Magics of ArhosaMagics of Arhosa presents three new forms of magic designed exclusively for the
Arhosa Campaign Setting and fully integrated into that world. And while these forms of magic may well work best in that setting, they are designed to be used across the fantasy d20 universe, and will provide great opportunities for players and dungeon masters alike to explore magic with a new perspective. These new forms of magic can be introduced by incorporating them into ongoing plots and existing characters, or they can form the basis for whole new adventures that would have been impossible using only traditional magic.
This introduction describes the features of this book and explains how to use them. After reading it, you can begin your exploration into the new forms of magic with any chapter.
Using This BookThis book introduces three new types of magic, each of which is supported by a new standard class, plus prestige classes, feats, magic items, monsters, and effects similar to spells. In this way,
Magics of Arhosa is similar to
Stone and Symbol, in that it introduces three brand new ways of viewing magic in a d20 setting. The three types of magic presented herein have appeared repeatedly in fantasy fiction over the years, and now have been collected together into complete systems designed for your perusal for the very first time.
The new forms of magic are presented in three sections, one dedicated to each type. The following paragraphs summarize their contents.
Chronomancy: Time is a crucial element in any fantasy world, with characters able to move backwards and forwards (or sideways) through it appearing with regularity. But time manipulation in the d20 settings has generally been restricted to a few options in the
Expanded Psionics Handbook and elsewhere. Today, that changes, with the introduction of a standard class and magic system designed to utilize and warp time at an extremely skilled level. There is one drawback to working with time, of course – time doesn’t like being manipulated, and even the most skilled practitioners can only force the timestream to alter its course for brief moments. But with a little nudge here and an almighty shove there, even time can do just what the player wants.
Spellsong: Music as magic is a longstanding tradition, and spellsong codifies, using a new skill related to the perform skill as the core of the spellsong system. Players can gain benefits by continuing to play music, by weaving spellsongs in and out of one another, and mixing the elements of spellsongs together in order to create more impactful magic.
Threshold Magic: Born of the places betwixt and between, threshold magic is grounded in the manipulation of reality and the shadows of reality. Spells, creatures, and effects are more or less real, or sometimes not real at all, as the very essence of the world is the plaything of the player who becomes a thresholder.
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