Title: Magic of Magnamund (Lone Wolf (d20))
Publisher: Mongoose Publishing
Publication Date: 1999
Book Condition: Fine
Mongoose Publishing Lone Wolf (d20) Magic of Magnamund (EX) Manufacturer: Mongoose Publishing Product Line: Lone Wolf (d20) Type: Softcover Code: MGP1122 Copyright Date: 2004 Author: August Hahn Page Count: 128 Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description: While magic may not seem a prevalent in Magnamund as it is in many other fantasy settings, the arcane forces of spells and supernatural powers lie very much at the heart of every Lone Wolf story. From the extra-dimensional Darklords to the plague casting evil druids of Cener, powerful magic and those that practice it have shaped every major event in the history of Magnamund. While it is the struggles of mortal men that mark the ages of the world, it is the magic they strive both with and against that defines those long years. Magic finds many ways to express itself in the world of Lone Wolf. From the simple spells of Sages in the land of Lyris to the beasts of pure power that roam the borders between the realms and come at the beck and call of magicians like the Kundi Mystics, magic is more than a simple force in Magnamund. It is very much alive, existing as equal parts ally and skill for those gifted enough to wield some small fraction of its true majesty. For some, like the Brotherhood of the Crystal Star, magic is a power to be codified, studied, and treated as a mastery of rote, spell, and form. For others, like the Elder Magi of Dessi and their descendents, magic is a part of their very souls and given expression through acts of purest will. Both are correct, and neither is quite the whole truth. In the universe of Aon, magic is a primal force and existed long before the gods formed the heavens, the worlds, or even themselves. In fact, the true nature of Magnamund, the Astral Plane, Dazairn, and the many worlds that make up all of Aon is as manifestations of that power. Magic, in the Lone Wolf setting, is not just the energy of creation; it is Creation itself. It could be said that magic incarnated itself as the gods of Light and Dark, then through them became the universe. In this way, magic as a force and magic as a discipline become one in the same. Because the very truth of existence is that magic is everything and part of everyone, even the most mundane task can be a magical act. Cooking, metalcraft, even the simple art of singing are all expressions of reality and are therefore filled with magic. This makes every part of Magnamund enchanted and for those with the skill or insight to see this, power beckons with every dish, every blade, and every song. Magnamund is not a magical world; it is magic. Magic of Magnamund is a sourcebook for Players and Games Masters alike; it contains new character classes, spells, magical powers, equipment, and even creatures drawn from or expanded out of the Lone Wolf settings. Everything here is in some way part of the magical tapestry that is Magnamund; each one chosen because of the special powers or cultures they represent. While it is quite possible to run a very diverse campaign using just the character classes presented in the Lone Wolf main rulebook, this tome should allow for a much greater range of play- at least where spellcasters are concerned. This book will also be an invaluable text for Games Masters, offering hundreds of new possibilities for campaign play. While Players will have several options for new characters, everything here is a new tool or resource of the Games Master. The character classes will allow for vibrant and diverse Non-Player Characters, the new powers and spells will suggest new magical effects that can occur in game, and the equipment and monsters can only enrich encounters during play. Bookseller Inventory # 2148031302
This bookseller accepts the following methods of payment:
AbeBooks Bookseller Since: May 7, 2013
NOBLE KNIGHT GAMES
2242 Kennedy Rd.
Janesville, WI 53545
Contact: Aaron Leeder or Rick Lannert
Please be sure to review the Grading System and the Shipping Information
sections below before purchasing as well as reviewing the rest of the notes for
a smooth transaction!
All pictures are stock (not actual) photos. Our grading system is listed below
for your review on the exact condition of the item you will be receiving.
*SW Shrink Wrapped. Still in the original fa...[More Information]
Orders usually ship within 24-48 hours. DOMESTIC orders (USA) will arrive within 5-12 business days. INTERNATIONAL orders may come via surface and will take approximately 7-45 business days to arrive (worst case scenario). If your book order is heavy or oversized, we may contact you to let you know extra shipping is required. If your order goes missing after those times, please let us know and we will ship you another or offer a refund.
Store Description: Noble Knight Games WWW.NOBLEKNIGHT.COM "Where the Out-of-Print is Available Again" Noble Knight Games offers over 100,000 RPG's, Magic Cards, Board & Wargames, Miniatures, Novels and other gaming items for sale. We specialize in out-of- print items, but also a HUGE selection of new items at a discount from retail prices. We believe strongly in customer service and stand behind every sale 100%. We accept Visa, Mastercard, American Express, Paypal, as well as deliver worldwide. Noble Knight Games also buys and TRADES for used, new and rare games and gaming items of all kinds. Contact our customer service and ask to be put on our mailing list for instant notification of new items for sale, special offers, etc. If you coming through Wisconsin, visit our brick and mortar shop! Noble Knight Games has been in business online and locally since 1997!