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Kobolds Work a Little Magic The popular and wildly useful Kobold Guide series tackles the biggest subject in fantasy: Magic What makes a fantasy fantastic? Magic, of course Whether it's unearthly beasts, scheming sorcerers, legendary swords or locales that defy logic and physics, a compelling fantasy story needs magical elements. The tricky part is that in order for the story to work, you have to get your reader or player to believe the unbelievable. The Kobold Guide to Magic takes you behind the scenes to learn the secrets of designing and writing about magic from 20 top fantasy authors and game designers. Find out how to create more compelling, more interesting, and more playable magic at your table or in your stories-with the word from some of the most talented creators working today. The topics are wide-ranging, from the secrets of Irish magic to tricks of impractical magic, from how to generate a sense of wonder at the gaming table to how to rejigger the teleport spell for stronger adventures tohow to sell a character's soul and how to run a game with visions and prophecies. There's even sections on the magic of J.R.R. Tolkien and the tools available to a game master for making magic their own. The Essential Guide to Magic in Fiction and Games This essential companion for fantasy gamers and readers alike feature essays by: Wolfgang Baur Clinton Boomer David Chart David "Zeb" Cook James Enge Ed Greenwood Jeff Grubb Kenneth Hite James Jacobs Colin McComb Richard Pett Tim Pratt John Rateliff Thomas Reid Aaron Rosenberg Ken Scholes F. Wesley Schneider Amber E. Scott Willie Walsh Martha Wells Steve Winter This latest volume in the best-selling and award-winning series of Kobold Guides tackles the mystery at the heart of the fantasy genre. Improve your game and expand your magical power with the Kobold Guide to Magic This book ships early in 2014 and will be in high demand. Don't miss out, and get it in print before everyone else
A young knight, surgically augmented by the secretive Council of Magi, discovers a highly placed conspiracy aimed at the heart of the Empire of Terona. Foresworn and forced to choose between his oath and his duty, he flees the capital with the king's infant daughter, the last surviving member of the dynasty. Called a traitor, and with the might of the Empire pursuing him, he must seek friends who can help him to stave the rising darkness at the heart of his home. Against the machinations of the High Houses, the metal-dark magic of the Council of Magi, and against the Empire's enemies, he must keep hope alive. This is the first in a series.
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