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  2. Dungeons & Dragons gameplay - Wikipedia

    en.wikipedia.org/wiki/Dungeons_&_Dragons_gameplay

    "Class" and "Racial" feats require the character to be the indicated class or race. The "Heroic", "Paragon", and "Epic" descriptors indicate that the character must be in that tier or higher in order to choose the feat. "Divinity" feats grant a character with the "Channel Divinity" power an additional, alternative use for that power.

  3. Magic in Dungeons & Dragons - Wikipedia

    en.wikipedia.org/wiki/Magic_in_Dungeons_&_Dragons

    The casting of spells within Dungeons & Dragons often requires the mage to do, say, or use something in order for the spell to work. Spells may require a verbal, somatic, or material component or a magical focus. These actions are performed by the fictional character in the game, not by the player in the real world.

  4. List of Dungeons & Dragons rulebooks - Wikipedia

    en.wikipedia.org/wiki/List_of_Dungeons_&_Dragons...

    In the Dungeons & Dragons (D&D) fantasy role-playing game, rule books contain all the elements of playing the game: rules to the game, how to play, options for gameplay, stat blocks and lore of monsters, and tables the Dungeon Master or player would roll dice for to add more of a random effect to the game.

  5. Attribute (role-playing games) - Wikipedia

    en.wikipedia.org/wiki/Attribute_(role-playing_games)

    Dungeons & Dragons used six attributes (there were brief attempts to add a seventh, Comeliness, in Unearthed Arcana and Dragon magazine, but this was short-lived [4]). The six attributes used in D&D are: "Physical" statistics. Strength - measuring intimidation, physical power and carrying capacity; Constitution - measuring endurance, stamina ...

  6. Dungeon Master's Guide - Wikipedia

    en.wikipedia.org/wiki/Dungeon_Master's_Guide

    The Dungeon Master's Guide (DMG [1] or DM's Guide; in some printings, the Dungeon Masters Guide or Dungeon Master Guide) is a book of rules for the fantasy role-playing game Dungeons & Dragons. The Dungeon Master's Guide contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master .

  7. Tome of Magic - Wikipedia

    en.wikipedia.org/wiki/Tome_of_Magic

    Allen Varney briefly reviewed the original Tome of Magic for Dragon magazine No. 172 (August 1991). [3] Varney surmised that spellcasters would focus on "heavy artillery" spells, but cautioned that the wise DM "should prefer the many spells that don't cause damage but instead enable good stories" such as the many communication spells that allow characters to convey information more easily and ...

  8. Sorcerer (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Sorcerer_(Dungeons_&_Dragons)

    That is, they do not need to prepare specific spells in advance, but each sorcerer also acquires a much smaller number of spells, since they do not use spell books and cannot simply copy new spells from others' writing. Conversely, they do not worry about carrying spell books and having them stolen.

  9. Dragon (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Dragon_(Dungeons_&_Dragons)

    In 3 and 3.5 editions dragons cast spells spontaneously like sorcerers do, sometimes having a wider choice of spells. [32] Dragons also radiate a mystical fear aura around them. After a millennium or two, a dragon reaches their maximum development. Many D&D dragons have some innate magical abilities, but they vary from race to race.