WIZARD ATTACK POWERS by SCHOOL This Index Lists the Wizard Attack Powers Associated with Each School of Magic (As of September 2011)
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D&D 4Th Edition
RACES AND CLASSES (FOR AERNTH) D&D 4TH EDITION RACES Official Races Standard Races Name Source Dragonborn Heroes of the Forgotten Kingdoms Dwarf Heroes of the Fallen Lands Elf Heroes of the Fallen Lands Gnoll DRAGON Magazine 367 Gnome, Tinker D&D4 Wiki Goblin Into the Unknown: The Dungeon Survival Handbook Goliath D&D4 Wiki Half-Elf Heroes of the Forgotten Kingdoms Half-Orc Heroes of the Forgotten Kingdoms Halfling Heroes of the Fallen Lands Hobgoblin D&D4 Wiki Human Heroes of the Forgotten Kingdoms / Heroes of the Fallen Lands Kobold Into the Unknown: The Dungeon Survival Handbook Minotaur Player's Handbook 3 Shade Heroes of Shadow Thri-kreen DARK SUN Campaign Setting Wilden Player's Handbook 3 Nonstandard Races Name Source Bugbear D&D4 Wiki Bullywug D&D4 Wiki Drow Heroes of the Forgotten Kingdoms Eladrin Heroes of the Fallen Lands Githzerai Player's Handbook 3 Gnome D&D4 Wiki Hamadryad Heroes of the Feywild Mul DARK SUN Campaign Setting Pixie Heroes of the Feywild Revenant Heroes of Shadow Satyr Heroes of the Feywild Shadar-kai D&D4 Wiki Shardmind Player's Handbook 3 Svirfneblin Into the Unknown: The Dungeon Survival Handbook Tiefling Heroes of the Forgotten Kingdoms Vryloka Heroes of Shadow Warforged DRAGON Magazine 364 Unofficial Races Standard Races Name Source Azer D&D Wiki/4e Homebrew Duergar (variant) D&D Wiki/4e Homebrew Lizardfolk D&D Wiki/4e Homebrew Turtleborn EN World D&D 4th Edition Fan Creations Nonstandard Races Name Source Aasimar 4th Edition Races and Classes: Additions Angel EN World D&D 4th Edition Fan Creations Derro -
Playtest: Wizard
Playtest: Wizard Illustrations by William O’Connor and Steve Ellis Why This Is the Class for You: You like to master the battlefield and control your enemies, while also having the tools to handle any situation you face. Some things no person is meant to know, some powers no mortal should ever wield, and some mysteries are best left buried in the lost manuscripts. Common wisdom advises all this, yet wizards have little use for such quaint warnings and plunge headlong into the occult without fear. For this reason, most people fear wizards, or if they don’t fear them, they at least steer clear of them—for who knows what magic they work in their laboratories or what terrible secrets they have unearthed? If wizards notice such an attitude, they pay it no heed or, perhaps, cultivate it to keep the uninitiated from peering too closely at the forces these magicians wield. A wizard, it has been said, is an arcane scion, a gifted individual trained in the mystical arts who accesses the power that permeates the cosmos and molds it into useful and often destructive forms. A wizard’s approach to magic is one of scholar- ship and accomplishment. To a wizard, there is no easy path to power; there is only research, discipline, and intellect. Those who circumvent the proper order, such as the dubious warlocks and their untamed cousins the sorcerers, pervert magi- cal energy—or, worse, are ruled by it. For this reason wizards guard their secrets well, teaching their lore only to those worthy candidates who have both the mental acuity and the strength of will to use it. -
Drow of the Underdark
™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe . -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
4E Player's Handbook I Index
4e Player’s Handbook I Index Compiled By: Propagandroid On The Web at: HTTP://www.thegamerdome.com Please support this project and the many others at The Gamer Dome, by visiting us online at http://www.thegamerdome.com/support blast 272 controller 16 dominated 277 A blinded 277 cooperation, skill checks 179 double move 284 ability check 26 bloodied 293 core mechanic 11 dragonborn 34 ability modifiers 17 Bluff skill 183 counting distance 273 draw a weapon 289 ability scores 16 bonuses 275 coup de grace 288 drinking a potion 255 generating 17 break or burst DCs 262 cover 280 driving 222 acrobatic stunt 180 bright light 262 crawl 288 drop held items 289 Acrobatics skill 180 bull rush 287 creature size 282 drop prone 289 action points 259, 286 burst 272 critical hits 278 Dungeoneering skill 183 and extended rest 263 customizing ability scores 17 durations, effect 278 and paragon paths 53 dwarf 36 action types 267 C cantrips 158 dying 295 adjacent squares 273 D carrying 222 daily powers 15, 54 administer a potion 255 chainmail 213 damage die 219, 276 advancing a level 29 E character advancement 29 damage roll 276 effect of a power 59 adventuring gear 222 charge 287 damage types 276 eladrin 38 aid another 287 checks, making 25 damage, ongoing 278 eldritch blast 132 alignment 19 class feats 192 darkness 262 Elemental Chaos 181 appearance of a character 24 class-specific feats 208 darkvision 262 elf 40 arcana knowledge 181 class skills 178 dazed 277 encounter powers 54 Arcana skill 181, 300 classes 50 dead, raising 311 end of turn 269 arcane -
A Hero's First Steps
Unearthed Arcana: A Hero’s First Steps Rules for Level 0 Characters By Philippe-Antoine Menard Illustration by William O’Connor A clear divide exists among the denizens of the D&D worlds. On one side, you have innumerable hordes of monsters and scheming villains. On the other, you TheiR iniTiaL TesT have a few isolated pockets of ill-defended city-states, baronies, farmsteads, and other islands of civilization. “Temple of the Weeping Goddess” (Dungeon Then there are those that invariably get caught in 194) is designed to launch a new party of level between: adventurers and heroes. 0 characters on their careers. It can also serve The existence of such stalwarts of heroism raises as an example to the DM of how to construct some questions. How does one rise toward power, such an adventure, if he or she wants to take a fame and riches through adventuring? Are heroes different approach to how the would-be heroes handpicked by destiny, or forged through trials and came to be a group. resilience? What if adventurers are gifted individuals who scrambled to grab the right opportunity when it passed? What if becoming a hero was all about learn- ing the lessons of making those first steps into danger CharaCter Creation and the unknown? Here is a new set of options to explore some of A level 0 character starts as an above-average repre- those what-ifs by starting a campaign with a party sentative of his or her race. What sets each one apart of level 0 characters. Such characters are promising from the norm is an innate affinity for one of the individuals, usually tweens or teens (or the nonhu- game’s six power sources (arcane, divine, martial, man equivalent). -
The Iggwilv– Graz'zt Affair
History Check: The Iggwilv– Graz’zt Affair By John “Ross” Rossomangno Illustration by Eva Widermann The History Check series explores the rich history of Sample file the Dungeons & Dragons® setting. Each installment provides new insight into the game’s iconic personas, organizations, and events, untangling the contradic- tory threads of history when possible. Throughout the text, sidebars present what characters might know based on a successful skill check. Here we look at the entwined histories of Iggwilv, the Mother of Witches and author of the infamous Demonomicon, and her sometimes rival, sometimes lover, the demon prince Graz’zt. NO LOVE LOST “There is nothing unusual about a man searching for his lost love. I can see it in your eyes. Someone you TM & © 2012 Wizards of the Coast LLC. All rights reserved. August 2012 | DRAGON 414 1 The Iggwilv–Graz’zt Affair care about has left you in the dark, and you need my THAT OLD whispered lies and half-truths the Prince of Decep- help to find her. tion spewed while he vied for his freedom. “Be at ease, my friend. We already know of her. BLACK MAGIC “After wringing everything she deemed valuable You will no doubt be surprised to learn that we seek from Zagig and Fraz-Urb’luu, Iggwilv took her leave her as well. Perhaps sharing our knowledge can lead “Let us begin with our fair maiden. She has been in the night, but not before pillaging her loving mas- to an end we both find beneficial. You see, my cousin known by many names over the years: Natasha, Hura, ter’s library. -
Summer's Set - by Ryan Lucas Save VS
-Summer's Set - by Ryan Lucas Save VS. Weekend - Adventures Another aspect of the adventure's format is the lack of proper maps to Summer's Set illustrate monster and player positions in encounters. The intention was to use a A 4th Edition Dungeons & variety of dry erase mats and map-tiles to Dragons Adventure in the make the adventure's presentation flashier. Each encounter includes an image of its vein of Wizards of the setup that can be roughed out on any Coast's "Encounters" battlemat. Exact dimensions won't be necessary, but a list of the play aids Seasons originally used in the adventure can be found in appendix in the back. Text featured in gray boxes is intended For the DM: "Summer's Set" was written to be read or paraphrased to the players. In as a series of brief encounters intended to order to keep up a brisk pace, this be played over a period of days at a summer adventure is much more of a "railroad" than gathering where far-flung friends once again the kind of games regular gaming groups had the time to sit at a table together and might be used to. While that's ok, don't let roll some dice without fear of work, or a need for speed lead you to ignore the worry interrupting the fun. It is intended player's input - if they're having fun getting for simplicity and speed and as such might off the beaten path, then you are still doing not be a bad choice for an introductory your job well! adventure a but would likely leave an This adventure seeks to emulate the experienced group of players wanting more. -
Credits Special Thanks
Credits Special Thanks Developers: Scott Holden Joseph Carriker and Anthony Pryor, co-developers of the Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam original Scarred Lands; Rich Thomas and Stewart Wieck, current Eichelberger, Nathan Knaack, Chris Sims, Eddy Webb co-owners of the Scarred Lands license; and the many fans and backers of the Kickstarter. Without all of you, this book would Editor: Dixie Cochran be a fond dream, not a reality! Other Contributors: Too many other authors and fans to count, who submitted material for any one of the many first- edition Scarred Lands books Art Direction and Design: Mike Chaney Cover: Aaron Riley Interior Art: Bryan Syme, Brian Leblanc, Andrew Trabbold, Subroto Bhaumik, Mitch Malloy, Shen Fei, Steve Wood, William O’Brien, Seth Rutledge, Aaron Riley, Eric Lofgren, Felipe Goana, James Denton, Claudio Pozas, H.H. Ambrose, Michel Gorgi, Matt Lewis, Mitch Byrd, Jeff Holt, Langdon Foss, Jeff Rebner, Rich Thomas, Ron Spencer, Jason Alexander, Andrew Bates, Leann Buckley, Steve Ellis, Talon Dunning, Matt Mitchell, Jim Nelson, Anthony Hightower Cartography: Richard Thomas Scarred Lands Player’s Guide is © 2016 Onyx Path and Nocturnal Media. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, Nocturnal Media, and their associated logos are trademarks of Onyx Path and Nocturnal Media. Open game content may only be used under and in the terms of the Open Game License. Onyx Path and Nocturnal Media are not affiliated with Wizards of the Coast™. Onyx Path and Nocturnal Media make no claim to or challenge to any trademarks held by Wizards of the Coast™. -
Logan Bonner
LOGAN BONNER [email protected] 2125 Blaine Cir SE Renton, WA 98055 (206) 979-8837 (cell) Professional Experience Freelance Game Designer/Editor Renton, WA, 2009–present • I have worked with Wizards of the Coast, Open Design, and Crafty Games on several projects, as well as working on my own game designs. I focus on providing thorough work on deadline, and working closely with collaborators. Wizards of the Coast Experience • Completed numerous articles for D&D Insider as a designer or editor. • Designed adventures for the D&D Championship and similar events that require an in-depth knowledge of rules and play experiences. • Contributed both development and editing to the Shadowfell boxed set. Open Design Experience • Led a team of freelancers, mostly first-timers, to create a lengthy sandbox adventure for 4th Edition D&D. • Interacted with the Open Design patrons to choose and vote on ideas that would go into the product. Game Designer/Editor Hasbro/Wizards of the Coast, Renton, WA, 2006–2009 • During my time in Wizards of the Coast RPG R&D, I went from being an editor to a game designer, and served on development teams as well. Each one demanded different skills, and I was able to transition between these roles as needed. General Experience • Worked under deadlines and completed rush projects that had few resources. Frequently worked on one major project with several smaller projects simultaneously. • Worked collaboratively to create new content, determine design directions/objectives, develop existing content, and discuss game theory. • Designed and/or edited dozens of published hardcover books, in addition to adventures and online articles. -
Swordsworn: a Sorcerer Origin He Magic That Ebbs and Flows Through Your Bonded Weapon Quirks Body Comes from an Ancient Arcane Hero
Swordsworn: A Sorcerer Origin he magic that ebbs and flows through your Bonded Weapon Quirks body comes from an ancient arcane hero. You d4 Quirk might trace your abilities back to an ancestor who participated in a seemingly endless war or 1 While you're bonded with your weapon you you may have been blessed by one of these occasionally hear the hero's voice emanate from it. powerful ancient warriors, or have the still 2 Small visual or sensory appearances change on the burning soul of one of these warriors in you. bonded weapon, from its color, general condition, T ornamentation, sound, and smell. Regardless of the means in which you gained these abilities, the warrior's pride, dedication, and power found its way into 3 Any small damages and bloodstains magically repair you. and clean themselves from the weapon just as soon Many of these heroes were the first into combat while on as they are made. the frontlines and fought valiantly wielding both might and 4 While wielding the weapon strange runes, symbols or extremely potent magic in a seamless and deadly blur - tattoos appear on your forearm, only to disappear though they were never without fault. Their magic was once it leaves your grasp. exceedingly difficult to control and often led to the hero finding solace in a personalized ancient weapon ritual known Chaotic Magic Quirks as a Bond that centered and tempered the magic into their d4 Quirk weapons for better control. This same unstable magic is within you. At your option, you can pick from or roll on the 1 You feel naked, uncomfortable, or deeply emotional without your bonded weapon on your person. -
Frostburn: Mastering the Perils of Ice and Snow, and Their Respective Logos, and Wizards Product Names Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
CREDITS DESIGNERS ART DIRECTOR WOLFGANG BAUR, JAMES JACOBS, Dawn Murin GEORGE STRAYTON COVER ARTIST DEVELOPMENT TEAM Sam Wood RICHARD BAKER (LEAD), ANDREW J. FINCH, DAVID NOONAN, JAMES WYATT INTERIOR ARTISTS Steve Bel l edin, Mitch Cotie, Ed Cox, EDITOR Dennis Crabappl e McCl ain, Steve El l is, GREG COLLINS David Griffith, David Hudnut, MANAGING EDITOR Dana Knutson, Doug Kovacs, Dan Scott GWENDOLYN F.M. KESTREL GRAPHIC DESIGNER DESIGN MANAGERS Dee Barnett, Trish Yochum CHRISTOPHER PERKINS, ED STARK CARTOGRAPHERS DEVELOPMENT MANAGER James Jacobs, Todd Gambl e ANDREW J. FINCH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK Erin Dorries PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS Robert Jordan Resources: Epic Level Handbook, Arms and Equipment Guide, FORGOTTEN REALMS Campaign Setting, World of Greyhawk Campaign Setting, Living Greyhawk Gazetteer, Monsters of Faerûn, Races of Faerûn, Oriental Adventures, Dragon Magazine, and Book of Vile Darkness. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This Wizards of the Coast ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O.