Wizarding Ways (BUNDLE)

100 Oddities for a Wizard’s Library
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Welcome to 100 Oddities for a Wizard’s Library, third entry in Skirmisher Publishing’s ever-expanding series of curiosities designed to fill the empty corners of your campaign worlds!  Oddities may clutter a shelf or lie forgotten in a corner but are not defined by where they are so much as what they are and are unusual by their very nature. A dead rat in the basement of an abandoned building is not an oddity, but the same dead rat with its eyes sewn shut is. Oddities make you think about why they exist, how they ended up there, even what the hell they are, questions that are key to an engaging and invigorating roleplaying experience.  Oddities are intended to aid GM creativity and turn possibly bland areas or gaming episodes into something more. The goal of this publication a…

100 Oddities for a Wizard’s Tower
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Welcome to 100 Oddities for a Wizard’s Tower, the fifth entry in the “Oddities” series of sourcebooks, each of which brings you 100 imaginative elements, curios, and details to add to your games or stories in whatever way you like. Oddities are intended to aid storyteller creativity, turning possibly bland areas, and the goal of this publication is to make things more fun and to take your imagination in directions it might not otherwise have gone. They fill in the corners of a bookshelf, a room, a level, a scenario, with all the sorts of things that add interest but take loads of time to come up with. A good oddity awakens curiosity and creativity, in player and storyteller alike, adding interest to an encounter, or even making one out of nothing.  Volumes in this series include …

Magic of the Old West
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In the 19th century, the American West was marked by booming technology, polarized political beliefs, territorial skirmishes, racial conflict, Civil War, and continuous expansion. This era also brought to the West an influx of other peoples — along with their religious, spiritual, and magical traditions — adding to the cultures of the indigenous Native Americans ones from Europe, China, Mexico, Central America, and Africa. These disparate influences combined with geographical isolationism and the country’s powerful, nearly raw power to alter many rituals and practices and make them uniquely American. This supplement to the Gold-bestselling Cthulhu Live 3rd Edition live-action role-playing game of Mythos horror introduces eight magic traditions, a new spell for each, …

Six Spells: Alchemists
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Alchemists are magical practitioners who specialize in transforming one sort of thing into another. While many fantasy games refer to characters of this sort, few actually put their abilities into game terms and, with that in mind, following are six spells to help those game masters and players who wish to create magic users with alchemical abilities. Some are very powerful but are also time-intensive and expensive. A couple may have significant impacts on setting designs as well.  This title contains six spells formatted so as to be compatible with any games using the sorts of basic fantasy role-playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for …

Six Spells: Festivities
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Many games focus solely on the combat aspects of magic, but in a fantasy world such powers can do almost anything. Spellcasters from more peaceful magical traditions might specialize in promoting health and the social good, often using the six spells described in this publication to enliven harvest festivals and other celebrations (but crafty players could, of course, use them in many situations). “Six Spells: Festivities” is stat’ed for the “Basic version of the d20/OGL game system and can be used as-is or easily adapted for any RPGs using the same core rules. …

Six Spells: Kobolds
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Kobolds are the weakest of the humanoid races and the magic of their witch doctors is one of the reasons that they manage to survive the onslaught of predators, adventurers and other humanoids. This mini-publication gives some insights into those capabilities. This title contains six spells formatted so as to be compatible with any games using the sorts of basic fantasy role-playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like OGL or other games altogether. …

Six Spells: Lizardfolk
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Lizardfolk are a primitive swamp-dwelling people that are considered to be more in touch with nature than most of the other humanoid races. Their shamans have, accordingly, developed a number of useful spells to help them survive and thrive in an environment that most consider hostile. This title contains six spells formatted so as to be compatible with any games using the sorts of basic fantasy role-playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like OGL or other games altogether. …

Six Spells: Monster-Making
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This title contains six spells related to studying, altering, and creating creatures. They are formatted so as to be compatible with any games using the sorts of basic fantasy role-playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like OGL or other games altogether. …

Six Spells: Orcs
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The gods of the Orcs have created spells for their people that revolve around combat and Elves and those presented here are but a tiny sample of their creations. This mini-publication gives some insights into those capabilities. This title contains six spells formatted so as to be compatible with any games using the sorts of basic fantasy role-playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like OGL or other games altogether. …

The Magician’s Daughter
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This lighthearted and humorous fantasy short story describes what happens when a young woman takes over her deceased father’s business as a consulting magician and how she deals with troublesome clients, unreliable retainers, and devious rivals. It is very similar in tone to the Arabian Nights, which was very popular during the era when it was written, and includes appearances by numerous nonhuman creatures, including giants, gnomes, hippogriffs, ghosts, and hobgoblins.  “The Magician’s Daughter” was written by prolific and popular American author Frank R. Stockton and illustrated by artist E.B. Bensell and was originally published in 1880. …

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