1st Edition ~ 2nd Edition ~ 2nd Edition Revised
Caution: There are many different printings and editions of the books on this page. It is quite possible that a Amazon Marketplace Seller might list a book in the wrong listing. It would be a good idea to contact the Seller if there's any question.
Advanced Dungeons & Dragons, 1st EditionPlayers Handbook
Though the 1983 reprint has a different cover, the contents are essentially identical. -W
"NO MORE SEARCHING THROUGH STACKS OF BOOKS AND MAGAZINES TO FIND OUT WHAT YOU NEED TO KNOW. THE PLAYERS HANDBOOK PUTS IT ALL AT YOUR FINGERTIPS, INCLUDING:
• ALL RECOMMENDED CHARACTER CLASSES:
Fighters, Paladins, Rangers, Magic-Users, etc.
• CHARACTER RACES:
Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
• CHARACTER LEVEL STATISTICS
• EQUIPMENT LISTS WITH COSTS
• SPELL LISTINGS BY LEVEL AND DESCRIPTIONS OF EFFECTS (INCLUDING MANY NEW SPELLS!)
AS A DUNGEON ADVENTURER OR A DUNGEON MASTER, YOU WILL FIND THE CONTENTS OF THIS BOOK TO BE WHAT YOU HAVE BEEN WAITING FOR. ALL USEFUL MATERIAL IS NOW COMPILED UNDER ONE COVER, ESPECIALLY FOR PLAYERS!"
1978, 1983 ... Gary Gygax ... 128 pages ... TSR 2010 ... ISBN 0935696016 / 0880381043
Dungeon Masters Guide
The original DMG has cover art by David C. Sutherland III. The Revised edition (1983) has the Jeff Easley cover art and the orange spine. Note that though the covers are different, the contents are identical. -W
"Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Masters Guide. Herein you will find:
• combat matrices
• encounter tables
• monster attacks alphabetically listed
• treasure and magic tables and descriptions
• gem values by type
• random wilderness terrain generation
• random dungeon generation
• suggestions on gamemastering
...and a whole lot more. It is an absolute must for every Dungeon Master!"
1979, 1983 ... Gary Gygax ... 240 pages ... TSR 2011 ... ISBN 0935696024 / 0880380519
Monster Manual, 3rd printing, with characteristic red endpaper. -W
Credited to Gary Gygax. Note that though the covers are different, the contents are identical. -W
"This book provides a complete alphabetical listing of all 'monsters' encountered in the various works which comprise the Advanced Dungeons & Dragons game system. It is an invaluable aid to players and Dungeon Masters alike!"
Revised cover art: 1983-1989 ... ISBN 0880380527
"THIS TOME CONTAINS ALPHABETICAL LISTINGS OF MONSTERS DESIGNED FOR USE WITH THE ADVANCED DUNGEONS & DRAGONS GAME SYSTEM. EACH CREATURE IS DESCRIBED AND MOST ARE ILLUSTRATED FOR EASY IDENTIFICATION."
1981 ... Don Turnbull (editor) ... 128 pages ... TSR 2012 ... ISBN 0935696210 (Also: 0880380497 / 0394521749)
Deities & Demigods / Legends & Lore
Despite the changed title, cover graphics, and title page, the contents are virtually identical between the DDG and L&L. Presumably, naming the volume "Legends & Lore" would be less likely to upset all the concerned mothers out there.
The very earliest edition of the DDG had the Cthulhu and Melnibonean (Elric) gods, but these were pulled from later printings to remove the possibility that TSR could be trespassing on licenses of the Chaosium company. Those versions command a higher price today.
"(THE) DEITIES & DEMIGODS CYCLOPEDIA PROVIDES THE DUNGEON MASTER WITH GODS, HEROES AND MONSTERS FROM MYTH, FICTION AND LEGEND FOR USE IN ROUNDING OUT AN ADVANCED D&D CAMPAIGN. WITHIN THIS BOOK ARE SEVENTEEN PANTHEONS OF DIVINITIES, EACH PROFUSELY ILLUSTRATED. ALSO INCLUDED ARE NEW MATERIAL ON CLERICS' CONDUCT AND THEIR RELATIONSHIPS WITH THEIR DEITIES, INFORMATION ON CHARACTER MORTALITY AND IMMORTALITY, AND MORE!"
1980, 1983 ... James M. Ward & Robert J. Kuntz & Lawrence Schick ... 144, 128 pages ... TSR 2013 ... ISBN 0935696229, 0880380500
Deities & Demigods: Buy at Amazon
Legends & Lore:
Monster Manual II
"A must for the serious AD&D game player. This manual contains all the new members, from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the expanded lists of lycanthropes, giants, and other beasts."
1983 ... Gary Gygax ... 160 pages ... TSR 2016 ... ISBN 0880380314
"This, the latest of the AD&D game books, further defines and describes the game system. Inside are new spells, character classes, magic items, weapons, and much more for both players and Dungeon Masters."
1985 ... Gary Gygax ... 128 pages ... TSR 2017 ... ISBN 0880380845
See also: Kara-Tur
1985 ... Gary Gygax ... 144 pages ... TSR 2018 ... ISBN 0880380993
Dungeoneer's Survival Guide
See Dark and Hidden Ways.
"For beginners, advanced players, and DMs, this book open up grand new vistas in the realms of the underdark, that little-known region of dungeons and caverns far beneath the sunlit world of everyday existence. The worlds of subterranean adventure await!
Contains all-new information on combat, mining, underground civilizations, and much more!"
1986 ... Douglas Niles ... 128 pages ... TSR 2019 ... ISBN 0880382724
Wilderness Survival Guide
See Wild Things.
"This book, for new players and Dungeon Masters as well as more experienced campaigners, presents rules for adventuring in the outdoors. Oppurtunities and challenges await characters brave enough and hardy enough to take on the biggest "monster" of all - the wilderness!"
1986 ... Kim Mohan ... 128 pages ... TSR 2020 ... ISBN 0880382910
"For DRAGONLANCE saga enthusiasts and AD&D game players everywhere, here is the latest information on the world shattered by dragons and their armies. The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits!"
1987 ... Tracy hickman 7 Margaret Weis ... 128 pages ... TSR 2021 ... ISBN 0880384522
Manual of the Planes
"...from Arcadia to Pandemonium, from the plane of elemental Fire to the Astral plane, vast new worlds of adventure are now open to players....
A vital source book for players and DMs of all levels of experience, the Manual of the Planes details the manifold worlds of the known planes of existence. This book describes the inhabitants, rulers, and environments of these worlds, as well as rules for movement, survival, combat, and spell use in these alien surroundings. A different style of AD&D adventures awaits!"
1987 ... Jeff Grubb ... 128 pages ... TSR 2022 ... ISBN 0880383992
SUBJECTS: Deities and Clerics of Greyhawk; Monsters of Greyhawk; Hall of Heroes; Magical Spells; Magical Items of Greyhawk; Geography of Oerth; Adventures in Greyhawk; Appendix 1 - Zero-Level Characters; Appendix 2 - Greyhawk Spell List.
"Become part of the oldest continuous fantasy campaign as you explore parts of Oerth never seen before. 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."
1988 ... James M. Ward ... 128 pages (hardcover) ... TSR 2023 ... ISBN 0880386495
Advanced Dungeons & Dragons, 2nd EditionPlayer's Handbook (2nd edition)
"This is the indispensable encyclopedia of fantasy role-playing and also the perfect companion to the referee's 2nd Edition Dungeon Master's Guide. Everything players need is here: how to determine a character's Strength, Wisdom, Charisma, and other abilities; the differences among the various fantasy races, from elves and halflings to dwarves, gnomes, and others; complete rules for character improvement; the most advantageous mapping and combat procedures; and much more, all in this easy-to-use, revised version of the classic role-playing rulebook. With this 2nd Edition, the best-selling role-playing game in history gets even better!"
1989 ... 256 pages ... TSR 2101 ... ISBN 0880387165
Dungeon Master's Guide (2nd edition)
"This is the complete guide to being an AD&D game Dungeon Master. Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!"
1989 ... 192 pages ... TSR 2100 ... ISBN 0880387297
Forgotten Realms Adventures
This hardback served to update the Forgotten Realms campaign to AD&D 2nd edition rules.
"The coming of the Avatars and the Time of Troubles caused tremendous changes in the Forgotten Realms. Areas of dead magic and wild magic have appeared; character classes have been altered; new magical spells have been discovered; old gods have been slain and new ones arisen. All the changes and updates are incorporated into this one essential volume for FORGOTTEN REALMS players and dungeon masters alike. Get new information on specialty priests, currency, new weapons, and treasure. Take a detailed tour of the major cities of the heartland, from the Sword Coast to the Dragon Reach, including the Moonsea, the Dalelands, Cormyr, and Sembia. The most popular and intriguing fantasy world ever published gets even better with this fantastic supplement."
1990 ... Jeff Grubb & Ed Greenwood ... 154 pages ... TSR 2106 ... ISBN 0880388285
Legends & Lore (2nd edition)
"Add the grandeur of epic adventure to your AD&D game! Legends & Lore has now been revised for use with the AD&D 2nd Edition rules and expanded to 192 pages! It describes dozens of deities, heroes, and monsters from 11 different cultures. Special attention has been paid to the priests who worship the deities in this book. Each entry outlines the powers and spells granted to followers of a specific faith. In addition, you'll learn about the cultures that worship the deities within and be provided with new spells, magic items, and character classes. The revised Legends & Lore is a vital reference work for every serious AD&D game player!"
1990 ... James M. Ward & Troy Denning ... 192 pages ... TSR 2108 ... ISBN 0880388447
Tome of Magic
"Take your spellcasters to limits they have never reached before! With over two hundred new spells and magical items, the Tome of Magic stretches the horizons of every wizard and priest in the AD&D 2nd Edition game.
In these pages are new forms of wizard magic including elementalists, metamagic, and wild magic, plus expansions of existing schools. 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!"
1991, 1996 ... David Cook & Nigel Findley & Anthony Herring & Christopher Kubasik & Carl Sargent & Rick Swan ... 160 pages ... TSR 2121 ... ISBN 1560761075
Book of Artifacts
"Incredible magic for all campaigns! The Book of Artifacts will help every adventure reach new plateaus of mystery, danger, and epic excitement. Within these pages is the most complete collection of legendary and obscure artifacts ever assembled for the AD&D 2nd Edition game. Each enigmatic token or powerful relic has a detailed history, special powers that truly fit the theme of the item, and even tips on how to introduce - or remove - the artifact from a campaign.
New and valuable information is also included for characters who want to create magical items or recharge existing ones. Making that special magical sword or finding ingredients for that powerful potion can be the basis for whole adventures!
Whether the characters find the Machine of Lum the Mad or the Jacinth of Inestimable Beauty, the Book of Artifacts packs enough adventure between its covers to be an invaluable addition to every AD&D game!"
1993 ... David "Zeb" Cook ... 160 pages ... TSR 2138 ... ISBN 1560766727
Designed as a more compact version of the "Monstrous Compendium" binders. -W
"Need a monster? Look inside, where more than 300 new pieces of full color art show what the monsters really look like!
This book contains more than 600 monsters, including all the creatures from the Monstrous Compendium Volumes 1 and 2! In addition, there are monsters from the oter Monstrous Compendium Volumes, and some creatures never seen in the second edition AD&D Game before.
Entries have been reorganized, corrected, updated, and fully cross-referenced, to make this the most valuable monster reference ever!"
1993, 1996 ... 384 pages ... TSR 2140 ... ISBN 1560766190
Advanced Dungeons & Dragons, 2nd Edition RevisedPlayer's Handbook (2nd ed. revised)
Reorganized, but the rules are still 2nd edition.
1995 ... 320 pages ... TSR 2159 ... ISBN 0786903295
Dungeon Master Guide (2nd ed. revised)
"Here is the essential manual for the AD&D game Dungeon Master. All the information you need to create and run thrilling, swords-and-sorcery adventures is clearly laid out in the Dungeon Master Guide. Learn all there is to know about magical spells, hundreds of magical devices and treasures, battles, travel, experience awards, and more. This fresh, new format is your guidebook to the challenging world of the AD&D Dungeon Master!"
1995 ... 256 pages ... TSR 2160 ... ISBN 0786903287
Player's Option: Skills & Powers
"These pages hold the keys to humans who spot secret doors as easily as do elves, thieves who sense illusions, half-ogre sword masters, and a multitude of other unique characters. Player's Option Rulebooks present an alternative approach to AD&D® characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!"
Hardcover: 1995 ... Douglas Niles & Dale A. Donovan ... 192 pages ... TSR 2154 ... ISBN 0786901497
Softcover: 1997 ... ISBN 0786911492
Player's Option: Combat & Tactics
"Tired of your fighter doing nothing but trading swings with monsters? Are your dungeon denizens' tactics getting a little too routine? Need help setting up that siege of the evil overlord's castle? Then this is the book for you. This exciting expansion to the AD&D game contains rules and systems that will make your battles more vibrant and realistic. There are new rules covering critical hits, tactical options, and combat maneuvers such as shield walls, disarms, and more! Complete weapons tables for all eras of play include lots of new weapons and revised characteristics for old ones. The Combat & Tactics system has been carefully designed to present sets of rules in easy-to-use modules that you pick and choose from and incorporate into your campaign. Regardless of which ones you do use, you'll find everything works with everything else.
1995 ... L. Richard Baker III & Skip williams ... 192 pages (hardcover) ... TSR 2149 ... ISBN 0786900962
Player's Option: Spells & Magic
"Does your wizard wish to create a powerful magical item or a potent new spell? What other effects does your priest's favorite offensive spell accomplish? Spells & Magic provides players and Dungeon Masters with expanded rules that are compatible with the Player's Handbook, the Dungeon Master Guide, and the rest of the Player's Option™ line of rulebooks. Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!"
Hardcover: 1996 ... Richard Baker ... 192 pages ... TSR 2163 ... ISBN 0786903945
Softcover: 1997 ... ISBN 0786911484
Dungeon Master Option: High-Level Campaigns
"What's a DM to do when the player characters in his campaign become so powerful that nothing in the worid is a challenge for them anymore? Just what are the essential ingredients in an adventure geared toward high-level play?
Here is a trove of advice and new rules for every AD&D® game Dungeon Master who wishes to create adventures for truly legendaiy heroes. Find everything you need to create encounters that confound the craftiest wizard and chill the most valiant warrior's heart. Discover the power of True Dweomers, the mightiest spells ever. Build new realities for your heroes to explore. Learn how to conduct magical duels and oversee the creation of magical items. Expand the horizons of your gaming experience with High-Level Campaigns!"
1995 ... Skip Williams ... 192 pages (hardcover) ... TSR 2156 ... ISBN 0786901683
Campaign Option: Council of Wyrms Setting
"Imagine that you are a dragon — possessing amazing abilities, deadly breath weapons,
claws like long swords, and teeth like daggers.
This Campaign Option provides everything you need to create a campaign for dragon player characters, dragon kindred, half-dragons, and dragon slayers.
Every page has been updated and expanded from the original COUNCIL OF WYRMS™ boxed set and includes:
* Rules for creating dragon and kindred PCs Campaign details revealing the secrets of dragonkind
* New kits for dragon PCs
* A series of adventures designed to challenge the strongest dragon characters
* A 16-page full-color section illustrating dragon size comparisons
* Details on all 15 metallic, chromatic, and gem dragons"
1999 ... Bill Slavicsek ... 208 pages (hardcover) ... TSR 11383 ... ISBN 0786913835
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