Excerpts 02/04/2005


Races of the Wild Excerpt
By Skip Williams



Races of the Wild,starts by exploring a couple of existing races --- elves and halflings -- more deeply, and then adds a new one -- raptorans - the D&D game. Races of the Wild provides detailed information on the psychology, society, culture, behavior, religion, and folklore of elves, halflings, and raptorans. It also gives you new prestige classes, feats, spells, magic items, equipment, and guidelines for crafting adventures and campaigns using the material within this tome. Our sneak peek includes a look at the raptorans, an overview of the new prestige classes, an expanded skill description, new feats, a new spell, a new psionic power, and a new monster.

A New Spell and Psionic Power

Here is a sample spell and psionic power from Races of the Wild.

Returning Weapon
Transmutation
Level: Assassin 2, sorcerer/wizard 2
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One thrown weapon
Duration: 1 round/level (D)
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

The weapon targeted by this spell gains the ability to return to the hand of its thrower (as the returning special ability described on page 225 of the Dungeon Master's Guide).

Living Arrow

Living Arrow
Metacreativity
Level: Psychic warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Projectile weapon touched
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 9

When you manifest living arrow, you give a semblance of life to the projectiles you shoot at your foes (often arrows fired from a bow, but crossbow bolts, sling stones, and other projectile weapons are also subject to this power). The power affects the first projectile you fire each round, granting it semisentience and the ability to alter its course in mid-flight.

You can launch a living arrow at a target known to you and within the maximum range of the weapon. The living arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow from reaching its target. A closed door thwarts a living arrow, as does an otherwise sealed chamber. This effect negates cover and concealment modifiers, but the attack is otherwise rolled normally. The arrow retains any magical properties it would otherwise have, such as an enhancement bonus from the bow or the arrow itself.

Augment: You can augment this power in one or both of the following ways.

1. For every additional 3 power points you spend, you can launch an additional living arrow each round (assuming you have multiple attacks per round with that ranged weapon).

2. If you spend 2 additional power points, you gain a brief vision of your target from the arrow's point of view (as if you had manifested the clairvoyant sense power; see page 83 of the Expanded Psionics Handbook). You see the target for only a fraction of a second, and the vision ends when the arrow either strikes its target or fails to reach it.

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