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The Quintessential Sorcerer

The Quintessential Sorcerer


Magic is not a science. It does not sleep in complex formulae, it is not a phrase or a number or a symbol written in griffon's blood or dragon's ichor. Magic is not a belief. It is not a devout prayer or an unholy oath. It is not scripture on gilt vellum or blasphemies scrawled on torn, blood spattered flesh. Magic is the lifeblood of the universe, a vast cool ocean cradling...   [click here for more]
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The Quintessential Barbarian

The Quintessential Barbarian


The frothing berserker gnaws upon his shield in expectation of a bloody battle and howls his rage. The scarred veteran raider stands upon the prow of his longship, eager to lead his men to spoils that await the warriors in the homes and hearths of soft city dwellers. The painted savage blends into the thick jungles, blowgun ready for the kill, tasting the air for the scent of his prey. The Amazon...   [click here for more]
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The Quintessential Paladin

The Quintessential Paladin


Protect the innocent and uphold the law - these are the basic tenets and the core definition of a paladin, one of the hardest character classes to role-play, as they follow a straight and all-too-narrow path in the course of their adventuring lives. Defending truth and justice against the endless attempts of evil to subvert or destroy them, the paladin stands at the gate, holding the bridge…...   [click here for more]
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The Quintessential Samurai

The Quintessential Samurai


Rising from humble beginnings, combining viciousness and ruthless tactics with a rigid code of honour and indomitable willpower, these fabled warriors managed to transform themselves from elite combatants into a powerful social and political force. In this book you will find the information you need to follow the way of the sword and groom a samurai character of your own. Whether you choose to pursue...   [click here for more]
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The Quintessential Psychic Warrior

The Quintessential Psychic Warrior


When mind and steel are joined to a common purpose, the psychic warrior is the result. Combining mental techniques with combat skills, the psychic warrior is a competent fighter with a plethora of dazzling abilities hidden up his sleeve. Want to run up a wall and strike an opponent from overhead? How about suddenly gaining an extra action while in combat? Or merge a weapon with your body so it...   [click here for more]
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Encyclopaedia Arcane Compendium, Volume I

Encyclopaedia Arcane Compendium, Volume I


Encyclopaedia Arcane Compendium: Volume I brings together four great Encyclopaedia Arcane titles together for the first time. Demonology, Necromancy, Battle Magic and the all-new Transmutation. Demonology: Taking your mage along the path of summoning beasts from other planes, sworn to do your bidding but intent on taking your soul. Can you skate the line that separates power from disaster? Necromancy:...   [click here for more]
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Encyclopaedia Psionica World Shapers

Encyclopaedia Psionica World Shapers


In the minds of all sentient creatures lies the potential to change the world. Every thought, every action resonates throughout reality. Actions and thoughts intersect, collide, contradict, and merge together to form the fabric of cause and effect that make up ‘reality’ as people understand it. Most people express their power to change the world though their bodies. They take up swords...   [click here for more]
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Encyclopaedia Arcane Sovereign Magic

Encyclopaedia Arcane Sovereign Magic


The wizard is an archetype of power. With courage and discipline he ventures into forbidden mysteries, learning the spells which may melt down reality and remould it closer to his heart’s desire. Once the heady heights of ninth level spellcasting are attained, the magician is believed to be at the apex of his power. However, there are those for whom this is just the beginning. These are the...   [click here for more]
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Encyclopaedia Arcane Abjuration

Encyclopaedia Arcane Abjuration


As with anything that seems purely defensive, the school of abjuration is often thought to be weak. This could not be further from the truth. Magic is a powerful force, capable of slaying a healthy warrior with a single word or laying waste to an entire city. Mundane defences are incapable of repelling just force. Only the spells of abjuration offer resistance to this might, which makes abjuration...   [click here for more]
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Encyclopaedia Arcane Components and Foci

Encyclopaedia Arcane Components and Foci


This volume presents the first serious study of the long-neglected questions of why material components are used in spells, what logic governs their use and whether or not it is possible to change them. Looking at the typical components used in arcane spells and outlining the key principles on which they work. An exhaustive treatment of the standard arcane spells is then provided which will inject...   [click here for more]
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Encyclopaedia Arcane Tomes and Libraries

Encyclopaedia Arcane Tomes and Libraries


Although wizards and libraries are so often connected, very little time has been spent on exploring the function and powers of the library. Libraries usually turn up as scenic backdrops or repositories for purely magical resources, whereas there are more potentially useful books in a library than there are supplies in an adventuring gear shop. We will therefore be taking a long overdue stroll down...   [click here for more]
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Encyclopaedia Arcane Blood Magic

Encyclopaedia Arcane Blood Magic


The ancient practice of blood magic has been outlawed in many civilised societies, for though it allows access to staggering levels of magical power the price can be very high. Savage tribes often respect blood magic, though even they tend to fear and avoid it where possible – its power is the stuff of legend, to be invoked only by those who expect to achieve great things or die in the attempt....   [click here for more]
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Encyclopaedia Arcane Familiars

Encyclopaedia Arcane Familiars


Familiars have long been a part of the arcane tradition and their fabled past has been portrayed in many a yarn, old and new. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’s night....   [click here for more]
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Encyclopaedia Arcane Conjuration

Encyclopaedia Arcane Conjuration


Conjuration, the art of calling something forth from nothing, is a magic of infinite potential due simply to its very nature. To conjure is to reach past the empty spaces of this world and summon the heart’s desires from beyond. This kind of power can not be overstated or underestimated. To master conjuration is to never be alone, to never face a situation without aid. When one can instantly...   [click here for more]
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Encyclopaedia Arcane Divination

Encyclopaedia Arcane Divination


There are many schools of magic. Some, such as Evocation, are combat oriented and the province of wizards who hurl deadly fire at their foes and wreathe the battlefield with lightning. Others, such as Transmutation, are the domain of those seeking to explore the many forms of reality and how they can be bent and reshaped. Still others are much subtler; the school of Abjuration, for example, is a generally...   [click here for more]
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Encyclopaedia Arcane Dragon Magic

Encyclopaedia Arcane Dragon Magic


Every wizard, sorcerer and bard knows deep within that his abilities are a pale imitation of the true power that dragons embody, and every new avenue of research is an attempt to find the original path of magic. Dragons continue to practice their arts, looking at the mortals trying to reach beyond their own limits with amusement, worry or admiration. Some of these magnificent beasts even teach their...   [click here for more]
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Encyclopaedia Arcane Crossbreeding

Encyclopaedia Arcane Crossbreeding


An owlbear paces round and round the dry moat encircling the wizard’s castle, seeking any creature foolish enough to have entered the moat willingly or unfortunate enough to have been thrown there by the wizard’s minions. Up in the wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owlbear’s hungry cries. Their oversized ravens’...   [click here for more]
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Encyclopaedia Arcane Illusionism

Encyclopaedia Arcane Illusionism


Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this book shall reveal that illusionism is neither to be scoffed at nor to be trifled with. At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s perceptions and tricks their senses. Those affected...   [click here for more]
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Encyclopaedia Arcane Star Magic

Encyclopaedia Arcane Star Magic


Mortals look up at the midnight sky and see the stars, eternal and changeless. They have worshipped them, feared them, hidden from them and tried to understand them. They are the one constant promise that, in a world of constant chaos, there is something innately ordered and beautiful about the universe. Star magic is a school of magic that harnesses the hidden order of the universe. In form, it...   [click here for more]
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Encyclopaedia Arcane Enchantment

Encyclopaedia Arcane Enchantment


You wish to study enchantment with me? Are you certain you understand what it is you ask? The school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life. Enchantment,...   [click here for more]
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Encyclopaedia Arcane Chronomancy

Encyclopaedia Arcane Chronomancy


A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than the control...   [click here for more]
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Encyclopaedia Arcane Elementalism

Encyclopaedia Arcane Elementalism


Common arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature’s resources out of a pact of mutual respect, wizards and sorcerers master the raw...   [click here for more]
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Encyclopaedia Divine Shamans

Encyclopaedia Divine Shamans


It is said that when the gods created the world, they gently blew life into it, awakening the conscience in every piece of their work. Trees, rocks, rivers, fire, wind, mountains… all of them received the holy breath, and all of them worshipped the gods before the first race set foot on the face of the world. They were the animae, the souls of all things: the spirits. These beings are the heart...   [click here for more]
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Encyclopaedia Arcane Battle Magic

Encyclopaedia Arcane Battle Magic


Battle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake – battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off massive...   [click here for more]
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Encyclopaedia Arcane Constructs

Encyclopaedia Arcane Constructs


Golems wait silently in dungeon corridors, ready to apprehend unwary adventurers who dare defile their former master’s sanctum. Shield guardians follow their owners faithfully, interposing themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator’s lifeblood into a grotesque mockery of life. All of these constructs,...   [click here for more]
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Encyclopaedia Arcane Chaos Magic

Encyclopaedia Arcane Chaos Magic


Chaos magic is not for the faint hearted - those unwilling or unable to maintain the daring or force of will necessary to harness great, unwieldy energies will find themselves destroyed by the very power they sought. The true unfortunates will end their days locked into forms never meant for mortal eyes, let alone mortal flesh. Many are the failed practitioners of this art, and their wildly deformed...   [click here for more]
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Encyclopaedia Arcane Necromancy

Encyclopaedia Arcane Necromancy


Throughout the civilised lands of man, dwarf and elf, the practice of necromancy is universally shunned, its knowledge suppressed and its practitioners persecuted. Only now, with the advent of Necromancy – Beyond the Grave, are the darkest secrets of this terrible and frightening magic finally revealed. One skilled in wizardry or sorcery may use this tome, for good or ill, and tap the powers...   [click here for more]
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Encyclopaedia Arcane Demonology

Encyclopaedia Arcane Demonology


Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those...   [click here for more]
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Slayer's Guide to Kobolds

Slayer's Guide to Kobolds


Kobolds are a common sight in many campaign worlds; deemed by most adventurers to be a minor nuisance at best. Certainly, most experienced adventurers would question the need to study kobolds in any great depth, but then, few have faced the full might of a kobold clan and lived long enough to warn others of the peril they offer. The Slayer’s Guide to Kobolds offers insight to all adventurers...   [click here for more]
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Slayer's Guide to Duergar

Slayer's Guide to Duergar


The duergar, often called grey dwarves, live well-hidden in the darkness of the cold ground, revelling in mischief and evil deeds of all sorts and despising their cousins still living on a surface world now forbidden to them. Once a mysterious people, more has been discovered about their way of life, and sages hope that with the information provided by their texts one will be able to understand the...   [click here for more]
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Slayer's Guide to Orcs

Slayer's Guide to Orcs


Orcs are the foot soldiers of evil, the creatures that make up the hordes of darkness that threaten to overwhelm the good peoples and turn the entire land into a region of little else than slaughter and depravity. Most Games Masters use them as the guardians of low-level dungeons, just a slight step above kobolds as a threat. Often they are simply portrayed as evil humans and are given little more...   [click here for more]
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Slayer's Guide to Troglodytes

Slayer's Guide to Troglodytes


Troglodytes are a thoroughly foul reptilian race with all the chill mercilessness and cruelty of a cold-blooded snake. Many consider them to be as evil as the most loathsome of demons. Troglodytes inhabit the underdeep of the world for they are creatures of the dark but may also be found in the rocky peaks and passes of desolate mountains. These few tribes who live near the surface wage a constant...   [click here for more]
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Gladiator

Gladiator


Forty thousand spectators watch each footstep, every movement of your sword as you close upon your opponent. The life of a gladiator is one of servitude and slavery but with every victory comes the howl of the mob, driving you ever more to succeed. You are one of the greatest combatants every to have walked onto the sands of death and your name is known across the land. Fame, fortune and eventual freedom...   [click here for more]
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Ships of the Goblinoids

Ships of the Goblinoids


Feared across the ocean, a ship crewed by the goblinoid races is able to overcome any merchantman and many warships with a determined attack. These races live for war and battle, and their vessels are designed to fulfil this specific need on the high seas. Any adventurer taking to the sea should be very much aware of these ships, for goblinoid pirate and war fleets are a common feature of many oceans...   [click here for more]
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Ships of War

Ships of War


War is a great beast that bears no respect for anything or anyone. Wherever there is ambition or a desire for power, there will be war. The sea is not an exception; ever since the first sentient race used anything that floated to bring harm to enemies, the ocean became one of many battlefields, and its watery depths are the final resting place for those who fell in battle, sunken ships as their only...   [click here for more]
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Encyclopaedia Divine Fey Magic

Encyclopaedia Divine Fey Magic


The fey – also known as faerie, or fair folk – are some of the most misunderstood creatures in fantasy games. Some view them as harmless sprites living in the depths of sylvan woods; others see them as vindictive creatures with limitless power who steal children and play cruel and even lethal pranks on those that cross their path. The truth, as might be expected of such an enigmatic race,...   [click here for more]
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The Quintessential Dwarf

The Quintessential Dwarf


While not as pretty as an elf or as quick as a gnome, the dwarf is the heartiest of all races. His health is legendary and his resistance to poisons and spells keep him standing when others fall. Combined with the dwarven work ethic, these natural abilities make this race one that simply will not quit when the going gets tough. Forged in the dark fires far below the surface, dwarves are much more...   [click here for more]
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The Quintessential Elf

The Quintessential Elf


Living for an eternity, elves are free spirits of nature made flesh, revelling in their connection with all things magical and proud of the power flowing in their blood. The unseen voice echoing among the trees with a promise of swift death to any intruder, the master shaper who asks nature to co-operate in the building of fantastical dwellings, the warrior who charges into the field atop a flying...   [click here for more]
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Elements of Magic II - Lyceian Arcana

Elements of Magic II - Lyceian Arcana


The sequel to the immensely popular Elements of Magic: Revised is here! (Note that this product is an expansion for Elements of Magic: Revised, EN Publishing's D&D 3.5 and PATHFINDER RPG magic system. Lyceian Arcana is not a stand-alone product.) In an abandoned classroom in the Lyceum, three mages stand together, channeling their energies into...   [click here for more]
EN Publishing  $8.95 $4.48

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Mechamancy: The Clockwork Magic

Mechamancy: The Clockwork Magic


Mechamancy Things Change Mechamancy turns magic from its ancient role as a mysterious power into a modern tool. Mechamancers - mages who combine spellcasting with the principles of clockwork technology - are bringing magic to the common man, creating conveniences that will march the world toward a future where magic and science are one. Though they have many...   [click here for more]
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E.N. Guilds - Adventurers Guild

E.N. Guilds - Adventurers Guild


Written by: Robert Hunter Art by: Gifny Richatas and Hunter McFalls "Keep them alive, and keep them coming back." Looking for organized information? A place to purchase new and used equipment? Looking for that edge against your next deadly encounter? Sure, you could go it alone, or you could visit the headquarters of the Adventurers'...   [click here for more]
EN Publishing  $4.95 $2.48

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E.N. Armoury - Shields

E.N. Armoury - Shields


E.N. Armoury Shields Written by: Adam Windsor Come back with your shield, or on it! The Armoury continues with a complete book about shields. This 32-page PDF contains everything you need to optimize your shield-bearing warrior. This volume includes a brief history of shields, a collection of new shield variants (including the thrown discus shield, great...   [click here for more]
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WARS Battlefront

WARS Battlefront


It is a big Solar System, too big to be contained in a single rulebook. Though the WARS Rulebook contains everything a Games Master or a player absolutely needs to play a WARS Roleplaying Game campaign, Battlefront takes things a few giant leaps further. Within the pages of this book, meant for Games Masters and players alike, readers will find a wealth of information to deepen and enrich their...   [click here for more]
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The Quintessential Aristocrat

The Quintessential Aristocrat


Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing...   [click here for more]
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Slayer's Guide to Kraken

Slayer's Guide to Kraken


Nearly all monsters are shrouded in some mystery. Even the so-called ‘common’ beasts that plague the intelligent races are in some ways unknown despite efforts to probe their secrets. Many become increasingly familiar to us as we constantly ask of our friends and allies, and from this information we piece together what we can. However, there are some creatures...   [click here for more]
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Secrets of the Dragon

Secrets of the Dragon


"Enlightenment cannot be found by searching for it, and yet it cannot be found by doing nothing." – Togashi Satsu, Dragon Clan Champion Secrets of the Dragon explores that most mysterious of clans, the Dragon. Though they avoid politics and shun entangling alliances, the Way of the Dragon always affects the Empire profoundly whenever the clan’s strange tattooed mystics,...   [click here for more]
Fantasy Flight Games  $9.99

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Way of the Shugenja

Way of the Shugenja


More than just a book of spells, Way of the Shugenja offers inside looks on the shugenja class. Magical secrets, items, and kiho are just a fraction of what you'll find in this immersive tome. New prestige classes, ranks and feats help to customize your shugenja to your tastes. Surround your shugenja with history by enrolling them in one of dozens of newly detailed shugenja schools. ...   [click here for more]
Fantasy Flight Games  $9.99

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Gods

Gods


This book includes 16 new pantheons of gods for monster races such as Dark Elves, Hobgoblins, Lizardfolk, Minotaurs, Ogres, Orcs, Trolls and more. New holy symbols, temple maps, prestige classes, domains, spells, and holy relics fill this massive tome, providing GMs and PCs with important information to flesh out their fantasy campaigns. Gods is the perfect companion book to Monster, but can be used...   [click here for more]
Alderac Entertainment Group  $24.95 $3.95

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Evil

Evil


Play a character from this book and the experience points come to you. Who said you had to play the good guys? Being evil just got easier. This book has everything you need to run evil characters, develop evil campaigns, and make your nasty NPCs just a little bit nastier. Evil has rules for new prestige classes, new spells, new clerical domains, and demon summoning. If you're playing good after this...   [click here for more]
Alderac Entertainment Group  $19.95 $3.95

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Magic

Magic


The mysteries of magic are infinite. Magic details the lesser known forms of magic: Witchcraft, Thaumaturgy, Dwarven stone mages, Elementalism, Chi Masters, and more. With details on creating your own spells and magic items and rules for new spell casters, this book picks up where the Player's Handbook left off. Magic is the perfect addition to any campaign. ...   [click here for more]
Alderac Entertainment Group  $26.95 $4.95

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