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Elements of Magic - Mythic Earth
Elements of Magic - Mythic Earth
Elements of Magic - Mythic Earth
Elements of Magic - Mythic Earth
From EN Publishing
$8.95



Product Format: ZIP File

Electrum seller

Elements of Magic — Mythic Earth gives you the rules to create magic as it is seen in the myths that are alive in every setting, ancient or modern. Mythic Earth presents rules compatible with both Fantasy d20 and Modern d20, and is an update of the flexible spell creation system of Elements of Magic. Additionally, whether you want to explore the myths of the real world, or you want to play in a fantasy world of your own creation, this book will help you understand the role myths play in history and society, and will aid you in composing adventures with mythic resonance.

Mythic Earth will help you bring the grandeur of myths and the intricacies of superstition and folklore to life in your games. From street magicians and voodoo priests to Chinese sorcerers and the various stripes of witches, all the magical beliefs of humanity and the infinite worlds of fantasy are yours to wield as you explore the mysteries of Mythic Earth.

Over twenty magical traditions are presented, drawn from the magical beliefs of our own world, though other traditions are easily possible for other worlds. Each magical traditions has some types of magic it is good or bad at, so Christian miracle workers are more likely to be skilled at healing, and Aztec blood mages will be most adept at attack spells. Characters of any class can learn magic, though only those who devote themselves to it will become truly powerful.

Chapter One: Myths introduces some of the common mythic motifs, and discusses how to create games with different styles and interactions of myths.

Chapter Two: Spellcasting and Magical Traditions explains the rules for gaining access to magic and casting spells, and details twenty-three magical traditions from the beliefs of the real world.

Chapter Three: The Magic of HIGH FANTASY provides setting-specific information and rules for magic-users in the HIGH FANTASY campaign, including a new Mage advanced class and sample characters.

Chapter Four: Spells spells out everything you can do with magic.

Appendix One: Mythic Fantasy d20 details how to use the rules in this book in a fantasy game, not a modern game.

Product Information
Author(s): Ryan Nock
ISBN: 1-30000-079-7
Publisher Stock #: ENP-EOMME
File Size: 13.5 MB
Original electronic format
This item was added to our menu on 2005-09-29.
Download Type: ZIP File
Product Tags: magic, spells, mythic, magical, elements, elements of magic
Reviews
  Customer Comments:   Number of Reviews:5  Average:
 No.   Author   Rating   Read   Date Added 
 01.   Nathan Collins      3116   January 12th, 2006 
 02.   Lee Perry      2601   November 13th, 2005 
 03.   Brian Engard [Featured Reviewer]      2858   October 6th, 2005 
 04.   Shane O'Connor [Featured Reviewer]      3216   October 5th, 2005 
 05.   Chris Caran [Featured Reviewer]      2724   October 3rd, 2005 
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