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A new supplement from Ranger Games for the Dice & Glory game system containing specialist (traditional) character classes for modern and science fiction settings. Requires the Dice & Glory Core Rulebook. This book contains: Over 60 Specialist Classes with full descriptions of class abilities and level progression tables! Of these, there are 3 Brick classes, 8 Fighter classes, 14 Adventurer classes, 8 Rogue classes, 12 Psychic classes, 6 mage classes, 4 Clergy classes and 8 NPC classes! NPC tables which can be applied to NPC's to easily apply specialist class levels! Multiple forms of stylized Martial Arts forms including Gun Kata, Jeet Kune Do, KFM and Capoeira! New Character Concepts and Character Flaws! ...And advice for Game Masters about NPC's and monsters with specialist classes, campaign magic levels for modern settings, and story/character elements found in modern game settings. This book is an invaluable resource for any player or GM of the D&G system.
Fresh ideas for the modern mage lie at the heart of this thought-provoking guide to magic theory. Approaching magical practice from an information paradigm, Patrick Dunn provides a unique and contemporary perspective on an ancient practice. Imagination, psychology, and authority-the most basic techniques of magic-are introduced first. From there, Dunn teaches all about symbol systems, magical artifacts, sigils, spirits, elementals, languages, and magical journeys, and explains their significance in magical practice. There are also exercises for developing magic skills, along with techniques for creating talismans, glamours, servitors, divination decks, modern defixios, and your own astral temple. Dunn also offers tips on aura detection, divination, occult networking, and conducting your own magic research.
Good grief. My whole life I’ve been looking for someone I can trust, but in the end, they always betray me, one way or another. Even my own party members—people who I fought and risked my life with—ended up kicking me to the wayside, and now I’m used to it. I thought two hundred years might change things, but the only thing that’s changed is how strong mages are. Now, I’m a student in a world where mages are remarkably weaker than in the past. My only wish is to live a peaceful life, but things keep cropping up, and I haven’t quite gotten there yet. Even so, as a denizen of this new world, I’ll need to choose my path forward. Though I’ve mostly lost faith I’ll ever find someone I can truly trust, I still hold on to the hope that one day, I will.
GURPS Voodoo: The Shadow War takes the myths of the mystical religions known as Voudoun and Santeria and gives them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. Voodoo priests and the shamans of many ancients cultures have unique views in how they can shape the world; this supplement includes a magic system to replicate those beliefs. The Shadow War is a conflict fought on many fronts. Voodoo Initiates contend with the Lodges, which consist of European magicians who have kept their occult power hidden and consider themselves the secret masters of the Western world. Beneath that struggle, some Initiates have begun to realize, lies a battle between Humankind and beings that have no use for power or wealth - only destruction. Unlike many "dark" RPGs, Voodoo is not about enduring horror, but fighting it. Human Spirit Warriors, monstrous In-Betweener renegades, and even ghosts can join forces and stop the manipulators and deceivers. The world of the Shadow War needs heroes, however frail or flawed they may be. Your characters may just be those heroes.
Good grief. Guess I shouldn’t have expected more from the research societies of this academy. Just one of them caught my eye, and it literally only has one member. Between choosing a research society, keeping people out of danger, and something more nefarious going on in the background, it’s hard to pursue my goal of a peaceful, student life. On the other hand, I’m finally getting closer to figuring out the mystery of why mages are so much weaker than they used to be...
Good grief. It seems that life at school won’t be slowing down anytime soon. Dark clouds loom on the horizon, and I don’t just mean my favorite bookstore closing down. With the school festival right around the corner, I apparently have to find a dance partner and even help with preparations for my class’s contribution. Sure, Chronos might be behaving themselves for the time being, but I can’t shake this feeling that some other organization is going to make their move. My dreams of a peaceful life just get further and further away.
Good grief. After spending years traveling across the world, saving towns, defeating demons, and then finally killing the demon king, my party—the people I considered comrades—decided to kick me out. I’d honestly thought that they’d be different. They wouldn’t be like the rest of the world, who irrationally hate people like me, with Amber Eyes. But...I was wrong. In the end, it’s not their fault, though. It’s just how the world was back then. I was sure that with more time and understanding, the world would shed their preconceived notions about those with Amber Eyes and treat us as they would anyone else. I held on to this hope as I used my unique magecraft to reincarnate myself two hundred years into the future. Now, it’s time to find out if my guess was right!
The crew of the Blue Jay saved Ship’s Mage Damien Montgomery from a horrific punishment on the orders of a Hand of the Mage King of Mars. Wanted as criminals, they seek sanctuary in the UnArcana worlds. When the Captain is offered a contract by the secret enemies of the Mage King, Damien must ask himself: how far can a Mage trust those who despise all things magic? Starship’s Mage is space opera set in a future we would never have predicted: where humanity’s far flung interstellar colonies are tied together by the Protectorate of the Mage King of Mars and the magic of the Jump Mages. Starship's Mage: Episode 3 is a 25,786 word novella, the third of five in a serial. Episode 4 is scheduled for release in September of 2014