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Psionics Handbook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)

Psionics Handbook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)

Product Type: Book

Product Price: $26.95

Manufacturer: Wizards of the Coast

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Description

Masters of the Mind

Adventurers speak of a rare breed of heroes who can bend the laws of nature to their bidding through sheer force of will. This mental manipulation is not magical, nor is it the suff of superstitious gossip. It is the art of psionics.

This supplement for the D&D game provides psionic character classes, psionic skills and feats, a psionic combat system, and a piethora of psionic powers, items, and monsters--everything you need to include psionics in your campaign.

To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeion Master's Guide and the Monster Manual. A player needs only the Player's Handbook.

Reviews

Rating: 5 / 5
Date: 2007-05-30
Summary: "great book"

it is one of the best d and d books ever. get it. don't ask, just get it.


Rating: 1 / 5
Date: 2003-10-27
Summary: "The epitomy of crappity crap"

For One, Psionics has no place in fantasy

For Two, d20 did a horrible job of trying to craft it

For Three, why didn't they just make Mind Flayers have spell like abilities? What the hell is wrong with that?

I wouldn't pay $20 for this book, and I damn sure wouldn't pay $30.


Rating: 2 / 5
Date: 2003-10-11
Summary: "Buy with caution"

The psionics system is okay, except for the extremely lousy prestige classes and the fact that psychic warriors don't get bonus power points. For prestige classes for the spellcasters, most add to the caster level of the base class giving you more power, but these don't making them virually useless.
For example, the Meta-mind prestige class is supposed to be all about "power points to burn" actually ends up with fewer power points and less power than sticking with the psion base class. The psychic warrior is probably the only base class with spells/powers that does not get extra slots (or power points) for having a high attribute; no explanation is given for this wacked-out exception to the rule. Finally, do NOT buy this if you just want the supposed "free 3.5 upgrade on PDF" like I did; the upgrade has to do with other books like the Fiend Folio and the Manual of the Planes, not Psionics; I don't know why it's even mentioned in connection with this book. When the real 3.5 version comes out in April 2004, hopefully they will fix the egregious errors mentioned above as well as the stupid typos. They should also allow for trading powers out like the sorcerer and bard.
Anyway, this was good first effort on a more balanced system for psionics; it is absolutely nothing like the 2nd edition version where powers will randomly fail on you but they aren't quite as powerful although mind blast may strike you as being too cheap and too powerful (blame it on the mind flayer).


Rating: 2 / 5
Date: 2003-07-21
Summary: "A sick joke"

I was a big fan of 2nd Edition psionics. My favorite class to play was psionicist. But with 3rd Edition, psionicists have become nothing more than wimpy mages.

Now, I like the idea of a psychic warrior. That is the one thing the book did right.

However, WotC foolishly claims that psionics is magic, when it is inherently not. They then give the "psion" all the weakness of a sorceror, but with none of the raw power. Psionics is now nothing special. They claim it was for balance, but I think the problem lies on those who do not wish for psionics to have a chance on stepping on wizards' toes.

Instead, if you want psionics, I must recommend using "Forbidden Kingdoms" instead. Their psionics systems use the skill d20 mechanic instead of the magic mehcanic, and works much better and truer to psionics than this...book.


Rating: 5 / 5
Date: 2003-01-14
Summary: "An excellent accessory for players who want more variety..."

One of my players has been trying to integrate psionics for a long time, but the only availible resource I could use to referece was the 2nd edition version, which was completely useless to the 3e/d20 rules. Finally, he bought this book, and showed it to me. Instantly everything made since on the first read, it was clearer than the players handbook and DM guide were. Although the psionics were brought to the same rules as sorcerers, that allowed for better integration. The rules on how to settle conflicts between magicians and psychics were clear. The rules are so close fit that I actually recommend psychics be added into most games, since this class does not upset the balance in the game.