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Strixhaven: Curriculum of Chaos (D&D/MTG Adventure Book) (Dungeons & Dragons) Hardcover – December 7, 2021
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The greatest minds in the multiverse meet at Strixhaven University. Professors convey fantastic secrets to eager students, and life on campus is frenetic. But danger lurks even here. Campus hijinks mix with mishaps and sinister plots, and it’s up to you to save the day.
Strixhaven: A Curriculum of Chaos introduces the fantastical setting of Strixhaven University to Dungeons & Dragons, drawn from the multiverse of Magic: The Gathering. It also provides rules for creating characters who are students in one of its five colleges.
Characters can explore the setting over the course of four adventures, which can be played together or on their own. Each describes an academic year filled with scholarly pursuits, campus shenanigans, exciting friendships, hidden dangers, and perhaps even romance.
- Includes four brand new D&D adventures that can be played as stand-alones or woven together as a campaign from levels 1–10
- Adds a new playable race—an owlin, one of the owlfolk who study at the university
- Includes a bestiary of over forty magical creatures and NPCs
- Experience D&D in new ways through the academic challenges, extracurricular activities and jobs, and relationships explored on campus
- Includes a beautifully illustrated double-sided poster map that shows Strixhaven’s campus on one side and important locations on the other
- Attend an elite mage university, choose your college, and adventure your way to graduation
- Adds new player character options including feats and new backgrounds for first-year students at Strixhaven
- Print length224 pages
- LanguageEnglish
- PublisherWizards of the Coast
- Publication dateDecember 7, 2021
- Dimensions8.56 x 0.72 x 11.17 inches
- ISBN-100786967447
- ISBN-13978-0786967445
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From the Publisher
The School of Magic Is in Session
Charged with excitement, magical potential, and a bit of nervous energy—your first day on Strixhaven’s central campus is full of activity. Navigating pathways clogged by awed new students, you pick up your uniform, gather your tomes, and set off on a four-year adventure that you’ll never forget.
Strixhaven: A Curriculum of Chaos is a series of D&D adventures that can be run individually or as a campaign taking characters from 1st to 10th level. Each adventure unfolds over the course of one academic year at Strixhaven—full of student rivalries, campus hijinks, and a sinister plot brewing beneath it all.
Choose Your College
Strixhaven is divided into five colleges—each with their own magical specialty.
Lorehold—College of Archaeomancy
Lorehold mages call on the spirits of long-dead historical figures to aid in their lessons and uncover the secrets of ages past.
Witherbloom—College of Essence Studies
Brewing spells from natural components and the essence of living creatures—Witherbloom mages draw power from the opposing forces of life and death.
Prismari—College of Elemental Arts
For Prismari mages, magic is their art. They wield spells in spectacles of creativity, creating masterpieces of showy, over-the-top magic.
Quandrix—College of Numeromancy
Quandrix mages study patterns, fractals, and symmetries to wield power over the fundamental mathematics of nature.
Silverquill—College of Eloquence
Silverquill mages are masters of the magic of words, whether scribed in runic ink, persuasive speeches, or captivating battle poetry.
More Character Options
Strixhaven: A Curriculum of Chaos includes more options for players to choose from while creating or leveling up their characters.
Introducing the Owlin Race
Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic.
Like owls, they are graced with feathers that make no sound when they move or fly, making it easy to sneak up on friends in the library.
5 College Backgrounds + 2 Feats
In this book you’ll find five backgrounds and two feats—each representing abilities gained as students progress in their magical studies—whether learning new spells or gaining the ability to summon their college’s mascot for assistance.
5 College Spells
Strixhaven: A Curriculum of Chaos also introduces five spells—each invented by mages from a particular Strixhaven college.
Draw on knowledge from spirits of the past to gain skill proficiencies with Lorehold’s borrowed knowledge spell. Or twist space to teleport a creature with Quandrix’s vortex warp spell.
Special Rules for Student Activities, Rivals & More
Duels, Sports, Jobs & Extracurriculars: Join in an epic game of Mage Tower to steal the other team’s mascot for glory and bragging rights. Challenge your rival to a duel. Or join the Fantastical Horticulture Club for a boost to your Nature and Survival checks.
Relationships: Make new friends or gain spiteful foes. This book includes special rules providing characters with benefits—or drawbacks!—based on the relationships they establish with their fellow non-player-character students.
Exams: Whether it’s Ethics of Enchantment, Introduction to Reanimation, or “Turning Inner Fire into Outer Flames”—players will choose classes for their character and be graded in Exams.
Playing Dungeons & Dragons
Become an Adventurer
Adventurers come in all shapes and sizes. Find one that’s fun for you.
An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.
Join the Party
D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.
Choose Your Own Path
The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?
In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?
Editorial Reviews
About the Author
Product details
- Publisher : Wizards of the Coast (December 7, 2021)
- Language : English
- Hardcover : 224 pages
- ISBN-10 : 0786967447
- ISBN-13 : 978-0786967445
- Item Weight : 1.25 pounds
- Dimensions : 8.56 x 0.72 x 11.17 inches
- Best Sellers Rank: #9,695 in Books (See Top 100 in Books)
- #36 in Dungeons & Dragons Game
- #247 in Dragons & Mythical Creatures Fantasy (Books)
- #386 in Sword & Sorcery Fantasy (Books)
- Customer Reviews:
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About the authors
Amanda Hamon is an Ennie and Origins Award winning writer, designer, and developer. You'll find her contributions in sourcebooks for Dungeons & Dragons, Pathfinder, Starfinder, and a half-dozen other systems. Amanda is currently one of three Senior Designers guiding the Dungeons & Dragons 5th Edition setting for Wizards of the Coast.
An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Find more at: www.amazon.com/dnd
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I have few nitpicks. For one thing, the Deans really should have gotten their own stats instead of being relegated to no different than any other professors. They're the DEANS! They shouldn't be CR 7 nobodies! They should be CR 15 or 17! And you can't tell me that would be too strong when the CR 20+ Dragons are in there! Also, an index would have been nice rather than making me hunt through the chapters for details.
Final warning: this is not the sort of campaign in which every detail of every random side location has been mapped out. The important details are there, but there is a certain level of player imagination required. However, I agree with XP to Level 3, that this feels like an intended feature rather than a mistake. That might put some people off, but it does leave more room for player customization, and I think it works well for new DMs, new players, or anyone who prefers this approach to pre-written campaigns.
I really like all of the little mini-adventures in the first section, and that there is always someone with healing potions at the end of battles. It comes across as very friendly for younger players, and can easily be tailored to them. I also like that there is a lot of emphasis on creating friendships and interacting with the Non-playing characters, as well as extracurriculars and jobs. It adds a lot more room for fun role-play and improvising, and not all combat. My kids are ready to start their adventure!
One new race, plenty of new spells and premade characters that scream to be used in any campaign at all. Awesome.
Top reviews from other countries
My Introduction inspired by this...
When you first received your invitation to Strixhaven, you didn’t know what to make of it, you didn’t even know the place was real. It was thought to be a legend, an old wives tale.
But in your hand is a parchment with your name and current dwelling location on it and a seal with five dragon heads, hand-delivered by a tree that walked up to you and placed it there, before waving with creaking limbs and strolling off. You wanted to ask it questions, I mean, why you? And why a tree? But its pace far outstripped yours even at a run. It was gigantic.
In your other hand it placed a round…something. It’s smooth and warm, and flexible, like a fist-sized jelly. Examining it reveals nothing else about it though. Poking it just springs it back to its original shape.
You glance at the parchment again, and it now says “Do you accept?” at the bottom with two words, Yes and No, and nothing else. You swear those words weren’t there a minute ago.
More curious than not, you touch the word Yes and the dragon emblem at the top of the page comes alive for a moment and breathes fire onto the parchment. Instantly it burns into fine ash in your hand and then without warning the glob in your other hand explodes into a mass of webbing that encapsulates you from the neck down.
At first you think it’s a joke, and not a very funny one. You struggle to free yourself from the powerful sticky threads and end up falling onto your back. There in the sky is a giant wasp descending on you, the loud buzzing gripping your heart with fear. You struggle even harder, it’s almost here, but the webs are strong and flexible. You are helpless.
It lands upon you, its giant mandibles in your face, gnashing cruelly, its round and black unblinking eyes reflecting your own face of fear back at you… Its legs grip your cocoon and you are sure that it is readying its stinger, even though you can’t see below your neck.
And then it speaks in a grinding, chittering voice.
“Hi, I’m Buzzkill, and I’ll be your delivery drone today.”
Buzzkill spins you in his grip until you are facing forward and then he lifts you off the ground effortlessly. “We’ll be flying at a comfortable altitude of two thousand feet, up to that low cloud, you see it there?”
You see it. And you are heading in that direction. You consider struggling more, but once you are high in the air, the idea quickly leaves your thoughts. A landing on your own at this point wouldn't be pretty.
When you reach the clouds, you disappear into the mist, you can no longer see the ground. In fact you could barely see your hand in front of your face, if you could lift it there.
Buzzkill appears to be searching for something, as he is flying left and right, and then suddenly he speeds up and flies straight, into a glowing, translucent purple circle surrounded by floating stones.
You feel electricity, magic, flowing over your skin as you pass through the portal. Then you emerge from the cloud and can see the land far below you, but where this is, you’re not really sure.
In the center of a broad valley is a city surrounded by five landscapes that each stretch out for miles in all directions.
To the northwest, at least from your current position, there are mountains and chasms with buildings built on the rock faces.
To the north looks like a small town of finely made buildings, which at least in most part is recognizable as modern dwellings, similar to the city in the center.
To the northeast are green expanses of grass and trees with tall, delicate buildings, much like the architecture you have seen elves build, though this is a bit different from the designs you have seen before.
To the southeast is a swamp with buildings looking like they were grown from the trees themselves.
Lastly, to the southwest is a wild land of localized storms and elaborate buildings and structures in bright colors that couldn’t possibly stand without the assistance of magic.
You note that the air is different here. Warmer, more cloying and heady. Possibly because of the swamp.
Other drones are carrying cocoons like yours and they are all heading towards the building in the center of the small city, as are you. Some are carrying people that aren’t in cocoons at all, and there are even some people flying on their own.
Above the central building is a massive arch of floating stones, and you note that these arches exist in many places, in the mountains, over specific buildings, some vertical, others angled or horizontal. You don’t know their nature specifically, but they are very similar to the stones surrounding the portal that you just flew through in the clouds to get here.
Buzzkill deposits you gently on the front lawn in an upright position and before you can protest, salivates on you a large volume of fluid that smells of alcohol and honeyed wine. He then waves one segmented leg as he departs with a “Leave me a decent rating…” as the cocoon around you dissolves and dries into a dust that you easily brush from your clothing.
People of varying races, many that you’ve never seen before, are heading up the front steps into the enormous marble building that stands before you. It has to be the largest building you have ever seen. You see Goblins and Orcs, Elves and Dwarves, Humans, flying folk, even some slithering folk, half-snake, half man. That one had antlers, and was that a tree-man? And isn’t that a skeleton?! Most are carrying books and are wearing clothing that would depict them as students, their uniforms matching the colors and designs of one of the five long banners that hangs from cornices at the front of the building. Above each banner is a stone depiction of a dragon’s head, and below the head, its name.
Velomachus Lorehold, a dragon head whose bony face ridges include a large horn like a rhino. The Lorehold banner consists of one half golden light shining down on a white scroll tied with a gold thread, the other half a black tome floating in a pool of red and black magic that slowly swirls before your eyes. In the center of the banner, is a scale of justice that tips from side to side randomly, and beneath the scale is a golem constructed of pieces of statuary held together by glowing magic, the golem’s form changing into different creatures as you watch.
Galazeth Prismari, a dragon head with a mass of tentacles for a crown. The Prismari banner is half blue white, with alternating pictures of ice and frost, the other half bright and explosive fire and flames. In the center of the banner composed of lightning, frost and fire, is an ever-changing form that dances before your eyes in a captivating manner as if it is reaching out to you.
Tanazir Quandrix, whose dragon’s head is sporting the horns of a ram, has a banner with one half a white background with floating geometric shapes that form into elaborate patterns, the other half depicting a black starscape, with floating stone arches and circles much like the portal you flew through. In the center of the banner is a fractal worm composed of diamonds of light that turns to look at you when you look at it.
Shadrix Silverquill, a dragon head with a bony ridge jutting down from its chin like a beard, has a banner that is shining light on one side, and deepest black of swirling shadows on the other. An amorphous floating creature composed of black liquid creeps out of the black side onto the white side of the banner and turns to you with glowing eyes.
Beledros Witherbloom, a dragon head sporting antlers and black feathers, has a banner that is the deep green of the swamp, showing flowers and trees in a constant state of bloom and growth. The other half is dark and shaded, depicting the same flowers and trees as they die and rot. A larvae or grub crawls in the center of the banner, changing forms, but always depicting a pest or early stage of some insect.
There are many others on the lawn, like you, that look just as confused and amazed, but near you are only a handful of others, also recently released from a cocoon as you were.
In front of your small group stands a six foot tall humanoid, sporting a long, leather, hooded trench coat.
It waits until it has your attention before it pulls back its hood revealing a young, thin and gaunt man in his early twenties, with long black hair and blue eyes peeking from beneath bushy black eyebrows. One oversized, crooked fang makes him appear to be snarling, though you believe he is attempting to smile. A gangly arm reaches out to shake each of your hands in turn.
"Switch," he offers as he takes a step back to see all of you clearly. "And this is..." he says as he pulls his other hand from his pocket, just as a group of older students walks past behind him. They are all attractive and fit, elvish and human men and women, wearing robes of Prismari and Silverquill. You can clearly hear one of them mutter "Mongrel Man" under his breath and the others giggle.
Switch notices them with some embarrassment but quickly turns his attention back to you. "This is Bait."
His hand opens to reveal a jumping spider the size of a gold coin. One black fuzzy pedipalp raises in your direction and waves at you.
"I have been tasked with showing you around, as I arrived a few days early and have had a chance to..."
"More like he's being punished for poking his nose in where it doesn't belong," calls back a man’s voice from the group to more giggles. They continue to walk toward the steps leading up to the entrance of the building.
Switch growls and then pulls his hood back up so his face can no longer be seen, and Bait disappears into his sleeve. "Anyway, it wouldn't be right if we didn't make the proper introductions, so you are...?"
É um livro interessante para complementar e fomentar a criatividade do mestre mas ele peca nos pontos de trazer mais magias e novidades inesperadas. Não é, do meu ponto de vista, um livro essencial, mas um complemento interessante. Muito bem estruturado, com artes maravilhosas no padrão Wizzard of The Coast e qualidade das páginas de sempre.
Reviewed in the United Kingdom on July 15, 2023