A Throne of Bones (Arts of Dark and Light) by Vox Day

By Vox Day

In Selenoth, the race of guy is at the ascendant. the traditional dragons sleep. The ghastly Witchkings are not any extra; their evil strength destroyed by means of the braveness of fellows and the fearsome magic of the Elves. The Dwarves have retreated to the kingdoms of the Underdeep, the trolls conceal of their mountains, or even the savage orc tribes have realized to dread the iron self-discipline of Amorr's powerful legions. yet after 400 years of mutual suspicion, the competition among of the homes Martial that rule the Amorran Senate threatens to show violent, and unrest sparks uprising during the imperial provinces. within the north, the barbarian reavers who've lengthy plagued the coasts of the White Sea beg for the royal safety of the King of Savondir, as they flee a vicious race of wolf-demons. within the east, the battle drums echo in the course of the mountains as orcs and goblins assemble in nice numbers, summoned via their bestial gods.

And whilst the main Holy and Sanctified Father is located useless in his mattress, leaving the Ivory Throne of the Apostles unclaimed, the temptation to grab the Sacred university and wield Holy mom Church as a weapon is greater than a few fallen souls can resist.

About the Author:
Vox Day is a online game fashion designer who writes epic delusion in addition to non-fiction approximately faith, philosophy, and economics. His literary concentration is historic verisimilitude and characters who characterize the whole spectrum of human habit. He speaks 3 languages and is a three-time Billboard most sensible forty recording artist.
He retains a regular web publication on present occasions and advancements in technological know-how Fiction and myth publishing the following: http://voxday.blogspot.com

Print size: 811 pages
Publisher: Castalia condominium (January 31, 2014)
Sold via: Amazon electronic companies, Inc.
Language: English

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Extra resources for A Throne of Bones (Arts of Dark and Light)

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Speedy Them (25) Reduces the caster’s (or another’s) time factor by six. They “disappear” to normal time perception and experience 10 minutes of time while the world goes through one hour. They may see stationary objects and people, but someone moving at walking speed would be invisible to the slowed person. , can be very dangerous. , lasts 1 turn Higher levels increase velocity of wind or duration (not both). Caster must specify wind direction while casting the spell. Opposing winds of equal velocity will cancel each other; a stiffer breeze will be partially negated by a lesser one but not completely nullified.

Higher levels may double the duration or the radius. Too-Bad Toxin (7) Cures the effect of any poison and nullifies further effects. Does not heat the wound from weapon/fang that delivered the poison. Vapor Maker (10) Creates high level clouds; they form within five minutes and last three turns. ] Ward Warn (18+) Placed across an opening, on an object, or an area of 10 foot radius with one other spell (which adds its Mystic cost to this); that encapsulated spell will go off on the first being to cross/disturb the warded area.

Use that number to multiply the MR or STR and CON of the creature. The effect lasts for one day. Blink (30) The caster disappears and reappears in the same spot six seconds later. ” This spell can theoretically be cast at higher levels, but it can be suicide to do so. The longer you “hurl,” the wider you frame of reference for your coordinates will become. Thus instead of being positioned relative to the ground at your feet, you may be positioned relative to the mass of the world (regardless of how it has rotated or moved in the meantime), or even relative to the ether (which may long since have swept past the world).

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