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Labyrinth Lord - Crimson Pandect - A Handbook of Eldritch Lore(1)

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   A H  ANDBOOK    OF  E LDRITCH  L  ORE B  Y   K  EVIN   C  RAWFORD  THE CRIMSONPANDECT  3 T  ABLE   OF  C ONTENTS U󰁴󰁴󰁥󰁲󰁥󰁤 N󰁡󰁭󰁥󰁳 ...............................................................................󰀴P󰁡󰁴󰁨󰁳 󰁯󰁦 P󰁯󰁷󰁥󰁲 ...............................................................................󰀵 W󰁯󰁲󰁫󰁳 󰁯󰁦 S󰁯󰁲󰁣󰁥󰁲󰁹 .........................................................................󰀸󰀴S󰁡󰁮󰁣󰁴󰁵󰁭󰁳 .......................................................................................󰀹󰀹D󰁡󰁲󰁫 C󰁡󰁢󰁡󰁬󰁳 ................................................................................󰀱󰀰󰀸R󰁥󰁳󰁯󰁵󰁲󰁣󰁥󰁳 ....................................................................................󰀱󰀱󰀸  Written by Kevin Crawford. Art by Storn Cook, Gary Dupuis, oby Gregory, William McAusland, Bradley K McDevitt, Marc Radle, Michael Scotta, John Ward, and Konstantin Yuganov.© Sine Nomine Publishing, 2012.ISBN 978-1-936673-25-4Labyrinth Lord™ is copyright 2007-2012, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. Tese trademarks are used under the Labyrinth Lord™ rademark License 1.2, available at www.goblinoidgames.com.  4 UTTERED NAMES  A sorcerer’s first human sacrifice is always himself.Others pay prices in blood and gold. Tey buy and kill and cozen with honeyed words, attaining their desires through the strength of their arm and the sharpness of their wits. Some live on in glory and some die in bitter shame, but every thing they buy has a limited cost. If they can only spill enough lives or seize enough gold or speak enough beautiful words, they can have their desire. Te prices they pay have an end.Magic requires more. Small souls flutter around the edges of its consuming light, moth-hearted men and  women who dabble in small sorceries and petty spells. Tey fear to give themselves to the power, to pay the price that would buy them what they truly desire. Some cannot bear to pay the years of sweating study and agonizing self-discipline. Others excuse themselves for a lack of brilliance and arcane talent. A few turn away for fear of what they will become, for dread of being something both more and so much less than  wholly human.Tese petty incanters are weak. Tey are weak in will,  weak in mind, and weak in the white-hot ambition that cools for neither god nor man. Te true mage knows that he can have all that he desires. He can have the keys to the heavens and the maps of the worlds beneath. He can have every pleasure and every secret between the thrones of the gods and the Hells below.  And all that he must pay is everything he is.In the Paths of Power  chapter, the Crimson Pandect describes new paths of red sorcery for your Labyrinth Lord games. While the paths are written for the Red ide campaign setting, all of them include tips for readily adapting them to your own setting. Six of the eight paths are provided as full-fledged magic-user variant classes, the better to add fresh spice for those players who crave a greater abundance of arcane op-portunities.In  Works of Sorcery  , learn the subtle secrets of a new method for handling the acquisition of arcane power. Rather than relying upon the plundered spellbooks of enemy wizards, sorcerers must conduct their own costly researches and search out ancient caches of forgotten secrets. Behold the new rules for transforming this plundered lore into new spells, fresh-forged magical devices, and unholy amalgams of tormented life.Te Sanctums  chapter provides a guide to the con-struction and furnishing of a wizard’s retreat, a place of study and safety for their prized lore. Teir rules for occult facilities and sorcerous features interlock neatly  with the rules for research, giving a powerful impetus for any wizard to find a lair of his own- and the gold to equip it as he wishes. With Dark Cabals , the Labyrinth Lord will find tools for generating contentious groups of wizards. Whether magical academies, lonely towers, sinister schemers, or demonic cultists, use the tools in this chapter to swiftly flesh out a band of wizards capable of giving your players a worthy foil for their ambitions.Finally, in the Resources  chapter, you’ll find tables and tools for quick creation of arcane treasures, eldritch tomes, pre-designed spellbooks, and NPC wizards. In addition, a handy pronunciation guide is provided for names and words of importance, along with a record sheet to track a wizard’s occult progress.
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