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The cleric character class first appeared in the original edition of Dungeons & Dragons. [2] [3]: 18 In the original edition, the class is described as gaining "some of the advantages from both of the other two classes (Fighting-Men and Magic-Users) in that they have the use of magic armor and all non-edged magic weapons (no arrows!), as well as a number of their own spells.
Supplement I: Greyhawk (1975), an expansion for OD&D, increased the maximum spell level. "Cleric spells were expanded to 7th level and wizards spells to 9th, creating the limits that would be used throughout the AD&D run of the game". [67] Spell levels 1-9 became the standard mechanic for each subsequent edition 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.
In 1994, Encyclopedia Magica Volume One, the first of a four-volume set, was published.The series lists all of the magical items published in two decades of TSR products from "the original Dungeons & Dragons woodgrain and white box set and the first issue of The Strategic Review right up to the last product published in December of 1993". [4]
In its original release Dungeons & Dragons included three classes: fighting man, magic user, and Cleric (a class distinct from Mages or Wizards that channels divine power from deific sources to perform thaumaturgy and miracles rather than arcane magic drawn from cosmic sources to cast spells), while supplemental rules added the Thief class. [7]
The word "drow" originates from the Orcadian and Shetland dialects of Scots, [7] an alternative form of "trow", [8] which is a cognate with "troll". The Oxford English Dictionary gives no entry for "drow", but two of the citations under "trow" name it as an alternative form of the word. Trow/drow was used to refer to a wide variety of evil sprites.
A measure of a character's common sense and/or spirituality. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or discern other characters' motives or feelings. Willpower aka Fortitude, Resolve, Sanity, Personality, Ego, ...
Spellfire: Master the Magic is an out-of-print collectible card game (CCG) created by TSR, Inc. and based on their popular Dungeons & Dragons role playing game. [1] The game appeared first in April 1994, shortly after the introduction of Magic: The Gathering, in the wake of the success enjoyed by trading card games. [2]