While magic may not seem a prevalent in Magnamund as it is in many other fantasy settings, the arcane forces of spells and supernatural powers lie very much at the heart of every Lone Wolf story. From the extra-dimensional Darklords to the plague casting evil druids of Cener, powerful magic and those that practice it have shaped every major event in the history of Magnamund. While it is the struggles of mortal men that mark the ages of the world, it is the magic they strive both with and against that defines those long years.
Magic finds many ways to express itself in the world of Lone Wolf. From the simple spells of Sages in the land of Lyris to the beasts of pure power that roam the borders between the realms and come at the beck and call of magicians like the Kundi Mystics, magic is more than a simple force in Magnamund. It is very much alive, existing as equal parts ally and skill for those gifted enough to wield some small fraction of its true majesty.
For some, like the Brotherhood of the Crystal Star, magic is a power to be codified, studied, and treated as a mastery of rote, spell, and form. For others, like the Elder Magi of Dessi and their descendents, magic is a part of their very souls and given expression through acts of purest will. Both are correct, and neither is quite the whole truth. In the universe of Aon, magic is a primal force and existed long before the gods formed the heavens, the worlds, or even themselves.
In fact, the true nature of Magnamund, the Astral Plane, Dazairn, and the many worlds that make up all of Aon is as manifestations of that power. Magic, in the Lone Wolf setting, is not just the energy of creation; it is Creation itself. It could be said that magic incarnated itself as the gods of Light and Dark, then through them became the universe.
In this way, magic as a force and magic as a discipline become one in the same. Because the very truth of existence is that magic is everything and part of everyone, even the most mundane task can be a magical act. Cooking, metalcraft, even the simple art of singing are all expressions of reality and are therefore filled with magic. This makes every part of Magnamund enchanted and for those with the skill or insight to see this, power beckons with every dish, every blade, and every song. Magnamund is not a magical world; it is magic.
Magic of Magnamund is a sourcebook for Players and Games Masters alike; it contains new character classes, spells, magical powers, equipment, and even creatures drawn from or expanded out of the Lone Wolf settings. Everything here is in some way part of the magical tapestry that is Magnamund; each one chosen because of the special powers or cultures they represent. While it is quite possible to run a very diverse campaign using just the character classes presented in the Lone Wolf main rulebook, this tome should allow for a much greater range of play- at least where spellcasters are concerned.
This book will also be an invaluable text for Games Masters, offering hundreds of new possibilities for campaign play. While Players will have several options for new characters, everything here is a new tool or resource of the Games Master. The character classes will allow for vibrant and diverse Non-Player Characters, the new powers and spells will suggest new magical effects that can occur in game, and the equipment and monsters can only enrich encounters during play.