Tome of Magic (Advanced Dungeon & Dragons: Accessory Rulebook)


David Zeb Cook - 1991
    For priests, whole new spheres have been discovered - spheres of chaos, law, numbers, thought, time, war, and wards - and powerful new quest spells lie waiting to be tapped.All characters will experience the thrill of discovering new magical items such as the claw of magic stealing, dimensional mine, crystal parrot, ring of randomness, and staff of the elements. Tome of Magic is an invaluable expansion for all the spellcasting classes.

Wilderness Survival Guide


Kim Mohan - 1986
    Opportunities and challenges await characters brave enough and hardy enough to take on the biggest "monster" of all --the wilderness!

Spell Compendium


Matt Sernett - 2005
    A must have at every D&D game table! "Spell Compendium" provides players and Dungeon Masters with quick access to the D&D spells they need most. Drawing from a treasure trove of sources, "Spell Compendium" is the one place to find spells that are referenced time and again: the best, most iconic, most popular, and most frequently used. This convenient reference introduces a new spell format that includes descriptive text.

The Complete Fighter's Handbook


Aaron Allston - 1989
    New weapons, new proficiencies, new fighting styles, and "Fighter Kits" make this optional AD&D accessory a useful item for players and DMs.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

The Complete Book of Elves


Colin McComb - 1993
    Description of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items. Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!

The Complete Bard's Handbook


Blake Mobley - 1992
    The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!

Monster Manual IV


Gwendolyn F.M. KestrelKolja Raven Liquette - 2006
    Sure to be popular with both Dungeonmasters and players, this supplement to the D&D(R) game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms(R) or Eberron(R) campaign. This product is tied to 2006's Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Dragonlance: Adventures


Tracy Hickman - 1987
    The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits

Monster Manual


Mike Mearls - 2014
    This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. • The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. • An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. • Created as part of a massive public playtest involving more than 170,000 fans of the game.

The Complete Book of Humanoids


Bill Slavicsek - 1993
    Following on the success of the handbooks dealing with elves, gnomes, and dwarves, it provides all the information necessary to play intelligent humanoid creatures as PC's. Illustrations, many in color.

Martial Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2008
    This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds