City Guide - Race Sourcebooks - Fur and Feather - Dweomercraft - Guiding Light - Prehistorica - Other

 

Dweomercraft

This product line covers all forms of magic, whether divine or arcane, and all other related arts and sciences.

 

DQG1402 Dweomercraft: Familiars

They serve yet most often or not they are forgotten, they are part of their master’s lives as much as the air that they breathe. Yet they are often overlooked, they venture deep into danger – bound to the one they serve, some out of loyalty and love. Others are bound by spells to the will of the one that summoned them, but regardless of the manner in which they are linked – they are always there, the Familiar, is always there to provide an extra pair of eyes, to supplement the senses of the owner.
These unique creatures are often glossed over and ignored, until now. The book provides an in-depth look at these marvelous creatures and providing a new slant on some old favorites, adding to the already established facts and figures. There are the rules for the creation of new familiars and a wealth of information on new types, including clockwork and undead creations.

This is the Familiar book that no Wizard or Sorcerer should do without, illustrated lovingly and providing several extra feats and new ideas, this book has all the wielder of the magical arts needs. It is useful for both players and GMs to add a twist to any campaign or as a resource from which to create their own ideas.

Dweomercraft: Familiars offers new insight unto those companions that are often the unseen and bravest of the adventuring party.



Author/Developer: Steven Creech
Additional Authors: Michael Hammes, Neal Levin, David Woodrum
Cover Artist: Ceredwyn “Silverblue” Ealanta
Format: 8-1/2” x 11”, 124 pgs
Item Number: DQG1402
Released: March 2004
Available via Rpgnow.

 

DQG1401 Dweomercraft : Enchanters

Master your own mind - and the minds of others....

For some the mind is a closed chamber and a locked box, full of secrets a-plenty, but with no way for one to unlock the potential unless they choose to study for many years...rigorously and diligently in the arts of psionics.

Yet there is a group of Wizards who use the raw powers of magic to beguile, control and enchant the minds of their chosen subjects. Simply known as the Enchanters, they can draw your darkest fear from the depths of your mind or drag out your deepest fantasy and let it live in breathing colour and passion. They are the Wizards who have unlocked this dimension of the most private places imaginable, and now use it for their own ends - some for good and some for ill...

You too can now open the secrets of the Pandoras' Box of the mind and lay them bare for the first time. The book presents a look at this elite group of Wizards and their powers, specialist items and their ways. All their secrets are open for you to delve into and use for your own ends - master your own mind and the minds of others. Packed with new feats and prestige classes, lavishly illustrated and laid out. Enchanters is the guiding tome for all those who dare to peer into the murky depths of this class.

Authors: Chris Snook, David Woodrum
Cover Steve A. Roberts
Interior Artists: Ceredwyn Ealanta, Owen Kuhn, Gillian Pearce
Page Count: 47 Pages
Item Number: DQG1401
Released: December 2002
Available via Rpgnow.

 

City Guide - Race Sourcebooks - Fur and Feather - Dweomercraft - Guiding Light - Prehistorica - Other