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Includes a Dungeon Master's screen, a double-sided poster map and three 64-page hardcover books: Astral Adventurer’s Guide (a Dungeon Master guide), Boo's Astral Menagerie (a bestiary), and Light of Xaryxis (an adventure module). [76] A specialty cover edition will also be released. [75] 5–8: Starter Set: Dragons of Stormwreck Isle [74 ...
The Magic Item Compendium contains over a thousand magic items used in Dungeons & Dragons. The book contains new items as well as items previously appearing in 3rd edition books, including the Arms and Equipment Guide, Magic of Faerûn, and Complete Divine, updated as necessary for version 3.5. The book classifies the items according to four ...
This is a list of deities of Dungeons & Dragons, including all of the 3.5 edition gods and powers of the "Core Setting" for the Dungeons & Dragons (D&D) roleplaying game. Religion is a key element of the D&D game, since it is required to support both the cleric class and the behavioural aspects of the ethical alignment system – 'role playing ...
Gada – A mace used by the Monkey God Hanuman. Gandiva – An indestructible bow with 100 strings created by Brahma and later used by Arjuna. Halayudha – A plough used as a weapon by Balarama. Kaladanda – the staff of Death is a special and lethal club used by the God Yama or God of Naraka or Hell in Hindu mythology.
Dungeons & Dragons. A pair of gnolls – hyena-headed humanoids. In the Dungeons & Dragons fantasy role-playing game, the term monster refers to a variety of creatures, some adapted from folklore and legends and others invented specifically for the game. Included are traditional monsters such as dragons, supernatural creatures such as ghosts ...
Dungeons & Dragons. ) In the Dungeons & Dragons fantasy role-playing game, a magic item is any object that is imbued with magic powers. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern ...
In the Dungeons & Dragons game, magic is a force of nature and a part of the world. Since the publication of Advanced Dungeons & Dragons (1977), magic has typically been divided into two main types: arcane, which comes from the world and universe around the caster, and divine, which is inspired from above (or below): the realms of gods and demons.
For description and history of Adventures/Modules see Adventure ( D&D). Adventures for various campaign settings are listed in different articles, including Forgotten Realms, Dragonlance, Greyhawk, Mystara, Kara-Tur, Spelljammer, Ravenloft, Al-Qadim, Dark Sun, Planescape, Birthright, and Eberron . The modules listed here are in three separate ...