Every mystic library reserves a place for this single potent volume of arcane lore. It's packed with ways to customize sorcerer and wizard characters,
New feats, spells, and magic items.
New prestige classes, including the dragon disciple, fatespinner, and pale master.
Information about special organizations such as the Broken Wands and the Arcane Order.
Maps of a mages' guildhall and a home that a sorcerer and a wizard share.
Tome and Blood is indispensable to players and Dungeon Masters who want to add a new dimension to sorcerers and wizards.
To use this accessory, a Dungeon Master also needs the Player's Handbook , the Dungeon Master's Guide , and the Monster Manual . A player needs only the Player's Handbook .
Bruce R. Cordell authored books for Dungeons & Dragons over the course of 4 editions (2nd Edition through 5th Edition D&D). These days, he’s a senior designer for Monte Cook Games, LLC designing Numenera , Gods of the Fall, and The Strange. Also a novel author, his credits include several titles set in the Forgotten Realms. Bruce’s tenth novel, Myth of the Maker, is just out from Angry Robot Books: http://brucecordell.blogspot.com/2017...
Lists of game mechanics and spell statistics always put me right to sleep, which is why I read game books at bedtime. But there's some cool stuff in here as well--character stuff and cool locations that sometimes hit the right creative spot.
In a long ago time there was a game called Dungeons and Dragons. I was greatly beloved and played by many people. Heroes would gather to explore strange and distant lands, great deeds were done, quests were accomplished and all was well. Then it changed and lo 2nd edition arrived, yet it was also good and the fun continued.
Alas however the wonders could not go on forever and neither could the "good times always roll"....we got 3rd edition.
This is one of a series of books that was designed to help players and DMs in the building of characters. In 3rd edition the players (and especially the magic slingers) could get very powerful very quickly.
Also 3rd edition didn't last all that long before the PTB (Powers That Be) decided that "we all" needed edition 3.5. If you wanted to adapt this book to another edition I suppose you could but I don't plan to.
A lacklustre sourcebook is a fair description I think. It's a bit lacking in flavour, providing just additional options.
I found the prestige classes to be poor overall, with most of them being rather weird - I don't see why players would even bother with some of them.
The feats are mostly focused on just metamagic feats, so that was pretty limiting. On the upside though, the sourcebook does try to provide some flavour for the metamagic feats, especially between wizards and sorcerers.
Other than these, the rest are just standard fare - a few spells, some magic items (including corny good vs evil item item sets).
Basic Premise: A supplement for players of magic users in D&D 3.0
D&D 3.0 was a really good system for magic users. Play your cards right and you might just get to cast multiple spells in a round, without cumbersome feats. This book introduces some of the most broken abilities given to magic users in 3.0, and gives new prestige classes, spells, feats, etc to make your spell slinger the most dangerous person in the party. Besides that, it has one of the most badass titles in all of D&D. This book is very handy.