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The Codex of the Black Sun: Sorcery for Stars Without Number
 
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The Codex of the Black Sun: Sorcery for Stars Without Number
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The Codex of the Black Sun: Sorcery for Stars Without Number
Publisher: Sine Nomine Publishing
by CD F. [Verified Purchaser]
Date Added: 01/09/2021 09:52:44

If you want sandbox Science Fantasy then you have found it! You can use part or all of this to create Jedi or Space Wizards in the Stars Without Number game from Sine Nomine Publishing, the imprint of Kevin Crawford.



Rating:
[5 of 5 Stars!]
The Codex of the Black Sun: Sorcery for Stars Without Number
Publisher: Sine Nomine Publishing
by Jerry S. [Verified Purchaser]
Date Added: 10/02/2019 19:16:03

This book is perfect if you want to run a space Syfy game with magic, Kevin Crawford goes into how the magic works and why it works the way it does. And just like all of his books offers other ways to run the game, it like module with lots of mini modules that you can add and subtract to make the perfect game. My favorite part of the book is where you can build research and arcane points that then is what gives you new spells and create new artifacts. Building a bigger and grander libery of artifact and books to aid in other research, And if you’re a pacter you can create shadows to summon your new creations. Overall really good book, there are something I wish Kevin would go more in-depth for example giving more how shadows work or ideas on how to implement them into a campaign. If your looking for even ideas about magic in a syfy game this is the book to go to!



Rating:
[5 of 5 Stars!]
The Codex of the Black Sun: Sorcery for Stars Without Number
Publisher: Sine Nomine Publishing
by Robert J W. [Verified Purchaser]
Date Added: 03/27/2019 11:45:57

The Codex is more than just a translation of old D&D spellcasting tropes into a sci-fi context. Crawford's apparent design philosophy for spellcasters (that they should be doing the impossible, rather than just outshining the Warrior and the Expert when they spend spell slots) results in a library of new classes, spells, and foci that feel magical without falling into the "quadratic wizard" trap. The most potent spells have costs and limitations that demand more careful planning and risk management from spellcasters who want to get maximum value from their spell slots.

The sourcebook is flavorful too, providing new mysterious creatures called Shadows that can be enemies, summoned servants, or figures of worship that grant cultists twisted powers. Classes are accompanied by some default backstory and flavor to help players and GMs explain the otherworldly origins of their powers, and understand how magic-users might be judged by society. And for those GMs comfortable with a bigger bookkeeping burden, arcane research rules offer paths to power with built-in reasons to adventure for the research necessary to summon permenant minions, expand Arcanist spellbooks, and craft magical items.

If you don't want magic users in your sci-fi, obviously, pass on this one. If you do want them, buy the Codex without hesitation.



Rating:
[5 of 5 Stars!]
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