Download Dead Magic (Mage: The Ascension) by James Stewart, Jess Heinig, Dana Habecker, Chris Tang PDF

By James Stewart, Jess Heinig, Dana Habecker, Chris Tang

Centuries of Magic

Civilizations upward thrust and fall throughout seas of time. alongside the best way, every one tradition fosters its personal mystic traditions. while mages of the current search for solutions long ago, they lay naked the main terrifying - and powerful - of humanity's superstitions. Such magics have been forbidden even within the brutal cultures of a long time long past; what bad secrets and techniques do they carry for mages today?

Millenia of Horror

From the early days of civilization in Mesopotamia and Africa, to the philosophies of Greece and Rome and the mysteries of crucial the US, lifeless Magic explores the mystic history of misplaced civilizations all over the world. this can be no commute consultant for mages, although - those have been cultures that practiced bad, blood-drenched rites and consciousness-shattering rituals. Unearth those secrets and techniques and desire that you simply survive.

Dead Magic Includes:

Modem functions of the magic of historical cultures
Creatures and plot rules for Storytellers
strong new spells, together with the formulation for lichedom.

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Additional resources for Dead Magic (Mage: The Ascension)

Example text

Further complicating human settlement are the large number of marsh giants that dwell along the coastal reaches—and the lands to either side are hardly safer, with the waters claimed by merrows and scrags and the increasingly dry but no less bleak moors as one approaches Grungir the province of ogres and will-o’-wisps. The fact that the moor’s denizens seem content to bicker and fight among themselves rather than turn their attentions outward only further encourages the kingdoms of Southmoor and the Thanelands to let the moors lie fallow.

This immense fortress is presented in greater detail on page 43. Aganhei Scout 33 1 Pathfinder Campaign Setting: Lands of the Linnorm Kings The Proving Grounds “I tell you this, adventurer—forge your own destiny or you will live in another’s shadow for all time. High cunning or low, imagination and desire must be your destiny’s guides. I braved the icy wilds of these lands to gain the favor its people. I chose not to slay but to conquer Boiltongue. I played a game of wits with my life at stake and gained myself a linnorm as a pet.

The Wild Moors: One of Southmoor’s largest regions, and the land from which the kingdom takes its name, the Wild Moors stretch from the hilly lands south of Jol all the way to the lands west of Grungir Forest. Despite the vast size of these moors, they are empty of human settlements, for the coastline along this region is thick with salt marshes, treacherous reefs, and immense sand bars that stretch for dozens of miles. Further complicating human settlement are the large number of marsh giants that dwell along the coastal reaches—and the lands to either side are hardly safer, with the waters claimed by merrows and scrags and the increasingly dry but no less bleak moors as one approaches Grungir the province of ogres and will-o’-wisps.

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