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  2. EverQuest Role-Playing Game - Wikipedia

    en.wikipedia.org/wiki/EverQuest_Role-Playing_Game

    The EverQuest II Player's Guide did not contain rules for magic, though a free download at Sword and Sorcery Studio's website did give basic spells for low-level characters. Almost a year later, on March 1, 2006, the EverQuest II Spell Guide, which included the core rules for magic and a full spell list, was published in PDF form only.

  3. Dungeon Master Option: High-Level Campaigns - Wikipedia

    en.wikipedia.org/wiki/Dungeon_Master_Option:...

    The book begins with a one-page foreword by Skip Williams.Chapter One (pages 6–29) explains the seven maxims for running high-level AD&D campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players.

  4. The Book of Chantries - Wikipedia

    en.wikipedia.org/wiki/The_Book_of_Chantries

    Fabrice Colin of Casus Belli felt that this supplement provided the raison d'etre of being a mage that had been missing in the original rules. "More than a varied gallery of ready-to-use NPCs, it is above all a precious guide on the lifestyle, the motivations and mentalities of the mages, as many elements were rather lacking in the basic rules."

  5. The Magician's Handbook II: BlackLore Walkthrough - AOL

    www.aol.com/news/2013-04-09-the-magicians...

    Strategy Guide Table of Contents Starting the Game General Tips Mini-games and Puzzles Chapter 1-A New Friend Chapter 2-The Watchers Chapter 3-Blacklore's Scrolls Chapter 4-The Secret Room Chapter ...

  6. Magic in Dungeons & Dragons - Wikipedia

    en.wikipedia.org/wiki/Magic_in_Dungeons_&_Dragons

    In 1974, the 36-page "Volume 1: Men & Magic" pamphlet was published as part of the original Dungeons & Dragons boxed set and included 12 pages about magic.It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials".

  7. Tome of Magic - Wikipedia

    en.wikipedia.org/wiki/Tome_of_Magic

    The wild mage had the most in the way of new rules, including wild magic and wild surges, which result from his attempts to use magic in raw, barely controllable forms. Elementalists had to devote themselves to one of the four classical elements , barring them from using spells employing their oppositional element (fire vs. water, or air vs ...

  8. Legends of Norrath - Wikipedia

    en.wikipedia.org/wiki/Legends_of_Norrath

    In Legends of Norrath, players could fight in tournaments and gain loot cards for both EverQuest and EverQuest II. [1] The interrelation between the MMO and the card game was considered unusual at the time. [1] The tournaments awarded booster packs or rare cards to the winners, but were limited only to players located in the United States.

  9. The Complete Sha'ir's Handbook - Wikipedia

    en.wikipedia.org/wiki/The_Complete_Sha'ir's_Handbook

    The Complete Sha'ir's Handbook covers sha'irs and also the elemental mages of Zakhara.Presented in the familiar "Complete Handbook" format. it gives role-playing and campaign advice (apprentices, dueling practices), new wizard kits (astrologer, numerologist, clockwork mage, and others), almost a dozen secret magical societies, and ten pages of new spells and proficiencies.