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Learn how to paint exciting miniature creatures and elevate your tabletop experience, with Arcane Arts. Professional miniature painter and instructor Noxweiler Berf has created an immersive guide to painting miniatures for tabletop games. In his engaging and playful style, Berf demystifies the miniature painting process for the beginner and offers new perspectives and encouragement for advancing hobbyists. The guide offers the reader a number of milestone “quests” that will take them from the first steps of selecting a miniature figure, to understanding the visual cues that come from their choice of color and texture, to even developing scenic basing and preparing your miniature for game-play.
Follow Harper Hawkins as she unravels more than she bargained for in OF WOLVES AND WITCHES, the first book in the Arcane Arts Academy series, an exciting new paranormal romance perfect for fans of Vampire Academy, Legacies, and Hex Hall!
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
Five-hundred years ago, sorcery began to fade from the world. As technology prevailed, combustion engines and computers replaced enchanted plows and spell books. Real magicians were hunted almost to extinction. Science became the primary system of belief, and the secrets of spell-casting were forgotten. That is ... until now. Sorcery for Beginners is no fantasy or fairy tale. Written by arcane arts preservationist and elite mage Euphemia Whitmore (along with her ordinary civilian aide Matt Harry), this book is a how-to manual for returning magic to an uninspired world. It's also the story of Owen Macready, a seemingly average 13-year-old who finds himself drawn into a centuries-long war when he uses sorcery to take on a school bully. Owen's spell casting attracts the attention of a ruthless millionaire and a secret society of anti-magic mercenaries, all of whom wish to use Sorcery for Beginners to alter the course of world history forever.
Magic is a powerful force in most fantasy worlds, and many are the paths open to those who seek magical power. From the arcane to the divine, Spells & Magic provides information for both players and DMs and is easily useable in any d20 campaign world. This is more than just a book of spells and magical items. New prestige classes focusing on new thoughts of magic also fill the book. And like all Bastion Press products, it's designed to be used with any d20 campaign world.
The only book available on the complete practice of the Celtic bard, this title is designed for anyone drawn to the enchantment of Celtic music, myth, and poetry.
The first official setting supplement for the Legend game line is Legend – Astral. This book details the Astral setting in full along with over a thousand spells divided into over thirty Schools of magic. The Astral is a vast sea of gemstone coloured mist that lies between the many worlds of Creation. Creation is home to dozens of unique cultures, each with their own history and way of life. Now that they have discovered how to travel between the worlds a new era of expansion and progress has begun. But not everything will be easy, for many worlds want all they can take even if it means war. This book is part of the Legend series and is fully compatible with other books in the game line.
My academy life continues, but I hate the unfair caste system that causes discrimination in the school. I know I can’t change it all by myself, but I can’t just stand back and let this inequality continue. Meanwhile, I decide to investigate a large hole that mysteriously appeared in the academy. What secrets does it hold? Can it help me get rid of my curse? I’m excited to learn everything I can, but I’m suddenly transported to unknown ruins while a dangerous monster awakens from its centuries-long slumber. I have to get out of here so that I can save my friends and my kingdom before it’s too late!
"...the plotline is meticulous and engrossing, and the characters are intricately crafted...” — Literary Titan It is 1001 Anno Rex, and the emperor of the Empire of Kristianborg, the tyrannical Severus Valentinian, has been assassinated. Severus leaves behind four sons, each born by a different queen consort—but without declaring an heir before his death, the throne lies vacant. Zeno, Andronikos, Leo, and Commodus all covet the illustrious title of emperor. However, they will need the support of the Council of Archons and the power of the Yeneceri army—the most prominent, most formidable soldiers in the dominion—to obtain it. Zeno’s mother, Eleonora Ulrika, who climbed the ranks from a woman of lesser nobility to a powerful consort, uses all her wit, charm, and appeal to gain support for her son. She has spent years guiding him to become a competent warrior and military leader, especially for this very moment. However, the other queen consorts are no delicate flowers, and each wants her son on the throne. Battles, murder, bribes, and treachery ensue as each vies for the pinnacle of power. Yet against this backdrop of politics, war, and a fight for the throne lies something more sinister, something more threatening, something no one empire of men can hold back. . . . A tale of politics, intrigue, war, and lust, Year of the Four Emperors sets the stage for the forthcoming books in The Grand Duchess series.
Fourteen-year-ole Augum and friends Bridget and Leera dream of becoming warlocks, but with the kingdom in chaos, it will take courage, sacrifice and an iron will to make that dream come true. The three friends navigate an ancient abandoned castle, endure grueling training, challenge old mysteries and learn that a bond forged in tragedy might be the only thing to save them from a ruthless enemy.