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Chapter six covers the use of magic items as well as their placement and creation. [1] This chapter sets out specific rules on the use and creation of all magical items. Two appendices are included: one is a list of all the items in the Compendium and the Dungeon Masters Guide by price, and the other is a set of new randomized treasure tables.
Parashu – The parashu is the weapon of the god Shiva who gave it to Parashurama, sixth avatar of Vishnu, whose name means "Rama with the axe". Pasha – A supernatural weapon depicted in Hindu iconography. Hindu deities such as Ganesha, Yama and Varuna are depicted with the pasha in their hands. The pasha is used to bind a foe's arms and legs ...
Old School RuneScape is a massively multiplayer online role-playing game (MMORPG), developed and published by Jagex.The game was released on 16 February 2013. When Old School RuneScape launched, it began as an August 2007 version of the game RuneScape, which was highly popular prior to the launch of RuneScape 3.
Sorcerers and druids have a wide variety of magic spells available to them, while paladins and knights have a limited variety. Tibia ' s magic system is text-based. There are two types of magic: instant magic and rune magic. [8] Instant magic uses spells that, once cast, will consume mana in order to produce the desired effect.
Pages in category "Throwing weapons" The following 23 pages are in this category, out of 23 total. This list may not reflect recent changes. A. Arambai; B. Batarang;
[5]: 148 All cards with living weapon give the equipped creature a toughness increase to compensate for the Germ's 0 toughness; the player may attach the equipment to a different creature, but the Germ will be instantly sent to the graveyard. [citation needed] Living weapon was introduced in Mirrodin Besieged and appears on Phyrexian cards.
In many role-playing games and video games, a critical hit (or crit) is a chance that a successful attack will deal more damage than a normal blow.. The concept of critical hits originates from wargames and role-playing games, as a way to simulate luck, and crossed over into video games in the 1986 JRPG Dragon Quest, [1] set at a fixed rate of 1/64 (~1.56%). [2]
In magic literature, tricks are often called effects. Based on published literature and marketed effects, there are millions of effects; a short performance routine by a single magician may contain dozens of such effects. Some students of magic strive to refer to effects using a proper name, and also to properly attribute an effect to its ...