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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 fifth edition.
Kaundinya's bow – A magic bow wielded by the merchant Brahmin Kaundinya I, who used it to make the Nāga princess Queen Soma fall in love with him. Khaṭvāṅga – In Hinduism, the god Shiva-Rudra carried the khatvāṅga as a staff weapon and are thus referred to as khatvāṅgīs. Kodandam – Rama's bow.
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.
The Magic Item Compendium was written by Andy Collins with Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, and John Snead, and was released March 2007.Cover art was by Francis Tsai, with interior art by Steven Belledin, Ed Cox, Carl Critchlow, Eric Deschamps, Steve Ellis, Wayne England, Matt Faulkner, Emily Fiegenschuh, Randy Gallegos, David Griffith, Brian Hagan, Ralph Horsley, Heather ...
Harper members are recognizable by their magically imbued silver pins, which grant various magical protections (such as immunity to electricity, and to magic missiles.) Harpers are hated in many countries such as Thay or Tethyr, for a variety of reasons, but especially for their vehement opposition to the practice of slavery. The Tethyrian ...
White Plume Mountain is set in the World of Greyhawk, a campaign setting for Dungeons & Dragons. [5] The module is a dungeon crawl, [1] precipitated by the theft of three magical, sentient weapons: [6] a trident named Wave, a war hammer named Whelm, and a sword named Blackrazor (all three were introduced in this adventure). [1]
The Wild Beyond the Witchlight is designed to take player characters from level 1 to level 8 in the first 5th Edition adventure set in the Feywild.It is setting neutral allowing the Dungeon Master to transition the players from any starting location to the Prismeer, a Feywild domain of delight, via the Witchlight Carnival with two plot hook options.
Richard Jansen-Parkes, for the UK print magazine Tabletop Gaming, wrote "in terms of raw mechanical content Guildmasters' Guide to Ravnica is solid throughout, with long sections laying out creatures and monsters unique to the plane as well as a heaping of flavourful magic items. However, while the surface-level information about the great city ...