By Piers Anthony
While the nice Magician Humfrey's son Hugo by surprise vanishes, his disappearance units in movement a sequence of madcap misadventures that ship a set of colourful characters on a deadly pair of parallel quests. between them are Debra, a good looking younger lady beset by way of an obnoxious curse; Hugo's loved spouse Wira, whose sightlessness is balanced by means of a expertise for sensitivity, satisfied and Fray, a couple of sprightly storm-spirits; Nimbus, the Demon Xanth's personal son; and the mysterious outlaw referred to as the Random Factor.
As they shuttle via the various magical realm's so much stunning locales, those unwitting adventurers observe they're key gamers in a grand drama whose origins achieve again to the origins of time itself.
Filled with pleasure and pleasure, ribaldry and romance, Air obvious is a wonderful new myth saga from the energetic mind's eye of grasp storyteller Piers Anthony.
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Additional resources for Air Apparent (Xanth, Book 31)
Faint transmutation; CL 5th; Craft Magic Arms and Armor, ranged weapons. expeditious retreat; Price +1 bonus metaphysical weapon, sever the tie; Price +3 bonus SCARRING STUPEFYING Strong necromancy; ML 15th; Craft Psionic Arms and Armor, On a successful hit, a scarring weapon inflicts 1 point of temporary On a successful hit, a stupefying weapon inflicts 1 point of tem- Charisma score damage. Scarring weapons always feel cold in the porary Intelligence score damage. Stupefying weapons always wielder’s hand, and are typically decorated with carvings of leering appear slightly out-of-focus, and are typically decorated with carv- faces.
In any case, the effective bonus of the item can never be greater than 1/2 the character’s level, rounded down. ANCESTRAL WEAPONS & ARMOR If used by anyone other than the original owner, an ancestral weapon, shield, or suit of armor acts as nothing more than a sim- Ancestral weapons and armor are magic items that begin their ple masterwork item. However, a direct descendant of the original existence as simple masterwork items. Through strong charisma owner can re-activate the item’s powers by empowering it with and the accomplishment of great deeds, the owner of such an item additional XP.
For example, a +2 disarming shortsword is treated as a against them. Such a weapon constantly drips a harmless but dis- +6 shortsword for the purpose of disarming an opponent. gusting protoplasm. Moderate divination; CL 8th; Craft Magic Arms and Armor, true Weapons with this enchantment are always balanced toward the hilt or haft. This ability cannot be applied to ranged weapons. Moderate transmutation; CL 11th; Craft Magic Arms and strike; Price +1 bonus Armor, grease; Price +2 bonus PLANT-DESTROYING Created to battle the servants of the plant orisha, a plant- ELEMENTAL-DESTROYING destroying weapon is capable of damaging the structural weak Crafted for battling the servants of the elemental orisha, an ele- points in a plant, allowing the wielder to score critical hits against mental-destroying weapon is capable of damaging the points of them.