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Must be a defining trait – Characters with access to vast powers (such as magical spells, advanced technology and genetic engineering) who are theoretically capable of this superhuman feature or ability – but who have neither made regular use nor provided a notable example of this extraordinary or supernatural feat – are not listed here.
An Earth god or Earth goddess is a deification of the Earth associated with a figure with chthonic or terrestrial attributes. There are many different Earth goddesses and gods in many different cultures mythology. However, Earth is usually portrayed as a goddess. Earth goddesses are often associated with the chthonic deities of the underworld. [1]
An elemental is a mythic supernatural being that is described in occult and alchemical works from around the time of the European Renaissance, and particularly elaborated in the 16th century works of Paracelsus.
Why are the 5e rules for creating a Tabaxi on this page? Firstly that seems like unnecessary details for Wikipedia, and secondly, that information may be copyrighted as it is from the book Volo's Guide to Monsters. Abelhawk 19:29, 12 March 2019 (UTC) Wow, no kidding. Thanks for pointing that out, I removed it.
Earthdawn is a fantasy role-playing game, originally produced by FASA in 1993. [1] In 1999 it was licensed to Living Room Games, which produced the Second Edition.It was licensed to RedBrick in 2003, who released the Classic Edition in 2005 and the game's Third Edition in 2009 (the latter through Mongoose Publishing's Flaming Cobra imprint).
Shannon Appelcline, in the book Designers & Dragons (2011), highlighted that in 1989 Spelljammer was the first of a host of new campaign settings published by TSR. It was created by Jeff Grubb and "introduced a universe of magical starships traversing the 'crystal spheres' that contained all the earthbound AD&D campaign worlds.
The legion of fictional deities in the World of Greyhawk campaign setting for the Dungeons & Dragons fantasy roleplaying game covers an extensive range of spheres of influence, allowing players to customize the spiritual beliefs and powers of their characters, and as well as giving Dungeon Masters a long list of gods from which to design evil temples and minions.
A variety of character background ideas such as origins and life events. New racial feats. [4] Chapter 2: Dungeon Master's Tools [3] Revisits and expands on traps and downtime activities rules. In-depth coverage of tool proficiencies and spellcasting. A new magic items sections expands the DMG and adds new minor items.