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Beginning at 2nd level, a bard began to gain spells as if a wizard, and like wizards, they had to keep a spellbook and could not cast spells while in armor. They could learn any spell they had access to (as a mage would). Bards' biggest advantage was their use of the rogue advancement table, which was the fastest in the game.
Many spells require the caster to speak certain words, or, in the case of a post-1st Edition bard, create music, to cast a spell. [1]: 239 Being prevented from speaking, by such means as a gag or magical effects that remove sounds, makes it impossible for a caster to cast such a spell.
The Arcanum is the first book in The Atlantean Trilogy.It includes a role-playing system largely based on the rules for Dungeons & Dragons, [1] but the generic information about the character classes and magic can also be used without the role-playing system, and adapted to another fantasy role-playing system such as D&D or RuneQuest to add an Atlantean flavor to the game.
The 1st Edition of AD&D also included a subclass of the magic-user called the illusionist, [8] which had different spell lists, different experience level tables, and slightly fewer maximum hit dice (10 instead of 11). Gnomes were also able to become illusionists, even though only humans, elves, and half-elves could become magic-users.
As a result, the role-playing game became known as The Atlantean Trilogy; later versions were titled simply Atlantis. The Lexicon , a 136-page book with a removable two-color map, was written by Sechi, Taylor, and Ed Mortimer , with interior artwork by Joe Bouza, Ken Canossi, and Roy MacDonald, and cover art by Scott Lee. [ 3 ]
The Bestiary, subtitled A Compendium of Creatures and Beings from the Lost World of Atlantis, is a supplement published by Bard Games in 1986 for The Atlantean Trilogy fantasy role-playing game, later known simply as Atlantis.
Priest's Spell Compendium Volume Three was reviewed by the online version of Pyramid on February 18, 2000. [1] The reviewer felt that this volume "wouldn't need a review" if it were merely the last volume in the series, but the appendices "make this a must have volume for anyone who ever wants to play a cleric or specialty priest".
The Code of the Harpers (1993), also written by Greenwood, is a resource book for runes, spells, and other unique abilities only Harpers have. [ 2 ] [ 3 ] Organization