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At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. The Void. This black card spells disaster. One or more powerful beings guard the place.

While your soul is trapped in this way, your body is incapacitated. Weapon any sword , legendary requires attunement. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to A C from it. Armor plate , very rare requires attunement. You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size.

In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics check.

Armor scale mail , very rare requires attunement. Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is high ly valued.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. Weapon any sword , rare. Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes.

The duration is the same for all subjects, and the dust is consumed when its magic takes effect. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed.

Mage 20th: Ascension Training - Spheres - Caligo Mundi

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a succe ssful one. Found in a small container, this powder resembles very fine sand. There is enough of it fo r one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably.

A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. Armor plate , very rare. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up t o 10 feet. Weapon warhammer , very rare requires attunement by a dwarf. It has the thrown property with a normal range of 20 feet and a long range of 60 feet.

When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. This painted brass bottle weighs 1 pound.

When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls to determine wha t happens. This gem contains a mote of elemental energy.


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Armor chain shirt , rare. You are considered proficient with this armor even if you lack proficiency with med ium armor.

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a foot radius from the bottle. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind 11 to 20 miles per hour can also disperse the smoke after 1 minute, and a strong wind 21 or more miles per hour can do so afte r 1 round. These crystal lenses fit over the eyes. They have 3 charges.

The lenses regain all expended charges dail y at dawn. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence Investigation checks that rely on sight while searching an area or studying an object within t hat range. While wearing them, you have advantage on Wisdom Perception checks that rely on sight.

In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 fe et across. This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. You can use an action to touch the token to a boat or ship. Touching the token to the vessel again ends the effect.

When the effect ends, the token d isappears.


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You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. It can carry up to pounds while flying at its maximum speed 16 miles an hour for a maximum of miles per day, with a one-hour rest for every 3 hours of flying , or 1, pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points.

Trade Your Cards

If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours.

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a foot-long, foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour.

Sorcerous Rivalry

You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground.

The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a fo ot radius. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it.

The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitat ed or die.