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Although initially dismayed that the main characters might be cliched elves, dwarves, vampires etc , the character development was detailed, snappy and clever. The writer took me down avenues that were not at all expected. I very much look forward to reading about the further adventures of Airports Bendigo and his unique and varied "friends". Airports is a well-drawn everyman that the reader, whether a young adult or old like me , can really relate to.
The book is full of memorable characters and amusing dialog.
There are many "facts" about the fantasy realm that you won't be able to forget. Since reading the book, and because I'm easily distracted, I can't pick lint off a carpet without thinking of vampires. Can't wait for the next book in the series! One person found this helpful 2 people found this helpful. The Specialty Wizard is an intrigueing tale, juxtaposing a young boy's modern, real world frame of reference with a medieval world of sorcery and science fantasy. The "specialty" of Von Engman is to imbue the characters with realistic human foibles and other world eccentricity.
Hopefully more to follow!

The Specialty Wizard is a great read. Loved the realistic characters and the well-crafter story line. Great book both for young adults and older ones like me. As I read this book, I was drawn into Von Engman's beautifully fashioned fantasy world as if I had been transported there by the orb along with Airports and Yarra. As Airports's adventure progressed I found myself unable to put the book down.
The story was so descriptive that I felt as if I were watching it unfold instead of simply reading it. This tale could easily be transformed into a riveting fantasy adventure movie that would thrill and captivate all ages. I cannot wait to see more from this author. The words leapt off the page of this book and plunged me into a fantasy world within my own living room.
A story that holds something for all ages; daring adventure, both simple and subtle humor, well-crafted characters, an environment that is a force to be reckoned with in itself, swordfights, and refreshing language that flows smoothly. All of these factors combine to keep you turning the pages, eager to take the next turn in the road but sad when the pages run out.
The diviner can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made. A diviner using this variant does not gain additional spells per day for being a specialist wizard. Charmer, schemer, deceiver, pacifist: As a practitioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force.
Campaigns that feature a large amount of social scenarios, political intrigue, or investigation benefit greatly from the inclusion of variant enchanters. These spellcasters, skilled in the manipulation of others and capable of concealing their own identities, make excellent villains and manipulators, or even investigators skilled at using magic to draw the truth out of opponents.
Players and game masters alike should also consider the ramifications that enchantment spells and similar effects have on a game world. Is casting charm person legal? Is a character legally responsible for actions taken while charmed? Do most of the campaign's inhabitants know that enchantment effects exist? Are there folk remedies that supposedly provide protection against enchantment effects? Do they actually work? Having ready answers to these and similar questions not only adds consistency to the game, but also clarifies and highlights the role of the enchanter.
Upon reaching 6th level, an enchanter using this variant gains the service of a loyal cohort of the player's choice with the game master's approval. The cohort is a 4th-level character when first gained; after that point, follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal.
The enchanter doesn't gain any followers from this ability. If the enchanter selects the Leadership feat, he attracts followers as normal, the penalty to the enchanter's effective level is eliminated, and the enchanter automatically qualifies for the "special power" modifier to his Leadership score. An enchanter using this variant permanently gives up the ability to obtain a familiar.
Enchanters using this variant are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character's list of wizard class skills: This bonus can only be applied once to each skill. Enchanters using this variant ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spellcasters.
Once per day, plus one additional time per two class levels gained above 1st, an enchanter using this variant can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level.
This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. An enchanter using this variant does not gain additional spells per day for being a specialist wizard. Masters of the raw power of magical energy, evokers can turn the tide of a battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks.
Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan.
Campaigns that include large numbers of wizards aligned to different nations are particularly suitable for variant evokers, since each nation develops unique cadres of evokers to serve in battle. Groups of militant evokers marching in unison with more conventional groups can change the tide of nearly any battle.
In addition, campaigns that include themes of primal energy, raw nature, or extreme elemental conditions can all benefit from introducing evokers with variant abilities. Evokers in these sorts of campaigns might explore the raw essence of magic, struggling to harness its energies in new and unique ways.
Evokers using this variant must choose an energy type acid, cold, electricity, fire, or sonic.
This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher affecting range, duration, damage, caster level checks , and any other factor influenced by caster level. An evoker using this variant permanently gives up the ability to obtain a familiar.
An evoker of 5th level or higher using this variant can substitute energy of one type for another. When casting a spell that has an energy descriptor acid, cold, electricity, fire, or sonic , the evoker can change the energy descriptor and the spell's effects to energy of a different type. Using this ability is a free action that must be declared before the spell is cast.
The energy spells of an evoker using this variant can ignore some or all of a target's resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type was 10 points lower, to a minimum of 0. This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance.
The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker using this variant does not gain additional spells per day for being a specialist wizard. Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.
Campaigns that deal in deception or that have a high level of social interaction, a fair number of mystery adventures, or even simply suspicious players can benefit from the introduction of variant illusionists. Campaigns featuring multiple types of variant illusionists might give each group or variant an even more distinctive flavor by making each the master of a particular subset of illusion spells.
Illusionists from one nation might, for example, have the chains of disbelief variant ability and favor phantasms, while the illusionist thieves of the Guild of Shadows might have the shadow shaper variant ability and favor glamers and shadow magic. An illusionist using this variant permanently gives up the ability to obtain a familiar. An illusionist using this variant has a special bond with the Plane of Shadow, and gains several special abilities as he advances in level.
At 5th level, the illusionist may add his Intelligence modifier in addition to his Dexterity modifier to his Hide skill checks. At 10th level the illusionist's illusions become infused with shadow stuff from the Plane of shadow, making them more realistic and more likely to fool the senses. This benefit stacks with similar bonuses, such as from Spell Focus. At 15th level, the illusionist can hide in plain sight as the ranger ability, except that the illusionist need not be in natural terrain.
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Your spellbook is the repository of the wizard spells you know. Add the following skills to the character's list of wizard class skills: Beginning at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. On a successful save, you can't use this feature on the attacker again until you finish a long rest. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.
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