evoker . . . . . . . . . . .
VI: The Illusionist . . . . . . . . .
VII: The Necromancer . . . . .
VIII: The Transmuter . . . . .
IX: Size Modifiers . . . . . . . . .
X: The Sorcerer . . . . . . . . . .
XXI: True Alchemy Items . . . . . . . . . . . .
XXII: Aqua Tofani Poison Effects . . . . . .
XXIII: Orichalcum Price Modifiers . . . . .
XXIV: The Elemental Infused (Air) . . . . .
XXV: The Elemental Infused (Earth) . . . .
XXVI: The Elemental Infused (Fire) . . . . .
XXVII: The Elemental Infused (Water) . .
XXVIII: Call Upon Reserves . . . . . . . . . .
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XI: The Wizard . . . . . . . . . . . . . . . . . . . . . . . .
XII: DC for Lore . . . . . . . . . . . . . . . . . . . . . . .
XIII: The Mage . . . . . . . . . . . . . . . . . . . . . . . .
XIV: Mage Spells Known . . . . . . . . . . . . . . . .
XV: Mage Spell Chain Masteries . . . . . . . . . .
XVI: The Alchemist . . . . . . . . . . . . . . . . . . . .
XVII: Mundane Alchemical Items . . . . . . . . .
XVIII: New Mundane Alchemical Items . . . .
XIX: Magical Alchemical Substances . . . . . . .
XX: New Magical Alchemical Substances . . .
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ELDRITCH CODEX: LIBRAM of SILVER MAGIC
Prologue
Magic rules. There's no doubt about it. Without
magic, fantasy gaming would be as dull as dry toast.
Magic allows characters to rise to the greatest
heights of power, and defeat the deadliest of foes.
With magic, you can do anything you can imagine,
and even slightly more.
with these prestige classes, or as an addition to any
campaign.
Part III: Spell Chain Masteries details the spell chain
mastery system, which makes the mage come
alive. Learn come closely-associated spells, and
obtain a related benefit. There are 62 spell chain
masteries to pick from. Choose wisely.
Magic rules. That's what this book is all about: new
rules for magic in your d20 System TM game.
Eldtritch Codex: Libram of Silver Magic has many new
options for your arcane spellcasters. With new
prestige classes, feats, and concepts, there is
something here for anyone with magic on their
mind.
Part IV: The Alchemist discusses alchemy and
presents the Alchemist prestige class. He draws
power from the elements all around him, and can
create many wonderful substances. His potions are
powerful, and True Alchemy items are the
ultimate goal.
Part I: Prestige Specialists starts us off with a prestige
class for each arcane spell school specialization. Are
you bored with the meagre benefits that
specialization grants to your wizard? Then try these
on for size.
Part V: Alchemical Infusions presents something new.
Alchemical infusions allow characters to absorb
the essence of one of the four elements, and by
taking levels in Elemental Infused classes, gain
special traits and abilities related to that element.
Part II: The Mage, the Prestige Wizard and the Prestige
Sorcerer goes even further, presenting prestige class
versions of the wizard and sorcerer, to emphasize
the differences between the classes. It also details the
mage, a new arcane-spellcasting base class for use
Part VI: New Feats rounds out the book, presenting
a small selection of new arcane spellcasting-related
feats for your enjoyment.
Off we go!
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Part I:
Prestige
Specialists
Introduction
Why play a simple wizard? At
first level, a sorcerer is
probably more appealing,
being able to cast two
additional spells of each of 0
and 1st level. If you're worried
about the sorcerer's limited
spell selection - no one uses
more than a handful of spells
regularly anyway - or the lack
of the bonus Scribe Scroll feat,
you can always opt for a
specialist wizard, and gain one
additional spell per day for
each level. All you need to do
is give up two schools of
magic, which does reduce
your spell selection. But again, as a practical matter,
low-level wizards cast only a few spells with any
regularity. Giving up access to spells that you would
rarely or never cast is not much of a sacrifice.
Unlimited spell selection is the one advantage that
a basic wizard has, and most experienced players
realize it is not much of an advantage at all.
plain wizard ahead of a specialist makes little
sense. You choose the type of spells you want your
character to be able to cast, and choose your
specialty accordingly. You then choose your
prohibited schools based on the spells you have no
interest in.
The basic wizard is simply too plain. Experienced
players generally create their characters with a
theme in mind, and the wizard class without a
specialty does not allow for nearly as much flavour
as the other arcane spellcasters. The bonus
metamagic or item creation feats are nice, but they
Experienced players generally create their
characters with specific strategies and tactics in
mind. They choose spells carefully, making sure
each will see some use, whether it be in combat or
elsewhere. With such careful planning, choosing a
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