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Magic of Eberron (3.5)

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A Trove of Magical Lore for Spellcasters and Artificers

Magic suffuses the world of Eberron, enriching it with power. Dragons were the first to master magic, but over time it has evolved to serve the needs of countless others, from the giants of Xen'drik and the elves of Aerenal to the citizens of modern Khorvaire. Whether you choose to explore the magic of the present age or delve into the truly ancient arts is up to you.

This book exposes the magic and eldritch wonders of Eberron. In addition to presenting new arcane and divine spells, feats, prestige classes, and magic items, Magic of Eberron offers new options and infusions for artificers, explores dragon totem magic and the twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world. A chapter on lost magic explains how to make the discovery of new magical secrets a central feature of any Eberron campaign.

*****

Product History

Magic of Eberron (2005), by Bruce R. Cordell, Stephen Shubert, and Chris Thomasson, focuses on magic systems, spells, and items unique to the world of Eberron, highlighting those elements that help define the campaign world: artifice, dragon magic, daelkyr magic, psionics, and elemental binding. The book also includes some new monsters. If you're playing in Eberron, or if you like yoinking new magic items and ideas from other campaign worlds, this is a good book to use.

Building the World. The book leads off with extensive information about magic in Eberron. This section is full of inspiration and ideas for DMs, walking through each type of magic and its place in the world. Maps, explicit adventure hooks, history, and associated locations are all given; I particularly enjoy the detail surrounding the corrupted daelkyr, spreading their infection throughout the world.

New magic items tie in closely to this section as well—items such as the husk of infinite worlds, for instance. Any item that allows its user to "breed corruption from mad fancy" will probably see play in my game. There are lots of magic items, each broken into a category based on where it originated (artificer, dragonshard, warforged, grafts, etc.), all accompanied by standard items and more general items.

We shouldn't forget the spells and psionic powers, if for no other reason than they're imaginative and there are lots of them. Want to cast Orb of Dancing Death to drain the life force from your foe? Suffer the Flesh to exchange Constitution damage for a boosted caster level? Overwhelming Revelations to bewilder your foes by tapping into the draconic Prophecy? Find them all here.

Is There a Dragon Prophet in the House? Prestige classes are a perennial favorite for 3.x D&D expansions, as they help customize and impart flavor into world- or organization-specific characters. In this case, most of the eight new classes are intimately tied to Eberron. Alchemist Savants are skilled wizard-alchemists who create powerful potions as they break down the barriers between the two disciplines. Deadgrims take on aspects of undead in order to hunt them. Dragon Prophets are arcane spellcasters who speak the word of the draconic Prophecy; Impure Princes swear enmity with aberrations; and Renegade Mastermakers slowly turn their living bodies into warforged—the closest thing to a cyborg you'll find in D&D.

Hunka-Hunka-Burnin' Homunculus. The Creatures section includes both new and expanded creatures, including the half-undead dolghast, troops of the psionic Inspired and Quori; and plenty of new homunculi and symbionts. The homunculi in particular are fun—servants that carry your gear, set up flanking opportunities in combat, and fire arrows from across the room—but it's the servants of the Quri that really stand out here. They're hideous and creepy, ideal for sending against unsuspecting parties.

About the Creators. Bruce Cordell is the author of several Forgotten Realms novels. An Origins and ENnie award-winning game designer with a sizeable list of professional credits, he's just moved from D&D Next to designing for Monte Cook Games.

Stephen Shubert is currently Design Director at Sasquatch Game Studio, after being Lead Developer and Development Manager for RPG R&D at Wizards.

Chris Thomasson's work includes the 3e Fiend Folio, Complete Champion, and the DMGII.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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michael B August 13, 2021 4:40 am UTC
Is there a way to get a had copy print of this book?
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Product Information
Gold seller
Pages
162
ISBN
0-7869-3696-7
Publisher Stock #
WTC 882917200
File Size:
27.43 MB
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File Last Updated:
November 12, 2013
This title was added to our catalog on November 12, 2013.