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The Grimoire - The Manual of Practical Thaumaturgy 15th Edition, 2053

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http://img481.imageshack.us/img481/346/7903grimoire7mb.jpg

Grimoire jest księgą sił magicznych dla świata Shadowrun. Wewnątrz, mistrz gry i gracze znajdą opis magicznego świata oraz sposoby odgrywania magów. Zawiera ona w sobie reguły dotyczące czarów, odnajdywania i tworzenia grup magicznych, inicjacji na wyższe poziomy magii, czarostwa, alchemii, wolnych i sprzymierzonych duchów, badania metaświatów i potężnych magicznych zagrożeń.

Grimoire, Druga Edycja oprócz poprawionych rozdziałów zawiera nowy rozdział adepta, nowe moce adeptów sztuk walki, nowe metamagiczne umiejętności, rozszerzoną list czarów i jeszcze więcej straszliwych insektów.


The Grimoire: The Manual Of Practical Thaumaturgy, 15th Edition, 2053 Edytuj

Just reading this book is informative and entertaining. The examples for newly introduced rules are simple and fun. There's a smattering of possible plot twists for your campaigns and maybe for the Shadowrun universe. There's plenty of good info on tricky things your magician character can try to pull, and just as many that the GM can work over the PC's with. It's a solid compilation of rules, powers, definitions, but it's focus is not quite right. There's a good amount of attention given to druids. IMO no one is gonna play a druid char unless they have a londor or Tir Na-whatever sourcebook. Physical Adepts were a new addition in the 2nd ed sourcebook, but hardly any extra attention was given to them. We relied on Gurth's compilation of PA powers a lot more than the puny Grimoire info. The Grimoire answered a million questions that I had after I first read the magic section of the Big Black Book. Metamagic is awesome, but like mentioned in the Companion, initation powers are toned down. The info on spell design, enchanting, what to do with karma points, and talismongering is priceless. You can't be a commanding and competing magician without access to the info in the Grimoire. The illustrations are nice, it's good to see so many different styles, but at least a quarter of the book is just weak pictures, and I don't think that there are many that are even in the better part of all Shadowrun art. The index is so spaced out and inefficient, it's like some 9th grader was using double spaced, 15 point, just to make it a 5 page history paper.


7903: The Grimoire - The Manual of Practical Thaumaturgy 15th Edition, 2053 (1992) Edytuj

  • Autor: Paul R. Hume
  • Number: 7903 [1-55560-190-1]
  • Price: $15.00
  • Pages: 142
  • Sections: Introduction, The Ways, The Arts, The Higher Mysteries, The Beings, The Places, Magical Threats, Spells, Index
  • Overview: Magicians, buy this book. Useless to any other kinds of characters, any magician will find this one invaluable simply because of all the new things it details. Most of the information presented in The Grimoire is immediately useable in any campaign, provided your character has enough Good Karma to spend. Things like initiations, astral quests, spell design, new spirits, and rules expansions all combine to make magicians more powerful and more dangerous than ever. The druid rules from the London Sourcebook are also included and updated to second edition Shadowrun, and some magical threats are introduced, giving gamemasters some very nasty surprises to spring on unwary players.
  • Rating: 8.3
  • Notes: This is the reworked version of the original Grimoire (1989, I think), which is not included here

7903: The Grimoire — The Manual of Practical Thaumaturgy 15th Edition, 2053 Edytuj

  • Released: 1992
  • Autor: Paul R. Hume
  • ISBN 1-55560-190-1
  • Price: $15.00
  • Pages: 142
  • Status/Availability: out of print/common
  • Sections: Introduction, The Ways, The Arts, The Higher Mysteries, The Beings, The Places, Magical Threats, Spells, Index
  • Overview: Just about useless to all other kinds of characters, any magician will find this one invaluable simply because of all the new things it details. Most of the information presented in The Grimoire is immediately useable in any campaign, provided your character has enough Good Karma to spend. Things like initiations, astral quests, spell design, new spirits, and rules expansions all combine to make magicians more powerful and more dangerous than ever. The druid rules from the London Sourcebook are also included and updated to second edition Shadowrun, and some magical threats are introduced, giving gamemasters some very nasty surprises to spring on unwary players.
  • Similar Products: Awakenings — New Magic in 2057, Magic In The Shadows, Tech Specs, The Grimoire — The Manual of Practical Thaumaturgy, 14th Edition, 2050
  • Survey Rating: 7.9 (32 votes)
  • Notes: This is the reworked version of the original Grimoire (from 1990).

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