Book of Lost Spells - 5th Edition

Book of Lost Spells - 5th Edition
Author: Frog God Games
Publisher:
Total Pages: 138
Release: 2018-05
Genre:
ISBN: 9781622835157

Ask any wizard. There's no such thing as too many spells. This massive compendium of magical mayhem ought to satisfy even the most discerning necromancers and thaumaturgists, and they aren't easy to please (especially the necromancers). Weighing in with a total of 708 spells, the Book of Lost Spells is a vital resources for anyone wanting to add a bit more mystery to the magic of Fifth Edition

Wizards & Spells (Dungeons & Dragons)

Wizards & Spells (Dungeons & Dragons)
Author: Jim Zub
Publisher: Ten Speed Press
Total Pages: 114
Release: 2020-03-10
Genre: Juvenile Nonfiction
ISBN: 1984856472

An immersive illustrated primer to the enchanted beings, magic users, and spells of Dungeons & Dragons, the leading fantasy role-playing game. This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the wizards, sorcerers, and other magic-makers for which the game is known. Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.

BLUEHOLME™ Prentice Rules

BLUEHOLME™ Prentice Rules
Author: Michael Thomas
Publisher: Lulu.com
Total Pages: 62
Release: 2014-12-07
Genre: Games & Activities
ISBN: 138744994X

Perfect bound edition. BLUEHOLME(TM) Prentice Rules is a table top fantasy roleplaying game that emulates the game play of the original basic rule book, popularly known as the Holmes Edition or simply the Blue Book. The rules in this book allow for characters of 1st to 3rd levels, and include everything the referee could possibly need to create and run a campaign in the Underworld: monsters, magic, treasure, and ... well, what more do you need?

Deep Magic for 5th Edition

Deep Magic for 5th Edition
Author: Jeff Lee
Publisher:
Total Pages: 0
Release: 2020-10-06
Genre: Games & Activities
ISBN: 9781936781317

"Command 700 new spells for fifth edition"--Back cover.

Tome of Horrors 5e

Tome of Horrors 5e
Author: Edwin Nagy
Publisher:
Total Pages: 342
Release: 2019-12
Genre: Games & Activities
ISBN: 9781622838233

Now for 5th Edition! Frog God Games unleashes the next iteration of its iconic Tome of Horrors series for 5th Edition. Hordes of sinister adversaries, restless dead, and other horrific monstrosities to gleefully challenge your players' expectations. Bursting with hundreds of creatures, new additions as well as converted classics, in a library-bound and stitched full color volume, the next Tome of Horrors will be a must have for your 5th edition campaign. Everybody needs more monsters. The Tome of Horrors for Fifth Edition includes a selection of creatures from earlier volumes as a kick off for an entire series of fifth edition books.

Tome of Alchemy 5e

Tome of Alchemy 5e
Author: Courtney Campbell
Publisher: Necromancer Games
Total Pages: 126
Release: 2020-12
Genre:
ISBN: 9781665600958

Tome of Alchemy For your 5e game! The Tome of Alchemy contains hundreds of items, dozens of spells, an innovative system for alchemical research, tables to resolve mistakes in the laboratory, alchemy-related adventure hooks, and much, much more! Bubbling alembics and fiery ovens release the fumes of sweet and noxious gases into the stone-walled laboratory, where mists gather and curl among the rafters. Shelves groan with the weight of clay jars, glass containers, parchment scrolls, boxes of rare minerals, and ancient books forbidden to own. This is the mysterious domain of the alchemist, and now the secrets of this venerable craft are opened for both players and game masters!

Book of Fiends 5E

Book of Fiends 5E
Author: Robert J. Schwalb
Publisher:
Total Pages: 0
Release: 2021-11-23
Genre: Games & Activities
ISBN: 9781949160017

Devils, demons, and daemons--these are theultimate servants of evil. Learn all their foul secrets in the Book of theFiends, the definitive Fifth Edition sourcebook on these fell creatures. Thistome presents over 130 of horrific fiends hailing from Hell, the Abyss, andGehenna, with Challenge Ratings ranging from 0 to 31. The original edition ofthe Book of Fiends was one of the most critically acclaimed books of the d20era. Now Dungeons & Dragons designer Robert J. Schwalb has reimaged all thecreatures, character options, and more for Fifth Edition. It builds on theinformation found in the core rulebooks, expanding and revealing all you couldever want to know about these evil planes and their inhabitants. The Book ofFiends provides profoundly wicked foes your players will never forget.

Odyssey of the Dragonlords RPG

Odyssey of the Dragonlords RPG
Author: Modiphius
Publisher: Modiphius
Total Pages: 466
Release: 2020-03-03
Genre: Games & Activities
ISBN: 9781912743407

Campaign book; compatible with the "5E" edition rules of Dungeons & Dragons.

The Game Master's Book of Legendary Dragons

The Game Master's Book of Legendary Dragons
Author: Aaron Hübrich
Publisher: Game Master Series
Total Pages: 0
Release: 2022-10-11
Genre: Games & Activities
ISBN: 1956403051

This incredible book details more than two dozen unique, heart-stopping dragons, plus dragon-kin, dragon-related organizations and magic - everything you need to make dragons the centerpiece of your campaign, full of mystery, terror and legendary excitement.

Playing at the World

Playing at the World
Author: Jon Peterson
Publisher:
Total Pages: 698
Release: 2012
Genre: Computer games
ISBN: 9780615642048

Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.