Quelle, en: Magic in the Shadows

Aus Shadowhelix
Version vom 14. Juni 2013, 11:14 Uhr von LokiBot (Diskussion | Beiträge) (Vorbereitung Artikelumstellung)
Zur Navigation springen Zur Suche springen
Informationen

Magic In The Shadows.jpg

® FASA
Verlag: FASA / Catalyst Game Labs
Nummer: 7907
Edition: 3
Erschienen: Dezember 1998
    • Veröffentlichung: Dezember 1998
Sprache: Englisch
Übersetzung: [[Quelle, de: ?sz? vgl. Liste#|de]], es, fr, hu
Format: Ebook, Print
Seitenanzahl: 176
ISBN:
ISBN-10: 1555603580
ISBN-13: 978-1555603588
Credits:
  • Autoren: Vorlage:Impressum
  • Zusätzliche Texte: Robert 'Rob' Boyle, Michael A. Mulvihill
  • Produktentwicklung: Michael Mulvihill
  • Project Editing: Rob Boyle & Sharon Turner Mulvihill
  • Shadowrun Line Developer: Michael Mulvihill
  • Redaktionsteam:
    • Chefredaktion: Donna Ippolito
    • Verantwortlicher Redakteur: Sharon Turner Mulvihill
    • Redaktionsassistenz: Davidson Cole
  • Künstlerisches & Produktionsteam:
    • Art Director: Vorlage:Impressum
    • Coverdesign: Fred Hooper
    • Cover Artwork: Vorlage:Impressum
    • Backcover Art: Mark Zug
    • Projektleitung & Layout: Fred Hooper
    • Illustratoren: Thomas M. Baxa, Peter Bergting, Fred Hooper, Clint Langley, Larry MacDougall, Ian Miller, Jeff Miracola, Jim Nelson, Paolo Parente, Steve Prescott, Ron Spencer, Michael Sutfin, Mark Tedin, Mark Zug

Magic in the Shadows ist das Magie-Ergänzungsregelwerk für die Dritte Edition von Shadowrun.

Rückseite

So, You Think You Know Magic?

Chummer, I can write a book on what you don't know. Can you design a spell or enchant a dagger? Can you invoke a great spirit or divine the future? Have you bared your soul to the Dweller on the Threshold during an astral quest? You've got a lot to learn not even dragons know all there is to know about Magic in the Shadows.

Magic in the Shadows expands on the basic magic concepts in Shadowrun® and provides advanced magic rules. For players, this book offers new magical paths, metamagic, totems and more than 75 new spells. For the gamemaster, there are rules for initiation, spirits, astral security, magical threats and more!

For use with Shadowrun, Third Edition.

Inhaltsverzeichnis

  • INTRODUCTION
    • Developer’s Say
  • THE AWAKENED WORLD
    • The Magical Child
    • Religion
    • The Law
    • Business
    • Medicine
    • Popular Culture
    • Street Magic
  • THE PATHS OF MAGIC
    • Path of the Shaman
      • Wilderness and Urban Shamans
      • Spirits of the Elements
      • Ancestor Shamans
      • Pantheism
    • Path of the Mage
      • Hermetic Schools
      • Elemental Mages
    • Path of Wuxing
      • Wujen Aspected Magicians
    • Path of Voodoo
      • Patron Loa
      • The Hounfour
      • Loa Spirits
      • Zombies
      • Voodounistas
      • Obeyifa
    • Paths of the Wheel
      • Path of the Warrior
      • Path of the Steward
      • Path of the Bard
      • Path of the Druid
      • Path of the Rígh
      • Aspected Path Magicians
    • Path of the Adept
      • Athlete’s Way
      • Artist’s Way
      • Warrior’s Way
      • Invisible Way
      • Spirit Way
      • Totem Way
      • Magician’s Way
    • Magical Traditions
    • Awakened Oddities
      • Psionics
      • Miracles
      • Madness
  • THE AWAKENED CHARACTER
      • Creating an Awakened Character
      • Priorities
      • Race
    • Awakened Skills
    • Magic Loss
      • Stim Patches
      • Astral Projection
      • Cyberware
    • Geasa
      • Creating a Geas
      • Accepting a Geas
      • Fulfilling a Geas
      • Removing a Geas
      • Adepts and Geasa
  • MAGICAL SKILLS
    • Ritual Sorcery
      • Requirements
      • The Ritual Team
      • Casting the Spell
      • Beginning the Casting
      • Targeting Test
      • Sending Test
      • Sorcery Test
      • Spell Resistance Test
      • Spell Effect
      • Drain Resistance Test
      • Sustaining Ritual Sorcery
      • Ritual Tracking
    • Enchanting
      • Enchanting Gear
      • Talismongering
      • Alchemy
      • Artificing
      • New Foci
      • Focus Addiction
      • Unique Enchantments
      • Analyzing Magical Items
    • Spell Design
      • Spell Formulas
      • Designing New Spells
  • INITIATION AND METAMAGIC
    • Initiation
      • Grades of Initiation
      • Advantages of Initiation
      • Cost of Initiation
      • Initiation Ordeals
    • Magical Groups
      • Purpose
      • Strictures
      • Individual Strictures
      • Group Strictures
      • Customs
      • Group Resources
      • Patrons
      • Finding a Group
      • Joining a Group
      • Founding a Group
      • Creating a Group
      • Pre-Generated Magical Groups
    • Avatars
      • Using an Avatar
    • Metamagic
      • Learning Metamagic
      • Anchoring
      • Centering
      • Cleansing
      • Divining
      • Invoking
      • Masking
      • Possessing
      • Quickening
      • Reflecting
      • Shielding
  • THE PLANES
    • Astral Terrain
      • Passing Through Earth
      • Getting Lost
      • Astral Visibility
    • Astral Barriers
      • Pressing Through a Barrier
    • Background Count
      • Power Sites
      • Aspected Power
      • Mana Warps
    • Mana Surges
      • Sorcery Effects
      • Conjuring Effects
    • Wild Magic
    • Astral Security
      • Astral Patrolling
      • Fooling Astral Barriers
      • Wards
      • Passive Security Options
    • The Metaplanes
  • SPIRITS
    • Spirit Rules
      • Astral Movement
      • Disruption
      • Spontaneous Appearances
      • Extending Elemental Service
      • Binding Elemental Guards
      • Healing Spirits
      • Spirit Powers
    • Watcher Spirits
      • Characteristics of Watchers
      • Watchers and Astral Tracking
      • Tasks for Watchers
    • Loa Spirits
      • Conjuring Loa Spirits
      • Loa Spirit Services
      • Loa Spirit Powers
      • Serviteurs
    • Zombies
      • Grande Zombies
    • Spirits of the Elements
      • Domains
      • Summoning
      • Powers
    • Ancestor Spirits
      • Summoning Ancestor Spirits
    • Great Form Spirits
      • Physical Bonus
      • Great Blood Spirits
      • Great Elementals
      • Great Loa
      • Great Nature Spirits
      • Great Spirits of the Elements
    • Ally Spirits
      • Native Planes of Allies
      • Powers of Allies
      • Services of Allies
      • Designing an Ally
      • Ally Formula
      • Ritual of Summoning
      • Ritual of Change
      • Losing an Ally
      • Banishing an Ally
    • Free Spirits
      • Born Free
      • Motivations
      • Spirit Energy
      • True Names
      • Free Spirits and Good Karma
      • Powers of Free Spirits
      • Designing Free Spirits
    • Ghosts
      • Haunts
      • Chain
      • Types of Ghosts
      • Conjuring and Ghosts
    • Unique Spirits
      • The Wild Hunt
  • MAGICAL THREATS
    • Potency
      • Spirit Pact
    • Toxic Shamans
      • Toxic Totems
      • Toxic Potency
      • Toxic Domains
      • Toxic Nature Spirits
      • Rare Toxics
    • Insect Shamans
      • Insect Totems
      • Insect Potency
      • Insect Forms
      • Summoning Insect Spirits
      • Hive Insect Spirits
      • Building the Hive
      • Queen Spirits
      • Solitary Insect Spirits
      • Building the Nest
      • Free Insect Spirits
      • Insect Spirit Powers
    • Blood Magic
    • The Corrupted
      • Petro Voodoo
    • The Twisted Way
      • Twisted Potency
  • THE GRIMOIRE
    • Combat Spells
    • Detection Spells
    • Health Spells
    • Illusion Spells
      • Directed Illusion Spells
      • Indirect Illusion Spells
    • Manipulation Spells
      • Control Manipulations
      • Elemental Manipulations
      • Telekinetic Manipulations
      • Transformation Manipulations
  • ADEPT POWERS
  • TOTEMS
    • Animal Totems
    • Nature Totems
    • Mythic Totems
    • Idols
    • Loa
  • ARCANE LORE
    • Adept Powers Table
    • Spell Table
    • Magical Gear Table
  • INDEX

Versionen

  • Ebook
    • Ursprünglicher Preis: 15,20 $
  • Print
    • Ursprünglicher Preis: 24,99 $

Übersetzungen


Weblinks

Previews