Quelle, en: The Grimoire: 15th Edition, 2053

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Cover The Grimoire 15th Edition.jpg

® FASA
Verlag: FASA
Nummer: 7903
Edition: 2
Erschienen: 1992
Sprache: englisch
Übersetzung: {| class="infobox" style="float:right; clear:right;" Informationen

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| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Einband: Softcover |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Seitenanzahl: 142 |-

| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Preis: $15.00 |- | style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | ISBN:

ISBN-10: 1-55560-190-1

|-

| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Credits:

  • Autor: Vorlage:Impressum
  • Zusätzliches Material: Tom Dowd, Mark Chaffe, Stephen Kenson, Christopher Kubasik, Carl Sargent
  • Entwicklung: Tom Dowd
  • Redaktion:
    • Senior Editor: Donna Ippolito
    • Assistant Editor: Sharon Turner Mulvihill
    • Editorial Assistant: Diane Piron
  • Production Staff:
    • Art Director: Jeff Laubenstein
    • Project Manager: Joel Biske
    • Cover Art: Tom Baxa
    • Cover Design: Jeff Laubenstein
    • Illustrationen: Joel Biske, Janet Aulisio, Jim Nelson, Dell Harris, Jeff Laubenstein, Mike "Troll Boy" Nielsen, Dana Knutson, Mike Medynsky, Karl Waller & Tony Szczudlo
    • Layout: Tara Gallagher, Carol Brozman & Mark Ernst
    • Keyline and Pasteup: Emesto Hernandez

|} The Grimoire is the book of magical power for the Shadowrun world. Inside, gamemasters and players will find essays on the magical world and roleplaying magicians. It includes rules on spell design, finding and forming magical groups, initiation into the higher forms of magic, enchanting, alchemy, free and ally spirits, the exploration of the metaplanes, and powerful magical threats.

The Grimoire, Second Edition revises and expands on the original Grimoire, bringing it up to date with the Shadowrun, Second Edition game system. In addition to the revised sections, Grimoire, Second Edition contains a new kind of adept, new physical-adept powers, a new metamagical ability, an expanded spell list, and more fearsome insect spirits.

Inhaltsverzeichnis

  • INTRODUCTION
  • THE WAYS
  • THE MAKING OF MAGICIANS
  • WAY OF THE MAGE
  • WAY OF THE SHAMAN
  • THE ARTS
  • ENCHANTING
    • Enchanting Miscellanea
      • Enchanting and Drain
      • Druidic Enchanting
      • Enchanting Gear
    • Talismongering
      • Materials for Enchanting
      • Gathering Materials
      • Refining Materials
      • Making Fetishes
      • Making Ritual Materials
      • Analyzing Magical Items
    • Alchemy
    • Foci
      • Fetish Focus
      • Spirit Focus
    • Artificing
      • Designing A Formula
      • The Material Basis
      • Alchemical Materials
      • The Enchanting Test
      • First Bonding
      • Stacking Enchantments
    • Bonding Foci
    • Unique Enchantments
  • DRUIDS
    • Totems
      • Moon
      • Oak
      • Sea
      • Sun
      • Wildcat
      • Wyrm
    • Fetishes
    • Sacred Circles
    • Spirit Conjuring
      • Spirit Special Rules
    • Enchanting
      • Enchanting Gear
    • Foci
    • Human Sacrifice
    • Background Count and Druidic Magic
    • Cornish Bards
  • ADEPTS
    • Elemental Adepts
    • Physical Adepts
      • Additional Powers
  • RITUAL MAGIC
    • Symbolic/Sympathetic Links
    • Tissue Sample Viability
  • THE HIGHER MYSTERIES
  • INITIATION
    • Grades of Initiation
    • Advantages of Initiation
    • Karma and Initiation
    • Ordeals
      • Ordeal Types
  • METAMAGIC
    • Centering
      • Centering Skilis
      • Choosing Centering Skills
      • Centering Tests
      • Centering and Spellcasting
      • Centering Vs. Drain
      • Centering Vs. Penalties
    • Quickening
      • Breaking Quickened Spells
    • Dispelling
    • Shielding
    • Masking
      • Deliberate Masking
      • Masking Foci
    • Anchoring
      • Preparing the Object
      • Anchoring In Place
      • Enchanting For Additional Effect
      • Anchoring a Link
      • Effects of Anchored Spells
      • Anchored Spells and Astral Space
      • Using Anchoring
  • GEASA
    • Getting A Geas
      • Way of the Burnout
    • Standard Geasa
      • Condition Geas
      • Domain Geas
      • Fasting Geas
      • Gesture Geas
      • Incantation Geas
      • Sacrifice Geas
      • Shaman's Geas
      • Talisman Geas
      • Time Geas
    • Creating New Geasa
  • MAGICAL GROUPS
    • Strictures
      • Individual Strictures
      • Group Strictures
    • Customs
    • Group Resources
      • Luxury Resources
      • High Resources
      • Middle Resources
      • Low Resources
      • Squatter Resources
      • Street Resources
    • Patrons
    • Finding A Group
    • Joining A Group
    • Founding A Group
    • Building A Group
      • Group Purpose
      • Membership Size
      • Membership Limitations
      • Membership Strictures
      • Resources, Dues, and Patrons
    • Pre-Generated Magical Groups
      • Sisterhood of Ariadne
      • Hermetic Order of the Auric Aurora
      • Mitsuhama Research Unit
      • Bear Doctor Society
      • Moonlight Thorns
  • THE BEINGS
  • SPIRITS
    • Spirit Forms
      • Great Form
    • Disruption
    • Healing Spirits
    • Elementals
    • Nature Spirits
      • Domains
      • Multiple Spirits In A Domain
      • Nature Spirit Powers
  • ALLIES
    • Native Planes of Allies
    • Powers of Allies
      • Inhabiting
      • Immunity to Normal Weapons
      • Manifestation
      • Sense Link
      • Sorcery
      • Telepathic Link
      • Three-Dimensional Movement
    • Services of Allies
      • Astral Watch
      • Aid Power
      • Resist Drain
      • Other Services
    • Designing the Ally
      • Appearance
      • Attributes
      • Skills
      • Powers
    • Ally Formula
    • Ritual of Summoning
    • Ritual of Change
    • Losing the Ally
    • Banishing the Ally
  • WATCHERS
    • Characteristics of Watchers
    • Watchers and Astral Tracking
    • Tasks for Watchers
      • Air Cover
      • Alarm
      • Attack Dog
      • Bug
      • Courier
      • Irritant
  • FREE SPIRITS
    • Born Free
    • Motivations
      • Tricksters
      • Shadows
      • Guardians
      • Animus/Anima
      • Players
    • Free Spirits and Karma
    • True Names
      • Learning A True Name
      • Binding A Free Spirit
      • Other Uses of True Names
    • Spirit Energy
    • Powers of Free Spirits
      • Animal Form
      • Astral Gateway
      • Aura Masking
      • Dispelling
      • Hidden Life
      • Human Form
      • Personal Domain
      • Possession
      • Sorcery
      • Wealth
    • Designing Free Spirits
      • Spirit Type
      • Spirit Attributes
      • Spirit Powers
      • Filling In the Blanks
  • THE PLACES
  • ASTRAL SPACE
    • Astral Bodies
      • Humans on the Astral
      • Astral Perception
      • Astral Projection
      • Dual Beings on the Astral
      • Magical Entities
      • Astral Beings
      • Other Beings
      • Objects in Astral Space
    • Etheric Terrain
      • Information in Astral Space
      • Background Count (Optional Rule)
    • Auras
      • Aura Reading
    • Astral Combat
      • Initiative
      • Dice Pools
      • Armor on the Astral
      • Condition Monitors
    • Astral Security
      • Wards
      • Astral Patrolling
    • Metaplanes
      • Astral Quest
      • Metaplanar Geography
      • Quest Tests
      • Dweller on the Threshold
      • Metaplaces
      • Types of Quest
      • Quest Duration
  • MAGICAL THREATS
  • TOXIC BEINGS
    • Toxic Shamans
      • Toxic Totems
      • Toxic Spirits
      • Toxic Domains
    • Insect Shamans
      • The Hive
      • Summoning Insect Spirits
      • Flesh Form Insect Spirits
      • True Form Insect Spirits
      • Queen Spirit
      • Hive Insect Spirits
      • Solitary Insect Spirits
    • Threat Ratings
      • Toxic Threat
      • Insect Threat
  • SPELLS
  • SPELL DESIGN
    • How Spells Work
      • Spell Force
      • Combat Spells
      • Detection Spells
      • Manipulation Spells
    • Elemental Effects
      • Acid
      • Blast
      • Fire
      • Ice
      • Lightning
      • Water
    • Spell Formulas
      • Inspiration
      • The Design
      • Using the Formula
    • Inventing New Spells
      • Defining A Spell
    • Examples of Spell Design
      • The Craft of Spell Design
      • Combat Spells
      • Detection Spells
      • Health Spells
      • Illusion Spells
      • Manipulation Spells
  • SPELL DIRECTORY
    • Combat Spells
    • Detection Spells
    • Health Spells
    • Illusion Spells
    • Manipulation Spells
  • TABLE OF SPELLS


Siehe auch

Weblinks

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