However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.įor PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. These products were created by scanning an original printed edition. See the DMsGuild FAQ for more information. ![]() Note: No artwork, setting, or other material from the Plane Shift or other Magic: the Gathering products is allowed in the DMsGuild community content program. All you really need is races for the characters, monsters for them to face, and some ideas to build a campaign. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. 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. 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 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. And it's all surrounded by amazing fantasy art that holds boundless inspiration in itself. 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-Zendika r feels a lot like a D&D campaign setting book. For these reasons, material in this supplement is not legal in D&D Organized Play events.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. The game mechanics in this supplement are usable in your D&D campaign but are not fully tempered by playtests and design iterations. New races, new monsters, and tons of roleplaying advice await inside this treasure chest of rules and lore. 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. If The Art of Magic: The Gathering-Ixalan sparked your taste for adventure, you can experience it in these pages. Will you join the vampires of the Legion of Dusk in their march of conquest? Will you stand with the folk of the Sun Empire-and the dinosaurs that serve them-in defending their lands and heritage? Will you join the cunning merfolk of the River Heralds to trick and misdirect the invaders within the great forests? Or will you sail the Stormwreck Sea with the pirates of the Brazen Coalition, seeking plunder and power? This is why I sail."įour mighty peoples face off in a desperate search for a legendary city of gold, hidden deep in the heart of Ixalan. ![]() "Just imagine what's waiting around the bend.
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