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Magic of Faerun (Forgotten Realms Campaign Option) [Paperback]

Sean K. Reynolds , Angela Leigh McCoy
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Paperback: 192 pages
  • Publisher: Wizards of the Coast (30 July 2001)
  • Language English
  • ISBN-10: 0786919647
  • ISBN-13: 978-0786919642
  • Product Dimensions: 27.3 x 21.3 x 0.9 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 834,242 in Books (See Top 100 in Books)

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37 of 41 people found the following review helpful:
4.0 out of 5 stars Another inspiring book!, 21 Aug 2001
By 
This review is from: Magic of Faerun (Forgotten Realms Campaign Option) (Paperback)
Sure, you might say. 3th edition and another book to chase the money out of your pockets. Well yes, that it does. But you get value for your money! The first two chapters give us new and old insights into the nature of magic. Just like science evolves, so does the understanding of magic. And although magic is a thing of fiction it sure takes very capable people to write sensible, coherent and and at the same time inspiring stuff about it. The next chapter brings us a challenging array of player character prestige classes. The prestige classes must already number over thirty since the first publishing of 3th edition materials. Life will never be dull on Toril. To much choice? Think of everyday life. Sociologists figure that the greatest challenge faced by people today is the amount of choices we have to make. Uncertainty, economists add to that, mares a lot of those choices. In light of this thought, the amount of material offered in this book - or even the whole range of 3ed. materials - suddenly doesn't look all that overwhelming. You just need to take some time and think your character through. Imagine the places you would like your character to visite (ch. 4), the spells you'ld like him to wield (ch. 5) or the artifacts you'ld love her to collect (ch. 6)? But then, be sure to know the monsters you could encounter (chapter 7). Yes, another game inspiring book! Oh, just maybe one downside though. The art is to much of a mixed bag to me. But, roll playing games are a thing of mental picturing 'par excellence'. So I don't mind to much: I just make up my own vision of things.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Spells, spells, spells and more spells, 20 Dec 2007
By 
T. R. Alexander (East Anglia, UK) - See all my reviews
(TOP 500 REVIEWER)    (VINE VOICE)    (REAL NAME)   
This review is from: Magic of Faerun (Forgotten Realms Campaign Option) (Paperback)
This accessory book for the Forgotten Realms campaign setting includes expanded rules and background for the forces of magic within Faerūn. As you would expect, the majority of this book is taken up with a list of new spells and magic items, as well as information on materials that can be useful in the construction of magic items. In addition to this the book also includes the usual Prestige Classes, Feats, skills and monsters that would be appropriate for magic heave campaigns. The book also includes a basic history of magic, descriptions of the various types of magic, information on the deities associated with magic and places to add to your campaign that are thick with magical power. Although not essential for a campaign set within the Forgotten Realms this book is a great way of adding depth to the spellcasting of both PCs and NPCs and would be of great interest to anyone playing a spellcaster.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.1 out of 5 stars (16 customer reviews)

89 of 90 people found the following review helpful:
4.0 out of 5 stars A meaty addition to the Forgotten Realms, 7 Aug 2001
By Jeff Hershberger - Published on Amazon.com
This review is from: Magic of Faerun (Forgotten Realms Campaign Option) (Paperback)
When I first read about the release of this product, I made up my mind I wasn't going to buy it. The price seemed unreasonable for a softcover supplement, and given the patchwork quality of the previous softcover releases ' It seemed like a waste'

Then I actually got to read it, and all that went out the window.

If you're running the realms- this will be a great add to the campaign world. More spells were a given, but here's the thing: They're actually useful! Amanuensis (A spell to transcribe magical writing in minutes rather than days) will soon be gracing the libraries of many a wizard. The clerical spells have some nice flair (a L1 healing spell for the faithful that cures 8HP plus a level bonus-nice! and they've finally given blunt weapons a keen-like enhancement spell, Weapon of Impact). Rangers, often thought to have gotten short shrift in the new D&D, get some good stuff in this book: spells that give their melee weapons +3 enhancements, and a spell that makes their next ranged shot critical, so long as it hits (I ask you, what ranger wouldn't want that?).

Of course, new feats are part of the package. The metamagic feats are mostly for panache (like the feat that allows you to give your spells a 'theme' which makes them harder for opponents to identify, but has few other mechanical benefits) but they still add to the overall feel of the realms play.

The prestige classes in this book are, in contrast with previous offerings, broad-based and allow for customization. Whereas there are few differing ways to play a Pale Master (from Tome & Blood), there are countless ways to play a Mystic Wanderer (a clerical prestige class, with a splash of the arcane) or the Mage Killer (a shadowy spellcaster who has a bone to pick with arcane types). With a campaign world as a backdrop, prestige classes can really explore their potential as world-building as well as character-building tools.

In the 'Places of Power,' chapter, we are introduced to ready-made settings for magic events in Faerun. A magical bazaar where PC mages can buy and sell magic, as well as participate in Mage Duels. The Mage Duel rules are a great idea, although the rules are a complete aberration with the core rulebooks (spellcasters are allowed counterspells without readying actions, for example). The dueling rules promote a free-flowing and non-lethal way for mages to settle their differences. However, since a duel is unlike anything that exists outside of the dueling arena it is unclear if it will serve as anything more than the thrill-seeking stunt that it currently is.

A chapter is devoted to explaining Faerun's peculiar magic backstory, which is useful for immersive campaigns and can serve as inspiration for spells, items and adventures alike. Rules for Gem Magic detail an expensive way for a magic user to store (and trigger) spells in gems-much like scrolls. Gem Magic increased cost (it uses gems, after all) comes with increased flexibility in use. A gem with a stored spell can be triggered when a certain creature approaches within 5', something a scroll cannot do.

All in all, the book is chock full of what you would expect, more magic for the Forgotten Realms setting. The book is gorgeous, in keeping with the FRCS' look and feel, and the text does not disappoint. If you play the realms, this one's a keeper.


10 of 11 people found the following review helpful:
5.0 out of 5 stars Darn Good! Meaty and Filling!, 21 April 2002
By "khelrane" - Published on Amazon.com
This review is from: Magic of Faerun (Forgotten Realms Campaign Option) (Paperback)
MoF is excellent. I've played D&D through its various incarnations since 1977, and the Forgotten Realms since the early 80's. The price tag was a bit high, so I took a peek at a friend's copy first. What I saw convinced me to buy it.

The spells and cleric domains add a lot of dimension and color to D&D3e. I was expecially interested in the new prestige classes. A couple of them seem better suited to NPCs, such as the Master Alchemist and the Mage-Killer, but the write-ups are balanced and well thought out.

The magic items chapter is quite good, too. There is a lot of flavor added to the list, and not simply more powerful items, or more ways to cheat the rules. Too many past supplements from the previous versions of AD&D have introduced items and spells far too powerful for most campaigns. This supplement is very well balanced.

The feats are good, too, Spell Thematics especially (but get the errata download from WoC!).

My only disappointment was there weren't very many monsters, but that wasn't the thrust of this supplement, so my disappointment is very minor.

Overall, this book is worth the price, and very handy for both players and DM's who want a better understanding of the magic of Forgotten Realms.


11 of 13 people found the following review helpful:
4.0 out of 5 stars Mmm...useful magic..., 13 Jun 2002
By Brad Smith - Published on Amazon.com
This review is from: Magic of Faerun (Forgotten Realms Campaign Option) (Paperback)
You know, I didn't really mind paying for this. Sure, it's overpriced, but it's darn useful.

This book is, rather obviously, intended primarily for Forgotten Realms. I still think that the setting is on the rather obnoxiously silly side, but the material is more or less first-rate, and thus easily stealable for better d20 settings.

The meat of this book is the massive number of new spells, a great number of which are useful. There's Speed Swim (1st-level spell, gives a Swim speed of 30), Hunter's Mercy (ranger spell, 4th-level, if the arrow hits, it crits), and the utterly awesome Wieldskill (1st-level spell for clerics of Gond, gives +10 competence bonus to ANY skill, or a half rank in one skill you don't have, *or* any feat). All classes get good spells, and some are multi-use; Mace of Odo, for example, can be used for damage or to block incoming spells.

You'll also find a good chunk of the book devoted to the various methods and practices of magic in Faerun, including sample temples, mage guilds, mage fairs, and odd schools of magic. These are okay, but not particularly great.

There are also nifty prestige magic-based prestige classes, like the mystic wanderer, mage-killer, and the Harper Mage and Harper Priest. There are mostly okay, though some are too dependant on the setting to be useful elsewhere. The Guild Mage of Waterdeep is an almost exact copy of the Mage of the Arcane Order from Tome & Blood.

Magic items and stuff are also well-represented. There are a great many new weapons and armor enchantments, as well as specific varieties of items. Some aren't particularly useful; the Rod of Cats springs to mind as one of the more pointless items (yes, darkvision is nice, but there are easier/cheaper ways of doing that...). The magical materials available are greatly expanded, including special weapon/armor materials and gems that enhance spells. Last, but not least, you'll find a selection of monsters and templates that appear in the setting.

All in all, this is a pretty decent book. The production value is very high, and they obviously put a lot of effort into it. If I liked Forgotten Realms at all, it'd get 5 stars.

 Go to Amazon.com to see all 16 reviews  4.1 out of 5 stars 
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