By Toby Neighbors
Evil within the 5 Kingdoms has struck a devastating blow.
A tide of evil rolls northward as a titanic military strikes around the land like a depraved plague, forcing the younger wizard Zollin to race again to the frozen highlands in hopes of recruiting the paranormal races of dwarves, dragons, and giants to assist struggle the darkish sorceress Gwendolyn’s horde. Brianna and what continues to be of her delight of dragons, returns to Yelsia to persuade King Felix to take a stand with Zollin’s magical military, yet no longer every body sees the devastation of the opposite kingdoms as a hazard. Farther south, Quinn and Mansel conflict for survival opposed to depraved creatures bent on sweeping them away. The 5 Kingdoms stand poised at the cusp of darkness, and during all of it Zollin and his acquaintances needs to give you the option to show the tide of evil because the way forward for the 5 Kingdoms hangs within the balance.
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Additional resources for Evil Tide (The Five Kingdoms, Book 6)
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.