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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. 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.
