By Angel Leigh McCoy
Notice the ability and grasp the ArtMagic pervades Faerun. This consultant explores the hidden lore and secrets and techniques of magic within the Forgotten nation-states online game environment. From the historical past of magic to magical variations (including gem magic, spellfire, and the mageduel), magical creatures, destinations of strength, and complicated recommendations for growing magic goods, this e-book covers what a Dungeon grasp or the participant of a spellcaster within the Forgotten nation-states environment must know.* greater than two hundred new spells * virtually two hundred new magic goods * eleven new status periods to take advantage of this accessroy, you furthermore mght want the Player's instruction manual, the Dungeon Master's consultant, the Monster handbook, and the Forgotten geographical regions crusade atmosphere.
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Additional info for Magic of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Secret Room: This place is pitch dark the lair of seven wererats (hp 24,21,19,18,16,15,14), three males and four females, armed in the same manner as those in the guardroom above (see previous entry). The strongest has poison on his dagger, and the other two males (the ones with 19 and 14 hp) use it on their swords. The wererats will always attack by surprise. If the encounter is going badly, survivors will flee down the stairway to area 15 of level #3 and warn the drow, who thereafter cannot be surprised by the party.
Alcove: Within the alcove is a table with a flat chest upon it. If the chest is lifted or moved, six poisoned arrows shoot from the north wall, striking at the same hit probability as a fire giant and inflicting 2d4 points of damage each. The arrows strike the south wall and shatter if they miss interposing creatures. The chest is locked and full of stones. Also in the alcove, a map of the area hangs on the wall. Finally, large chests have been set against both the north and south walls-the northern one filled with 8,438 sp, the southern one with 4,188 g p and six bone batons with fire giant runes upon them.
If captured, the women pretend to be captives forced to labor for the giants as scullions. If attacked, the wererats will turn into rats and escape down the drain (marked with an " X on the map), thus alerting the drow of intruders. If this happens, the drow will never be surprised by the party thereafter. The secret door to the east opens into a passage about one-foot wide and a foot and a half high. It is rough, and a man in armor could not hope to pass along its length; even a halfling would have to worm his or her way down it.