Download Dreams of Red Wizards Module Fr6 (Advanced Dungeons and by Steve Perrin PDF

By Steve Perrin

The crimson Wizards of Thay. As merciless and terrible as they're robust, they've got governed their jap realm for so long as any sage can take note. they are often strong allies, or lethal enemies. The pink Wizards recognize the darkest secrets and techniques of the most powerful magic, and should promote their talents to the top bidder. Thay is a land of slavers and tyrants, of intrigue and homicide, of threat and oppurtunity. during this publication, the govt., personalities, economic system, towns, humans, and desert of Thay are defined for an AD&D crusade of any measurement or point. goals of the pink Wizards additionally comprises new spells and magical goods designated to the purple Wizards, plus a four-color map of Thay that may be extra to the formerly released maps of the Forgotten geographical regions!

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Additional resources for Dreams of Red Wizards Module Fr6 (Advanced Dungeons and Dragons Forgotten Realms Accessory)

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Impiltur fears that Thay will overwhelm all the Eastern Lands, and then turn west to crush the Coastal Cities, Impiltur, and Aglarond. l The Red Wizards of Thay have sent legions of elementals against rebellious neighboring satraps, destroying four of them (the coastal cities of Lasdur, Taskaunt, Murbant, and Thasselen) utterly, taking those lands (and that of 30 Hilbrand, which surrendered without a fight) under Thay’s banner. Escalant, the most powerful of the cities, is currently under siege.

Thus, a 13th level Wizard with 2 apprentices of 3rd level, 2 of 2nd level, and 2 of 1st level can memorize spells and cast them as if he were 25th level, though he cannot memorize the 7th, 8th and 9th level spells that a 25th level wizard could memorize. The apprentices helping the wizard must be of the same school. Note that any school but Evocation must use this spell at 2nd level, not first. If the wizard is a member of more than one school, his spellcasting ability can only be helped for those spells whose school the Circle’s apprentices are part of.

Range: Touch Duration: 3-12 rounds (1d10 + 2) Saving Throw: None Area of Effect: One creature Explanation/Description: No form of poison, ingested in any fashion, affects the protected individual, and any such poison already in the subject’s system is permanently neutralized. The material component of the spell is a sprig of belladonna. Resist Energy Drain (Abjuration) Level: 2 Components: V, S Range: Touch Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: This spell gives the subject a saving throw vs.

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