The Wonders of Magic

Player's Handbook, D&D Basic Rules

Few D&D adventures end without something magical happening. Whether helpful or harmful, magic appears frequently in the life of an adventurer, and it is the focus of chapter 10 and chapter 11.

In the worlds of Dungeons & Dragons, practitioners of magic are rare, set apart from the masses of people by their extraordinary talent. Common folk might see evidence of magic on a regular basis, but it’s usually minor—a fantastic monster, a visibly answered prayer, a wizard walking through the streets with an animated shield guardian as a bodyguard.

For adventurers, though, magic is key to their survival. Without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds. Without the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes. Without the sheer magical power and versatility of wizards and druids, every threat would be magnified tenfold.

Magic is also a favored tool of Villains. Many adventures are driven by the machinations of spellcasters who are hellbent on using magic for some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of their vigor, a mad wizard labors to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction—these are just a few of the magical threats that adventurers might face. With magic of their own, in the form of spells and magic items, the adventurers might prevail!


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