Infinite Space: Arcane Discoveries (SFRPG) PDFLouis Porter Jr. DesignThose who practice magic, whether mystics wielding the primal forces of the universe, or technomancers dabbling in the union between magic and technology, often learn magic from an academy or a mentor. Over the centuries, mystics and technomancershave drawn upon the same pool of classic, well-known spells. When a spellcaster discovers a new spell or unearths a long-forgotten dweomer, such a find represents rare treasure—one to be guarded jealously and kept secret. Here are eleven new spells, some for mystics and others for technomancers, to introduce into the campaign. The GM can decide how spellcasters acquire these new magics, such as locked within an ancient computer, scribbled in a tome in a ruined library, or granted as part of a dream as part of a greater purpose. The spells are:
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