![]() For these reasons, material in this supplement is not legal in D&D Organized Play events. The game mechanics in this supplement are usable in your D&D campaign but are not fully tempered by playtests and design iterations. All you really need is races for the characters, monsters for them to face, and some ideas to build a campaign.įinally, The Art of Magic: The Gathering-Zendikar will help you create a D&D campaign in Zendikar, but you don't actually need the book to make use of the material in Plane Shift: Zendikar-you can also refer to the abundance of lore about Zendikar found on and the Zendikar plane profile. The size and metal type dictates to which plane. The creatures need to find other means if they are to travel back. Note: Plane shift transports creatures instantaneously and then ends. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d) from your intended destination. The D&D magic system doesn't involve five colors of mana or a ramping-up to your most powerful spells, but the goal isn't to mirror the experience of playing Magic in your role-playing game. D&D is a flexible rules system designed to model any kind of fantasy world. Plane Shift: Zendikar was made using the fifth edition of the D&D rules. If several willing persons link hands in a circle, as many as. The easiest way to approach a D&D campaign set on Zendikar is to use the rules that D&D provides mostly as written: a druid on Zendikar might call on green mana and cast spells like giant growth, but she's still just a druid in the D&D rules (perhaps casting giant insect). You move yourself or some other creature to another plane of existence or alternate dimension. You can think of Plane Shift: Zendikar as a sort of supplement to The Art of Magic: The Gathering-Zendikar, designed to help you take the world details and story seeds contained in that book and turn them into an exciting D&D campaign. Unlike most D&D classes, a character is born a Planeswalker rather than them deciding to become one. And it's all surrounded by amazing fantasy art that holds boundless inspiration in itself. Let author James Wyatt be your guide to the lost cities, dense forests, high seas, and ancient ruins of this world, as you bring Ixalan to life at your Dungeons & Dragons gaming table. It's littered with adventure hooks and story seeds, and lacks only the specific rules references you'd need to adapt Zendikar's races, monsters, and adventures to a tabletop D&D campaign. Many of the plane's creative roots lie in D&D, so it should be no surprise that The Art of Magic: The Gathering-Zendikar feels a lot like a D&D campaign setting book. Dungeons & Dragons and Magic: The Gathering are two different games, but that doesn't mean their Multiverses can't meet.įrom the beginning, Magic's plane of Zendikar was conceived as an "adventure world" where parties of explorers delve into ancient ruins in search of wonders and treasures, fighting the monsters they encounter on the way. ![]()
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