Magic pervades the Old World, coursing through the Eight Winds. Humans that learn to harness the energy found in the Winds of Magic can become powerful wizards. Or they may succumb to Tzeentch, the Changer of Ways, tempted by his offer of power, knowledge, and mastery of the dark arts.The Winds of Magic is a valuable resource for Warhammer Fantasy Roleplay. It provides all players with important background and setting information on the Colleges of Magic, some expanded optional rules and additional tools for wizards to practice their art, dozens of new spells across all eight College Orders, and more suggestions and guidance for playing wizard characters.For the GM, The Winds of Magic also introduces the Ruinous Power Tzeentch, his daemonic minions, and insights into the Great Conspirators fiendish schemes. New rules for corruption and mutation expose the characters to greater risks over the course of their adventures. Finally, The Winds of Magic includes a complete adventure for GMs to challenge their players with a dangerous plot unfolding in the heart of the Empire.
The City of Towers launches a brand new novel line set in the world of Eberron, Wizards of the Coast’s newest D&D campaign setting. Author Keith Baker’s proposal for the exciting world of Eberron was chosen from 11,000 submissions, and he is the co-author of the Eberron Campaign Setting, the RPG product that launched the setting. The Eberron world will continue to grow through new roleplaying game products, novels, miniatures, and electronic games. 1. Language: English. Narrator: Alex Hyde-White. Audio sample: http://samples.audible.de/bk/adbl/006428de/bk_rhde_002536_sample.mp3. Digital audiobook in aax.