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Blessed are the Geek

think it all started on December 8, 1980. While Mark David sand dunes, complete with water balloons as our weapons. We Chapman fired four bullets into John Lennon in the entrance watched : The Next Generation religiously. The comic way to the Dakota Apartments, I was being fitted for my first book shop became a hangout, and we openly admitted to lik- pair of glasses. That night I had the first of what became a ing the film version of Dune. We were not afraid. recurring nightmare. I’m in the cafeteria waiting in the lunch line. I need no longer be uneasy with my geekdom; the geek is If’s 11:30 A.M. on a Tuesday. I know this because I look at the clock now a pop culture icon. About a month ago, the local paper that hangs above the sign that reads, “Today’s Special - Sloppy even ran an article about the fashionability of geeks. It’s “cool” Joes.” I’m wearing knit pants with a matching brown vest and a to look “uncool,” and we’re scoring big all over the place. If you turtleneck. The older, okay-looking football player standing behind don’t believe me, just look around you. Cable television now me says, “Guys don’t make passes at girls who wear glasses.” has a channel devoted to nothing but . You can Without turning to look at him, I take my lunch tray from the heavy- watch four variations of the Star Trek series. TheX-Files is one of set woman with purple hair and sit down by myself. Then the name the most popular shows in the country. Forrest Gump was one calling starts, “Hey four eyes! Metal mouth! Did your mommy dress of the highest grossing films of 1994. Nerdy pocket protectors you this morning?” I open my mouth to say something but only end have evolved into fanny packs. Wearing glasses is trendy. The up spitting out partially chewed sloppy joe. Suddenly I can’t breathe, ultimate geek anthem, Gary Numan’s “Cars,” has matured into and my jaw feels wired shut. The cafeteria erupts in laughter. I wake “He Thought of Cars” by Blur. And last August, 30,000 of us up gasping and coughing. That was when it began. That was descended upon Milwaukee for four days of fun, , and when I realized I was a nerd. science fiction. When I reached high school, I tried to hide my true nerd self. I played varsity soccer and tennis. I was a member of the stu- I now have a different recurring dream. I’m walking down an dent government. I wore preppy clothes and even, gasp, aisle in a crowded auditorium wearing hush puppies, brown cor- permed my hair. My braces came off, and my parents finally let duroy trousers, and an argyle sweater. I work my way up to the stage me get contacts. I fit in so well that the anti-social club didn’t and stand in front of the podium. I lean in toward the microphone ask me to be a member. But that lasted only a year — and then before me and I say “Hi, my name is Michelle, and I’m a geek.” The I met some people who were just like me — and we were tired crowd stands and applauds. of hiding. I cut my hair, I wore pieces of brown packaging tape on my jeans, and my friends and I printed T-shirts that read “Misfits of Society.” We wore them with pride. In college, my friends and I organized all-day gaming ses- sions of the AD&D® game or Chaosium’s Call Of Cthulhu. During summer break we drove to Teri Andre State Park and played war games in the

Publisher Associate Publisher Editor-in-Chief Editor Art director TSR, Inc. Brian Thomsen Pierce Watters Anthony J. Bryant Larry W. Smith

Editor Associate editor Subscriptions U.S. advertising U.K. correspondent/advertising Dave Gross Michelle Vuckovich Janet L. Winters Cindy Rick Carolyn Wildman

Printed in the USA

# D RAGON 229 3 Magic Miscibility James Collier So you’ve got all this magic. What can go wrong? Page 8 The Rhabdomancer Steve Berman It’s finders keepers for mages who specialize in divining and dousing. Page 12 Illusions of Grandeur Rogers Cadenhead Hear Emil Duli Wonk tell you what you really need to know for your PC illusionists. Page 20

Curses Ed Rice When you want to do your very worst. . . Page 28 A Wizards’ Three Chris Perry Three new mages: frost wizards, fiend slayers, and spiritualists. Page 40 The Dimensional Wizard Barry A.A. Dillinger A new kit for wizards specializing in dimensions and planar travel. Page 50 Survival of the Smartest Lloyd Brown III Heed your instructor and keep those 1st-level mages alive. Page 66

MAY 1996 Columns 3 ...... The Wyrm’s Turn Departments Geeks of the world, unite. We have nothing to lose but our pocket protectors. Bazaar of the Bizarre: 6 ...... D-Mail Reader’s letters on our new look, Krynn, and The Magic of India Toril. Michael Selinker Magical items from the India of song 61 ...... Role of Books and legend. John C. Bunnell reads the newest novels. Page 33 89 ...... Sage advice Skip Williams answers questions on spell work- Rogue’s Gallery: Tylk ing and some optional rules. Skip Williams Meet Til-Kyrmeldur ap Puirdoch, Tylk to 93 ...... Cons & Pros his friends. This half-elven druid/ranger We let you know where the conventions are believes in the goodness of all. and who’s going to be there. Page 47 95 ...... RPGA® Network News Network coordinator Scott Douglas presents a Campaign Classics: few of his 297 Rules of Convention Attendance. The Wu Jen 97 ...... Forum Dave “Zeb” Cook Letters this month contain advice for DMs and The powerful mage from the players, as well as a discussion on women in gets a facelift for 2nd Edition. gaming. Page 54 108 ...... Role-playing Reviews Dungeon Mastery: Rick Swan takes a virtual vacation. “A” is for NPC 120 ...... The Current Clack Keith Strohm Allen Varney talks about the industry. Tips on making a Grade-A NPC Page 85

Magic Doesn’t Other Material Go “Boom” 99 ...... Knights of the Dinner Table Christopher Byler 100 ...... DragonMirth Not all magic has to be flashy. Page 72 102 ...... Gamer’s Guide 104 ...... Floyd 117 ...... TSR Previews

76 The Taking of Mount Nevermind (®: Tales of the Fifth Age) David Wise Pyrothraxus the Great, a mighty red dragon, claims his new home. There’s just one tiny problem.

# DRAGON 229 5 Magic Goes Away,” “Off-the-Cuff NPCs,” uct. We’re hoping to continue to make it and “Improve with Improv.” even better in the coming months. David L. Kinney Chicago, IL Soth is back on Krynn? Dear DRAGON Magazine: Dear DRAGON Magazine: I have not read DRAGON Magazine with In the novel Dragons of Summer any regularity since 1989. I picked up Flame, makes an appearance. issue #225 (January) with a little hesita- In the novel Knight of the Black Rose, Lord tion, but I heard the magazine was Soth is supposedly drawn into the land regrouping, and I thought I would give it of . How could he be in both? a try. I was not disappointed. I’m asking because I run a RAVENLOFT® The reason I hadn’t bought a DRAGON campaign and my brother runs a Magazine in so long is that it had noth- DRAGONLANCE® campaign, and we can’t ing to offer me as a DM or a player. In figure out which one Soth belongs to. More on the new look issue #225, however, I will be able to Oh... in the short story “Kindling” Dear DRAGON® Magazine: use almost every article in some way (issue #225), who was the red dragon, I haven’t opened a current issue of (except for the PLAYER’S OPTION™ rules). and where does she come from? DRAGON Magazine for the last three years, I have, however, one strong criticism. David Alden since I let my subscription run out. For I do not like polybagged magazines. Palmdale, CA some reason, the articles ceased to be Considering DRAGON Magazine has not relevant to me and my campaigns. I been useful to me for seven years, I Reread Dragons carefully. Lord Soth noticed the January (#225) and February questioned buying #225. I don’t like himself is not seen on Krynn. He is rumored (#226) issues on a bookstore rack and buying products sight unseen. Although to be there, reported to be leading his legion the new format captured my curiosity. I I am filled with hope for DRAGON of undead knights. Don’t trust rumors. Soth purchased both issues and promptly Magazine’s future, I will pay $4.95 for a is the dark lord of Sithicus, and dark lords began perusing the articles. polybagged magazine only to find it is can’t leave their realms. So unless you have I must commend you for your efforts of no use to me once or twice before I some phenomenal planar shift that alters all in revamping the magazine — they have stop buying it altogether. sorts of realities (which, granted, the Chaos really paid off. Ed May god may have created), Soth is stuck in The format and layout of the maga- Demiplane of Dread for the present time. zine are much friendlier and — more Dear DRAGON Magazine: Your brother’s out of luck. importantly — the articles are better. As a player of DUNGEONS & DRAGONS® The red dragon in Jean Rabe’s story was There is a definite sense of purpose and for over 15 years, I had to write and com- Malystrix, Malys to her friends. As to exactly direction in the articles and in the ment on your recent changes. “Rogue’s who she is, where she comes from, and themes of both issues, two qualities I felt Gallery” goes back to your old “Giants in what her arrival means to Ansalon. . . you’ll were lacking three years ago. There the Earth” series. You change, but still have to wait and see. were an unprecedented six articles keep basics the same. I was also pleased between the two issues that were well- to see “Campaign Classics.” I am — and presented and actually useful, well will always be — a ® player. I above the traditional one article per also fell in love with the combined The good, the bad, issue that I am used to. If you continue SF/Fantasy aspect of spelljamming. For and the ugly turning out magazines as worthwhile as all of us long-playing, hard-core adven- Dear DRAGON Magazine: issues #225 and #226, you will win turers who grew up in the alley-ways of Congratulations on the revamp; it’s back an old subscriber. I hope that you Greyhawk City and one day made it to definitely a smoother and slicker pack- are successful. the stars on an elven man-o-war, I thank age. The polybag is no doubt a benefit For your information, the articles that you. for subscribers and allows the occa- I found noteworthy were “Secret Origins Larry W. Cofferen sional freebie, so no objections here. On and Motivations of Player Characters,” Abilene, TX the other hand, the new logo resembles “I’m Okay, You’re One-Dimensional,” some sort of grotesque blob falling from “Dungeon Mastery: What to Do When Thanks for the kind words, guys. Your the sky. Oh, good call on reproducing Your Party Wants to Split Up,” “The checks are in the mail. It’s really satisfying to the cover art sans copy! know that people appreciate the final prod- As for the interior, I’m pleased with

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., by Random House of Canada, Ltd. Distribution to the book trade in the TSR, Inc., or charges to valid MasterCard or VISA credit cards; send 201 Sheridan Springs Road, Lake Geneva, WI 53147, United States of United Kingdom is by TSR Ltd. Send orders to: Random House, Inc., Order subscription orders with payments to TSR, Inc., P.O. Box 5695, Boston MA America. The postal address for all materials from the United States of Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733- 02206, U.S.A. In the United Kingdom, methods of payment include America and Canada except subscription orders is: DRAGON® Magazine, 3000. Newsstand distribution throughout the United Kingdom is by cheques or money orders made payable to TSR Ltd., or charges to a valid 201 Sheridan Springs Road, Lake Geneva, WI 53147, U.S.A.; telephone Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex ACCESS or VISA credit card; send subscription orders with payments to (414) 248-3625, fax (414) 248-0389. The postal address for materials UB7 7QE, United Kingdom; telephone: 0895-444055. TSR Ltd., as per that address above. Prices are subject to change without from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Subscription: Subscription rates via second-class mail are as follows: prior notice. The issue expiration of each subscription is printed on the Hinton, Cambridge CB1 3LB, United Kingdom; telephone (0223) 212517 $42 in U.S. funds for 12 issues sent to an address in the U.S.; $49 in U.S. mailing label of each subscriber’s copy of the magazine. Changes of (U.K.), 44-223-212517 (international), telex 818761, fax (0223) 248066 funds for 12 issues sent to an address in Canada; £36 for 12 issues sent address for the delivery of subscription copies must be received at least (U.K.), 414-223-238066 (international). to an address within the United Kingdom; £49 for 12 issues sent to an six weeks prior to the effective date of the change in order to assure Distribution: DRAGON Magazine is available from game and hobby address in Europe; $65 in U.S. funds for 12 issues sent by surface mail to uninterrupted delivery. shops throughout the United States, Canada. the United Kingdom, and any other address, or $119 in U.S. funds for 12 issues sent air mail to any Submissions: All material published in DRAGON Magazine becomes the through a limited number of other overseas outlets. Distribution to the other address. Payment in full must accompany all subscription orders. exclusive property of the publisher, unless special arrangements to the book trade in the United States is by Random House, Inc., and in Canada Methods of payment include checks or money orders made payable to contrary are made prior to publication. DRAGON Magazine welcomes unso-

6 MAY 1996 the attention to discontinued worlds (a duced. I have all published material necessity, since no new releases support available for the Realms, including these treasured campaigns), but so far Maztica, The Horde, and Kara-Tur. I find all we’ve seen is spellbooks (enough these as interesting (if not more so) as already!) and spells. Let’s see new back- western Faerûn. I think it is safe to say grounds, encounters, and even some that almost 90% of the materials detail monsters. this one region. Are there any projects in A true “return to DRAGON Magazine’s the works to include these fascinating roots” should include lots of alternate areas? The two aforementioned pur- classes for PCs and NPCs, adventuring chases would have been true treasures locales from commonplace to exotic, if they had included even a token sec- and background material. tion for those three areas. Industry news and RPGA® Network Thanks for the outstanding products News are fine, informative additions. that TSR consistently puts out, but I have one more minor complaint. please in the future try to remember the Sometimes it seems every article has to adventurers who would like to explore begin with a cute scenario or planar the other 75% of Faerûn. traveling informant. It is high time for Michael Brock the editor to wield his power and Niantic, CT declare these seemingly ceaseless intro- ductions to be welcome no longer. I agree with you 100%. I would like to see Mark Wade more submissions for the magazine on other Salt Lake City, UT aspects of the Realms, as well. Writers? On the Cover Thanks, Mark. Your comments are Correction noted, although you may want to look at The telephone number to find a TSR “Campaign Classics” again. So far we’ve Over the past couple of years, dealer near you which was printed in cover artist Dan Frazier has been had spellbooks (January), magical sands issue # 227 is incorrect. The actual num- (February), and a revisited wizard kit (May). quick to let me know that he’s ber is 1-800-384-4TSR, or 1-800-384- That’s hardly all spellbooks and spells. not happy with me when I refer 4877. to him as a “dwarf artist.” This is Future installments of “Campaign Classics” will feature all you have suggested and not to say that Dan is very short more. Keep reading. (although he’ll never play pro How to contact us basketball), but rather that I’m particularly fond of his renderings lf you have a comment, opinion, or ques- What about the rest tion for the editors of DRAGON® Magazine, of them. He hasn’t done anything of Faerûn? write us a letter. We’d like to hear from you. here to change my perception. Dear DRAGON Magazine: In the United States and Canada, send any Dan has the ability to get I recently acquired Wizards and mail to Letters to the Editor, DRAGON more personality into his dwarves than just about anyone I Rogues of the Realms and Warriors and Magazine, 201 Sheridan Springs Road, Lake Geneva, WI 53147 USA. In Europe, send mail Priests of the Realms. I am, as always, know, and, as long as he keeps to Letters DRAGON Magazine, TSR Ltd., 120 pleased by the quality. I added them to sending them to me, I’ll probably Church End, Cherry Hinton, Cambridge CB1 keep publishing them. my ever-growing collection of FORGOTTEN 3LB, United Kingdom. Dan has been keeping himself REALMS® material. I am starting to grow You can also send e-mail to tsrmags@ busy painting for the collectible disappointed, however, in the one-sided genie.com. view of the materials that are being pro- card market and is currently working on several for the Notice: SPELLFIRE™ card game. The ADVANCED DUNGEONS & DRAGONS® TRIVIATHLON™: The Arcane Challenge poster was not included in issues of DRAGON® Magazine intended for distribution outside the continental United States.

licited submissions of written material and artwork; however, no respon- States and Canada, contact: Advertising Coordinator, TSR, Inc., 201 of TSR Inc. Therefore, TSR will not be held accountable for opinions or sibility for such submissions can be assumed by the publisher in any Sheridan Springs Road, Lake Geneva WI 53147. U.S.A. In Europe, contact: misinformation contained in such material. event. Any submission accompanied by a self-addressed, stamped enve- Advertising Coordinators, TSR Ltd. ® designates registered trademarks owned by TSR, Inc. ™ designates lope of sufficient size will be returned if it cannot be published. We Advertisers and/or agencies of advertisers agree to hold TSR, Inc. trademarks owned by TSR, Inc. Most other product names are trade- strongly recommend that prospective authors write for our writers’ guide- harmless from and against any loss or expense from any alleged wrong marks owned by the companies publishing those products. Use of the lines before sending an article to us. In the United States and Canada, doing that may arise out of the publication of such advertisements. TSR, name of any product without mention of trademark status should not be send a self-addressed, stamped envelope (9 ½” long preferred) to Writers’ Inc. has the right to reject or cancel any advertising contract for which the construed as a challenge to such status. Guidelines, c/o DRAGON Magazine, at the above address; include sufficient advertiser and/or agency of advertiser fails to comply with the business ©1995 TSR, Inc. All Rights Reserved. All TSR characters, character American postage or International Reply Coupons (IRC) with the return ethics set forth in such contract. names, and the distinctve likenesses thereof are trademarks owned envelope. In Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine, DRAGON is a registered trademark of TSR, Inc. Registration applied for by TSR, Inc. TSR Ltd., include sufficient International Reply Coupons with your SASE. in the United Kingdom. All rights to the contents of this publication are Second-class postage paid at Lake Geneva, Wis., U.S.A., and additional Advertising: For information on placing advertisements in DRAGON reserved, and nothing may be reproduced from it in whole or in part mailing offices. Postmaster: Send address changes to DRAGON Magazine, Magazine, ask for our rate card. All ads are subject to approval by TSR, without first obtaining permission in writing from the publisher. Material TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. Inc. TSR reserves the right to reject any ad for any reason. In the United published in DRAGON® Magazine does not necessarily reflect the opinions USPS 318-790, ISSN 0279-6848.

# DRAGON 229 7

by James R. Collier

illustrated by David Horne

Mixing magical items can be bad for your health. . .

ack in the original AD&D® game, a rule stated, “Only a ring, amulet, girdle, or other device (as opposed to merely two magical rings can be worn at any one time.” This carrying in a pouch or backpack); drinking a potion; rubbing on rule was designed to preserve game balance. Although an oil, perfume, salve, or ointment; or activating a rod, staff or only rings were mentioned in the rule, this rule may have been wand. a precedent. The game has always had a lot of magical rings, Whenever a player character has more than two constant and back when that rule was made, the list of other magical items active at once (that is, devices that do not have a speci- items was much shorter. Today, there are four volumes of fied duration), the player (or DM) must roll a d100 on Table 1: amulets, bracers, cloaks, diadems, eyes, footwear, and girdles Continuous Conditions. Thereafter, every time a new item is all of which can apparently be worn and used at the same put on or activated, the previously rolled condition is discarded time. and a new one is determined. Interestingly, the rule limiting usage of rings was accompa- Whenever the PC is already acting under two or more mag- nied by a second rule, this time for potions, concerning misci- ical effects and commands a charged item to function, drinks a bility. This rule stated that if you activated the magic of two potion, or employs a one-shot magical device for a further potions at once, bad things might occur. This, too, set a prece- magical effect, a roll is made on Table 2: Temporary Conditions. dent. We now had two rules aimed specifically at preventing The conditions from this table last only as long as the duration player characters from activating several magical items at of the potion, dust, etc., and can be dispelled, although with a once. All that is left is the final step. 50% chance of dispelling the magic of the potion, dust, or what- If we expand these rules to cover all magical items, we can ever as well. take a step toward ending the Monty Haul campaign, not to There are several important modifiers and exceptions that must be noted. mention restoring the game to a contest of wits, instead of a For every active item over three, a cumulative -5% penalty “which item should I use now?” competition. is imposed. (This modifier does not apply to rolls on Table 2.) DMs, please note that these tables were meant for two pur- Items that do not affect the owner, such as a wand of fire or poses. On one hand, they penalize PCs who collect and try to a necklace of missiles, do not require rolls. Spells cast upon some- use too much magic, but they do it in such a way as to provide one wearing multiple magical items do not require a roll to be some humor and role-playing possibilities. Do not use them as made unless these spells cause some permanent enchantment. player-killers, having a PC grab a dead fish when a vampire (It is up to the DM to determine what he considers appropriate.) strikes. Don’t use them as rewards, either, or ways to get rid of If so, roll on Table 2, and if the roll indicates non-function, the cursed items. Even the most benign effect should have draw- enchantment is dispelled before it can even take effect. backs. Priestly items such as phylacteries of faithfulness do not count Miscibility rules toward rolls, but they should function only with other priestly The rules are fairly simple. Here are two tables, items dedicated to the same faith. In addition, used whenever a PC “activates” more than two priestly items should function only with magical effects. This can be done by wearing aligned weapons and devices that match

# DRAGON 229 9 their own alignments exactly. A mace of The potion is dormant until drunk, and 30. The PC sees all opponents as giant disruption owned by a PC who picks up a the scarab is a priestly item; they don’t rats. (“What do you mean the giant lawful good sword +1 becomes merely effect the roll, either. Since the PC is try- rat energy drains me?”) He can an enchanted mace, magical but impart- ing on the boots, he rolls on Table 1. attempt to disbelieve at -4. ing no bonuses to attacks or damage, (a Further rolls must be made whenever 31. An illusory member of the opposite mace +0) until the sword is discarded, the wand or crystal ball is used or the sex (ideally an old flame from a messy while the sword will also seem to be potion consumed; but these rolls are split) follows the PC constantly, period- non-magical in combat. (It is up to the made on Table 2. ically shouting “yoo-hoo!” and waving. DM to decide if the sword and mace are If resulting conditions are contradic- No one else can see the illusion. still at least “magical” for purposes of tory, the temporary condition takes 32. The PC’s voice becomes squeaky. striking special creatures.) For these precedence. (If the DM wishes, he may Reaction rolls have a penalty of -5. charts, healing potions, salves, and heal- call for a re-roll.) Once the temporary 33. The PC sweats profusely. His effects ing devices other than rings of regenera- condition has run its course, the contin- begin to rust. Every 5 rounds he must tion are considered priestly items. uous condition resumes. Only adding or drink a cup of water or temporarily Field effect items, such as a ring of pro- removing a device changes that perma- lose 1 point of Constitution. If his tection (which gives a +1 save bonus to nent condition, though the DM may Constitution reaches zero, he dies. everyone within 5’), cause everyone consider remove curse or wish spells to 34. Any music affects the PC like Otto’s within that area with two active magical return the PC to his status quo ante. irresistible dance spell. items to roll on Table 2. This condition 37. The PC has an irresistible urge to put cannot be dispelled, but it ends when the Table 1: Continuous Conditions on yet another magical item. If there PC becomes clear (or steps out) of the (roll 1d100) are no more in his possession, he area of effect. Another roll must be made 1-19. All magical items carried or worn, must save vs. spell or become bel- every time a PC moves back into the including cursed items, cancel each ligerent with his comrades, demand- field. other out. An item must be added or ing they give him something else. If Items that perform the same function removed before any work at all. he saves, he continues to be uncom- impose a further -10% penalty per item. 20. One item glows as though a continu- fortable and bellicose and makes a For instance, bracers of defense, magical al light spell has been cast on it. The grab at the first enchanted item he armor, and a cloak of protection all have item need not be one of the PC’s sees. the effect of enhancing one’s Armor magical items. Decide randomly, or 38. Any magical items possessing the Class, so a fighter wearing the first two DM’s choice. power of speech whisper the name and then donning the latter must roll on 21. The next time the wearer is hit by a of the PC in awed tones when they Table 3, with a -20% roll. If the fighter magic missile, a volley of magic missiles are within a 20’ radius of him. were wearing a ring of regeneration and explodes from his body, hitting every- 39. The PC cannot understand any writ- magical armor, however — items confer- one within 10’ for 4d6 hp damage. ten language he otherwise knows; ring benefits in two different areas — 22. All magical items adhere to the any scroll or spellbook he attempts to and then put on the cloak, the roll would wearer. Only adding an item ends read looks like scribbling to him. be only at -10%. this condition. 40. Whenever the PC comes to a fork or An example: A PC wears a cloak of pro- 23. Dogs howl when within 50’ of this other form of divergent path, an tection, bracers of defense, an amulet of the character. unearthly voice whispers to him planes, a scarab of holy turning, and a gir- 24. Drinking any liquid — even water — which way he should go. (It is at ran- dle of giant strength. On his left hand is a causes the wearer to become intoxi- dom, however, and has nothing to ring of protection, and on his right is a cated for 1d4 rounds. do with his destiny, safety, goals, or ring of jumping. He has a wand of wonder, 25. Mice appear and tug at magical desires — although he may well think a potion of extra healing, and a crystal ball amulets, rings, or similar items when- it does.) in his backpack, and is trying on a pair ever the PC sleeps. Roll 1d6 for each 41. The PC’s food and water supply of boots of dancing. (His DM loves him.) turn of sleep. On a 1, the tugging never runs out; they mystically Because he is wearing and using more awakens the PC, and he suffers a +2 replenish themselves. than three items, there is a -5% penalty penalty on initiative the next day due 42. A ghostly head floats above the PC, for each of them. Note that three magi- to lack of sleep. The mice never suc- frowning down on him. cal items he wears are there to enhance ceed in removing anything. 43. Moss grows on the PC’s clothing and his Armor Class. They receive the sec- 26. A strange, melodious humming armor. It can be removed, but it ondary penalty for being multiple items emanates from the PC’s person (think grows back in one day. performing the same function. of the monolith in the film 2001: A 44. One charged item (ring, wand, staff, The cumulative penalty on the roll is Space Odyssey). etc.) that the PC carries “goes off” -65%, broken down thusly: -5% each 27. Any and all foodstuffs carried by the when jostled. DM decides when the for for an excessive quantity of active PC become crystallized salt. jostling occurs. items (total: -35%); -10% for the sec- 28. The PC begins to itch unbearably if 45. Speaking more than three words at ond AC-enhancing magical item; and he has to ride any animal. Dexterity a time gives the PC hiccoughs for -20% for the third AC-enhancing item. is reduced to 3, spellcasting is impos- 1d10 turns. Spellcasting is impossible, The wand of wonder and the crystal sible, and he makes quite a spectacle missile attacks are made at -4, regu- ball, as they are in the backpack, do not of himself. lar attacks at -2. effect the wearer and are not counted. 29. The PC smells like bacon. 46. If a spellcaster, the PCs spells all

10 MAY 1996 function at maximum capacity (DM’S choice) of the PC’s until the Dexterity is reduced by 3 points until (range, duration, damage, etc.). condition ends. If the PC should give this condition ends. 47. The PC’s reflection, in a pool or a mir- the monster the item, it disappears, 12. All charged items gain 1d6 charges. ror, is of the PC at age 100 (or the only to reappear during the PC’s next Items whose maximum number of demi-human equivalent). melee. There is a 60% chance it charges is exceeded explode, causing 48. Protective magics are reversed (e.g., fights for the PC; otherwise it joins 10d6 hp damage to all within 10’. a ring of protection +2 becomes -2). the fight against the PC’s party. 13. Whenever the PC reaches into a con- 49. The PC projects an aura of invinci- 6. The PC’s charged items are energized tainer, trunk, pouch, pocket, or hole bility such that villagers wherever he so that the next one used expends for something, all he withdraws is a goes beg him to deal with the local half its total charges in one massive dead fish. Containers must be emp- pack of werewolves, vampires, family discharge (e.g., a wand of magic mis- tied upon the ground for him to be of frost , evil tax officials, etc. siles with 20 charges would launch 10 able to get their contents. Unfortunately, things hostile to the missiles). The rest of the charges or 14. A 5-year-old child appears and hugs PC do not detect this aura. charged items function normally after the PC about the waist, sighing “My 50-59. The newest item functions, but that. hero!” It is an illusion that vanishes the other items become inert. 7. Charged items function, but, due to after 1 round. 60-100. No effect; everything functions magical forces in flux, they fail to 15. The newest item activated or other- normally. expend their charges while this con- wise brought into use functions, dition lasts — effectively giving the PC while the others become inert. Table 2: Temporary or “free” uses of the item. 16-20. No effect; everything functions Instantaneous Conditions 8. The next time the PC successfully hits normally. (roll 1d20) in a melee, a loud disembodied cho- 1-3. All items carried, including cursed rus sounds, “Ta-daaaah!” ones, are nullified. 9. All one-shot items (potions, dusts, etc.) 4. All spells and magical devices within are permanently spoiled, their magic James R. Collier lives in Ontario, Canada. 15’ of the PC become inert for one dispelled. This is his first appearance in DRAGON® turn. 10. The PC appears to be 100 years old Magazine. 5. A random monster appears, shouts (or the demi-human equivalent) to “Give me my ---!” and attacks, try- everyone but himself. ing to gain possession of some item 11. The PC begins to itch all over.

# DRAGON 229 11

by Steve Berman illustrated by Bob Klasnich

ivination, as the ancients knew it, came in many forms. their own ends. They might even adopt the role of guides to the Some would inhale incense and reveal what it inspired. caverns. Such a mage can be of any alignment. Others used , the examination of birds’ entrails, to Though most rhabdomancers are human, certainly there is predict the future. And then there are those who carried a big room for other races to learn the trade. Because of the tie with stick; practitioners of rhabdomancy. mining and underground exploration, a DM may well consider In 16th century Germany, the study of rhabdomancy (divina- that some exceptional dwarves or Stoutish would adopt tion by means of a rod or stick) became popular. Rather a career as rhabdomancers. Whether such mages can be chosen than just being a local custom, dowsing was practiced on a very as player characters must be decided. large scale and enjoyed great popularity in the villages around Role: Most rural communities will welcome a rhabdomancer the countryside. With time, the skill was ingeniously applied to for his abilities, which seem wondrous to common folk. Using his prospecting at mines and mountainsides, with the magicians powers, he can solve the mystery of stolen jewels, searching for beds of coal or exploring the soil for fresh water find a child lost in the woods, or discover a new site for a thirsty springs. village’s new well. Even in the , the native races know The usual dowsing rod is a forked stick, commonly hazel something of a rhabdomancer’s ability to find new caves and wood, held in both hands with the angle of the fork foremost. lost treasure. The rhabdomancer walks over the ground, and, supposedly, Weapon proficiencies: Required: None. Recommended: dag- the rod twists as soon as it passes over the desired mineral or ger, dart, small pick (much like a smaller version of the mining water. That the divining rod was so freely employed in tool, it inflicts 2-5/1-4 hp damage). Germany during this period can be seen in the many woodcuts Nonweapon proficiencies: Required: dowsing (new), prospect- of mining operations that showed its practice. ing (new). Recommended: direction sense, endurance, engineer- The role of rhabdomancy was expanded by the French in the ing, mining, reading/writing, stonemasonry. 17th century. The divining rod became the latest novelty and Spells: As specialists in the school of Greater Divination, rhab- was used not only to discover water, mines, and hidden treasure, domancers cannot use spells from the school of Conjuration/ but also to trace robbers and murderers. Summoning. However, the guilds offer to teach several unique With such a history, rhabdomancy is the perfect addition to spells to rhabdomancers, including spells that deal with tapping the AD&D® fantasy realm. At first glance such a character seems magical energies through the dowsing rod. limited. True, not too many adventures take place around mine- Special benefits: 1) All rhabdomancers begin the game with shafts. But then, it is logical to assume that the lure of the an additional language, which must belong to a mining race Underdark would quickly command the attention of mages well (dwarven is the most common, though some learn deep gnome, suited and experienced to working underground. and those of an evil bent may even study kobold). 2) A rhabdo- mancer substitutes his divining rod for the material component in divination spells (except the revised locate object found below). The rhabdomancer Also, when using the divining rod, the mage may receive an Description: A rhabdomancer (or “rhabdomere”) is a wizard increase in effectiveness in certain divination spells (see below). learned in the use of a dowsing rod, a seemingly ordinary wood- Starting at first level, a rhabdomancer receives a +1 bonus on all en stick with which he can hone divinatory magic. Most rhab- saves vs. rods, staves, or wands. This benefit increases by an domancers come from rural backgrounds, as urban wizards additional +1 for every five levels of ability gained. scoff at the practice. In such areas, guilds of rhabdomancers Special hindrances: As these mages practice the art of Div- exist, but they are small and represent the trade as prospectors, ination only through the use of rhabdomancy, any attempt by the members eager to be hired to find valuable sources of water them to cast a Divination spell without a divining rod results in and precious metals and minerals. Some of these a penalty of double the normal casting time and a magicians eventually seek out new applications 10% unmodified chance of failure. Also, a for their craft, exploring underground for rhabdomancer can never cast a reversed

# DRAGON 229 13 Divinatory spell that would obscure or domancers who remain true to their craft. For example, ash has long been held to hinder detection, as such practices are Prospecting: This proficiency grants be associated with storms and lightning, beyond his understanding. Related to knowledge in the practice of searching and perhaps a rod fashioned from this this, spells of illusion are rarely practiced, for valuable metals and minerals. There wood may be used to predict bad weath- so the chance to learn any such spell is are many techniques available, and the er. Magical trees may be sought after by halved. character is fairly familiar with those adventurous rhabdomancers to give Dowsing: The character has been practiced by his culture (or the culture them an edge; in such cases the mage trained in the use of a divining rod. While wherein he was taught prospecting). This must succeed in a saving throw vs. magic all rhabdomancers begin with the spell to includes using metal or wood pans and while casting this spell. Failure means craft an effective rod, this proficiency fine meshes to sift through riverbeds and that the rod is flawed and useless, while covers the insight necessary to interpret dirt. A successful check performed on a success will impart some measure of the the finer meanings of the woods tugging daily or weekly basis indicates that some- wood’s magic to the divining rod. and twitching. Apprentice rhabdo- thing of worth was found, though usual- The guilds ensure that all apprentice mancers are taught in the guild the fol- ly such results yield only small gains at rhabdomancers learn this spell. lowing tenant: most. The fork is held by the two limbs, one Shield Flame in each hand, with the point going first (Alteration) and the rod held horizontally. Then the Rhabdomancer magic Level: 1 rhabdomancer walks gently over the Here are a few spells that rhabdo- Range: 10 yds. places where he seeks an object or affec- mancers use in pursuit of their craft and Components: V tion. He should walk with care to not risk while exploring mineshafts and caverns. Duration: 1 turn + 1 turn per level dispersing the emanations that rise from Casting Time: 1 the spot where these things are and Craft Divining Rod Area of Effect: One torch-sized flame cause the rod to slant. For example, if the (Alteration, Enchantment) Saving Throw: None magician is seeking a deposit of gold ore, Level: 1 Most miners and cavern explorers upon finding a vein a successful dowsing Range: 0 consider this simple spell far more impor- check reveals the purity of the metal. The Components: V, S, M tant than your average mage. When cast, proficiency also affects the casting of var- Duration: Permanent it protects an open flame from exposure ious divination spells. Some of these are Casting Time: 1 hour to drafts and volatile gases. For the dura- blocked by stonework, thick wood, or Area of Effect: See below tion of the spell, nonmagical gusts or metal deposits. A skilled rhabdomancer is Saving Throw: None (but see below) breezes are unable to extinguish the able to pierce these “walls” with a suc- The first task a rhabdomancer must torch. Any vapors that would normally cessful dowsing check (note the below undertake in his career is the finding and explode upon contact with fire (such as listing of common Divination spells for crafting of a suitable divining rod. A black damp or carbon monoxide) have those cases in which a dowsing check is forked branch of hazel or filbert (the no effect on a shielded flame. Of course, required). Otherwise, a DM may call for woods of choice) must be found. The the spell may also be applied above the rhabdomancer to make a proficiency length of the rod should be 1½’, the ground to areas too windy to hold aloft a roll to see if any obscure or additional whole no thicker than a finger, and the lit torch or candle. information is discovered. tree it was cut from not more than a year Also, using this proficiency, a rhabdo- old. Over the next hour as the mage Locate Object mancer can locate the proper sapling slowly intones the words of the spell, he (Divination) with which to craft a suitable divining gently shapes and smooths out the wood Level: 2 rod. Rare wood types that could be used with the simplest of tools. At the end of Range: 20 yds. per level in making a rod could quite possibly this time, the divining rod is ready to be Components: V, S, M require a successful Dowsing check. At used. It bears a slight dweomer, as if Duration: 1 round + 1 round per level the DM’s discretion, a rhabdomancer residual magic is retained by the wood. Casting Time: 2 may forgo learning a new nonweapon Of course, the rod can easily be broken, Area of Effect: Special proficiency in order to become better thus sending the rhabdomancer on the Saving Throw: None skilled at Dowsing. Each abandoned slot search for another sapling. At the DM’s This spell aids in locating a known or adds 1 to the character’s proficiency roll. discretion, certain woods have different familiar object or site. The rhabdomancer This allows an edge for high-level rhab- effects when crafted into a divining rod. casts the spell while holding aloft his divining rod. As he slowly turns, he feels Rhabdomancer Nonweapon Proficiencies a tug along the rod’s length when he is facing in the direction of the sought-after Name Group Slots Relevant Check commodity or place, provided it is within Required Ability Modifier range. The spell can locate such objects as coal, water, tools, or even find a mine- Dowsing Wizard 2 Wisdom -1 shaft or tunnel entrance. Note that Prospecting General 1 Dexterity -1 attempting to find a specific site requires Two unique nonweapon proficiencies are listed as part of a rhabdomancer's an accurate mental image; if the image is training. While anyone can learn the trade of a prospector, only the guilds and not close enough to the actual, the spell may lead the caster astray to the nearest other rhabdomancers teach the skill of dowsing. similarity (at the DM’s discretion). Unique

14 MAY 1996 items desired cannot be located by this not well-known, and such creatures were the rhabdomancer (thus a minotaur spell unless they are known by the cast- classified as glebes (from the Old Tongue under the influence of a 7th-level evil er. The spell can be blocked only by word for “earth”). Nowadays, scholars wizard’s charm monster would save at -2 magic (such as the normal reverse, realize that such entities are actually if this spell is cast by a 9th-level rhabdo- obscure object). minor earth elementals. But to the mancer). If the saving throw is successful, The material components are the ancients, they were a threat that needed then the caster only learns of the pres- rhabdomancer’s divining rod and, in to be protected against. The first rhabdo- ence, if any, of ensorcellment but nothing cases where a physical object is sought, a mancers developed this spell, with its more. A failed saving throw reveals the small sample of the substance, which is multiple aspects and uses. First and fore- exact nature of the spell, including rubbed along the rod’s length. most, protection from glebes can be cast to effects, duration, and sphere of origin. In provide a globe of protection 10’ wide addition, the rhabdomancer has a 5% Lesser Rhabdomancy that is centered on the rhabdomancer chance per level of further discerning the (Divination) and moves with him. Any protected indi- identity of the ensorcellment’s caster. The Level: 3 vidual within this area may break the information discovered would be that of Range: See below warding effects by meleeing with a glebe. race, class, relative magical strength, and Components: V, S, M Otherwise, no creature originating from alignment. A dowsing check may also be Duration: 1, turn + 2 rounds per level the elemental plane of earth (whether or rolled then and if successful, the location Casting Time: 3 not this protects against the para- and and (common, not true) name of that Area of Effect: Special quasi-elemental planes alongside is spellcaster is also learned. Should a crea- Saving Throw: None unknown) with eight or less Hit Dice can ture or object be under more than one This is a more powerful variant of the intrude upon the protected area. In addi- magical effect, a dowsing check is neces- locate object spell, one known and prac- tion, any magical or spell effects cast sary to pierce each such spell. A failed roll ticed only by rhabdomancers in their pur- upon those inside the globe by a “glebe” means that nothing more can be learned suit of adventure. Whereas that spell will are saved at +3. The second application after the first charm or curse has been only dowse for objects and sites, lesser of this spell is to create a ward that pre- discovered. rhabdomancy allows the wizard to divine vents egress. The caster merely draws a for creatures, individuals, and locations. line (no more than 10’ long) before him Tap Menhir During the spell’s casting, the rhabdo- on the ground and incants the spell. (Evocation) mancer must decide upon what he is Thereafter for the duration of the spell, Level: 4 seeking. If he is divining for a certain race no glebe can cross this line, and this Range: See below or creature, the dowsing rod will point includes bypassing it by flight or burrow- Components: V, S, M and lead to any such if within range of 20 ing. Minor protection may also be offered Duration: 1 day per level yards per level. An individual or specific to any item. In such a case, the ward is Casting Time: 1-3 rounds place may be named during the casting. placed. directly on the object, and any Area of Effect: Caster No real range is necessary as the dows- glebe that touches the item suffers 1d6 Saving Throw: See below ing rod will begin tugging to lead in the hp damage plus an amount equal to the This is the first of the spells known to direction that person or site can be caster’s level, no saving throw allowed. A rhabdomancers which allows them to found; if not reached by the end of the side effect of this spell that the latter-day use their dowsing rod to tap into an spell the rod becomes still. Note that rhabdomancers discovered is that indi- existing supply of magical energy. Rural though the caster need never have met viduals so protected receive a +5 on all traveling mages enjoy the benefits of or seen either the person and location saves vs. all petrification attempts, this particular spell in regions that har- sought after, he or it must be referred to whether this be from a creature’s gaze or bor rings of stone or monoliths. Such for- by name. Thus, using lesser rhabdoman- by spell. mations are often known to contain cy to hunt down the “captain of the city latent arcane power. Upon casting this guard” or “the nearest armory” causes the Detect Ensorcellment spell, the rhabdomancer has a time peri- spell to fail; rather “Captain Jenkins” or (Divination) od of one day per level to find a suitable “The Shrine of Exegete” would lead the Level: 4 menhir, with his dowsing rod leading wizard onward. Range: See below him in the proper direction. Once at such Components: V, S a site (the spell must be cast again Protection from Clebes Duration: 1 turn should the duration have run out), the (Abjuration) Casting Time: 4 mage can use his rod as a channel Level: 3 Area of Effect: One creature or object between his person and the menhir. Due Range: See below per round to the unnatural energies that coarse Components: V, S Saving Throw: See below through his person drawn from the men- Duration: 3 rounds + 1 round per level With this spell, a rhabdomancer can hir, a system shock roll is required. A Casting Time: 3 not only determine if a person or object failed roll means that the caster could Area of Effect: See below is either charmed or cursed, but also may not contain the arcane energy in his per- Saving Throw: None gain some insight into the origin of such son and suffers a loss of half his current In the early days of mining, it was dis- ensorcellment. The creature (or object in hit point total. But should the rhabdo- covered that certain creatures that some cases as determined by the DM) is mancer be successful, the tapped energy seemed to be made from the earth itself allowed a saving throw vs. spell modified grants him several benefits. would often attempt to halt any digging. by the difference in levels between the Firstly, the instant recollection of any At this time, the elemental theory was caster of the enchantment or curse and 1st-level spells used in the past 24 hours.

16 MAY 1996 Next, the caster grows in Strength 1-4 This is perhaps the most infamous spells and lifts the dweomer from a con- points, while he recovers a number of hit spell in a rhabdomancer’s possession. tinual light sphere, he cannot choose to points equal to double that amount. Using this powerful magic, the wizard can memorize that stolen spell. A potion that Finally, the mage makes all saving steal away the dweomer from an has been divested loses the equivalent of throws at a +1 bonus. The additional enchanted object and use it for his own one dose, while charged items lose one might and saving throw bonus last only a ends. The caster must aim his dowsing charge with each successful casting of number of days equal to half the caster’s rod at the magical item and intone this this spell. All other items become non- level. No benefits are gained if this spell is spell. Then he must make a saving throw operational for 1d4 rounds following the intoned again before the benefits of first vs. magic adjusted as listed below: casting should their dweomer be lifted. casting have yet to expire. Not all men- Item Adjustment hirs contain a reservoir of magic neces- wand or rod none Mine the Earthspark sary for this spell. Some may even have a staff -2 on save (Evocation) limited pool to draw from and may be potion -2 on save Level: 8 drained after only a few castings. ring -4 on save Range: See below miscellaneous -4 on save Components: V, S Greater Rhabdomancy arms/armor -6 on save Duration: 1 day per level (Divination) artifact spell fails Casting Time: 2-5 rounds Level: 5 The rhabdomancer’s saving throw Area of Effect: Caster Range: See below determines the spell’s effects. An abysmal Saving Throw: See below Components: V, S, M failure, a roll of 1 (which may be a modi- This rare spell shows obvious dwar- Duration: Special fied roll), means that the magic was ven influences; indeed, it can be cast only Casting Time: 5 stolen, but the power cannot be con- in the dwarven tongue. It leads a rhab- Area of Effect: Special tained or controlled by the caster, and the domancer toward scarce areas under- Saving Throw: None magic “detonates” on the caster. Offensive ground where magical power is held A more potent version of the lesser spells are resolved normally, though the deep within the earth. Some sages may rhabdonmcy spell, this spell allows the rhabdomancer still receives any relevant call such deposits Nodes or Sarsens, and wizard to search for a desired physical saving throws. Other magical effects are they can be magically tracked down via object, a place or person or creature, a twisted so as to be detrimental in some the lines of power and emanations radi- magical effect, or even an affection or fashion to the mage (for example, an ating from them. The dwarves have quality not discovered by normal divina- invisibility spell divested from a ring may another name for them: Hordask tory means. Thus, the rhabdomancer only cause the caster to be invisible to his Thar’dik, or Seat of the Earthspark. may use his rod and this spell to seek out own sight!). A failed saving throw, but not Should the rhabdomancer finally a silver vein in a mineshaft, ferret out an abysmal roll, results in no power being arrive at such a site and the spell duration thief in a town, discover the site of a divested, and the caster suffers a -2 on all has not expired, he may seek to draw out dimensional vortex, or even find true saves against that item should it later be some of the vast arcane energy of the love. The caster need only hold out his used against him for a period of 24 hours. sarsen through his dowsing rod and into divining rod, mentally picture the desired A successful saving throw indicates that a his person. This is dangerous, as a mortal end of the spell, intone the words, and small portion of that item’s power is taken shell was not built to contain such power. rotate until he feels the tuggings in the by the rhabdomancer. Defensive magic The wizard must make an immediate sys- wood that show the direction he must (like that of a cloak of protection) is auto- tem shock roll to survive tapping the travel to find what is sought. Obviously, matically applied to the caster. All other Earthspark. Failure means death, as the certain applications of this spell require magic is released immediately in the seg- body is blackened from the vast power the forethought and attention of the DM. ment following the dweomer divest, with drawn. Due to this, and the fact that greater the subject/target of the spell at the rhab- Should the roll be successful, the ben- rhabdomancy is infallible unless dis- domancer’s whim. All stolen magic func- efits are many. The rhabdomancer’s turbed or dispelled by other magic, the tions at a level of ability equal to 6th for Strength and Constitution instantly are duration of the spell can be as long as the wands, 8th for rods, 12th for potions, increased to 18. Any wounds the caster DM feels necessary; while the desired rings, staves, and miscellaneous items; may have suffered are healed, scars van- end may be found, the hunt may take far this affects duration, range, and possible ish, and even lost fingers, toes, ears, or longer than the wizard wishes or can inflicted damage (though some offensive eyes are regenerated. The rhabdomancer handle. But many an adventure has spells, like fireball, will still have an instan- seems to seethe with an unnatural power occurred along the trail to whatever is taneous effect). that can cause awe or fear (depending being sought. A phenomenal success, a natural roll upon the character’s actions) in any indi- of 20, means that the rhabdomancer has vidual or creature below 4th level or four Dweomer Divest greater control of the magic. As long as Hit Dice. (Evocation) the dweomer is not from the schools of Because the Earthspark is connected Level: 6 Conjuration/Summoning or Illusion, and with the energies of the elemental plane Range: 20 yds. the DM can assign it a spell level that has of earth, all spells cast by the rhabdo- Components: V, S, M been already mastered by the mage, the mancer that deal with earth, dirt, or stone Duration: Instantaneous caster may choose to memorize the have double the normal area of effect Casting Time: 1 round magic rather than immediately cast it. Of and duration. Also, creatures from that Area of Effect: See below course, if the rhabdomancer has already plane will not attack the caster, either out Saving Throw: Negates in mind his full complement of 2nd-level of respect or fear (if an opposing align-

# DRAGON 229 17 ment), except in self-defense. Any domancers gain no benefit in casting Mending: This can be used to repair attempt to petrify the caster ends in fail- these spells so they rarely learn them. cracks in support beams. ure. The power of the Earthspark remains Detect : The scryer suffers a Reduce (the reverse of enlarge): This with the rhabdomancer for a number of penalty to their saving throw to resist spell is perfect for the removal of debris days equal to his level halved. No bene- being revealed equal to half the rhabdo- and loose rock. fits are gained if this spell is intoned mancer’s level (round fractions up). ’s floating disc: This is a useful again before the benefits of first casting Magic mirror: Few rhabdomancers use means for bearing any ore or precious expire. Some dwarven scholars have sug- this spell, so there is no benefit to casting findings out of the earth without a cart. gested that continued exposure to the this spell. (Actually, casting this spell may Second level Earthspark corrupts a man, turning him harm the mage’s reputation!) Continual light: See light, above. miserly and mean-spirited. This may be Contact other plane: Rhabdomancers Levitate: This is useful for lifting heavy true, for obviously, the location of any rarely have much dealings with extrapla- rocks and the like. sarsen is a prize much sought after by nar creatures, though they certainly wel- Strength: As many of the endeavors high-level rhabdomancers, and such come insight from the elemental plane of underground may be physical and mages jealously guard the site with traps earth. As such, they have no benefit in require additional strength, this can be of and even creatures, hoping to protect casting this spell. With a successful dows- assistance. their claim from other rhabdomancers ing check, the rhabdomancer gains some seeking power. small insight into the sort of being con- Third level tacted (relative power, intelligence, align- Feign death: This may be used to effect ment, etc.). a cataleptic state when threatened with Other spell use False Vision: Since rhabdomancers cannot harmful gases or a lack of oxygen. Spells useful and not fathom magic that distorts or obscures divina- Gust of wind: This is an excellent As mentioned in the kit description, tion, this spell cannot be learned. means to flush away harmful vapors and rhabdomancers may gain additional ben- Legend Lore: Rhabdomancers gain no provide fresh air to mineshafts. efits to some Divination spells when cast benefit in casting this spell. Infravision: This spell provides an obvi- with the aid of a divining rod as follows: True Seeing: Only as long as the rhab- ous means for sight in the Underdark. Detect magic: The rhabdomancer has a domancer holds his rod, he has true sight Item: This allows for inventive uses 20% chance per level to recognize the Vision: Rhabdomancers gain no bene- such as turning a stout beam into a type of magic (alteration, conjuration, fit in casting of this spell, so they rarely portable brace when needed or carrying etc.), if any, present. With a successful learn it. great lengths of rope or chain without dowsing check, he may recognize a Screen: Since rhabdomancers cannot encumbrance. spell/magical effect encountered before. fathom magic that distorts or obscures Slow: This spell affects a target’s Detect undead: Rhabdomancers have a divination, this spell cannot be learned. breathing, thus allowing the individual to 5% chance per level of discerning the Foresight: Only while the rhabdo- operate in places with less oxygen. exact nature and number of undead, any, mancer holds his rod, he gains the insight Windwall: This presents yet another present. the spell offers. He may also choose to means to keep harmful gases at bay. ldentify: Normally, a rhabdomancer switch the object of the spell once a has no benefit in the casting of this spell, round, but each time this is done it Fourth level except that due to his specialization in lessens the spell duration by one round. Dig: This spell’s usefulness is clear. the use of a divining rod, he has a slight Polymorph self: When escape is neces- edge in the identification of magical rods Rhabdomancer guild spells sary or for exploration of the caverns, an and wands (staves are not included); the Exploring mineshafts and caverns reg- animal form may be best. loss of Constitution due to casting is only ularly means that certain spells become Vacancy: After the discovery of a rich 4 points. more useful than others. Here follows a vein or sarsen, this spell allows the cast- Read magic: There is no additional ben- listing by level and name of some wizard er’s “claim” to go unmolested by tres- efit when this is cast by a rhabdomancer. spells that a rhabdomancer may be passers. Detect evil/good: With a successful offered by the guilds, and their most dowsing check, the rhabdomancer can common uses. The list does not include Like all magic, the usefulness of a discern the exact sort of evil (cunning, spells greater than 4th level, as they are divining rod is, in truth, limited only by murderous, necromantic, treacherous, often of such power that they are not the determination and imagination of its unholy, etc.) or good (blissful, generous, always taught by the guild, and their wielder. With the challenges that explor- holy, kind, etc.) present. effectiveness underground is often more ing underground offers, a rhabdomancer Detect invisibility: As long as the rhab- obvious (a passwall spell for example, or finds not only his skills but also his per- domancer holds his divining rod, the dig). sonality a welcome asset to an adventur- invisible or hidden is revealed to him. ing party. ESP: Rhabdomancers gain no benefit First level in casting this spell so they rarely learn it. Affect normal fires: This may help to illu- Know alignment: The subject of this minate large areas without the need for Steve Berman is a freelance writer bused spell receives a penalty on his saving many lamps. in New Jersey. His work has been published in throw equal to the rhabdomancer’s level. Light: This spell provides the perfect many gaming magazines; this marks his Locate object: See the reworked spell illumination, one that is proof against third appearance in the pages of DRAGON® listed above. flammable gases and holds no risk of suf- Magazine. Clairaudience and Clairvoyance: Rhab- focating the user.

18 MAY 1996

20 MAY 1996 Phantastic advice from Emil Duli Wonk’s traveling illusionist seminar

by Rogers Cadenhead illustrated by Robert Lessl

racky the Hooded One hurried to the meeting hall, a printed watch your things while you go and powder your nose.” Or invitation clutched in his hands. “Friend, you’re missing the could it have been, “Howdy, chum. I burgle and mug. Nice ring opportunity of a lifetime if you miss Emil Duli Wonk,” the invita- you got there.” tion stated. “The master mesmerist will be appearing before the East As you may have theorized, both of these guesses are incor- Westgate Illusionists’ Guild tonight to present his seminar, ‘How to rect. Dave lied about his job because honesty was terrible for Fool Most of the People All of the Time.’ Duli Wonk will also be giv- his business. He told strangers that he was self-employed in ing a practical demonstration of his techniques. Carrot cake and the acquisitions industry. drinks will be served. Only a geas should prevent you from attend- By the same principle, you should not be calling yourselves ing this special event.” “illusionists.” You are in the business of fooling people. Every Handing 50 gold coins to a sleepy dwarven usher in the lobby, person who knows you fiddle with phantasms is a harder per- Kracky strode excitedly into the speaking hall. He had never attend- son to fool. ed an event in the building before, but it was packed with his phan- That’s bad for you. It’s bad for all of us, in fact. You’ve made tasmal peers. “We’re just about to start,” the dwarf told him. “Sit any- it even worse here in East Westgate with the name of your where you like, and by all means have some cake.” guild. I’ll bet your group has trouble getting people to accept Kracky found a seat and was chowing on cake as a lean, gray- your payments. It’s probably even harder to find dates for your haired gentleman stood up before the members of the guild. club socials. No one wants to kiss a prince who turns into a “Greetings, people of East Westgate. My name is Emil Duli Wonk. frog when he ceases to concentrate. Some call me genius. Others call me visionary. Some terribly mis- The first lesson I would like to teach tonight is this: You are taken children in cities I have visited even call me dad. But none shall not an illusionist. The biggest phantasm you will ever cast is ever call me illusionist.” not a spell. It’s the trickery you use to hide your chosen pro- The crowd quieted down as Emil Duii Wonk ushered a dwarf fession. onstage and continued to speak. Moonlight as a mage Practice your delusions I call myself a mage. This is easy to do. First off, I learn non- You’re probably asking yourselves why I stand before you illusory spells and I put them to use often. I’m not able to cast and deny my chosen profession. We are illusionists, are we spells of , abjuration, invocation, or evocation, but not? Masters of mesmerism! Poets of perception! I brought my there’s plenty of other magic available. My personal favorites associate onstage to explain myself better. This dwarf is my are enchantment spells. friend Dave. Before he came to work for me, he was a thief. Secondly, I carry around lots of spell components — my Dave robbed people to make his living. pockets are stuffed with insect parts, powdered gemstones, and Back in those days, when someone asked Dave other tidbits. One thing I always keep on hand about his job, what do you think he said? Was is plenty of bat guano. it, “Hi, I’m in thievery. I’d be happy to Yes, guano.

# DRAGON 229 21 I keep it with me for two reasons. by now: Anyone who says he is an illu- dropping from a cavern ceiling can dis- First, guano convinces people you’re sionist is either a liar or a fool. People tract an opponent and provide an a mage, because no one else would who actually are illusionists should be advantage in combat. It isn’t likely to be carry this stuff around. Guano also only liars. doubted, and if the illusion is disbe- keeps people at a distance, since no one lieved, it may seem as if the bat simply wants to pal around with an adventurer flew away. who smells. When disbelief A phony fire-breathing dragon is That explains a lot, those of you in isn’t suspended much more likely to be discovered. An the front row must be thinking. Feel free My fellow illusionists, we should also illusionist usually doesn’t get to spend to change seats at any time. Distance is be paranoid. I have been tossing out quality time around these monsters eye- one of the best friends of an illusionist. phantasms for more than four decades, balling their movements and manner- The less you know about me, the more and l have spell components older than isms. This makes it more likely for some- I’m able to play inside your head. most of you. No one gets to be an old one to disbelieve what they’re seeing. In addition to posing as a mage, you illusionist without a healthy amount of An even bigger concern is if the illu- can also put together a decent impres- self-doubt, outright cowardice, and good sion is dispelled and this fact becomes sion of a cleric. It can be effective to por- foot-speed. readily apparent to everyone in the tray a priest or perhaps find a real one To illustrate my point, I would like to vicinity. Losing a grandiose phantasm is to team up with. introduce my associate, Frampton the like painting a big sign on your forehead Priests are able to use their spiritual Brave. Dave, please bring me that tar- that reads, “Illusionist here: Unarmored connections to cast spells, and many of nished silver urn. and Mostly Harmless.” these acts are nothing short of miracu- These ashes are all that remain of When this happens, it is often fortu- lous. Frampton. He and I were adventuring itous to have included the illusionist in Think of how healing would be per- together back in the days when the the illusion. You ought to know how to ceived if accompanied by an illusion of Caves of Chaos were just the Pair of fake your own movements, since you’ve holy significance. In the right environ- Neutral Caves with Chaotic Tendencies. gotten a pretty good look at yourself ment such as a rural enclave of inbred, I remember the details as if it were over the years. I spend many an hour impressionable gnolls — or any universi- yesterday. Frampton, I, and a small band casting admiring glances at myself in ty campus — illusions may be perceived of edged-weapon fanatics were heading the mirror, and — though it cost me a as religious visions. into a kobold enclave near Green Plume marriage — it helped my abilities a great By delivering miracles on demand to Mountain. The kobolds had allegedly deal. a superstitious group, you can attract been hoarding women and kidnapping I never choreograph a complicated hordes of true believers who are recep- gold. We raided their lair, but after phantasm without including myself in tive to your whims. Train them as a things got bad, our warriors beat a hasty the scene. If the star of the illusion flubs strike force. Keep them as pets. My per- retreat. I beat an even hastier one. a line or makes some other revealing sonal favorite is to bankrupt them. Frampton, however, believed that he mistake, there’s a chance that the angry When you’re able to create visions, could stem the onrush of little hairy audience will turn its wrath on my phan- you’re also able to collect offerings. This antagonists with an elaborate illusion of tom duplicate. I’m happy to let him take can be a lucrative operation if you are a rival band of — broad-snouted the blame, and it often gives me time to willing to accept the possible downside. pig-men with arms the size of legs and let my sprinting ability do its magic. Getting caught in this effort can result in hairy moles bigger than some of the We illusionists think of our craft as charges of heresy, a guided tour of a kobolds. coming strictly from the brain — yanking sacrificial altar, and a spot on the busi- It was a wonderful, captivating phan- wonderfully convincing visions out of it ness end of divine intervention. Take it tasm displaying a full palette of colors like a stage magician pulls land-based from me — I’ve been through all three, and a good use of white space. mammals from a hat. This is a good atti- and they make pockets full of guano Frampton had been working on it for tude to have if one likes to travel Iight. look pretty good by comparison. weeks. No muss, no fuss, no large spell compo- As an alternative to mimicking spell- How could he have known that these nents to lug around. casting professions, you might want to kobolds were from a rare subclan that The real brainwork, however, comes adopt a guise with a lower profile. Being had championed the use of home from using raw materials to comple- a merchant can be lucrative, especially if schooling? The kobolds sent Frampton’s ment the illusion. you’ve got something to sell. remains back to us in this urn after we The best part of sales is that your returned their valuables and signed a products don’t have to be good, and contract assuming legal responsibility The proper use of props your prices don’t have to be competi- for all repairs required to fix their lair. If you make your surroundings a part tive. With a few well-timed illusions and I’m still making payments. of the spell, anyone who doubts the sur- an enchantment spell like charm person, If Frampton were here, he would tell roundings will find them to be real. This you could peddle summer homes in you one simple truth. As it is, I must use leaves them more susceptible to the Gehenna and fresh fruits hand-picked the lid of this urn to paraphrase him: stuff that’s fake. by unsanitary svirfneblin. It’s the best “Less is more,” Frampton says to us! A A case in point: Every beginning high-margin sales opportunity since life moderately difficult, plausible illusion is phantasmist dreams of casting an illu- insurance policies in Ravenloft. usually better than an elaborate, implau- sory bridge over a chasm, fooling ene- There are other professions to hide sible one. mies into getting halfway across before behind, but the point ought to be clear The appearance of a phantasmal bat revealing the ruse. In my own youth, I

22 MAY 1996 Spells from the tome of Emil Duli Wonk

Ever-changing Self Duration: 1 hour/level stays within a 5’-radius of his illusory (Illusion/Phantasm) Casting Time: 1 round duplicate, he is invisible and inaudible Level: 4 Area of Effect: 10 cubic inches per level during the duration of the spell. This Range: Touch Saving Throw: Special provides an opportunity to cast a spell Components: V, S This spell is the reverse of fools’ gold, or take another action without being Duration: 1 hour/level making items appear less valuable to seen or heard. Once this action has Casting Time: 1 creatures viewing them. The disguise been completed, or the duration is Area of Effect: One creature does not alter the nature of the item reached, the duplicate vanishes. It also Saving Throw: None (gold is still gold, diamonds are still dia- vanishes if the spellcaster moves farther This spell gives the spellcaster or a monds), but it lowers the perception of than 5’ away from the illusion. creature touched a physical appearance an item’s quality. A jewel-encrusted The illusion of the spellcaster is only that slowly changes over the full dura- golden ring could be made to look like visual and limited to one of the two tion of the illusion. The alterations in a plain iron band with this spell, and a poses. As stated above, it makes the appearance can include shifts in facial rune-carved paladin’s long sword could actions of the spellcaster silent within a feature, hair color, weight, clothing, and appear as a rusty peasant’s blade. The 5’ radius of the spot where the duplicate equipment. The creature’s race can saving throw and other elements of the stands. No others are affected by this even be changed, though both the orig- spell are the same as fools’ gold, includ- silence. There is no saving throw. inal and altered forms must be human, ing the use of powdered gemstones to demi-human, or humanoid. make the spell harder to detect. Spectral Farce At the time of the casting, the spell- (Alteration, Illusion) caster must decide what changes in Nystul’s Magical Mask Level: 3 form will occur — for instance, a fair- (Illusion) Range: 60 yds. + 1 yd. per level skinned, thin rogue could end up as a Level: 2 Components: V, S portly, bearded merchant. There can be Range: Touch Duration: Special more than one major shift during the Components: V, S, M Casting Time: 3 duration of the spell, so a dwarf could Duration: 1 day per level Area of Effect: 40’ cube + 10’ cube per shift into a gnome and then an dur- Casting Time: 1 round level ing the span. If the spell has been cast Area of Effect: Special Saving Throw: Special upon a creature, the spellcaster does Saving Throw: Special The spectral farce spell is an illusion not need to be present after ever-chang- This spell has the opposite effect of that makes images appear less believ- ing self has been cast. Unwilling crea- Nystul’s magical aura, covering up the able, whether the images are real or illu- tures get a save vs. spell to prevent the aura of a magical item of five pounds sory. If the images are real, the spell illusion from being cast upon them. If weight per level of the spellcaster. If an gives onlookers a reason to believe that the save fails, a recipient might not be identify spell or other similar means is they are fake. For example, spectral farce aware of his ever-changing self without used to determine whether the item is could make a charging red dragon’s looking into a mirror or consciously magical, there is a 50% chance that the movements seem unrealistic, and also looking over his appearance. ruse is revealed. If not, all examinations silence the sound of its claws raking Those seeing an ever-changing self of the item find it to be non-magical in against stone as it landed in a cavern. do not get a chance to disbelieve the nature. This spell does not work on This could make enemies of the dragon illusion unless one of two conditions is extremely powerful magical items such believe that its an illusion and take met: They are in constant sight of the as artifacts. actions to disbelieve its existence. individual for at least one hour, or they The components for this spell are a If the images are illusory, the spectral are of high enough Hit Dice to have a lump of coal and a drop of sour milk. farce spell can be highly effective at pro- chance to notice invisible creatures. In moting disbelief. It grants a +4 saving either case, a saving throw vs. spell Phantasmal Pose throw when determining whether a reveals the true form of the individual (Illusion) viewer believes an illusion is real. If the underneath a semi-transparent vision of Level: 1 viewer has already failed a saving the ever-changing self. Range: 60 yds. + 10 yds. per level throw, there is a chance that another Like change self however, this spell Components: V, S saving throw will be allowed after spec- cannot be used to mimic a specific indi- Duration: 10 seconds per level tral farce is cast. The chance is equal to vidual, and it does not convey any abil- Casting Time: 1 50% plus the level of the spellcaster. ities of the altered form. Area of Effect: The caster This spell can have all of the ele- Saving Throw: None ments utilized in a spectral force spell, Fools’ Copper The phantasmal pose spell creates a including sight, sound, smell and heat. (Alteration, Illusion) simple illusion of the spellcaster stand- Sometimes these are used primarily to Level: 2 ing still, in either a battle ready or disin- mask an element, such as the case Range: 10 yards terested-looking pose, at the point above where a dragon’s claws were Components: V, S, M where the spell was cast. If the caster silenced.

DRAGON #229 23 spent many days dreaming of methods frame of mind to buy my spell collection. to turn my enemies into canyon pasta. Dave and the rest of my associates are As his ushers filed out of the hall, Emil Sadly, the bridge trick does not work, passing around order forms for illusions Duli Wonk bowed before the hearty because we can’t fool gravity. that I have compiled over the years. applause of the East Westgate Illusionists’ An illusionist can, however, make an None is particularly powerful, but each Guild. “Before you go, we have to resolve unsturdy bridge appear like one that is should give you ideas for their use. the matter of my speaking fee,” he said. safe to cross. This has the same effect as Unfortunately, I have yet to come up with “But we already paid,” stammered the fully illusory bridge, especially if the something that increases my time in the Kracky the Flustered One, his hood resting illusionist has taken the time to sabo- 40-yard dash. I’ve got a team of gnomes on his shoulders and the invitation in one tage it! working on that one as we speak. hand. If you travel with companions, you “Admission was paid for” Emil replied. can also supplement their homicidal “Departure will cost you.” The wooden walls tendencies. One of my favorite uses of For a limited time only of the meeting hall vanished as the master real props is to give an archer pinpoint The spell book is only 399 gold mesmerist let some phantasms terminate. accuracy. Back in my days with pieces, and there’s a foreword to this Iron bars were revealed underneath, and it Frampton, we were accompanied by a edition penned by the hand of Bigby became obvious that the guild members crossbow-wielding mercenary who himself! if you act now, I’ll toss in a ship- had wandered into a prison cell built inside called himself lgor the Intimidator. ment of guano from . a spacious warehouse. Dave the acquisi- A better name would have been igor You won’t get better results from any tions expert slammed shut the gate to the the Inaccurate, because head injuries other bats, for the fiber-rich diet of these cell. had done something terrible to his rodents is the stuff of legend! “If you’ll each kindly donate, say, 10 depth perception. When it appeared that additional gold coins to the Emil Duli Wonk lgor had little chance to connect with his Aged Illusionist Relief Fund, my entourage crossbow — such as any time he took Be all that you can see and I will be off to our next engagement,” aim at groups of fewer than 12 — Now that you’ve had some time to Emil announced. “Toss the coins through Frampton and l liked to better his odds look over the spell list, and all of the car- the bars, and if you don’t have the hard cur- with phantasmal force spells. rot cake is gone, its time to bring this rency, give something of comparable value. Igor supplied the whirr of a bolt head- seminar to a close. If you take nothing Don’t be stingy, or we’ll make you toss out ing toward the enemy, and the intimi- else home with you from this event, and spell books.” dating grunt of a warrior with the you might not, take home a heightened Emil Duli Wonk stood on the podium utmost confidence in his abilities. Our sense of what is possible in your profes- while the illusionists of East Westgate emp- illusions supplied the sight of a bolt that sion. tied their pockets, belt pouches, satchels and connected in an ugly and particularly Illusionism is something greater than handbags. One man overturned the con- damaging manner. a specialized field of magic — it is a way tents of his hollowed-out wooden leg. Short This gambit could only be used when of looking at the world. Sometimes, the of coins, Kracky tossed out with much reluc- it was extremely important, but lgor best spells you can cast are those that tance his lucky rabbits foot with gold began to think that he was a “gamer” increase your own perceptive abilities. embossing. As Kracky watched Dave pocket who came through in clutch situations. One of my favorites, the 2nd-level spell, the item, Duli Wonk continued to speak. Others came to believe it as well — Igor Lorloveim’s creeping shadow, grants the “This situation brings to mind a point is now conducting his own speaking ability to see, hear and speak through about creating illusions that no one has a tour for aspiring archers. the vantage point of the caster’s own reason to disbelieve. I must’ve skipped over The use of your surroundings can shadow. that notecard this evening” have other practical applications for an With this spell and a common house- Kracky the Frenzied One pulled up his illusionist. Since I spend a great deal of hold lantern, you can make a pretty hood and leapt onstage to throttle the guest time fleeing, I’ve found a way to avoid good living in the eavesdropping busi- speaker like a wrinkled gray maraca. He even the tracking ability of a ranger. ness. You can also get a better look at leapt right through Emil’s body and it van- The vacancy spell makes it much things you want to recreate with a spell. ished. harder to be followed. All tracks in an A great bard, Wilhelm of Stratfjord, “Thank you, East Westgate!” Emil’s dis- area 70’ in radius or more can be wiped once said, “There are more things on embodied voice echoed throughout the out by this spell, because it makes the heaven and earth, Alphatia, than are warehouse. “Emil has left the building.” affected area appear long unused. The dreamt of in your imagination.” This After he got home, Kracky ordered Emil likelihood of a tracker disbelieving is may be true for everyone else, but it is Duli Wonk’s spell collection. slim, because the lack of tracks is hardly decidedly false for the practitioners of a surprising occurrence. Hallucinatory ter- the arts phantasmal. rain is another spell that is useful in this Anything you may envision can instance. come to be, my friends. if you can see it, Rogers Cadenhead is an Illinois-based The common element to ail of these you can be it. If you can view it, you can gamer and freelance writer. suggestions is to think small. You will do it. If you can bespy it, you can try it. never believe how successful you can be if you can observe it, you can... well, I if you lower your expectations. My ex- had better wrap this up. wives would have been happier women You’ve been a terrific audience, East if they had learned this valuable truth. Westgate. Good night, and don’t forget With that in mind, you are in the right to tip your server!

24 MAY 1996

Foiling for a spite

by Ed Rice illustrated by Tom Baxa

hat blasted paladin has thwarted my plans for the last time, Cletus!” the lich fumed. “I’m going to make his life com- pletely and utterly miserable.” “What horrible fate shall you visit upon him this time, master?” his quasit familiar asked. “I’ll kidnap his loved ones.” “Master,” the quasit said, “You have already done this.” “Then, I’ll simply annihilate them.” “Once again, you have already done this.” “A blight upon his homeland?” “Did that.” “A debilitating pox upon his person?” “Yup.” “Report him to His Majesty’s Tax Collector for income fax eva- sion?” The quasit smiled. “I still remember the expression on the knight’s face when they showed up.” “So how about a curse?” the lich suggested. “Oh, sure,” the demonling sneered. “Minus two to hit and minus two to his saving throws; that’s sure to kill him.” A snap of the lich’s fingers sent the familiar flying across the room, crashing info the cold stone wall. The undead mage rubbed his skele- tal hands together and glared menacingly at the quasit. “No, Cletus, I have something more sinister in mind for the meddlesome crusader this time.”

Has this ever happened to you? You want a villain to throw a curve into a player character’s well thought-out plans, so you have the villain cast a curse upon him. While a small change in the PC’s attack rolls and saving throws causes a few problems once in a while, it never seems to be quite as devastating as you intended. With this in mind, let’s take a new look at curses and how they work. A bestow curse spell currently exists as the reverse of the remove curse spell. For the sake of this article, we will assume them to be different spells. Two new spells are needed to make curses function properly. They are bestow Minor Curse Effects minor curse (a replacement for the exist- 1. Adherence 20. Filthiness 39. Pathological lying ing 3rd-level priest and 4th-level wizard 2. Animal features 21. Floral hair 40. Profuse sweating bestow curse spells) and bestow major 3. Appendage growth 22. Forgetfulness 41. Serpent hand curse (a new 7th-level spell for priests and 4. Appendage shrinkage 23. Generosity 42. Serpent hair a 9th-level spell for wizards). 5. Arthritis 24. Greed 43. Shaking Minor curse spells are not life threaten- 6. Babbling 25. Hair growth 44. Slurred speech ing, nor are they able completely to 7. Baldness 26. Halitosis 45. Smoldering physically incapacitate a character. Major 8. Barkskin 27. Hiccuping 46. Sneezing curse spells, while not necessarily life 9. Belching 28. Insatiable appetite 47. Spike Growth threatening to the cursed character, can 10. Body odor 29. Insatiable thirst 48. Stumbling be so to others around him. They are 11. Brooding 30. Insomnia 49. Truth also usually permanent. 12. Casting requirement 31. Invisibility 50. Uncontrollable laughter The attached tables list the curses, 13. Change, skin color 32. Itching 51. Unintentional insult minor and major, in their appropriate 14. Chills 33. Kleptomania 52. Vulgarity categories. 15. Continual smiling 34. Lethargy 53. Wart growth The tables are not to be used as a 16. Disrobing 35. Metal allergy 54. Weariness method of random determination for a 17. Double vision 36. Myopia 55. Weight gain curse’s effect. It is up to the spell caster to 18. Drooling 37. Narcissism 56. Weight loss determine what curse the recipient 19. Elasticity 38. Nausea 57 Whistling receives. Furthermore, it is up to the DM to decide which curses he allows in his spell; if successful, the curse is negated. Animal features: This curse causes campaign. DMs should also consider all The reverse of the spell negates the the recipient’s features (ears, nose, etc.) the possible repercussions of allowing effects of any one of the following curses. to become animal-like. Which animal’s the PCs the ability to cast these spells. features are gained is entirely up to the The only exception to the tables, as Effect explanations spellcaster. far as determining curse effects goes, Adherence: The cursed one is very Appendage growth: One of the would be a curse that changes its bane- “sticky.” This means that everything that accursed’s appendages grows to a dis- ful effect at randomly determined inter- he touches adheres to him. Alcohol topi- proportionate size. vals so that one day the victim suffers cally applied negates this effect for from X and the next day Y. This variation several minutes. Adhering to is available in both the major and minor large objects can result in the curse spells. The DM must determine the accursed becoming stuck time periods of each effect and what fast. This curse can be new effect is gained at the end of each designated to affect time period. either the whole When considering the game effects, body or just part of the DM should keep in mind the likely it. effects of the various curses. Many curs- es would make it either impossible (or very difficult) to attempt concealment, silence, or other such clandestine activi- ties. Curse effects likely to affect spell- casting would just as likely affect fighting ability, thieving abilities, or other actions.

Bestow Minor Curse (Abjuration/reversible) Level: W4/P3 Range: Touch Components: V, S Duration: One month per level of the caster Casting Time: 4 Area of Effect: Special Saving Throw: Negates By touching a victim, the caster bestows a minor curse upon him. The cast- er can choose whatever effect or para- meters he wishes from the list above. The victim is allowed a saving throw vs. Appendage shrinkage: This is the Elasticity: This allows the cursed indi- consider what it would be like to remain opposite of appendage growth. vidual to stretch his body beyond its nor- invisible permanently. This causes no Arthritis: The victim suffers from mal parameters. Unfortunately, the body physical impairments other than a 2 painful arthritis. The DM must determine does not return to its normal shape point penalty when attempting actions the effect on the PC’s actions. immediately; it takes 1d4 hours to do so requiring a measure of hand-to-eye coor- Babbling: The cursed individual con- after being stretched, during which time dination, and it places a horrible mental stantly talks and chatters, unable to Dexterity is reduced by 4 points. strain upon the individual. remain silent for more than a moment. Filthiness: Poor hygiene in the Itching: Two forms of this curse are This causes a 25% chance of spell fail- extreme. Regardless of how many times possible. The first involves constant, non- ure. the accursed bathes, he remains dirty. stop itching. The second involves itching Baldness: Rather obvious in its intent, Furthermore, this filthiness extends to only when a set series of events occurs it can also be cast to cause those around the cursed person’s clothing. A variation or when the PC is under duress. Both the cursed one for any great length of of this curse causes the accursed simply instances reduce Dexterity and attack time to suffer baldness. no longer to care about personal chances by 2 points and cause a 25% Barkskin: This causes the accursed’s hygiene. chance of spell failure during casting. skin to take on the texture and appear- Floral hair: This causes one’s hair to Kleptomania: The victim suffers an ance of tree bark. This actually increases become like weeds, grass, twigs, and irresistible urge to pilfer from others. If he the recipient’s Armor Class to a base of 6. flowers. While possibly raising Charisma is not a thief, he will not be very good at It also relays a particular weakness to toward woodland creatures, it lowers the it, and this could cause problems. fire, increasing damage by all fire-based accursed’s Charisma by 4 points in the Lethargy: The PC suffers from attacks by +2 on all dice rolls and lower- view of all others. extreme drowsiness either all the time or ing saving throws against such attacks Forgetfulness: Lapses of memory trig- under circumstances of extreme duress. by -2. gered by certain events or contact with Once again, there is a 25% chance of Belching: As this is uncontrollable, it particular objects or creatures incur a spell failure during spell casting and a -2 causes a 25% chance of spell failure dur- 25% chance of spell failure. It can also penalty to Dexterity and attack rolls. ing casting attempts. This also makes it be bad for non-spellcasters, Metal allergy: Every time the PC hard to Move Silently or remain quiet. Generosity: The cursed individual touches metal his hand breaks out in Body odor: The recipient is the unfor- feels a need to give away everything of hives and blisters. tunate victim of a repugnant body odor. value that he owns. Myopia: (Extreme near-sightedness.) While not affecting him physically, it low- Greed: This persuades the accursed This reduces attack rolls by 4 points and ers Charisma by 4 points. individual to covet anything of value that can wreak havoc when determining the Brooding: The recipient is continually anyone else owns. Often this leads him placement of area-effect spells. Be wary downcast and suffers from melancholia. to theft. of myopic wizards lobbing fireball spells! This also lowers Charisma by 4 points. Hair growth: The cursed person is Narcissism: The PC’s extreme vanity Casting requirements: This sets a beset by rapid, uncontrollable hair causes problems. He is quick to point out series of events (dancing a jig, knocking growth. Regardless of how often the per- his own looks to everyone else while on wood, etc.) that a spellcaster must son tries, he cannot control the growth pointing out their flaws. When persons perform before or during spell casting for or keep it properly groomed. It should be spend any length of time around the the spell to be effective. (There are unlim- noted that this hair growth is all over the cursed PC, they perceive the PC as having ited options available for humor and entire body, not just the head. a Charisma 4 points lower than normal. challenge here, especially if you require Halitosis: The afflicted person is beset Nausea: The nausea only arises when your player to do the jig his PC is doing.) with bad breath. This not of the normal specific requirements set by the caster of Change skin color: This changes the variety, though. The bad breath is equal the curse are met (e.g., entering a small color of the recipient’s skin to any tone in its effect to a stinking cloud spell. room, meeting a dwarf, etc.) reduces the of the caster’s choice. Hiccoughing: This increases chances PC’s attack rolls by 4 points and creates Chills: The cursed one suffers chills, as of spell failure by 25%. It is similar to a 25% chance of failure during spell cast- with a fever. This lowers his reaction belching in that it is difficult to be silent ing. time and drops overall Dexterity by 2 and discrete when one is constantly hic- Pathological lying: No explanation is points. coughing. necessary to portray what an inability to Continual smiling: While not seeming Insatiable appetite: The accursed can tell the truth can cause. much of a curse, this can result in many never satisfy that feeling of overwhelm- Profuse sweating: While not causing a skirmish. Many will be offended by the ing hunger. any detrimental effects of a physical accursed’s constant grin. Insatiable thirst: This curse has the nature, this curse might have deleterious Disrobing: The cursed individual will same effect as the insatiable hunger effects on Charisma. unknowingly take off his clothing during curse, except that it causes a thirst that Serpent hair: A person afflicted with the most inopportune of moments. If this cannot be quenched. this curse is often mistaken for a medusa happens while spell-casting, there is a Insomnia: Other than making the PC by others, who may be prone to attack 25% chance of spell failure. tired and edgy all the time, insomnia first and examine the corpse later. The Double vision: This causes attack rolls takes away his mental edge. This leads accursed’s hair changes into locks of liv- to be made at -2 and lowers effective to a 25% possibility of spell failure dur- ing serpents. These snakes are indeed Dexterity by 2 points. ing casting. poisonous to all but the PC, making Drooling: Uncontrolled drooling low- Invisibility: There is no need to them hazardous to all who are close to ers a victim’s Charisma by 4 points. describe this curse’s effect. However, him.

28 MAY 1996 Serpent hand: This curse causes one Weariness: The accursed individual is Effect explanations or both of the victim’s appendages to always tired. This causes a -2 penalty to Age progression: This curse ages the become the maw of a living, poisonous attack rolls. Furthermore, this curse PC from 10-60 years (10d6) or the demi- snake. The type of snake is decided by reduces the PC’s Constitution by 2 points. human equivalent. the caster of the curse. The snakes can- This makes wearing armor or equally Age regression: This curse makes the not harm the PC, but are not under his heavy objects for long periods of time PC younger by 10-60 years (10d6). control, attacking any who venture too nearly impossible. While this may not seem so bad, imag- close. Weight gain: The cursed individual ine having an adult mentality trapped in Shaking: Body spasms reduce the vic- immediately begins to gain weight at a the body of an infant. tim’s Dexterity and attack rolls by 4 rate of 5 Ibs. per day. The curse causes Agonizing pain: The PC is wracked by points, and cause a 25% chance for error weight gain until the afflicted one is 100 continual pain. This reduces Dexterity, in casting spells with a somatic portion. Ibs. over his original weight. Of course, reaction time, attack rolls, and any sav- Slurred speech: This curse does not clothing and armor no longer fit. ing throws involving Dexterity, all by 6 affect a character physically, but causes Weight loss: the exact opposite of the points. Hit points are reduced by 25% so a 25% chance of spell failure during cast- weight gain minor curse spell. long as the curse is in effect. Further- ing. Whistling: This curse appears at ran- more, any spell-casting has a 50% Smoldering: The curse recipient con- dom times. When it does, it has a 25% chance of failure. stantly emits smoke from his skin and chance not only of interrupting the Alteration, gender: The permanent hair. This can cause some visual impair- accursed’s spell casting but also of inter- change of one’s sex can be most discon- ment, reducing attack rolls by 2 points rupting the spell-casting of those in the certing. and causing errors in distance judgment cursed individual’s direct vicinity. This is Alteration, race: An elf may become a for spell casting. Furthermore, anyone not likely to build friends among wizards. dwarf; a human a , etc. suffering from this curse has no chance It also makes it difficult to hide. Alteration, sub-race: This change of going undetected unless he is stand- involves an alteration within the same ing downwind in a gale. genus, as in a change from gold elf to sil- Sneezing: Sneezing fits, set to trigger Bestow Major Curse ver elf or green elf to . Note the sub- when a particular event occurs or the PC (Abjuration/reversible) races of humanity fall into this category. is in a stressful situation, cause a 25% Level: W9/P7 Amnesia: This is a total loss of mem- chance of spell failure during casting. Range: Touch ory (not survival and self-preservational Spike growth: Once cursed, the victim Components: V, S, M skills associated with being an adult). sprouts numerous spikes from all over Duration: Permanent Aura, antipathy: The cursed person his body. While the spikes are no danger Casting Time: 8 radiates an aura that causes creatures to the accursed, they can cause serious Area of Effect: Special surrounding him to have hostile feelings damage to others (1-4 hp damage per Saving Throw: Negates towards the PC. Charisma is virtually 10 spike.) By touching a victim, the caster points lower than normal, even among Stumbling: This affects manual bestows a major curse upon him. The cast- close friends and family. All reaction Dexterity regarding movement. Any er can choose whatever effect or para- checks register as hostile. walking or running requires a successful meters he wishes from the list of major Aura, attraction: Aside from attracting Dexterity check made at -2 to avoid curse effects. The victim is allowed a sav- the unwanted affection of everyone the tripping over one’s own feet. This is in ing throw vs. spell; if successful, the curse PC comes in contact with, the cursed addition to a penalty of -2 to normal is negated. The material component individual might find himself in the mid- Dexterity. required is a personal possession of the dle of many an armed confrontation Truth: This is the opposite of patho- target, which is not consumed in the between two such creatures wanting the logical lying. casting. Only a wish or the reverse of this PC’s attentions. Note that it is not healthy Uncontrollable laughter: Many peo- spell, remove major curse, eliminates any for some creatures to be to friendly ple find being laughed at insulting. What of the major curse effects. toward the accursed (needle men, etc.) appears to be a minor curse can have some serious repercussions when the curse causes problems with the wrong Major Curse Effects persons in the wrong places. 1. Age progression 14. Conditional petrifica- 26. Polymorph Unintentional insulting: The cursed 2. Age regression tion 27. Shrinkage individual has no control over his tongue 3. Agonizing pain 15. Confusion 28. Touch, chilling when around others. It usually only 4. Alteration, gender 16. Deafness 29. Touch, flora wilting takes a few curse-inspired insults to 5. Alteration, race 17. Deafening voice 30. Touch, petrifaction cause the PC some major problems. 6. Alteration, sub-race 18. Disfigurement 31. Touch, poison Vulgarity: Insults can be forthcoming 7. Amnesia 19. Gelatinous form 32. Touch, scorching with this curse, but unlike the uninten- 8. Aura, antipathy 20. Growth 33. Touch, shocking tional insulting curse, profanity is uttered 9. Aura, attraction 21. Halitosis, deadly 34. Touch, withering in some form with every breath. 10. Blindness 22. Insanity 35. Undeath Wart growth: The cursed person 11. Breathing, air 23. Lycanthropy 36. Vulnerability becomes covered from head to toes with 12. Breathing, water 24. Multiple personalities 37. Weakness warts. This reduces Charisma by 4 13. Conditional death 25. Muteness 38. Withering points.

# DRAGON 229 29 Blindness: Much like the spell of the Insanity: Often confused with a sim- petrified by his touch. While this may same name, this cannot be dispelled by ple feeblemind spell, this curse is much seem a benefit in combat, it soon proves any means other than a wish or a remove more powerful. Any person attempting to be a curse. major curse spell. to remove the curse by any other means Touch, poison: The accursed’s touch Breathing, air: Imagine its effect on a is also affected by the curse if they fail a is instant death. The creatures touched sea dweller, especially if the recently saving throw vs. magic. One who suc- get a saving throw vs. death magic, but cursed person or creature is underwater cessfully saves still has a chance of this is at a penalty of -4. Undead are not at the time the spell is cast. becoming confused, as per the spell of affected. Breathing, water: This works the the same name. Of course, they are Touch, scorching: The PC’s touch same as the air breathing curse, but allowed a saving throw to prevent this. causes 1d10 hp of flame damage and affects those dwelling on land and Lycanthropy: This is the familiar, age- ignites any exposed combustibles. breathing air. old curse. The caster chooses what type Unfortunately, the cursed PC’s clothing Conditional petrification: If the of were-creature the accursed becomes. and equipment are not immune to the cursed person does a certain act, he Multiple personalities: The cursed effects of the flames that envelope the turns to stone. The caster decides which person might mistakenly assume that he PC’s hands. effect and the trigger. For example, the is having bouts of temporary amnesia. Touch, shocking: The PC’s grasp PC might turn to stone if he is exposed to Each of his 3-12 personalities has no delivers a jolt of electricity to the person direct sunlight. Depending on the nature knowledge of the others’ existences nor or creature touched. This causes 1d10 hp of the casting of the curse, the PC may or recollection of memories gained by damage. Combustibles on or in close may not know the nature of his problem. them. proximity to the PC are ignited. A stone to flesh spell dispels the effect of Muteness: This eliminates ability to Touch, withering: The accursed’s this curse. cast spells that have a verbal compo- touch acts exactly like that of a staff of Conditional death: This is similar to nent. withering. conditional petrification, but it is fatal. Polymorph: This is another typical Undeath: This is believed to be how Confusion: Whenever the PC comes curse. Only a wish or a remove major curse skeleton warriors originated. This curse under circumstances of extreme duress spell can return the PC to normal; one transforms the PC instantly into an (which, consequently, is often found cannot use a polymorph other spell to undead creature. He retains all intelli- while adventuring) he acts as if under the return the accursed to his original form. gence and former abilities The accursed effects of a confusion spell. Shrinkage: This curse turns a man- is under the caster’s control unless the Deafness: Not being able to hear sized person into a pixie-sized person, caster does not specify it as so or the what is said, having to learn to read lips, etc. caster dies. A raise dead spell reverses the and having to discover new ways to be Touch: Several different major curses curse. DMs may choose to make the aware of one’s surroundings are not involve the effect of the PC touching undead PC unable to function in day- enough to stymie any adventurer. The another. While some of these may have light, or apply other effects, such as hav- inability to hear one’s own words (when beneficial functions in combat, they vir- ing the PC’s body begin to decay or unused to being deaf) creates a 25% tually eliminate social interaction. If there dessicate. chance of spell failure during casting. He is misuse of the curse (e.g., someone Vulnerability: Superman’s bane was is also easily surprised (95%) unless he is deliberately giving himself or an ally the kryptonite; what will the PC’s be? It is up looking exactly in the direction someone major curse shocking touch and dispelling to the DM to decide what substance is coming from (in which case he is sur- it after combat), DMs may have the PC weakens and destroys the cursed PC. prised normally). feel nauseated, unable to perform any Weakness: Similar to the minor curse Deafening voice: Every word that actions for 1d4+1 rounds after each weariness, this is a much more potent leaves the PC’s mouth comes out deaf- deliberate “use” of touch major curses. In spell. The cursed PC is unable to do any- eningly loud. A whisper sounds like 10 any case, gloves or gauntlets do not pre- thing for himself. Constant attention by men shouting, a yell like a flight of drag- vent the curses’ effects from being trans- another will be necessary for daily sur- ons roaring. mitted. DMs may even extend the vival. Disfigurement: This is a serious defor- “touch” to any physical contact, not just Withering: Regardless of how much is mation of the cursed person or crea- hands. eaten or if magical items are employed ture’s body. Touch, chilling: The accursed person’s (such as a ring of sustenance), the PC con- Gelatinous form: Nearly every being, touch causes 1-10 hp of freezing dam- tinues to lose weight until he perishes with the exception of the Tanar’ri lord age. This cannot harm undead or crea- from starvation. Juiblex and his contingent of slimes and tures immune to cold. While this can be oozes, agrees that it is a horrible fate to used as a weapon, it causes problems in become a blob. Spell casting and normal social interaction. weapons use are all but impossible. Touch, flora wilting: Often called the Ed Rice is an optician who lives in Oak Hill, Growth: Being giant-sized isn’t a druid’s bane, this curse is sure to attract , with his wife, Dawn, and their two chil- problem? What if you’re a halfling and the hostile attention of nature lovers, dren, Jessi and Charlie. This is his first appear- are suddenly the size of a hill giant? It is druids, and forest dwellers, and end any ance in DRAGON® Magazine. up to the DM whether a PC’s clothing career plans in gardening or horticulture. and gear grow with him. Touch, petrification: The accursed If you send queries to DRAGON® Halitosis, deadly: This atrocious case can turn flesh to stone by a simple touch. Magazine and expect a reply, don’t of bad breath has an effect equal to that As with other touch curses, the target of forget to enclose an SASE (self- of a cloud kill spell. the spell has no control over whom is addressed, stamped envelope).

30 MAY 1996

Magical objects from the India of song and legend

by Michael Selinker illustrated by Bob Klasnich

he following items can be used in a campaign based on an Indian cul- ture (or can enter other campaign settings, as well). In such campaigns, most items in the AD&D® hardcover books can be used, perhaps with a few modifications (e.g., a manual of stone golems may create a juggernaut, which is from Indian history). Items that recreate spells like rope trick and snake charm are common. Magical weapons and armor are plentiful in Indian legend, including many flaming swords. The is encouraged to add magical weapons and armor based on items in the article “Rhino’s Armor, Tiger’s Claws” from DRAGON® Magazine issue #189. Abkari lotus wine of negotiation This fruit beverage is used by wine sellers (abkari) to ensure smooth business transactions, especially with reluctant partners. When drunk by partners in business dealings, it imparts to all partic- ipants a powerful clarity in forging agreements. Anyone under the wine’s effects must make a saving throw vs. spell to stall, change the subject, intro- duce irrelevant issues, or leave the dis- cussions before either a contract is reached or an hour has passed. After an agreement is signed under the influence of the wine, no partner can break the agreement without suffering severe headaches (-2 to Dexterity and Cha- risma) until the agreement is restored. All effects of the wine can be terminated with a neutralize poison spell. XP Value: 600. Amrita paste of immortality If eaten each week and downed with soma-juice (Legends & Lore, page 132), this semi-sweet paste of garlic and honey ensures the character will never die of old age. If a week passes without the

# DRAGON 229 33 taste of the amrita, all benefits of eternal Anklet of fiery retribution Bow and axe life are lost, and if the ingester has This jeweled anklet is given by one of conflicted righteousness exceeded his maximum lifespan, he dies. lover to another. If the recipient is killed, These +3 weapons may be touched While on the paste regimen, no other fire pours from the heavens in the area only by good characters; others suffer aging magic affects the character, regard- of the death. The heavenly flame causes 2d6 hp damage. The longbow’s string less of whether it adds or subtracts years. 8d8 hp damage to all within 50’ of the shakes when brought within 100’ of any The character is still subject to death by body (half on a successful saving throw baatezu, tanar’ri, rakshasa, or other evil disease or murder. Note that the paste vs. spells). The super-hot flame is likely to outer planar creature. An arrow from the does not guarantee eternal youth; the spread very quickly. The wearer’s body is bow hitting such a creature inflicts triple character will look as old as he is. always consumed by the flame. The damage; it also causes the creature to XP Value: 10,000. effect occurs regardless of whether the make a successful saving throw vs. spells Animated rumal slaying takes place inside or outside. or return to its home plane. When this happens, the giver of the The great axe causes a base damage This 20’ strangling cloth of the Thugs anklet knows it has occurred, but not of 2d6, and can only be wielded by good can be worn as a kerchief but also can where or how. characters with Strengths of at least 17. be commanded to attack on its own. It XP Value: 1,300. The axe is Lawful Good, has an strikes as a 10th-level thief and inflicts Intelligence of 13 and an Ego of 10, and 2d4 hp damage on a hit and every Bell of announcement is empathic. The axe’s special purpose is round thereafter until destroyed or When this small handbell is rung by to defeat paladins and Kshatriya. It can ordered to cease. The rumal can also be someone on a journey, the peal is heard detect paladins and Kshatriya within 10’, programmed to attack the first person to at the destination as well. Those experi- heal the wielder once per day, and disin- enter an area, but it cannot distinguish enced with this device can determine the tegrates paladins or Kshatriya who fail between targets in this case. The rumal approximate distance of the traveler by saving throws vs. spell. The weapons are has AC 6 and 20 hp, which can be the volume of the peal. No other infor- almost never found together. repaired by a mending spell. When ani- mation can be imparted, though each XP Value: 5,000 for each. mated, the rumal has the leverage of an bell has a unique pitch. The bell’s power 18 (76) Strength for pulling riders from can be activated once per day. Conch of rending horses and other maneuvers. It cannot XP Value: 800. This massive seashell trumpet is harm non-breathing creatures or those designed for use against extra-planar without necks. creatures, especially avatars of deities. XP Value: 1,250. When blown, everyone within a half-mile (including the user) must make a saving throw vs. spell or be stunned for 6d6 rounds. Avatars, devas, vampires, and other beings that occupy two planes at once must make a magic resistance check; if the being has, standard magic resistance, there is no save. Unless a suc- cessful magic resistance check is made, the being is ripped from the Prime Material Plane and sent to the other plane it inhabits. This usually angers creatures of this level of power, so the user should expect a return visit. If the user fails his saving throw, the conch van- ishes. XP Value: 20,000. Dhoti of nonviolence This white dhoti, a 5’ unsewn cloth which is wrapped around the lower torso, can produce a sanctuary - like effect around a person who wears it as his only garment. The dhoti instills an aura of nonviolence (ahimsa) toward the wearer in all within 50’; those desiring to attack the wearer must make a saving throw vs. spell to do so. Unlike the sanctuary spell, the nonviolence aura does not cause the affected creatures to lose track of the wearer. However, the wearer must remain totally allied in the situation; the

34 MAY 1996 effect is immediately canceled if the inflicts 2d6/2d6 hp damage on goring mandala, the user gets a Wisdom check wearer takes any action to help or harm attacks, but it fights only in self-defense. to gain a new spell or psionic devotion anyone. A yoke or plow can be attached to the when advancing a level. These advance- XP Value: 3,000. bull, which can pull up to 10,000 Ibs. at a ments cannot raise the maximum num- Movement Rate of 12. The bull can be ber of spells per level, nor award new Ebony mace of wavering used once a day and transforms back to psionic sciences or disciplines. This black great mace +3 causes a rock at sundown. XP Value: 1,800. base damage of 2d6 but requires at least a 17 Strength to use. When wielded by a Flute of silence Rani of Jhansi’s saddle lawful character, the mace also saps one When a proficient flautist of any class (This item is named for the princess, point of karma from anyone it hits, plays this instrument, it plays a music that or rani, who fought against the British Raj regardless of alignment. (This assumes can be heard only by the dead. This play- until she was killed in her saddle.) This the character follows karma points; if ing has the effect of encouraging undead saddle allows the rider to continue fight- not, there is no additional effect.) Actual to move on to their final rest. If the play- ing even after he is slain. The saddle ani- level is unaffected by the mace. er makes a successful proficiency check, mates the rider as long as the battle is XP Value: 5,000. the number rolled is compared to a joined, allowing combat until the enemy priests turn undead roll at the character’s is slain, surrenders or retreats, the rider’s Figurines of wondrous power level. Any undead against whom the roll side retreats, or the rider’s mount is inca- These figurines are in addition to is successful must make a saving throw pacitated. Once any of these conditions those listed in the DUNGEON MASTER® Guide vs. spell or be released from unlife, free to occurs, the rider drops dead immediately and ENCYCLOPEDIA MAGICA™ tome. Each has be reincarnated or reach eternal peace. if he is at zero or fewer hit points. While an XP Value of 100 per Hit Die. Undead who are released either disap- under the saddle’s animating effects, if • Ashoka’s lion kings: At the com- pear completely or abandon their corpo- the rider stops fighting for any reason, mand word, four smiling lions appear. real frames. This effect works even he dies instantly. They are normal adult male lions (AC against undead tied to specific places or XP Value: 3,000. 5/6, 5+2 HD, normal attacks), but they wedded to curses and can also eliminate do not attack unless attacked. Each lion undead in possession of living creatures. Rod of monsoon control is exceptionally intelligent, Lawful Good, The flautist must play the flute for a sin- This powerful and dangerous rod can and as versed in the art of oratory as gle round, and any undead creature not be used only by a mage or a priest with was the wise king for whom they are released by the playing may attack the access to the Weather sphere. It cannot named. In addition to providing enlight- flautist. be recharged and can only be used in ening discourse on kindness and justice, XP Value: 6,000. areas conducive to monsoon conditions, the lion kings can benefit their owner by generally tropical or subtropical areas serving as guards, obstacles, or messen- Linen armor of displacement near coastlines. gers. The lion kings remain in existence This black Iinen armor has a base AC The rod creates an ultra-powerful con- for up to a week, but they can be called of 9 with a bonus of +2. Better than most trol weather effect over an area of only once a month. light quilted linen armors (see the article between 100 and 1,000 square miles, at • Bandicoot mount: This figurine “Rhino’s Armor, Tiger’s Claws”), it adds the caster’s discretion. On the hour after appears as a normal-sized rat when +15% to a rogue’s Move Silently and the spell is triggered and every hour called. A contingency effect then casts Climb Walls abilities. In addition, the thereafter, the precipitation, wind and reduce on the owner, shrinking him to 6” magic on the armor allows the wearer to temperature can each be moved one tall (a saving throw is allowed if the char- dimension door through any opening he step in the same direction. The condition acter is unwilling). The character may can enter to another opening of the of monsoon (one step beyond heavy then ride the rat through areas too small same type within sight. Thus, a wearer rain, sweltering heat, and hurricane) may for normal passage with little chance of could jump through one open window in be reached or dispelled. Monsoons detection. The bandicoot mount can be a room and enter through another, or cause siege damage as by a screw or ridden once a day for up to two hours; if hop into one large basket and appear in drill on all structures and trees in the it is damaged, both rat and rider revert to another. The magic works only if the area of effect, and unmoored ships must their original state instantly. character is completely out of everyone’s all make seaworthiness checks (see • Hanuman monkey: On command, sight for at least an instant. A rogue may DUNGEON MASTER Guide, pages 105 and this representation of the primate gener- use the magic of this armor at the end of 170). al Hanuman turns into a slender, long- a round where he has attacked. Creatures that cannot take adequate tailed monkey. The monkey has an 18 XP Value: 1,200. cover on high ground must make Dexterity and a 95% rating in all thieving Constitution checks to avoid drowning. skills except Read Languages. The mon- Mandala of psychic devotion At this level of storm, the rod user will be key (AC 3, 2 HD, 1 d6/1d6 damage) per- Representing the cosmos, this man- playing with the most powerful elemen- forms one spying or thieving mission for dala is a 5’ diameter red wheel contain- tal forces, and must maintain absolute its owner, retrieving an item or a bit of ing several concentric circles and other concentration. The caster must make a information before reverting to block shapes, each bearing an image of a dif- Wisdom check every hour; if the caster form. It can be used once a day. ferent god. An ascetic, Yogi, or other fails the check or is interrupted, the effect • White bull: When activated, the fig- psionic character uses this to show his either ceases or stays at monsoon level urine transforms into a huge white bul- devotion (bhakti) to unlocking the secrets for 1d12 days, if this condition was in lock. It has AC 4, and 6+6 HD, and it of the human mind. When sitting in this effect during use. The caster may expend

36 MAY 1996 another charge and try again in an hour. by the individual, he receives all memo- erful divine creatures and do not attack Monsoons can kill thousands and ries of his previous incarnation. unless attacked first. Even if attacked, the destroy entire cities, so caution is urged. XP Value: 4,000. creatures will seek to flee at the first XP Value: 15,000. opportunity. If the playing ceases, the Spirit whisk awe effect wears off and the creatures Sapling wand This brush-like whisk can be used to will most likely attack with fervor. This wand appears to be a thin and clear an area of unseen spirits. The XP Value: 3,500 for both. flexible sapling branch, though it has the whisker may brush clean a 10’ x 10’ area strength of adamantite. The wand allows per round. After this occurs, any invisible Tome of spying the user to expend a charge and ignore or intangible creature must move out of The Artha Shastra (“Textbook of all effects of natural or magical wind, the area and cannot move back while Material Matters”) is an ancient hand- from a gust of wind spell to an air ele- the wielder is present. For example, a book on counter-espionage against mental’s whirlwind for 3d4 turns. If two wielder about to be attacked by an invis- those within one’s own ranks, especially charges are expended, the user can elim- ible stalker can whisk himself a shelter spouses and close allies. It describes inate the wind effect in question; air ele- from that monster, who cannot attack thousands of ways the owner’s confi- mentals and such creatures must save until the wielder moves from the area. dantes might betray him. If the owner vs. wand or be banished. The sapling Those actively trying to stay are entitled writes on one of its 32 blank central wand may be recharged. to a saving throw vs. spells. The whisks pages the name of someone who claims XP Value: 3,000. effect does not work on a creature tied to to be an ally, an unseen servant is created. a specific area, such as a haunt; such a The servant follows the person in ques- Shakuntala’s ring of memory creature will not be able to attack the tion until called back, at which time it This ring is named for the forest wielder as long as he holds the whisk, reports all activity which could be consid- nymph who wore a nonmagical version however. ered traitorous. The servants are as creat- of it in a classical Indian story. When XP Value: 2,000. ed by the spell, and they can be detected anyone touches the ring on the wearer’s and destroyed in the manners described hand, it telepathically communicates to Tandava drum and there. In this manner, the owner can both parties the complete details of all tambourine of deva presence have up to 32 persons at once followed previous meetings. The DM should pro- When both of these percussion instru- and observed. Once an owner has vide both with any details they cannot ments are played by proficient priests or inscribed a page with a name, that page remember. their disciples, all monsters of up to Semi- cannot be rewritten. But when the book XP Value: 1,000. Intelligence within hearing must make changes hands, the pages return to their saving throws vs. spell. Those failing blank state, and all previously created Sitar of clarity believe that the PCs are guarded by pow- unseen servants are destroyed. It should A bard or sitarist who makes a profi- ciency check can use this double-gourd- ed stringed instrument to weave an effect similar to an om spell (see “Arcane Lore: Monsoons and the Power of Om” in DRAGON® Magazine issue #226). The soothing music can fill an enclosed space or a 100’ radius outside. Anyone in that space who is focusing on reading or prayer can do so at a 50% faster pace (including regaining spells). However, anyone who is trying to hear any other sound must make a Wisdom check; otherwise, all he can hear is the sitar. The effects cease when the sitarist stops playing. XP Value: 1,500. Spinning wheel of dharma Thread from this skein can be woven into a garment keyed to an individual. If one dies wearing such a garment, the garment can be rewoven into another that will mystically be the exact size for his reincarnation. (See Legends & Lore, page 126.) Various spells and items — crystal balls, reincarnation sight, clairvoy- ance and so on — can then be used to locate the reincarnation if focused upon the garment. If the garment is then worn

# DRAGON 229 37 come as no surprise that the Artha Shastra incarnate, the character suffers no ill distance of 30’. Everyone looking at the has been handed down through the ages effects. Note that this works both for the front of the pinwheel must save vs. spell through theft and murder. pure paladin and the dark Thug. or be blinded for 4d4 rounds. In addition,

XP Value 5,000. l Wool tree: First reported in India by each evil creature struck by the light the Greek traveler Herodotus, the wool must make another saving throw vs. Trees, magical tree bears an exceptionally strong type spell or suffer 1d4 hp damage for each Though not actually magical “items,” of wool where other trees have fruit or of its points of karma. (For non- certain trees are laden with magic pow- flowers. The wool, which otherwise Indian—kit characters or monsters, use ers that can be harnessed. They cannot resembles that of a white sheep, can be Level or Hit Dice.) This effect does not be “created” but can be carefully grown spun into cotton cloth with the strength harm neutral or good creatures. over time (XP Value: 4,000 each). Several of plate mail. This cotton is especially XP Value: 2,500. varieties exist: ripe for enchantment and gives a +1 • Flame-of-the-woods tree: This short bonus to all rolls on enchant an item Wrist threads of madder tree has five-bulbed red flowers spells cast upon it. spirit protection that shake and glow when the roots can The raksha threads are worn about the find water. If carefully clipped and Vajra arrows wrists in various rituals, especially in wrapped in honey-soaked leaves, these These +3 vajra arrows turn into bolts of summer. These magical threads are bulbous flowers can be thrown as mis- lightning when fired. When an arrow wards against evil spirits, acting as a per- siles from the fire seeds spell. The flowers strikes a target, it delivers 2d6+3 hp elec- manent protection from evil. In addition, remain potent for up to a full day if they trical damage and creates a thunderclap the threads allow the wearer to see are kept damp. which requires the victim and all within through the illusions of evil spirits, • Moksha mango tree: The sweet fruit 20’ to save vs. paralyzation or be including the similarly named rakshasa. of this tree may be eaten only by one stunned for 1d4+1 rounds. The vajra The wrist threads cannot be touched by who believes he has been faithful to his arrows are usually found in batches of up evil spirits or their magic. calling and faith; the slightest doubt to five, and each can be used once XP Value: 750. causes a permanent loss of a point of regardless of whether it hits the target. Wisdom. An ingester without doubt sub- XP Value: 400 each. mits himself for summary divine judge- ment. If the gods agree that the eater Wheel of light rays has been true through his life, he is killed This cross with bent spokes (the Michael Selinker is a game designer who and given “release” (moksha) from rein- Sanskrit su-asti) can be spun like a pin- lives in Seattle, Washington.This is the final carnation; this ends his journey. If the wheel. When so spun, the wheel emits a installment in his trilogy of articles based on gods have reasons for keeping him blinding kaleidoscopic array of light to a an Indian culture.

38 MAY 1996

By Chris Perry Illustrated by Scott Rosema

New kits: Frost Wizards, Fiend Slayers, and Spiritualists

n today’s AD&D® game, there are many kits available to wiz- receive a +2 bonus on saves against cold-based spells, and ard PCs. There is still room, however, for a few more kits — a opponents suffer a -2 penalty on saves against such spells few more choices for those who’re bored perhaps jaded with when cast by frost wizards. what they have. This article presents the frost wizard, fiend Spell Learning: Frost wizards gain a +25% bonus to learn slayer, and spiritualist. The frost wizard bears special mention spells of elemental ice, with a +15% bonus to learn spells of ele- as it as a sub-class of wizard rather than a kit, so it is handled mental air and water. Unlike their more conventional elemen- somewhat differently. talist cousins, they suffer no penalty to learn non-elemental magic, but they are expressly forbidden to use spells of ele- mental earth and fire. The frost wizard Benefits: Frost wizards can memorize an extra spell per spell Description: The frost wizard is a rare kind of elementalist level so long as at least one of the spells is of their specialty. mage, one who specializes in a mixture of two schools of ele- Ice-based spells are reduced by one level with regard to dif- mental magic. In this case, the mixture is air and water, which ficulty when researched by frost wizards. Frost wizards above he uses to create spells of ice, frost, and cold. Since the ele- 15th level need not concentrate on summoned ice elementals mental planes of air and water meet to form the para- to control them. The 5% chance of elementals turning upon elemental plane of ice, many consider frost wizards to be para- them remains in effect until they reach 20th level. elementalists rather than elementalists, but this is more a sub- Damage from cold-based spells cast by frost wizards is ject of syntactic debate among sages. What matters to frost increased by one point/die of damage. Damage to frost wizards wizards is that their brand of magic has a power all its own. from cold-based spells is decreased by 1 hp per die of damage. Until recently, ice magic wasn’t really a specialty. There were Disadvantages: Frost wizards are forbidden to learn spells of shamans among the Viking-like peoples who possessed some elemental earth and fire. Also, since their school of magic has skill with it, but they were few and far between. Now mages only recently risen from its primitive origins, frost wizards are calling themselves frost wizards, with skills equal to those of limited in their choice of cold-based spells (see below for list other elementalists, have begun making their way through the and new spells). They have the unfortunate distinction of hav- northern land. ing an even more limited range of spells than necromancers. Their school is rather limited, making frost mages careful Suggested Kits: Anagakok, Amazon Sorceress, Militant about how they operate. It should come as no surprise that the Wizard, Savage Wizard, Witch, Wu Jen. northlands are where the school is strongest. Spells: The frost wizard’s specialty, the elemental school of Requirements: None. ice, is provided here in full. Some are new, others are already Races Allowed: Elves, half-elves, and humans. well-known, and the rest are reversals of stan- Saving Throw Modifiers: Frost wizards dard spells.

# DRAGON 229 41 School of Elemental Cold This spell creates an area of intense fires within range, whether natural or 1st Level: cold around the target, causing it to magical, into inert blue ice, thus allow- Chill (new) shiver regardless of how much clothing ing it to be touched or handled without Endure cold (adapted clerical spell) or fur is worn. For the duration of the harm. Up to one 5’ x 5’ sphere of flame Freezing hands (reversal/Burning spell, the target moves at half-speed and (normal or magical) is transformed into Hands) suffers a -2 penalty on attack and dam- blue ice for every four experience levels, Ice burst (reversal/fireburst, Tome of Magic) age rolls provided he fails a saving and its duration is permanent with Snilloc’s snowball (® throw vs. magic. An interesting side- regard to normal fire. As for magical fire, Adventures) effect of the chill spell is that, if it is cast it is affected in the following ways: If it on a target under the effects of a chill hasn’t manifested yet (e.g., a fireball fly- 2nd Level: metal spell, the target suffers a -2 penal- ing through the air), it stays inert for 3-5 Chill metal (reversal/heat metal, adapt- ty on Armor Class as well. Note that a rounds (the aforementioned fireball ed clerical spell) resist cold spell (or any other related pro- would fall to the ground as a lifeless Frost sphere (reversal/flaming sphere) tective magic) prevents this from lump of ice and sulphur); If the magical Ice knife (Complete Wizard’s Handbook) working. fire is already in effect (e.g., a wall of fire), Resist cold (adapted clerical spell) the spell causes it (or a part of it, if it is Snilloc’s snowball swarm (FORGOTTEN Snow Tread too large for the caster to affect com- REALMS® Adventures) (Alteration, Enchantment) pletely) to turn to blue ice for the space Snow tread (new) 2nd level of 1 round per level of the caster. While Range: 10’ frozen, it can be physically touched, 3rd Level: Components: V, S, M even broken, without ruining the spell. Freeze tire (new) Duration: 1 hour per level Thus, part of a wall of fire that has been Frost trap (reversal/fire trap) Casting Time: 5 frozen could be broken down and one Ice claws (new) Area of Effect: One creature per level could pass through unscathed, while the Icelance (FORGOTTEN REALMS Adventures) Saving Throw: None frozen lump that was a fireball could be This rather simple but valuable spell picked up and thrown a few rounds later 4th Level: allows those affected to tread through for the usual effects. It doesn’t affect fire- Control temperature 10’ Radius (adapted snow without fear of slipping and at based spells of 5th level or higher, nor clerical spell, can’t raise tempera- their normal movement rate, thus mak- does it prevent a dragon or chimera ture to above 55°F using this spell) ing it possible for the recipients to travel from breathing flame unless it was cast Frost shield (reversal/chill form of fire through terrain covered with ice and 1 round previously. In that case, the shield only) snow without being bogged down creature is allowed a saving throw vs. Ice storm (ignore modifiers for snow when deter- spell to resist its effects, and, if the save Wall of ice mining the daily movement rate for the is failed, it is unable to breathe flame for party, including the approximate time 2-3 rounds. 5th Level: needed to complete the trip). Another Cone of cold benefit offered by this spell is that it Ice Claws Conjure elemental (no ice needed to makes it harder for others to follow the (Conjuration, Evocation) summon ice elemental) party, for it magically brushes snow into 3rd level the tracks behind them (-3 penalty on Range: 0 6th Level: top of all other tracking modifiers). Components: V, S, M Ice Magic (new) Up to five creatures can be affected Duration: 1 round per level Otiluke’s freezing sphere by the snow tread spell, plus one addi- Casting Time: 3 tional creature per level of the caster Area of Effect: The caster 7th Level: over 5th level (a total of 10, maximum). Saving Throw: None Ice mephits (new) The material component of the spell is Casting this spell brings into being a the snow or ice that is to be traversed, in disembodied pair of icy, clawed hands, 8th Level: which the caster traces the last words of totally under the control of the caster. Laruin’s blinding blizzard (new) the spell (a sure sign that the spell is in The caster can attack twice per round effect is that the traced words are swept with these claws as a fighter half his 9th Level: away by its magic). level, causing 1-3 hp damage each plus Elemental aura (Tome of Magic) an additional 1-4 hp cold damage Ice swarm (reversal/meteor swarm) Freezefire (those with resistance to cold suffer no (Alteration) additional damage from the cold). They Chill 3rd level can be used to attack someone up to 30 (Evocation) Range: 5’ per level yards away from the caster, and on a 1st level: Components: V, S natural roll of 20 the claw(s) have Range: 30’ Duration: Special secured a hold on the target, causing Components: V, S Casting Time: 3 automatic claw and cold damage every Duration: 2-5 rounds Area of Effect: Special round thereafter. The material compo- Casting Time: 1 Saving Throw: Special nent of this spell is a pair of crystal claws Area of Effect: One creature Freezefire is an unusual spell that connected to a small brass chain, all of Saving Throw: Negates allows the caster to freeze one or more which is worth 5 gp.

42 MAY 1996 Ice Magic These little fiends arrive in 1-2 rounds Creatures caught within the blizzard’s (Alteration, Elemental Ice) through a small portal from the Para- 2-5 mile radius can move at 1/6 their nor- 6th level elemental plane of ice, ready to wreak mal rate at best, will have their vision Range: 120 yds. havoc upon the summoner’s enemies. limited to 10’ in front of them, and must Components: V, S There’s an 80% chance that the mephits either have very thick clothing or be Duration: Special come as desired, a 10% chance that an impervious to the cold or else suffer a -1 Casting Time: 6 equal number of ice trolls come through penalty to attack and damage rolls as Area of Effect: Special instead, and a 10% chance that another well as 1-2 hp cold damage per turn Saving Throw: Special ice or arctic-related creature comes (Those with padded armor, hide, and Ice magic is a special spell that allows through (see below): heavy armors with AC values of 4 and the caster to shape ice and snow, to for- Anomaly Table (d10) below suffer 1-2 hp damage every other tify current ice-based spells, or to control 1 Cryohydra (1) turn, but the attack penalties remain). ice-related creatures within the caster’s 2-3 Frost Giant (1-2) NPC’s without adequate protection must range. The caster must choose how he 4-7 Ice Toad (2-5) make Morale checks before attempting wishes to use it, with the following 8 Remorhaz (1) to enter the blizzard’s area of effect. The effects: 9-10 Winter Wolf (2-4) caster, meanwhile, is protected from the 1. To shape ice: The caster can shape The material component for this spell blizzard’s effects in a 15’ radius, his existing ice into bridges, ladders, and the is a cup of snow or ice (this, as with vision unhampered, and can move like, up to one 10’ x 10’ square per level. many other ice-related spells, isn’t nec- through the snow at his normal move- If there is enough ice on the ground, he essary if the caster is a frost wizard). It ment rate (these benefits also accrue to can choose to create sharp jags of ice should also be noted that wizards cast- his companions, if they’re within the 15’ with the same damaging effects as the ing this spell in the FORGOTTEN REALMS® radius). The blizzard begins to lessen spike stones spell, while large ice stalac- campaign can choose to summon 2d8 only during the last half-hour of the spell, tites on the ceiling could be formed that frost sprites instead. and if the conditions were already favor- would cause 1-8 hp damage each (no able then the snow continues (lightly) for more than one large ice “stalactite” per Laruin’s Blinding Blizzard another 2-3 hours. Lastly, there is a 10% three experience levels). The effects last (Alteration, Conjuration/Summoning) chance per hour that an ice elemental or 1 turn per level. 8th level some other cold creature is encountered 2. To fortify ice and cold spells: The Range: 0 (choose from the list of creatures found duration of all such spells (such as wall of Components: V, S, M under the summon ice mephits spell, or ice) can be doubled, except for those Duration: 2-6 hours roll on the Arctic Encounters table). The with instantaneous effects. Ice spells that Casting Time: 2 rounds material component of Laruin’s Minding cause damage are deadlier (+1 hp dam- Area of Effect: 2-5 mile radius blizzard is a ring of silver enclosed age per Hit Die of damage). The spell Saving Throw: None around a piece of smoky white quartz. must be cast 3 rounds before the spell to This variant of the control weather be fortified is cast. spell allows the caster to more reliably 3. To control ice creatures: Beings bring about chilly, snowy weather, for it The fiend slayer from the para-elemental plane of ice can summons magical cold through a tem- Description: Fiend slayers are wiz- be dominated by the caster (as the 5th- porary conduit connected to the ele- ards who have taken it upon them- level wizard spell), one target per round. mental plane of ice. selves to learn about the lower planes Once one being fails its save, it serves In the first half-hour black and gray and their denizens; and it is fiend slayers the caster unquestioningly until he clouds begin forming and the tempera- who have chosen to combat them. chooses to dominate some other such ture drops by 5°F per turn. The winds, While many such mages choose this kit creature. This lasts for 1 round per level. meanwhile, start picking up within 3 out of sense of duty (perhaps getting The material component of this spell turns of casting the spell, increasing from involved initially due to curiosity), many is ice, which is required for all castings a strong breeze in the first hour to a gale more become fiend slayers due to per- except when the second option is cho- by the second hour. Snow begins to fall sonal loss at the hands of tanar’ri, sen (some spells to be fortified are within 1 turn of the spell’s casting, very baatezu, or other fiends, and are not instantaneous, so they cannot be cast light at first, but increasing to a blinding about to let it happen again. beforehand). fury at the end of the second hour (1’ of Preferred/Barred Schools: This kit is snow drops to the ground per hour). best suited for conjurers, but all wizards Summon Ice Mephits (Conjuration/Summoning) New Proficiency 7th level Range: 30 yards Lower Plane Knowledge Components: V, S, M (2 slots, Intelligence, -2) This proficiency gives the character some knowl- Duration: 5 rounds + 1 round per level edge about a particular lower plane — who lives there, what’s needed to survive Casting Time: 6 or get there, etc. The character doesn’t have automatic knowledge of spell keys, Area of Effect: Special but he does have some knowledge of what kinds of magic may be affected Saving Throw: None (proficiency check required). This spell is very similiar to the more Note that if the PLAYER’S OPTION™: Skills & Powers book is being used, this skill common monster summoning spells, costs 4 slots and starts at a base score of 7. except that it summons 2-7 ice mephits.

# DRAGON 229 43 are eligible to take this kit. Ability Score Requirements: An min- imum of 16 in Intelligence or Wisdom. Secondary Skills: None. Weapon Proficiencies: Any weapons normally allowed to wizards. Non-Weapon Proficiencies: Bonus: Lower plane knowledge (new). Required: Ancient/modern languages (choose one that would aid in researching extrapla- nar matters), reading/writing. Recom- mended: Ancient history. Equipment: Fiend slayers start out as any other wizard, but they are required to purchase an extra spellbook (about 200 gp value), most of which is set aside for writing down what they learn about the planes and planar creatures they specialize in. Holy water and silvered weapons are also useful. Special Benefits: Major/Minor Studies: At the beginning of their careers, fiend slayers must choose to concentrate their studies on one plane in particular: the Abyss, Baatezu, Gehenna, etc. By doing so, they gain certain bonuses with regard to that particular plane or its inhabitants. They receive a +2 on netherworld knowledge checks when seeking knowledge about that plane. Fiend slayers also have an easier time learning how to cast magic properly there (if the ™ campaign set- ting is used, fiend slayers know two ran- dom spell keys of their choice at the start, and are allowed one Intelligence check to learn another spell key for every two experience levels attained beyond 1st level). At 11th level, a fiend slayer is considered an expert on sub- jects related to his major plane (equal to a sage). He may choose another plane of existence to specialize in at 15th level. Fiend Detection: This ability is equal to the extra-dimensional detection spell found in the Tome of Magic (as per the 3rd-level priest spell). This ability can be used once a day for every two levels of experience and is double-range when the fiend slayer is attempting to detect the type of creature he gets a bonus with (see below). Creature Bonus: Because of their expertise, fiend slayers gain certain bonuses when dealing with a specific race. This is often a race that the wizard holds a grudge against, and one which must be native to or common on the plane the mage has majored in. In com- bat with this chosen creature, the fiend slayer receives a +1 bonus on all saving throws against attacks made by the race, and the magic resistance of such

44 MAY 1996 creatures is lowered by 10% in magical ard’s sight, and the spirit glows (if sight is Chris Perry is pursuing a political science attacks made by the fiend slayer (includ- blocked by walls and such, the objects degree. He lives in Northern California on a ing summonings, charming attempts, or dim even further and a faint glow can be small orchard farm with 12 cats. This is his other castings that the creature would seen upon the obstructing object). If the fourth article in the pages of DRAGON® view in as hostile). Creature types DM uses The Complete Psionicist’s Magazine. include baatezu, gehreleth, mephit, Handbook, it can be treated as a “wild tal- tanar’ri, etc. At 9th level, fiend slayers ent,” replete with psionic points and receive a +2 bonus (total) on saves such. If not, this ability can be used once when attacked by the creatures in ques- each day for each three experience lev- tion (penalties to fiends remain els of the wizard, each use lasting 1 turn unchanged). per level. Special Hindrances: Fiend slayers suf- Invisibility to undead: Once a day, spir- fer from the great expense of their itualists can render themselves invisible researches, even as compared to other to undead (as per the cleric spell), lasting magical studies. Reference materials are 1 round per level. hard to come by, so they must either pay Speak with dead: Beginning at the through the nose (at a 200% mark-up) or 3rd level, spiritualists gain the abil- spend double the time compiling this ity to speak with the dead three knowledge. In addition, fiend slayers are times a day. No material compo- required to slay at least one specimen of nents are needed, and the dead their chosen enemy in order to advance spirit can be communicated with each level beyond 7th level (number of even if the skull lacks a lower jaw. Hit Dice equal to the wizard’s level). This (No bones are needed, if noncorporeal must be done each time the fiend slayer undead are the target of this spell). receives enough experience points to Protection from spirits: At 7th level, the advance to another level. spiritualist has enough knowledge of Races Allowed: Any race that has spirits that he can pen a protection scroll wizards. that protects against ghosts, poltergeists, wraiths, and other noncorporeal undead. It costs 750 gp and takes a month to The Spiritualist write, and it protects against 17 Hit Dice Role: The spiritualist is a wizard who worth of spirits. Only one such scroll can has been gifted with the ability to sense be in the spiritualists possession at any unseen spirits and to communicate with time, and it can only be used once a day them. Most are born with this ability Special Hindrances: choose to become psionicists or priests, Spiritualists have abilities that some but the spiritualist finds that it helps the priests feel overlaps into their own cause of wizardry equally well, particu- province, and as such they some- larly that of necromancy. times receive more negative reac- Spiritualist know that something tions from them than is normal. Thus, more exists beyond their own existence. they suffer an initial -2 reaction roll They believe that that some form of penalty when dealing with priests. Also, order exists in the netherworld, regard- spiritualists sometimes suffer from haunt- less of the culture they come from. As ings, whereupon a (more or less) harm- such, only Lawful or Neutral characters less lesser spirit decides to attach itself to may take this kit. the wizard, most likely taking “residence” Preferred/Barred Schools: Necro- in some object he possesses (or perhaps mancers are most likely to be spiritual- his home). The spirit may pop up at odd ists, and they make excellent ones. hours to talk to the wizard, rearrange his None are barred, except for enchanters, spell components as a prank, etc., and illusionists, and transmuters. stays unless it is destroyed or driven Abilility Score Requirements: 16 away by a priest. There’s a base 15% Wisdom. chance per level gained beyond 3rd level Secondary Skills: None. (non-cumulative) that a spirit latches on. Weapon Proficiencies: Any. This can be very disconcerting or hilari- Nonweapon Proficiencies: Bonus: ous, according to the DM’s wishes, and Religion. Required: Ancient history, read- such spirits could become val- ing/writing, spellcraft. ued NPCs to interact with). Equipment: Same as other wizards. Races Allowed: Humans Special Benefits: Spirit Sense: Spiritual- and half-elves. ists have the ability to sense and see spir- its within 15 yards. As the spirit comes closer, the surroundings dim in the wiz-

# DRAGON 229 45

by Skip Williams 10th level ranger, 10-level druid

STRENGTH: 18/29 INTELLIGENCE: 13 WISDOM: 18 DEXTERITY: 15 CONSTITUTION: 16 CHARISMA: 16 AC: -1 (2 from the rear) THAC0: 11 (10 w/ Str. bonus) HIT POINTS: 81 ALIGNMENT: NG SPECIAL ATTACKS: 3/2 rnds SPECIAL DEFENSES Nil MAGIC RESISTANCE: immune to woodland creature charm spells, +2 to saves vs. fire/electrical (Druid); + 4 magical defense (Wis.)

Special Abilities/Bonuses: +1 to hit, +3 dmg (Str.); shape- change 3 x/day (Druid). Appearance: Tylk is a 39-year-old half elf who stands 5’ 7” tall and weighs 151 pounds. He is very muscular and even Weapon proficiencies: Club, sickle, dart, spear, scimitar, stronger than he looks. Tylk has a strong, square chin, high sling, staff. cheekbones, and almond-shaped, green eyes. His shoulder length hair is silver blond and wavy. His locks usually cover his Nonweapon proficiencies: Musical instrument (recorder), rid- pointed ears, but that does nothing to conceal his elven her- ing (horses), swimming, healing, animal lore, read/write com- itage. mon, read/write elvish, tracking. Background: Tylk was born and raised on his wealthy Languages: Common, elf, dwarf, druid, gnoll, centaur, green human father’s farm. When Tylk was still a child, his mother dragon, nixie, pixie, sprite, treant. grew tired of being married to a human and slipped away one night. Though the family servants took care of him, he was not Spells per day: 6, 6, 4, 4, 2. a happy child. As soon as he was old enough to play with the children on the neighboring farms, he learned he was different. Magical items: Scimitar +5 defender, dagger +1 flametongue, Worse, he was slow to mature because he was a half-elf, and elven chain mail +3, shield + 1, ring of free action, ring of warmth, he was always a little slower, a little weaker, and a little less dust of disappearance (4 packets), boots of elvenkind, pouch of clever than human children his age. Even his father tended to accessibility, amulet of the planes. be impatient with him, because he didn’t understand that Tylk needed a little extra time to develop. Equipment: Tylk keeps his elven chain mail hidden under a When Tylk was an adolescent, he did a favor for a crusty old loose blouse with long sleeves and a pair of baggy trousers. He ranger who took a liking to the troubled youth. The man doesn’t care if people notice his armor, but he doesn’t want the became Tylk’s friend and mentor, teaching him the rudiments metal glinting in the sun and making him visible from a dis- of combat, outdoor skills, and priestly magic. Tylk also learned tance outdoors. He also carries a sling and a pouch of 20 bul- not to be ashamed of his race and not to allow himself or any- lets in his pouch of accessibility, along with several darts. He one else to be mistreated. keeps three normal daggers strategically placed behind his neck, behind his right thigh, and in his right boot. He carries his Role-playing Notes: Tylk remembers the lessons of his child- magical dagger strapped to his left wrist. He almost always has hood well. He is race-blind, seeing every person as a unique a small supply of goodberries (from the 2nd-level priest spell) individual. He is not easily fooled or bluffed, and he can never with him, and he is never without his apple wood recorder. He be bullied. Though he’s not exactly claustrophobic, he dislikes usually carries about 2,000 gp worth of assorted coins, gems, enclosed places. (He once spent the better part of a day locked and jewelry. in a trunk as the result of a prank). Tylk prefers the open sky to When traveling on the Prime Material Plane, Tylk is usually a roof over his head. He respects authority, but only when it accompanied by an adult cooshee (elven dog) named Sir acts responsibly and sensibly. Tylk tends to treat everyone he Gawain, and he rides a bay light war horse named Parzifal. meets as an equal.

# DRAGON 229 47 ADVANCED DUNGEONS & DRAGONS®

Friday, May 31 is going to be here • Second Prize is a trip for two to the sooner than you think. That’s the last day It’s a race U.S. GENCON Game Fair in Milwaukee, you can call the ADVANCED DUNGEONS & Wisconsin in August, 1997. Second Prize DRAGONS® TRIVIATHLON™: The Arcane includes airfare, accommodations, free Challenge Clue Line for assistance in cor- against time to admission, $500 in spending money, and rectly answering the 100 trivia questions first chance at participating in all TSR- in TSR’s biggest contest ever. Then you’ve win fantastic sponsored gaming events. got just two more weeks to get your answers to TSR. • Third Prize is the Great Red Dragon, All entries must be received by TSR by prizes! a solid pewter, limited-edition Ral Partha the close of business on June 15, 1996. miniature, with a retail value of $125. It is No faxed or mechanically reproduced a rare flight of the imagination that cap- entries will be accepted. by Jeanine N. Mielecki tures in magnificent detail the great red If you’re like many players, you prob- dragon as popularized by TSR artist Jeff ably found many of the questions a cinch Easley. to answer. If you’re having trouble, though, please do not ask TSR employ- Of course, no purchase is necessary to ees (including Rob Taylor and TSR online enter or win the contest. staff members) for answers. Instead, call the AD&D® TRIVIATHLON Print your answers legibly in blue or Clue Line TSR has established for every- black ink on your AD&D TRIVIATHLON one who needs a clue or two. Each day Contest Entry Poster, and mail it to this you will receive a different, prerecorded address — AD&D TRIVIATHLON Contest, TSR, clue for one, or possibly two, of the 100 Inc., 201 Sheridan Springs Road, Lake TRIVIATHLON questions in sequential order. Geneva, WI 53147 — with plenty of time The Clue Line began on March 1, 1996 for TSR to receive it by June 15, 1996. with the clue for Question #1. The last The winners will be selected at ran- day you can get a clue, which will be the dom from entries containing correct clue for Question #100, is May 31, 1996. answers to all 100 AD&D TRIVIATHLON These clues are available for one day questions on or about August 10 at the only and will not be repeated on any 1996 GENCON game fair in Milwaukee, other day. Wisconsin. You can get a new clue (or two) every If no entry contains correct answers day beginning at 8 A.M. Eastern Standard to all 100 questions, winners will be Time. selected at random from the entries con- Think of the incredible prizes: taining the highest number of correct answers.

l First Prize is your choice of a trip for For complete contest rules and details, two to either the Spanish GENCON® Game see the AD&D TRIVIATHLON: The Arcane Fair in Barcelona held in November, Challenge Contest Entry Poster that was 1997, or the Euro GENCON Game Fair in included with the polybagged March England in September, 1997 First Prize issue of DRAGON Magazine (issue #227) includes airfare, accommodations, free and was distributed by TSR DRAGON® admission, and $500 in spending money. Month retailers in March.

The ADVANCED DUNGEONS & DRAGONS® TRIVIATHLON™: The Arcane Challenge is open only to residents of the continental United States.

48 MAY 1996

By Barry A. A. Dillinger Illustrated by

Bringing a new dimension to your mage

he dimensional wizard has been around for quite some and an Intelligence of at least 9 to be considered for this time but is only now beginning to surface, much like branch of magic. that of the elemental wizard (see the Tome of Magic for information on the elementalist). These specialist wizards, like the elementalists, are not predisposed to accepting the magi- Dimensionalist spells cal classification system of schools (necromancy, alteration, Dimensionalist spells may be chosen from any of the nine invocation/evocation, etc.) and favor a more natural under- schools of magic: abjuration, alteration, conjuration/summon- standing of magic. The result is dimensionalism. ing, enchantment/charm, greater divination, illusion, invoca- Dimensionalism is not a school but an area of specialization tion/evocation, lesser divination, and necromancy. The shadow focusing on extraplanar spells. Dimensionalists (as wizards of form spell, for example, belongs to the necromancy school; but, this specialization are known) adhere strictly to the teachings according to the dimensionalist, it is also a spell of the negative of this branch of magic and are apt to be very serious in their material plane. Like the elementalist, the dimensionalist may philosophy and attitude. learn and cast spells of any school, although he is not bound by the restrictions regarding opposition schools. Dimensionalism has no opposition. Furthermore, dimensionalists suffer consid- History of dimensionalism erable penalties when learning and casting spells that do not Dimensionalists follow the teachings of a rather aloof half- relate directly to extraplanar magic. The dimensionalist has a elf mage named Deverick Abraxas, who founded the ideals -25% chance to learn spells outside the list of extraplanar upon which dimensionalism is based. It is for this reason that magic. Exceptions are spells for the school of lesser divination, some fanatically devoted followers often refer to themselves which all wizards may learn without restriction. as “Abraxites.” Although the dimensionalist repertoire is small, they are Abraxas was an extremely open-minded individual and potent wizards, for they gain the following advantages when accepted students of varying races, including humans, half- utilizing extraplanar magic: elves, elves, and gnomes. The mage was especially attuned to the demi-plane of shadow, and this eventually led to his stud- • When applicable, an enemy of the dimensionalist suffers a -2 ies in the field of dimensionalism. penalty to his saving throw vs. extraplanar magic. • When extraplanar magic is employed against the dimension- alist, he saves at a +2 against these spells. Strictures of the dimensionalist • Dimensionalists have a +30% chance to learn spells listed as When an individual makes the decision to become a dimen- extraplanar magic (see the following list of dimensional sionalist, he is bound by certain restrictions. The indi- spells). vidual must be a human, half-elf, elf, or gnome • One extra dimensionalist spell is granted at and must have a minimum Wisdom of 16 each spell level.

# DRAGON 229 51 • Once daily, the dimensionalist may 3rd-level spells: skulltrap, searing Ethereal walk cast one extraplanar spell as if he serpent, steam blast (Alteration) was 1d6 levels higher. 5th-level spells: stone drill Level: 7 • At 17th level, the dimensionalist may 7th-level spells: flame chase, wings Range: Touch cast a maze spell once per day. 8th-level spells: airball, deep delve Components: V, S • At 18th level, the dimensionalist may 9th-level spells: power word: liquefy, Duration: 6 turns per level cast a contact other plane spell twice wind war Casting Time: 1 per day. Area of Effect: Special • At 20th level, the dimensionalist may When a dimensionalist attempts to Saving Throw: Negates cast a gate spell thrice per day. create a new spell relating to extrapla- By use of this spell, the wizard and nar magic, the DM should count the any creature(s) he touches are transport- new spell as one level lower (for deter- ed immediately to the border ethereal Dimensional spells available mining difficulty). In addition, DMs plane. In this region, the wizard can see The following list of spells covers the should consult the PLANESCAPE™ cam- into the Prime Material plane and may Player’s Handbook, Tome of Magic, paign setting or for then travel along the border to reach a Complete Wizard’s Handbook, Drow of the complete information on extraplanar desired location on the Prime Material. Underdark, , and worlds and familiarize themselves with While in the border ethereal, the wizard DRAGON® Magazine (issues #167 and the effects of magic on those specific may also enter into adjoining planes as #187). planes. well, including the ethereal (deep), the four known demi-planes, the inner Player’s Handbook planes (elemental, para- and quasi- 2nd-level spells: deep pockets, detect New dimensionalist spells elemental), alternate ethereal and alter- invisibility, rope trick nate Prime Material planes. Remaining 3rd-level spells: blink, wraithform Mask light in the border ethereal also keeps the 4th-level spells: dimension door, minor (Abjuration, Illusion/Phantasm) wizard safe from ether cyclones (see creation, shadow monsters Level: 4 Manual of the Planes or the PLANESCAPE 5th-level spells: conjure elemental, Range: 1 yd per level setting for details). contact other plane, demi-shadow Components: V, S, M Any creatures touched by the wizard monsters, dismissal, Leomund’s secret Duration: 1 hour per level when this spell is cast also make the chest, major creation, shadow magic, Casting Time: 1 turn transition to the border ethereal plane. summon shadow Area of Effect: 40’ cube They may opt to follow the wizard, wan- 6th-level spells: demi-shadow magic, Saving Throw: None der off into the border ethereal, or stum- ensnarement, invisible stalker, move By means of this spell, the wizard ble back into the Prime Material plane earth, shades, true seeing provides the ideal environment for (50% chance for either result if they are 7th-level spells: banishment, Drawmij’s encampments by masking from passers- lost or abandoned by the wizard). instant summons, ’s by the light of the campfire. When the Creatures that are unwilling to accompa- magnificent mansion, Morden- caster invokes this spell, he causes an ny the wizard into the border ethereal kainen’s sword, shadow walk, tele- extra-dimensional rift to open and tem- receive a saving throw, negating the port without error, vanish porarily cover the area of effect. effect if successful. 8th-level spells: binding, demand, Throughout the duration of the spell, the maze, trap the soul party exists simultaneously on the Prime 9th-level spells: astral spell, energy Material and the border ethereal planes. Dimensional schools drain, gate The light of the campfire is also affected, As future generations of dimensional- and passing travelers are totally oblivi- ists appear, there may come the time Tome of Magic ous to the party’s location because no when sub-specialties develop within the 5th-level spells: Khazid’s procurement illumination is emitted into the Prime class, owing to the birth of etherealists, 6th-level spells: Lorloveim’s shadowy Material plane. astralists, para-elementalists, quasi- transformation Although the party members and the elementalists, and demi-planists, as well 9th-level spells: estate transference light source are invisible to beings of the as others. Opposition schools may then Prime Material plane, those affected by crop up, but only time will tell. Complete Wizard’s Handbook the spell have the ability to see out of Players and DMs are encouraged to 8th-level spells: shadow form the border ethereal and clearly into the come up with new ways to explore Prime Material. There is no chance of extraplanar magic and its patron-mage, Drow of the Underdark attack by prowling ethereal creatures the dimensionalist. 9th-level spell: black blade of disaster due to the simultaneous existence of the spell recipients. Prime Material beings Unearthed Arcana using true seeing, detect invisibility, or 5th-level spells: dolor other similar spells, will see the masked 7th-level spells: torment truename individuals and their campfire, albeit as Barry A.A. Dillinger is a horror novelist though through a hazy, translucent from Pennsylvania. His book, When DRAGON Magazine (#167 and #187) shade. Booklore Ends, will be out this summer 1st-level spells: liquid orb The material component of this spell from North west Publishing. 2nd-level spells: shark bolt, stone sleep is a small, black cloth.

52 MAY 1996

Thus, wu jen are now wizards with a by David “Zeb” Cook Wu-jen: difference: wu jen are mages of physical illustrated by Jim Holloway action. Wu jen are not mages who clutch the Oriental puny daggers and cower behind fighters. Wu jen are men of physical strength, weapon prowess, and mystical skill. Wu ordrose, wizard for hire, sneered. He mage revisited jen magic is hard and physically was having a good day — a very demanding. It’s power comes from both good day. Terrorizing townsfolk was arcane ritual and the caster’s own fun, made more fun because he was being strength. paid for if, and rendered truly enjoyable of the material in Oriental Adventures has Wu jen characters are available to since he smeared their four best champions been made obsolete or so modified by any race also open to mages. (If your all over the street. So when the old man the 2nd Edition that it is hardly worth DM is trying to run an Oriental-styled with the long wispy beard and caterpillar- the effort of most players to make the campaign, check to see which races are thick eyebrows hobbled into the street and changes needed to play in that setting allowed first.) Wu jen must have an announced his challenge, Mordrose today. Now, this could be mourned as a Intelligence of at least 9 and a couldn’t possibly imagine a fight worth terrible loss or a big inconvenience; I Constitution of at least 12. Characters even one spell. prefer to see it as a golden, shining with a 16 or greater Intelligence gain a “Prepare to d—” opportunity. It’s time to introduce a wu 10% bonus on all experience earned. (A The old man was gone. One second he jen for the nineties. high Constitution is its own reward, as was there, the next not. A woo what? shall be seen.) Wu jen can be of any “Over here, dishonorable one,” cackled a Wu jen are lone wizards of awesome alignment. Their abilities cannot be voice behind him. Mordrose turned just in physical ability, strange habits, and mys- combined with kits or multi-classed. Wu time to see the old man, capering gleefully tical power. Wu jen were the Oriental jen use the same experience tables as on the rooftop, launch a fiery mass of flame Adventures equivalent of the standard wizards. Wu jen start at first level with straight at his chin. mage, men of mysterious power who 2-5 hit points; thereafter they gain 1d6 often lived as hermits and who terrified hit points per level. One of my favorite pieces of ancient sensible folk by their mere presence. Unlike wizards, wu jen are not limited history is Oriental Adventures, the first (For those who want to know, wu jen in their choice of weapons. They can use rulebook I wrote for the AD&D® game were originally a mix of Taoist hermits, any weapon available, although they back before there was a “2nd Edition” Chinese sages, and the mountain her- still use the wizard THAC0 progression. attached to the name. It presented the mits of Japan, among others.) The origi- Like wizards, wu jen cannot wear any game with a uniquely Eastern point of nal wu jen as described in Oriental armor or use shields. They can use mag- view, trying to capture the sometimes Adventures was little more than a spe- ical items available to wizards or war- elusive feel of Oriental fantasy. It includ- cialist wizard with a few special powers riors except, of course, magical armor. ed new races, character classes, equip- (ki) and some amusing restrictions. Since All wu jen are automatically followers ment, spells, and magical items, along that time, specialist wizards have of a school. This does not mean every with the first appearances of many cropped up all over the place, and the wu jen has an academy where the char- things that later made it into the 2nd world has gotten more exposure to the acter trains, although some do this. A Edition rules. inspired hyper-activity of Asian fantasy wu jen’s school is the collected wisdom Alas, time and the 2nd Edition rule- films. It’s definitely time for the wu jen to of a great sage or immortal whom he book have passed that work by. Much change. has chosen to follow. Such schools are

# DRAGON 229 55 Wu-jen spells allowed by school Earth Air Fire trap Detect magic 1st Level 1st Level Wall of fire Detect undead Detect magic Dancing lights Enlarge Grease Detect magic 5th Level Hypnosis Hold portal Feather fall Conjure elemental Mending Message 2nd Level Read magic Read magic 6th Level Alter self Spider climb Tenser’s floating disc Fire breath Detect evil Wall of fog Detect invisibility 2nd Level 7th Level Scare Bind 2nd Level Delayed blast fireball Fools gold Blur 3rd Level Glitterdust Fog cloud 8th Level Clairaudience Locate object Stinking cloud Incendiary cloud Clairvoyance Magic mouth Whispering wind Feign death Shatter 9th Level Vampiric touch Wizard lock 3rd Level Internal fires Wraithform Fly 4th Level 3rd Level Gust of wind Water Melf’s minute meteors Wind wall Detect scrying 1st Level Polymorph self 4th Level 4th Level Chill touch Shout Dig Elemental turning Detect magic Stoneskin of fog Elemental turning Solid fog Wall Stoneskin Read magic 5th Level 5th Level Contact other plane 5th Level Airy water 2nd Level Domination Conjure elemental Cloudkill Fog cloud Sending Distance distortion Conjure elemental Melf’s acid arrow Telekinesis Fabricate Teleport Passwall 6th Level 3rd Level Stone shape Control weather Water breathing 6th Level Transmute rock to mud Death fog Legend lore Wall of iron 4th Level Mass suggestion Wall of stone 8th Level Elemental turning Project image Incendiary cloud Ice storm Tenser’s transformation 6th Level Wall of ice True seeing Disintegrate Glassee Fire 5th Level 7th Level Move earth Airy water Duo-dimension 1st Level of Stone to flesh Affect normal fires Cone cold Power word, stun Transmute water to dust Burning hands Conjure elemental Statue Detect magic Transmute rock to mud vision 7th Level Light Mordenkainen’s magnificent Read magic 6th Level 8th Level fog mansion Death Demand Statue 2nd Level Lower water Mass charm Continual light Otiluke’s freezing sphere Power word, blind 8th Level Flaming sphere Part Water Serten’s spell immunity Glassteel Pyrotechnics Transmute water to dust Sink 9th Level 3rd Level 9th Level Energy drain 9th Level Fireball Tsunami Foresight Crystalbrittle Flame arrow Power word, kill Shape change lmprisonment Nature Meteor swarm 4th Level Elemental turning 1st Level Fire charm Change self Fire shield Charm person

56 MAY 1996 typically handed down in books con- falls comatose and the optional rules 1d4 points for 2d4 rounds. This requires taining work of the founding great mas- allowing survival into negative hit points intense effort and concentration on the ter, along with all the commentary, are used. part of the wu jen, costing 1d6+2 hit debate, and expansion done by later Because of the intense physical points whenever the power is used students of that great master. (A proper power a wu jen must store and tap from regardless of the amount of increase or wu jen is always a “student of the great within himself, the benefits a wu jen duration. The character can choose the master,” even if the master died 700 receives from magical healing are attribute affected but has no control years ago. Only when others come to halved (rounding up). A cure light wounds over amount or duration. Abilities can- seek him out does a wu jen ever hope to that would heal 7 hp for another char- not be increased beyond the character’s become a great master himself. In any acter only heals 4 hp for a wu jen. racial limits, but the Exceptional case, it is bad form for a wu jen to Normal healing for a wu jen character is Strength rating for fighters is used. Any announce himself as a great master.) unaffected. adjustments are applied immediately There are five common schools that As with the old wu jen of Oriental but are not retroactive. Increasing match the five elements — earth, air, fire, Adventures, the new wu jen must also Constitution does not gain additional hit water, and nature. The spells of each abide by a number of personal taboos. points. Characters can use this ability school are listed on Table 1. In addition, The magic drawn from within the char- multiple times, summoning up the the DM can create other schools that acter can be tapped only if certain power once per round. Thus a wu jen suit his campaign. seemingly trivial rituals and restrictions could increase his Strength several times Unlike specialist wizards, a wu jen are observed by the character. These over or raise his Strength and Dexterity can learn only spells of his school; All serve to protect the character’s inner near simultaneously if he wants to other schools are strictly off-limits to the energy from contamination. At first level spend the hit points. character. Furthermore, his working the character must observe one prac- Upon attaining 10th level, a wu jen selection is very limited. A wu jen does tice; thereafter he must add another at attracts 1d4 pupils, all 1st-level wu jen, not learn a massive number of spells every level divisible by five. Failure to who come to study his teachings. The which he keeps in a massive tome. observe these practices results in a loss pupils are generally faithful unless ill- Instead, a wu jen can only learn one of spell-casting ability for 2d4 days. treated or severely tempted (such as by spell per level regardless of his There is no set list of restrictions and a superior master). With each level they Intelligence. This spell can be of any players and DMs are encouraged to cre- gain, there is a 5% cumulative chance of level the character can cast. ate their own. The restrictions should be leaving to pursue their own studies. All this may sound odd, but it is the minor, features to enhance the person- Those who leave are quickly replaced casting of spells where wu jen truly differ. ality of the character and not detriments by new 1st-level pupils (unless they left First off, wu jen do not memorize spells to the enjoyment of play. Restrictions due to mistreatment). Wu jen do not to cast them. They do not spend their should also relate to the purity or automatically build strongholds or mornings poring over spellbooks to pre- cleansing of the body. Suggested obser- attract fighting men, although they can pare for the day’s adventure. Indeed, a vances include such as the character: do these things should they so choose. wu jen has no need for a spellbook. He • is a strict vegetarian At 12th level, the wu jen can leap and has already studied the writings and • Cannot touch a dead body spring to up to 30’ in any direction, from that and his own mental skill has • cannot touch a member of the again by summoning up his physical learned how to invoke the power held opposite sex reserves. Each leap costs the character within the spell’s components. • Cannot drink alcohol one hit point, even if only a portion of Instead, a wu jen can cast any spell • must bathe frequently (at least the distance is traveled. Furthermore, he knows at any time he wishes — pro- every other day) the wu jen can perform a series of such vided he can pay the cost. For a wu jen, • cannot bathe leaps within a single round, up the limit casting a spell is to tap into his own • cannot wear shoes of his normal movement. physical power and release the energy • cannot sit facing a certain direction from within. In game terms, a wu jen As part of their mastery over the suffers damage every time he casts a power of the self, wu jen develop over New wu-jen spells spell. The amount of damage suffered is time a number of physical abilities of The following spells are adapted triple the level of the spell. Casting a fantastic proportion. All wu jen are able from the Oriental Adventures rulebook, magic missile costs the character 3 hp, a to enter into a yogic trance. This trance updated for use with the new wu jen. wu jen casting a fireball loses 9 hp. is as restful and refreshing as sleep; These hit points lost are treated as nor- however, the wu jen suffers no penalties Elemental turning mal damage. A wu jen can never cast a to his awareness of immediate sur- (Earth school) spell requiring more hit points than he roundings. Thus a wu jen can sense if Level: 4 has available at the instant the spell is something enters the room or camp Range: 0 cast. Tsao (with 4 hp) plans to cast magic where he is meditating and can imme- Components: V, S, M missile (at a cost of 3 hp) but loses the ini- diately react as if he had been awake all Duration: 4 +1d4 rounds tiative and is struck by an arrow for 3 hp that time. Meditating wu jen are never Casting Time: 5 damage. He only has 1 hp remaining — groggy or disoriented, nor do they sleep Area of Effect: 60’ radius less than the magic missile requires — so through events unless they choose to. Saving Throw: Negates the spell is impossible. A wu jen can At 6th level, wu jen are able to Elemental turning creates a powerful deliberately cast a spell that reduces his enhance any one physical attribute ward against creatures from the various hit points to exactly zero. In this case he (Strength, Dexterity, or Constitution) by Elemental Planes. Upon casting, the

# DRAGON 229 57 spell-caster must name the plane ward- Range: 0 conjures raging flames from within the ed against (fire, water, lightning, ooze, Components: V, S, M bowels of its victims. The spell affects etc.). All elemental creatures of that Duration: Instantaneous one or more creatures whose total lev- plane must immediately make a saving Casting Time: 5 els or hit dice are no greater than the throw vs. spell if they are within the area Area of Effect: 30’ cone, 15-wide base caster. All targets must be within 20’ of of effect. Those who fail must immedi- Saving Throw: Halves a single point and within range of the ately flee the area of effect by the most The spell allows the wu jen to exhale caster. Within these limits, the spell direct route. Such creatures cannot reen- a blast of scorching fire similar to a red leaps from target to target as chosen by ter the area for the duration of the spell. dragon’s breath. All within the area of the caster. The hit dice or levels of the Elemental creatures outside the area of effect must save vs. breath weapon or victim are subtracted from the spell’s effect must save vs. spell before they suffer 1d6 hp damage per level of the total strength and if no hit die (or levels) can enter; those who fail are kept out- caster. Those who save successfully remain, the victim instantly erupts in all- side the area. reduce the damage suffered to half. As consuming flames. Death is instanta- The spell centers on the caster and with dragon’s breath, the flames ignite neous. Magical items or spells that con- moves with him. If an elemental crea- combustible material in the area of effect. fer any sort of protection from fire auto- ture is forced to enter or remain within The material component for this spell matically negate the effect for the pro- the spell’s effect against its will, the is a cinder clenched in the teeth of the tected individual only. magic’s power of it is automatically bro- caster. The material component for this spell ken and it may act freely. The spell does is an iron brazier filled with hot coals. not break the concentration of a mage Internal fires controlling an elemental; it affects only (Fire school) Tsunami the creature’s behavior. Level: 6 (Water school) The component for this spell is a Range: 60’ Level: 6 small bottle holding a sample of the ele- Components: V, S, M Range: 1 mile ment being affected. Duration: Instantaneous Components: V, S, M Casting Time: 9 Duration: 2 turns Fire Breath Area of Effect: Special Casting Time: 1 turn (Fire school) Saving Throw: None Area of Effect: Wave 10 yds. long x 5’ Level: 6 Internal fires is a fearsome spell that high per level Saving Throw: Halves This spell, which can only be cast upon large bodies of water such as seas or oceans, summons up a enormous roiling wave of water, a tsunami. Upon casting the spell, the sea begins to rock and churn as if heaving in its bed. After two turns, an enormous wave boils forth to the maximum height of the caster’s ability. This wave moves in a straight line in the direction chosen by the cast- er. It travels 500’ per round and each round drops by 10’ in height at sea or 20’ upon striking dry land. Vessels and wooden buildings caught in the wave have a percentage chance to be destroyed equal to the current height of the wave, while stone buildings have only one quarter this percentage. Land and air dwelling creatures caught in the wave suffer damage equal to 1d10 per 10’ of height. A saving throw vs. breath weapon reduces this damage by half. The material component for this spell is the scale of a dragon turtle and a drop of water.

David “Zeb” Cook is a veteran game designer and alumnus of TSR, inc. Zeb lives in California and works for a computer game company.

58 MAY 1996

if that was the extent of the naming still be hidden behind the slapdash problem, there’d be little reason to raise appearance given by the nomenclature. a fuss. But then we hit character-names, and the discordancy escalates. There are at One for the Morning Glory least three separate conventions in use: John Barnes the “typical invented fantasy world” Tor $22.95 standard (Senior Magician Baamin, A gentle, elegant cross between a witch-woman Brevelan); the “borrowed swashbuckler and a fairy tale is about from Earth” standard (Sir Holmes, Fred the last thing one would expect from a the bodyguard, possibly Prince Darville); writer whose specialty to date has been © 1996 John C. Bunnell and the “cute wordplay” standard hard-edged, dynamic, carefully extrapo- (archvillain Krej, whose name is “jerk” lated science fiction. But that’s what spelled backward). And there are further John Barnes delivers in One for the The Perfect Princess complications; many of Rossemeyer’s Morning Glory, and it’s as fine an exam- Irene Radford nobles use “Rosse” as part of their own ple of its kind as Barnes’ highly-regarded DAW $5.50 names — the Princess Rossemikka, for SF novels have been. The plot twists cleverly, the charac- example. The keystone of the tale, though not ters are shrewdly drawn, and the politi- Any one of these general patterns its sole protagonist, is Prince Amatus, cal intrigues in particular are all too might work on its own, especially if the who suffers a unique accident at the age plausible. Earth-borrowings carried any sort of cul- of two. “A child who tastes the Wine of But this second novel in Irene tural resonance, but Coronnan and the the Gods too early,” goes the saying, “is Radford’s “Dragon Nimbus” series is a lands around it seem entirely free of only half a person afterwards.” And so it struggle to read — because the names Earthly mythic influence. The result is a proves, for when Amatus drinks a glass she assigns to people, places, and things mishmash of epic proportions, and it of the rare beverage, the left side of his jangle on the ear like a roomful of musi- makes it very difficult for readers to get body vanishes utterly — not merely cians all playing in different keys. hold of and identify with the world in invisible, but missing entirely. This is also why the present review which Radford’s story occurs. As this is a fairy-tale kingdom, how- starts with the second book in the That’s frustrating, because if one can ever, all is not completely lost. A set of series. I started reading its predecessor, somehow look past the names, there’s a Companions appears and is taken into The Glass Dragon, not long after it solid, cogently conceived tale in these the King’s service: an alchemist, a witch, appeared a year or so ago — but put it pages. a guard captain, and a personal maid down, shaking my head, after discover- Prince Darville’s struggle to reconcile for Amatus. And as time passes, there ing that much of its plot involved the a balky royal council, bring several sorts are omens and portents and adven- search for a magical herb called of loose magic under control, and nail tures, and gradually three things hap- “Tambootie.” down a sticky political alliance — all in pen: the Companions fulfill their individ- Tambootie? the face of opposition both from Krej ual destinies, the prince’s body is Fortunately, although Tambootie and from another less obvious enemy — restored, and the Prince himself reaches reappears in the present volume, it is unfolded with considerable skill, and manhood just in time to right a long- doesn’t do so until the narrative is well Radford’s characters are far from stereo- simmering wrong and fulfill his own des- underway. Nonetheless, the term is typical. Structurally and thematically, the tiny in the process. symptomatic of the larger problem with tale is a good deal more ambitious than Yet though the broad outline is Radford’s naming conventions, insofar it appears from its packaging. squarely in classic fairy-tale tradition, as they can be established. But the names do get in the way. An the execution is something else again. And that’s the difficulty: few of the herb called Tambootie and a crown The narrative style Barnes adopts is a individual names sound like they belong known as the Coraurlia don’t fit into the light, musing scholar’s variant of the old on the same continent with each other. same world with an apprentice-mage “once upon a time” storytelling mode — At the geographic level, matters are called Yaakke and a guardsman named a tone that looks effortless on the page not too discordant; the three major king- Fred. but which is exceedingly difficult to sus- doms that figure in the story are The real tragedy is that Radford is tain effectively. Barnes pulls it off beau- Coronnan, Rossemeyer, and Selenicca. now stuck with this ill-assorted montage tifully, though, always incisive and Of these, “Selenicca,” with the odd inter- for the duration of the series, so that insightful but never intrusive. nal capital is the least well-matched, but future entries, however well-crafted, will One of the results of this is that the

# DRAGON 229 61 novel is often highly amusing, yet not in McKiernan’s new novel takes the to, just in time to prevent an ultimate the broad slapstick or pun-laden sense premise in a slightly different direction, test from taking place. And Avery’s final often typical of “funny fantasy.” Rather, and while it offers few answers, it asks a legacy to the Black Foxes is a puzzle as Barnes’ humor has the sometimes wry, host of very good questions in lively and well, making the nature of their achieve- sometimes wise air of a favorite grand- engaging fashion. ment something of a mystery The end- father looking back on youthful mis- Our heroes in McKiernan’s near- ing is therefore less decisive than it deeds with a self-deprecating chuckle. future setting are the Black Foxes, role- might be, and there are definite fore- There is wit and wordplay, to be sure, players who’ve been away from gaming shadowings of a sequel. but it’s of a subtle and sedate character since winning a world championship Then again, though, McKiernan’s that makes even The Princess Bride look some years prior to the tale’s opening. subject matter is ambiguous by nature. raucous. Their job is to test the limits of a brand- This is easily his strongest and most Another is that characterization, new VR technology, administered by the entertaining work to date, and it’s per- which in fairy tales is frequently a matter synthetic intellect known as Avery. haps unfair to expect him to resolve, of archetype and ritual, is in Barnes’ Avery has been programmed with the even in a fictional context, questions hands much more subtle and well-devel- full history of the Black Foxes’ gaming about which humanity has been specu- oped than is the norm. In part, he man- campaign and assigned to develop a lating since the days of the Socrates ages this by allowing his players to quest which will test both the Foxes’ himself. know that they are part of a story, which skills and his own mind-interfacing abil- lets them play slightly against their pre- ities. scripted roles and adds dimension to the What happens next won’t surprise The Spirit Gate narrative. Again, though, the effect is experienced readers—an electrical acci- handled with fine, deft strokes and used dent damages the research facility’s Baen $5.99 only sparingly, so that it remains an power systems, and it’s uncertain Maya Kaathryn Bohnhoff’s newest atmospheric touch rather than degener- whether the Foxes can be successfully novel is intriguing on two counts. First of ating into farce. pulled out of the game. Worse, Avery’s these is its setting, which looks very The third of the novel’s distinctive own actions are growing unpredictable, much like a rather odd alternate version qualities is that it expertly balances a and it’s unclear whether the problem is of medieval Poland. Secondly, the sys- strong sense of pattern against an hardware damage, a fatal programming tem of magic Bohnhoff invents for the equally strong sense of mystery. All the flaw, or Avery’s possible lack of a soul to tale is an intriguing construct, at once fairy tale and folk tale conventions are go with his silicon-based mind. traditional yet distinctive, and the strictly observed — traditions of quest Meanwhile, though, the fantasy adven- novel’s exploration of its boundaries is and sacrifice, romance and rescue, ture goes on inside the system, with the conducted with measured thoughtful- witchery and wonder. But there’s no Black Foxes entirely submerged in their ness. sense of dominoes merely being game-personas. On one hand, The Spirit Gate reads knocked over in the proper order, and Readers expecting the occasionally much more like traditional fantasy than the means by which the tale proceeds to florid, ornate prose of McKiernan’s alternate history. But although the its resolution are never entirely clear cut. “Mithgar” stories will be surprised by this magic-rich if beleaguered realm of Surprises unfold right up to the closing book. The Avery-world in which “Polia” is clearly Bohnhoff’s invention, pages, and yet ultimately fit into the McKiernan deposits the Foxes is a light- the world around it is very like that of overarching design of the tale so that ly drawn, straightforward place — a historical Europe during the age when they look as if they belonged there all refreshing departure from much VR-fan- Frankish forces, hand in hand with the along. tasy fiction, in which the game settings Roman church, were rapidly asserting One for the Morning Glory is, in short, are often kitchen-sink realms full of dominance over most of that continent. a genuine masterpiece of craftsmanship anachronisms and tortuous puns. And But the Franks are not Polia’s only rivals; — and more, it’s the rare sort of craft- while it’s ostensibly a game-setting, it’s there are also Turkish forces beyond work where seeing how it’s held togeth- remarkably free of the echo of dice- one border, and the Mongol hordes past er only enhances its attractiveness. And rolling or other RPG mechanics. On the another. it establishes John Barnes as a writer flip side of the narrative, the real-world The key to Polia’s long-term security, whose versatility is as impressive as his chapters smoothly capture the sophisti- it seems, is a young widow named sense of invention. This is a book that’s cated bickering of high-tech academia, Kassia, who has a rare form of magical going to be around for a very long time, made tense and strained by the rapidly talent known as the shai gift. Properly and deservedly so. escalating crisis of Avery’s malfunctions. trained, her abilities can complement Though there’s a fair amount of pure those of the land’s formal mage-priests, lecture in the early going, as McKiernan the Mateu, permitting the use of spells Caverns of Socrates sets up his metaphysical conflict, even long thought impossible because of the Dennis L. McKiernan this is briskly and amiably delivered. Mateu’s inability to control all of the ele- Roc $14.95 If there’s a criticism to be leveled at mental forces required to make the The idea isn’t as new as you might Caverns of Socrates, it’s that McKiernan magic work. think; it’s been fully five years since Wm. — very deftly, to be sure — avoids But while Kassia’s training and mas- Mark Simmons’ In the Net of Dreams answering any of the thought-provoking tery are the novel’s focus, Bohnhoff has crossed virtual-reality adventure gaming questions he raises about the nature of more in mind than a typical “mage-in- with a spirited exploration of the ethics and consciousness. Circumstances training” tale. The emphasis in Kassia’s of artificial intelligence. But Dennis in the tale resolve themselves, or appear studies is on research and theory rather

62 MAY 1996 than life in a wizards’ academy, and siderable abuse at the hands of her foes. political intrigues quickly vie with magi- But while there’s no shortage of dark- cal puzzles for Kassia’s attention. ness in The Instrument of Fate, it is ulti- In addition, the characterizations are mately a novel about the persistence of gentler and more subtle than one might hope — even though not all of that hope expect. There’s no doubt, from the first, seems destined to be realized. that Frankish Bishop Benedict is an The breathlessly-staged climax is enemy, but Kassia’s mentor, Master both ingenious and bittersweet, with a Lukasha, is a complicated figure whose cluster of expertly sprung revelations priorities shift markedly as the story pro- that lay the groundwork for a “happily gresses. And Kassia’s relationships with ever after” ending that nonetheless a fellow apprentice and with the Polian holds its share of sadness. Christie ruler are given ample space to grow and Golden has written a thoroughly memo- develop. rable novel that deserves a wide and Last but not least, the elementally appreciative audience. based magic system is cleverly and care- fully thought out, with careful attention to matters of balance and the costs of Recurring Roles power. More, the gradual discovery of After a significant hiatus, former com- forgotten or unrecognized aspects of the puter-guru Wiz Zumwalt returns in Rick system is itself integral to the unfolding Cooks The Wizardry Consulted (Baen, plot, so the theoretical matter has solid $5.99). narrative impact rather than being mere This isn’t the series’ strongest entry, window-dressing. but Cooks mix of Silicon Valley satire So while The Spirit Gate is in many and logically defined magic is still rea- respects a very sedate traditional fan- already killed one elf and done away sonably sharp, with the emphasis this time on the satire; one plot follows Wiz tasy, it’s also a good deal richer and with her family, she quickly realizes that as he goes into the consulting business, more subtle than many of its less well- her only hope of survival is to success- while another has the FBI investigating rooted cousins. Bohnhoff’s attention to fully deliver the murdered courier’s lute certain real-world adjuncts to the magi- details of history, character, and magic to the queen of Byrn, herself an elf in a cal enterprise going on in Wiz’s new makes this book stand out. human-dominated land. reality. Golden brings two major strengths to bear on her chronicle: first-rate charac- The Instrument of Fate Dragon’s Honor (Pocket, $5.99) is one terization and an equally sure hand with of the strongest Star Trek: The Next Christie Golden matters musical. Like the briefly seen Generation novels in some time. Collab- Ace 5.99 courier Jencir, readers will be drawn orators Greg Cox and Kij Johnson pre- Christie Golden’s name will be famil- firmly into Gillien’s grasp by the song- sent a clever and frequently very funny iar to many readers as the author of sev- performance that marks her entry into scenario in which Picard and company eral justifiably well-regarded tales set in the adventure; not only are the lyrics must interact with a culture much like the dark realms of the RAVENLOFT® set- compelling, but so is Golden’s descrip- that of Imperial China in all its bureau- ting. With The lnstrument of Fate, how- tion of Gillien’s delivery. cratic and artistic glory. Cox and ever, Golden strikes out on her own, Additional song-fragments scattered Johnson find room for all the major Trek crafting a lyrical and mesmerizing novel through the narrative reinforce the characters to spread their wings, and do of compelling music, reclusive elves, and impression, as do the scenes in which better than many Trek novelists at cap- deadly pursuit. Gillien forms a bond with the mysterious The elves of Golden’s world are of a turing the cast’s voices on the printed elven-crafted lute. page. breed increasingly rare in modern fan- But it’s not just that Gillien is an This is one of the rare novels that tasy; they are for the most part distrust- appealing character. would make a solid filmed adventure as ful of humanity and inclined to set Golden’s entire cast is equally well- well, and the comedy is balanced by a themselves deliberately apart from drawn and intriguing, from reluctant solid political-intrigue plot. human influence. Indeed, one group of bodyguard Daric all the way down to a elves may be considering an open feisty horse aptly named That Damned Another first-rate feat of juggling offensive against a nearby human king- Beast. There are no “spear-carriers” in shows up in Wishing Season (Baen, dom as the tale begins —which prompts this novel; even characters who appear $5.99), substantially expanded by Esther a more tolerant elven lord to dispatch a only briefly are made to seem realistic Friesner from its previous appearance as warning. and lifelike, so that we’re genuinely sorry a young-adult yarn. This is an Arabian That, however, is merely the pro- when several of them are ruthlessly dis- Nights tale with a highly acerbic wit, in logue. The body of the novel is the story patched by Gillien’s enemies. which there are genies aplenty and of how that warning is delivered, for And “ruthless” isn’t too strong a word; more wishes than any mortal should be when the original courier is intercepted, before the adventure is done, there’s a allowed to have (but which some mor his burden falls into the hands of one rather long trail of death in Gillien’s Gillien Songespynner. Suddenly marked wake, and Gillien herself endures con- Continued on page 75 for destruction by forces that have

64 MAY 1996

by Lloyd Brown III illustrated by Christina Wald What good is a first-level wizard, anyway?

n the AD&D® game, no opponent is more feared than a Armor high-level wizard. They can slay with a word, travel the “The best armor you’re going to find is a good suit of plate mail. planes, conjure efreet and fiends, and stop time itself. The Polish it, enchant it if you can, then put it on somebody else and keep trouble is getting there. The average novice wizard has less sta- him between you and anybody that wants to hurt you. If the armor mina than the town baker, no armor, and no weapon better isn’t good enough, use your spells to help out the man wearing it. If than a tree branch. Comparatively, they are almost the equal a fight goes very badly, you’re probably not strong enough to run in of a kobold in combat but must amass the equivalent of 358 50 pounds of steel, including 10 pounds on your head that limits victories over kobolds to earn enough experience points to your sight to a 30 degree arc. A shield spell costs nothing, protects reach second level. How do they ever survive? you from magic missiles, doesn’t inhibit your vision, and never By their wits, of course. slows you down. There. I think my opinion of armor is clear.” By the time a 0-level PC or NPC has cast his first magic spell A wizard cannot wear armor. The restrictions are pretty and earned the right to call himself a wizard, he has learned clear here, and any attempt to fiddle with this rule will most quite a few things, but his studies have consumed much of the likely lead to abuse. For characters in arctic weather conditions, time he could have spent learning other things, like intensive some DM’s may allow heavy clothing to count for AC 9 or weapons studies. First observe the things a wizard can’t do, even AC 8, but it will almost certainly apply movement or and try to make the most of it. Then catalog the considerable Dexterity penalties as well, probably resulting in a net loss to things a novice mage can do, and see how they make their the PC. Whenever possible, a mage should hide around cor- way in the world. ners, snipe from a prone position, kneel behind a low wall, or use natural cover to deflect missile attacks and enemy spells. Would-be wizards are advised to listen to the words of the The best way to compensate for not being able to wear Archmage Tallus, Guildmaster and Dean of the University of armor is to support the fighters between the novice wizard and Candlekeep, who was a surprise speaker for the College of the enemy. An enlarge spell does this well. (See the cantrip ideas Magic graduating class of 1321. His experience is vast, and his listed below for elaborations on this tactic.) intellect astounding. His anecdotes tend to involve intricate The only advantage here is that the wizard is virtually guar- technical details, some of which go past the heads even of his anteed first selection of any magical protections that the party peers, who have learned to nod their heads and murmur may come across. Magically protective rings, bracers, cloaks, agreement rather than to ask for an explanation. For this rea- etc. are almost always given first to wizards. These items weigh son, large parts of his speech are not repeated here, little and most provide saving throw bonuses as and notes are given and details explained for well as Armor Class bonuses. the layman.

# DRAGON 229 67 Weapons and combat tactics Several should be carried and at least any member of the party. What makes “Whenever possible, stay away from the one kept handy in case the character is the wizard unique is that each day he enemy. This may sound like telling you to caught in a net or in close quarters. can choose a different selection of spells Both the dart and the sling are effec- stay out of the blast radius of a fireball, but with which to arm himself. When con- you’d be surprised how many graduates tive missile weapons. The sling is cheap, sidering which spells he can use to harm perish trying to be brave. If you can attack highly concealable, inflicts good dam- the enemy, two things should be by dart, by spell, or better yet, by someone age if bullets are used, has virtually lim- remembered. The first is that enemies else, then by all means do it! Just because itless backup ammunition in the form of are often allowed a saving throw or you don’t attack by sword or spear doesn’t stones, and has excellent range. magic resistance check to reduce or mean that you don’t contribute to the fight. Darts, however, are the weapon of avoid damage. Allies don’t or won’t Far from it.” choice in close combat. Despite their resist these spells. The second is that According to the Player’s Handbook, seemingly puny damage, their high rate indirect attacks can usually be directed the mage is allowed to choose from five of fire means both higher total damage against more than one enemy. Consider weapons: dagger, dart, knife, staff, and than the sling and multiple target capa- an enlarge spell, a common first-level sling. Five weapons makes for poor ver- bility. Also, if a wizard’s attack or dam- alteration. Burning hands could be used satility. Receiving only one proficiency at age capability is magically enhanced in to attack one enemy, if he is within 3’ 1st level makes the decision a tough any way, the higher rate of fire capital- (something most sensible mages avoid). one. One possibility for improvement is izes on that improvement. Improving An enlarged fighter, even if his damage to take a kit that allows the use of dif- damage by +1 means only one more potential is improved only by one point, ferent weapons. Ask the DM if the point of damage each round with a can do more damage before the spell’s weapons allowed to wu jen, either from sling, but potentially three more points expiration, can attack different targets, the old Oriental Adventures book or The of damage with the darts. and gains other benefits as well (greater Complete Wizard’s Handbook, are Of course, nobody ever said that reach, overbearing benefits, etc.). Spells allowed. Barbarian mages may also be since a wizard can be proficient with like enlarge work well on animal com- allowed different tribal weapons. While one weapon that he can’t carry others. panions also. In general, spells that this may offer variety, few of these Hard-pressed fighters, acrobatic thieves, enhance the party’s ability to inflict weapons are really an improvement and clumsy clerics can all lose weapons damage are better than those that over those already available to mages. sometimes. If a wizard is handy to toss a attempt directly to damage the enemy. Another option is to petition the DM club or dagger to the newly-unarmed Freedom from front-line combat also to allow some other weapons. The choic- comrade, his companion may not have puts the wizard in an excellent position es are restricted to weapons that require to face the enemy empty-handed. for a hands-off leadership role. The wiz- little strength or skill. A club hardly These aren’t all the weapons allowed ard can direct the combat and throw his requires a great deal of skill, although by wizards. This survey exhausts the list strength where it is needed, acting as a some degree of strength is required. A in the Player’s Handbook text on mages, tactical reserve, or he can give com- net should probably be allowed to wiz- but there are others available for the mands, serving the party as a combat ards, especially if the player is willing to resourceful. Greek fire, holy water, vials coordinator. take the fishing non-weapon proficiency of acid, torches, nets, marbles (detailed in The Complete Thief’s Handbook) and in order to justify knowledge of how to Starting money use it. other “equipment” can all be used to Even choosing among the basic harm or hamper the enemy. Wizards “So you’ve spent all of your money on weapons is tricky. Each offers a distinct should stock up on these items when- books, tuition, and material components. advantage. First, consider the melee ever they can afford them. None of Big deal. What else do you need? You have weapons. The staff is a likely choice: it them weigh much, and most can be it all, right there in your hands! Your spell- inflicts the most damage of any of the used to affect undead and certain other book and what you put in it are your keys to wizard’s weapons and costs the least. A nasties that can’t be hit by nonmagical success. You’re the smartest men and good bargain. If lost, a staff is easily weapons. women in this city. Use those brains. Money replaced. It is also likely to be found in There is still more a wizard can attack is the least of your worries. Trust me.” magical form. If the DM allows for it, a with. Some animals have natural attacks Looking at the starting money for the fine quality or exceptional quality staff more effective than a wizard’s dagger or different character groups, it seems that able to provide non-magical attack or staff. Even a beginning mage can proba- the wizard has the least of the four damage bonuses could be commis- bly afford a trained war or hunting dog. groups. Instead of looking at starting sioned at low cost — if a weapon maker Sturdy (1+1 to 2 HD), fast (MV 12), keen money, compare what is left over after skilled at constructing staves can be of sense (difficult to surprise), and intelli- the necessities are purchased. They found. For that matter, a better quality gent, a dog makes a loyal companion. If actually have the most spending money weapon of any sort allowed by a wizard treated well, he can be a loyal compan- left over after purchasing weapons and should not be too expensive. ion for years. A couple of animals can armor. Priests must have a holy symbol, A knife or dagger can be used either even be bred, and pups trained, espe- thieves must have lockpicks if they wish as a melee or missile weapon. Although cially if the character is skilled in these to use those abilities that require them, it causes less damage than a staff, a areas. Characters who buy dogs solely and good weapons and armor for war- dagger, too, is frequently found in mag- for cannon fodder are warned: even riors are not cheap. Wizards begin play ical form. Knives and daggers have the these domestic beasts have their protec- with a free spellbook, cannot wear benefit of being easily concealed. tive deities. armor, and their most expensive All of these tactics can be applied by weapon costs 2 gp. That leaves quite a

68 MAY 1996 bit left over for other things, like the A blank spellbook has 100 pages, val- choice. If you take one spell and never use it, grenade-like missiles or animals men- ued at 100 gp per page — a 10,000 gp you’re worse than useless — you’re in the tioned earlier. This money can even be asset! Hocking your only spellbook, buy- way. Don’t wait until you see your enemies loaned to other characters who come up ing piles of armor, weapons, and good before you cast a spell. Good spellcasting a little short when buying expensive quality equipment for the party, hoping may mean you never have to meet the weapons or armor. Mages who lend for a successful adventure before the enemy. The only combat you’re guaranteed money to these characters are virtually due date on the pawn, than buying back not to get killed in is the one you don’t guaranteed a little extra protection in that spellbook, is about as risky as fight.” battle. chancing a game of chess on a queen When a caster has only one or just a If a character feels the need for more sacrifice — but what a story if you pull it few spells, selection is vital. Between money, the wizard is in an excellent off! gaming periods, as mentioned earlier, position to earn more. This is a case the spells memorized are not important, where a player must become aggressive unless the DM likes to spring adventures with the game and not wait for the DM Spellcasting between on you without warning. When a set to drop the next adventure in his lap. adventures goal is known, and the party has time to Certain spells have great commercial “Any mage who waits for a written invi- pack up before leaving the safety of the value, even those available to beginning tation before casting a spell ought to be inn or boarding house, spells should be mages. Detect magic, erase, read magic, drawn and quartered. lf you have the ability chosen with care. comprehend languages, and identify all to protect yourself or your friends, do it in Most 1st-level attack spells cause have obvious uses and are sometimes the safety and privacy of your home. damage less than or equal to a single commissioned by those without these Waiting until you see the whites of their eyes sword thrust. Choosing these attack abilities. If a mage lets it be known that may be fine for attack, but it’s suicide for a spells (magic missile, shocking grasp, - he is willing to perform these services defensive position.” ing hands) means that the wizard has for money, customers may seek him Spellcasting should not be limited to one attack in which he is as effective as out. Some other spells have applications active adventuring periods. Some spells, a fighter for a single round. Shocking to a more select market, mostly shady or like armor, mentioned above, have no grasp and burning hands especially questionable. The thieves guild can be a set expiration time. If this spell is known, require the caster to get uncomfortably good customer for these spells. Armor, it should be cast on the wizard, his pets close to his opponent. Given the choice, for example, gives a thief the benefits of or familiar, the party thief, and any these should be avoided. an Armor Class better than he can priests who are not allowed to wear If a player wishes to choose an attack achieve by wearing the armor types heavy armor. Between adventures is the spell, consider color spray, sleep, or charm allowed for thieves, and it still gives him time the character casts a detect magic person (to attack with an intermediary). ability benefits of not wearing armor. A spell, item by item, on all of those poten- These all have advantages: color spray thief fearing violence would be wise to tial magical things picked up in the last and sleep both affect multiple targets have this spell cast on him. adventure and then casts identify on with no saving throw, and charm person On the other side of the law, wizard those that turn up positive. Spells that can have an extraordinary duration. mark can be used to identify property in are commonly cast for others for money All things considered, the beginning case it is stolen. Revealing an invisible can be cast for the wizard and his party, mage is best suited to let the rest of the wizard mark can spell doom for a would- as well. Scrolls can be read, broken party attack. Looking at the numbers, an be thief who claims a stolen item weapons can be mended, and valuable armed with a spear or short sword is belongs to him. Rich merchants or property wizard marked. likely to kill a 1st-level wizard with aver- nobles might wish to have their valu- Finally, new spells can be chosen. A age hit points and AC 10 after only two ables protected in this way. The same wise spellcaster remembers which spells rounds of combat. For this reason, rich merchants would pay a bundle to went unused, which were useful only in defensive spells should take priority have mending cast on an antique vase certain situations, and which were enor- over attack spells. worth over 3,000 gp that had been mously successful. This critical feedback Good defensive spells include armor, knocked over by a careless servant. The at low levels makes all the difference as already discussed, shield (which pro- servant himself might even bring the when a wide selection of spells is avail- vides a good Armor Class plus total vase to the caster, hoping to fix the able at higher levels. immunity to magic missiles), and protec- damage before his master came home tion from evil (which can provide com- and noticed it. plete protection against certain mon- It is common procedure to ask that Spell selection sters). The latter two, while providing the purchaser provide his own material “So now you have the things you think good protection, have a duration limit- components, which the spell-caster you’ll need. You are loaded down with spell- ing their usefulness to one battle or frac- always overstates, as part of his “mark- book, food, water, volatile compounds, tion of a battle. Other defensive spells up.” This can provide the caster with incendiary missiles, pungent material com- are either too specific (like gaze reflection) valuable material components for spells ponents, daggers, darts, and a staff. You or less effective than the normal, non- that he could not normally afford to have it all, right? magical way of doing things (hold por- cast, like the aforementioned wizard “Wrong. What spells are you going to tal). Wall of fog provides adequate cover mark. use? Figure you’ll just make that part up as for the entire party to make a retreat, or If a wizard character is ever really, you go, huh? Bad idea. Right now is the time confound an enemy, giving time to pre- really in great need of cash, all wizards for you to decide what spells are the most pare an ambush or light Greek fire, heal are assumed to begin with a spellbook. important, because you don’t have much wounded, or some other action. Feather

# DRAGON 229 69 fall, in addition to its conventional dark elf pull back his goblins and made our er concentrates. Some other restrictions: usage, can save a single party member escape, were able to convince the regular no more than one application at a time from a single missile attack that might army to make it a military operation and can be maintained. Beginning a new hit. Once. wiped the goblins out. I’ve memorized at one cancels the previous application. The problem with these spells is their least one cantrip ever since.” Effect on chances to succeed at any feat limited duration. If the enemy also beats Before discussing the myriad applica- should never be more than 5% or +1. a hasty retreat from the wall of fog, or tions of the cantrip, the exact limits of Defensive applications should never waits until the protection from evil is the spell need to be defined further than reduce damage by more than one hit expired, the spell allowed for only a in the Player’s Handbook. The rules gov- point. momentary respite from battle. This erning cantrips say that “they are com- may be useful, but the caster now has pletely unable to cause a loss of hit no spell to cast to save the party again. points.” This rule is pretty clear and Magic item use The only 1st-level spell that circum- needs little elaboration. The DM must “In the desert, they have a saying: ‘the vents this one-shot usage hindrance is decide, however, whether he will allow best place to keep your water is in yourself.’ cantrip. With a duration of one hour per for adding to hit points lost by other In other words, don’t save it. Use it. lf any of level, it can affect multiple combats and means. The cantrip “cannot affect the you graduates dies with spells uncast, I’ll the important non-combat situations in concentration of spellcasters.” This also personally raise you and beat you for it. between. is clear, but it must be noted that con- That goes double for unused magic items centration need not be affected to effec- that your non-spellcasting companions tively ruin a spell. Many spells are sight- can’t use.” Using the cantrip targeted, and impeding the caster’s Wizards have the greatest number of “Let me tell you about my first adventure. vision may make using the spell impos- magic items available to them. Even at I don’t recall exactly what we were there for, sible, even if it is successfully cast. The 1st level, a wizard can use nearly any of but that old wooden hill fort stands out cantrip “can only create small, obviously these items. Any charged or one-shot clearly in my mind. I had chosen cantrip for magical materials.” How big is small? magical items found should be used in my only spell, and my companions thought One pound per level of the caster, up to an appropriate situation, without consid- I was crazy. When the goblins started pour- 10 Ibs., is not unreasonable. As for vol- ering saving it for later. The only excep- ing out of their little trapdoors, I heard, ‘Put ume, small should fit in the caster’s tion is if you know in advance that the ‘em to sleep!’, ‘Charm one!’, ‘Magic missile hand. party must face an enemy that cannot the leader!’ Well, I couldn’t do any of that, so The last restriction, that a cantrip be harmed by any other means you cur- they formed an arc, backed me into a cor- “lacks the power to duplicate any other rently possess. Again, this rule itself is ner, and told me to stay alive so they could spell’s effects” needs the most clarifica- invalid if it looks like you’re going to die kill me themselves later. tion. Read strictly, a phantasmal force before you get there. If you’re saving the “Xavier, our war-priest, stood in front of can create any visual illusion, so a scroll of Melf’s minute meteors for use me, waving a huge axe. Attacking those lit- cantrip cannot. A ventriloquism or audible against a gargoyle (which can be hurt tle vermin made him look like a giant slug glamor can create an auditory illusion, only by magical items or magic spells), on a cold day. I used a quickblade¹ to help so a cantrip cannot. An unseen servant but it looks like the ogre you can’t avoid him out a little. I alternated that with the can move things, so a cantrip cannot. A now will wipe you out, there is no sense opposite, leadblade2, on the goblins he was Iight can create illumination, etc. A more saving the scroll. This applies to all fighting. One of the squirmy little monsters appropriate reading is that the cantrip wands, staves, scrolls, potions, certain snuck in under his legs and tried to attack cannot duplicate the exact extent of charged rings, and non-permanent mis- me. I turned my hands black — so they another spell. Illusions must be a limited cellaneous items. looked leprous — with a blackhands³ and to certain size (10 square feet, for exam- reached out to touch him. He backed up ple) and will fool only the stupidest “I’m sure you’re itching to start spell-cast- enough to run into Xavier’s backswing. observers, as they will be semi-transpar- ing and get to trying all these ideas, so I’ll let After that, their slingers started targeting ent and wavering, at best. Sound vol- you get on with your ceremony after one me. I used an evocation, minor shield4, to ume should be limited to a human voice more word of advice. Well, praise, maybe. deflect their arrows as much as possible. at conversational levels, ability to move You’ve made a wise choice to become a “Then I noticed a dark elf standing in objects should be equal to a Strength wizard. None of your companions has the their midst, directing their attack. Standing score of 3, and light should be no more potential that you do. When you get older, on his shoulder was a beady-eyed little rat. A than the output of a single candle. you’ll be a major power in the world. Until familiar: perfect target for a cantrip. Sure As they are introduced, DM’s should then, be careful, and good luck!” enough, the rat jumped off and started run- make other decisions about cantrip ning around, squeaking here and scurrying applications. Some are very strong for there. I put a minor slow5 on him when he one-shot uses, and should be restricted Lloyd Brown III is a gamer who lives in got close and told Shadow, our thief, to go to one use per casting. Others should be Florida. He has written for DRAGON® get him. Holding him hostage, we made the allowed to maintain as long as the cast- Magazine before.

1. Reduced his speed factor by one, that is. 3. This is especially effective if the potential vic- coming from 10 yards or greater. It is too tims see the caster touch a companion, slow to be useful in other situations 2. Raised speed factor by one. The goblin who shrieks horribly and keels over. received a saving throw (standard when a 5. Slows by ½ one animal of size T. Normal cantrip is used on an unwilling target). 4. Improves AC by one against missile attacks save allowed.

70 MAY 1996

by Christopher Byler illustrated by Larry Smith

72 MAY 1996 Not all magic has to be on the non-proficiency skills available to some classes and kits. Practical magic encompasses the myriad other aspects high-powered; of life and the ways magical inventors little things have made life easier. Proficiency magic count, Players and DMs frequently overlook a character’s nonweapon proficiencies. Abilities too. such as brewing, juggling, carpentry, and astrol- ogy take a backseat to spells and combat prowess. If DMs make nonweapon proficiencies more important in the game, the door to new magic items swing wide open. Proficiency magic items work in one of two ways. Items of proficiency grant any person using them the ability to perform as if he were truly proficient. Thus a pair of gloves of juggling give its wearer a proficiency in juggling equal to his Dexterity score -1 (see page 76 of the Player’s Handbook for proficiency tables). If he is a skilled juggler, the gloves confer no extra benefit. Items of mastery increase a character’s chance of perform- ing admirably in a proficiency he already has. This bonus, like magical weapons and armor, is expressed as a “plus.” Instead of affecting attack rolls or saving throws, the “plus” gives the PC a he heroes bonus to his proficiency checks. If a PC is a proficient angler with in your a Wisdom of 13, he requires a roll of 12 or less on a d20 (Wisdom group -19 to be successful. If he uses a fishing Iure +2, he needs to roll a have finally defeated Flabbert 14 or less (Wisdom -1 +2) to make a catch. Megamage. The bard was petrified Items of proficiency and items of mastery can be used in con- before the villain’s berserker bodyguard junction, though the instances of a PC having access to both reduced her to powder, one of the fighters was vapor- types of items for the same proficiency should be rare. A hummer ized by a misdirected lightning bolt, and the wizard’s cat of stonemasonry could be used with a mason’s chisel +1 by a non- familiar was eaten by Flabbert’s poodle. Now the sur- proficient character for a final proficiency check of the PC’s vivors sift through the rubble. They’re expecting magical Strength -1. Similar items of different proficiencies may not be items, and due to their heavy losses, you want to oblige. used in conjunction to combine their effects. A hammer of carpen- However, a vorpal sword and a robe of the archmagi seem try cannot be used with a mason’s chisel +1, nor can a saddle of a bit much to give to 5th- to 7th-level player characters. horsemanship be used with a Pegasus bridle +2. The problem with the current list of magical items is their Items of proficiency created for the same proficiency, if used emphasis on battle applications. Weapons, armor, staves, cloth- together, confer no bonuses beyond the use of that non-weapon ing, even most potions and miscellaneous magic items, either by proficiency. However, two items of mastery created for the same design or player ingenuity, find use primarily during combat. proficiency may be used together, combining their bonuses. Herein lies the source of campaign imbalance. PCs become Again, this should be rare. For example, a PC who is a proficient more heavily armed than a battleship, and character sheets are cobbler could use a shoeform + 1 with a cobbler’s hammer +2, alter- soon overloaded with attack, damage, and AC bonuses. Mid-level ing her check by +3, to her Dexterity score +3. This only works if PCs are lethal opponents for even the deadliest foes. Much to the the items were not created as a set. Dungeon Master’s chagrin, the campaign has become a Monty Proficiency magic items are occasionally created as sets. A Haul horror. Players doze during random encounters. Combat, toolbox full of enchanted carpentry tools, a sewing kit +3, or a ham- while no challenge to the PCs, becomes a nightmare for the DM mer and anvil of blacksmithing, if found as a complete set, must be as he secretly adds hit points to a monster that was, technically, used without other tools or the magic is not passed to the user. dead four rounds ago. Unless the DM decides otherwise, individual items are assumed Campaign problems like this arise when players see the game to have been created singly, for use independent of a set. as a string of battles because the DM allows little time to role-play It should be noted that items of proficiency do not perma- other aspects of the characters’ lives. The players choose different nently bestow proficiency upon a character, nor do items of mas- character classes because some aspect of each class appeals to tery grant a permanent bonus to proficiency checks. The magic them. The DM should tailor magical treasures as well as adven- functions only while the items are used in the performance of tures to all abilities and interests present in his group. their designated proficiency. Most campaign worlds are infused with enough magic that it No more than two proficiency magic items may be used by a should find its way into most aspects of life. Three types of such PC at a time. As with magical rings, attempting to use more than magic are herein introduced. two at once causes them all to simply cease functioning. A set is Proficiency magic can make even an average practitioner of a considered to be a single item. nonweapon proficiency seem like a master. Skill magic capitalizes It is suggested that the enchantment of any item of mastery

# DRAGON 229 73 not exceed +3. After all, the character, not PC a free knowledge proficiency such as the item, should do most of the work. agriculture, engineering, languages, and Below is a list of nonweapon proficien- spellcraft. The magic of the book perma- cies with suggestions for magic items that nently inscribes the information in the char- can be used to enhance the proficiency of acter’s mind, so no proficiency slots need to each. This list is far from complete, and a be available to gain the proficiency. The little research and ingenuity can inspire character’s proficiency score in this free endless possibilities. ability is the same as if the character had (The following abbreviations are: PHB, spent a slot on it. The exception to this is if Player’s Handbook; CTH, The Complete the PC already has the proficiency the Thief’s Handbook; CBD, The Complete Book book covers. In this case, the study of the of Dwarves; CRH, The Complete Ranger’s book increases the character’s understand- Handbook; CSH, The Complete Sha’ir’s ing of the field, granting the character a Handbook). permanent +1 bonus to his proficiency • Animal Noise (CTH) — Bird whistle +1, checks, just as if he had spent an addition- chatterbox of the squirrel. al slot on it. A PC may benefit from study of • Artistic Ability (PHB) — Paintbrush of the book only once in his lifetime, and if artistry, sculptor’s chisel + 1. another book on the subject is ever found, • (PHB) — Orrery +2, star charts study confers no additional benefit. of the astrologer Books of the bards are tailored to the • Cartography (CRH) — Mapmaker’s kit unique talents of this class. Whether the +3. book is a collection of inspired poetry, off- • Cooking (PHB) — Skillet of frying, spice color goblin jokes, or eloquent historical rack +2, chefs hat. narrative, it expands the bard’s repertoire. • Determine Grade or Slope in Passage After two weeks of study, the bard can use (CBD) — Dwarven level +2. the knowledge magically bestowed to • Diagnostics (CPH) — Forensic gloves +2, modify saving throws against his attempts medical kit of diagnosis. to influence reactions (+ or -1 on a d20) • Dwarven Weaponsmithing (CBD) — or improve his chance of knowing about Forge of the dwarven axesmiths. a magical item (+5% on d100). Variations • Falconry (CRH) — Gauntlet of falconry, may exist, at the DM’s option, for the kits falcon hood +3. listed in The Complete Bard’s Handbook. • Navigation (PHB) — Astrolabe +1, navi- gator’s star charts. • Numeracy (CSH) — Abacus of computa- Skill magic tion +3. While typically receiving more atten- • Pottery (PHB) — Wheel of pottery pot- tion than nonweapon proficiencies, the ter’s kiln + 1. skills granted by a character’s race, class, • Reading/Writing (PHB) — Eyes of read- or kit also find themselves glossed over in ing, quill of writing. (These items are favor of combat and spell-slinging. Skill attuned to a specific language, and magic brings these abilities into the lime- may be found as a set. Unlike other light. proficiency items, these are never Class items are most frequently created made as items of mastery.) for use by rogues, due to the large num- • Seamstress/Tailor (PHB) — Thimble of ber of non-proficiency skills at their dis- tailoring, needle +2. posal, though other classes enjoy their • Tattoing (CSH) — Needle and pigments own unique items. of tattoo artistry. Pages 90-102 of The Complete Thief’s • Trailing (CTH) — Eyes of trail perception, Handbook contain a list of additional trailing dust + 1. equipment used by thieves to gain non- • Ventriloquism (PHB) — Dummy of ven- magical bonuses to thief skills. Any of triloquism, voice thrower +3. these may be enchanted for even greater effectiveness. This enchantment is expressed as a “plus,” though each “plus” Knowledge is power actually represents a 5% bonus to the skill DMs who like placing books in trea- roll. The magical bonus is cumulative with sure hoards but cringe at ability score or the equipment’s typical, nonmagical bonus. level enhancement may find these ideas Class items that improve a skill usable welcome. These tomes, though magical, by more than one class may be used only don’t create super-characters. They give by a character for whose class the item the PCs an edge through knowledge. was created. For example, a pair of thiefs Books of proficiency, when studied for scissors +1 grants its +5% bonus to a thief eight hours a day for two weeks, give the using it to pick pockets, but a bard cannot

74 MAY 1996 use it as effectively, and will not receive “pluses.” They move, work, transform, or the bonus. Conversely, a rangers shadow- create things in minor ways for conve- Continued from page 64 cloak +3 will not impart its 15% bonus to nience. Their applications are only limited a thief trying to hide in shadows. If the DM by the imaginations of the players and the desires, the bonus granted to the item’s rulings of the DM. Therefore, it may be tals get anyway). For sly comedy, sharp- class may become a penalty if used by possible to impress a band of superstitious tongued talking cats, and devious appli- another class. kobolds with flint and steel of instant flame, cations of magic, Friesner can’t be Another type of skill magic, though but not to blind them. matched and never disappoints. rare, does occasionally turn up. Race Here is a short list of ideas, a kind of items are designed to improve a charac- imaginative jump-start for DMs: Kingdom of sorrow (Boulevard, $5.99) ter’s racial abilities or to impart these abil- Steins and goblets that transform any qualifies as a “Recurring Role” because ities to a member of a different race. A liquid into ale, spirits, mead, wine, cham- half of author Kenyon Morr is actually race item is always keyed to the race for pagne, etc., preserve a small portion of a Mark Sumner, known under his own which it was created. A character of any PC’s weekly expenses. Imagine doorknobs name for several excellent teen thrillers other race is entirely unaffected by its use. that sound an alarm (as the first-level spell) and for work in the Magic: the For example, if a monocle of infravision was when they are touched. Animated chairs or Gathering* milieu. With collaborator made for a human, only a human can use bathtubs (complete with running hot and Marella Sands, Sumner presents the sec- it — even a half-elf gains no benefit from cold water) allow mages to memorize ond tale in a series set in the “King’s the item. spells and clerics to pray on the go. Spice Quest” computer-game universe, and containers that never run out or a jar that delivers a novel that shouldn’t be over- Here is a short list of skill magic items pickles anything put into it are an innkeep- looked even by those unacquainted with to get your creative juices started: er’s dream. that setting. Sumner and Sands tell a How about saddles and bridles that smoothly understated tale involving • Boots of muffled footfalls +1 (Move fasten themselves onto the PC’s steed, or faerie magic, an ensorcelled giant, and a Silently). an hourglass that turns itself over on the strong sense of royal duty. Those who • Dwarven goggles of enhanced infravi- hour? Barrels that roll when tipped, even complain about the quality of tie-in fic- sion +1: Items of this nature extend uphill, provide transport for equipment or tion should read this novel, and may infravision 10’ per “plus,” to a max- strong-stomached PCs? Steel chains that change their minds afterward. imum of 60’ (+6). weigh close to nothing might come in • Elven helm of doors + 1 (gives an elf +1 handy. Boots that never allow the wear- bonus on any die to his chance of er’s feet to get wet, or self-erecting tents finding a secret or concealed door. would be boons to campaigners. John C. Bunnel lives, writes, and reads in a Such an item — which may also be Merchants will welcome a scale Portland, Oregon apartment containing too a tiara, hairpin, or even just a hat — weighted in their favor, with magic mask- many books and too few bookcases. may never be enchanted with more ing the bias. Parents clamor for clothing Correspondence regarding “The Role of than one “plus”). that never gets dirty. Busy bureaucrats Books” can be sent to him at 6663 S.W. • Forestcloak +1 (Hide in Shadows). value a quill pen that takes perfect dicta- Beaverton-Hillsdale Highway, Portland, OR • Gloves of light-fingeredness +3. tion. Collapsible ladders, blankets that 97225-1403. • Hacksaw of speed (“cuts” sawing time keep their user magically warm, saddles *indicates a product produced by a company in half). that ensure comfort for both rider and other than TSR, Inc. • Horn of hearing +2 (Detect Noise). steed, and self-heating frying pans can all • Infravision Spectacles (this type of make life easier without creating cam- item, created for people normally paign imbalances. Subscribe now lacking infravision, imparts an infravision range of 30’). Many more magic items can be creat- and receive the 1996 • Magnifying lens +2 (Find/Remove ed if the players and DM don’t concen- DRAGON® Annual Traps). trate on combat, specific spells, and relat- FREE in December! • Thief’s lock picks +2. ed game bonuses. Intelligent furniture, • Shadowcloak +3 (Hide in Shadows). floating books, self-lighting candles, even If you subscribe to DRAGON® an outhouse equipped with small disinte- Magazine now, in December gration chambers (under the seat, of Practical magic course) add to the sense of wonder nec- you will receive free with your The remaining aspects of a character’s essary for a fantasy campaign. subscription the first DRAGON life provide a near infinite source of ideas Don’t ignore combat magic — after all, Annual. The Annual features all for practical magic items. you want your PCs to have a fair chance A bard with a penchant for mead who in a fight — but never forget the peaceful new material for gamers, so sub- wishes to drink nothing else, a dwarf applications of the art that would flourish scribe today. whose stubby fingers make fire-starting in a fantasy setting. You can still purchase the difficult, and a traveling mage who enjoys Annual wherever you find soaking in a hot bath while studying spells all have problems not easily solved DRAGON Magazine — but why with existing magical items. Christopher Byler lives and games in pay extra? Practical magic items have no actual California.

# DRAGON 229 75 76 MAY 1996 # DRAGON 229 77 Pyrothraxus couldn’t believe his luck! Asleep on the wing, and a little hurt from his bat- He perched atop the conical, sheared-off summit tles today. of a dead volcano that rose out of the Sirion Sea, In several places across his dark orange belly, just west of Ergoth, and bared his teeth in a dra- claw marks sliced through three and four of his conic grin. From his commanding vantage point he wide, crimson-edged scales. Gory meat within circled again and again, coiling as he rotated, swelled malignantly, pushing apart the seeping searching in every direction for any sign of another wounds. Acid burns spattered his crimson wings, dragon’s presence on the great island. The great leaving great expanses of the leathery webbing red wyrm peered down the rocky folds of the charred and porous. On the back of his neck, the mountain’s flanks — looking for bones and other jagged gouge of a murderous bite festered and scraps of a dragon’s repast, or maybe an old hide, burned infectiously. On top of all that, his throat felt sloughed off and cast aside — but he spotted noth- raw from too much fire breathing. ing beyond wisps of mist among the woods that Sleep was what he really needed right now. clung to the precipitous slopes. He squinted into Sleep, as precious as a hoard of maroon sapphires. the depths of the volcano’s stony maw, lined with Pyrothraxus waited as long as he could for the great crumbling walls of scree, and discerned no answering cry of a rival dragon, until the only thing evidence of his kind there either. Fairly satisfied that kept him awake was the steady pounding that the island lay unoccupied, Pyrothraxus inhaled behind his slitted yellow eyes. With a final glance deeply and then roared at the top of his lungs, dar- around, he spread his wings, slipped from the pin- ing any dragon within earshot to answer his claim. nacle, and glided into the hollow of the dead vol- His howl shook loose a half-dozen rock slides in cano, seeking some cleft to crawl under. Sure the gigantic bowl below before it rumbled across enough, when he floated to the base of the stony the water to the shores of Ergoth and beyond — bowl an overhang revealed itself to him, under and it left him clutching his head with both fore- which an ample cavern led into darkness. The claws. dragon settled to rest at its mouth and sniffed sus- Pyrothraxus’s high-crested, horned crown, all piciously at an odd odor that tickled and flared his knotty and covered with vermillion-and-black fire-blackened nostrils. Something lived down there, scales, had been throbbing torturously for hours, as but he couldn’t quite place the scent. Pyrothraxus it always did after he killed and absorbed the was too exhausted to care. This was his island now, magical power of rival dragons. Today he had and whatever lived in the mountain might make a vanquished no less than three of them: two blacks good breakfast after he slept. He entered the cool and another red! Assimilating their arcane essences darkness and shimmied on his belly, careful of his left him feeling as though his brain had been filled tender wounds, until he found a nice, level area with fire ants, and now his bellicose roar had about a dozen tail-lengths in. Gratefully he coiled aggravated that pain. No matter; to the victorious up and settled in for a nice nap. Pyrothraxus, it was worth every twinge. “Pyrothraxus,” he uttered with a sigh, noting how “Pyrothraxus, you are so-o-o powerful, your the sound bounced off the walls. No rival could voice itself is pain,” he declared. “What creature approach him unheard down here. At last, he nes- would be foolish enough to answer that call, hmm? tied his snout under a wing and drifted off to sleep. None! Pyrothraxus is lord and master of this land!” As he slipped through the silken veil of slumber, he said, savoring the sound of his own name. some distant noise drifted behind Pyrothraxus’s “Pyrothraxus the powerful, Pyrothraxus the great! receding consciousness, agitating his distrustful Pyrothr-r-r-raxus! Destiny grants you this prime mind. The sound had no immediate identity — just a territory!” faint rustling and clanking, perhaps like something Still, could it be possible that no other wyrm being dragged along. With fading care, the dragon claimed this island? Six years had passed since the decided it must be nothing more than a coming Great Dragons come back to Ansalon from across dream, woven of natural echoes in the caves under the sea, and surely in that time at least one of him. Nevertheless, his angular ears instinctively rose them must have found this choice spot, even slightly to draw in the disturbance.... though it was on the far side of the continent. “I think it’s this way, based upon my calculations There had to be something wrong with it, some rea- of how sound travels in confined spaces, modified son no one else inhabited the region, let alone by the type of rock, the general texture of the defended it from him (albeit fruitlessly, of course). wails, floor, and ceiling, with compensations for the Pyrothraxus knew he should investigate further general vertical structure of the passageways, not before settling in, but he was tired. Dead tired. to mention the average volume of the dragon’s

78 MAY 1996 breathing, which, if measured against this scale that where it dropped away, leading deeper into the I have constructed (which can tell you the approxi- volcano. Moments later, the intruders poked their mate size of the creature as well, by the way), and heads into view and peered with shining, inquisi- also — ” tive eyes at the great red. Curly white hair and “I beg to differ, I beg to differ! You have forgot- beards glowed against light cocoa skin that glis- ten to account for the density of the air, and, tened with sweat in the light they brought with besides, the caverns in that direction are much too them. As the trespassers climbed fully into view, small to accommodate a dragon, and if you spent they grew still more dazzling with their bright- as much time as I have mapping the upper reaches colored clothing and polished tools that swung since the Great Remodeling,* then you would know from belts around their pudgy paunches and from that...” backpacks, which seemed even larger than their Pyrothraxus cracked an eyelid. bearers. Over their collective shoulders, the six of “...this is the only way in which it could possibly them slung a long, fat cord of some sort. lie. Why, if you put your hand to your ear and cup Pyrothraxus’s snout wrinkled in disgust. Now he it — no, no, no! Not over your ear, you rube! Like realized why no other dragon had claimed this this. As I was saying, if you cup your hand by your island: It was infested with gnomes! That was the ear and stand with your head at a forty-five degree odd smell he’d noticed. Pyrothraxus hadn’t crossed angle, then you can tell that the tangent of the paths with a gnome since he was a punk lizard, echo comes off of the ceiling, which means that it when his mother tricked him into eating one by bounced off that wall there, which means —” telling him they tasted like chicken. He wouldn’t “You are wrong, sir. You are wrong. If you will make that mistake again, but he couldn’t have the kindly put your head against this wall and rock it little pests crawling all over him while he slept, back and forth, you will note that the breathing —” either. Where there were six of these gnats, there “Whoever you are,” interrupted Pyrothraxus, were bound to be six thousand more! “you’ll both find me soon enough if you follow the Three of them immediately began to spread the sound of my voice.” cord along the floor while the other three busied “Why, thank you!” responded not two but six themselves unloading their packs and setting up high-pitched voices, which continued with six sepa- some sort of peculiar contraption. “Welcome to rate, simultaneous soliloquies on theories of sound, Mount Nevermind, good dragon sir! Be right with the density of volcanic stone, some apparatus you,” said the fattest one, who then turned his back designed to climb stone surfaces, devices that could to supervise the rest of the party, arguing and make a large body’s location plain to anyone, ordering them about. Pyrothraxus blinked and materials that receive and transmit vibrations, and stared while the gnomes worked, befuddled by a way to illuminate the darkness using an elabo- their boundless gall in his exalted presence. Surely rate system of bat-powered windmills. the mere sight of a 300-foot-long red dragon “Shut up!” snarled the dragon, beginning to feel would scare almost anything to death, yet these a grating in his aching skull. creatures cheerfully constructed their machine, “He’s talking to you!” whispered one of the obviously thrilled rather than terrified before a approaching strangers. reptile large enough to swallow them all at once. “No, you!” (Not that he would, but they didn’t know that.) “No, you!” They busily attached bladderlike bags to each end “No, you!” of the cord and ran hoses out them, which con- “I’m talking to all of you!” bellowed Pyrothraxus, nected to wooden containers at either side, and wincing at the sharpness of his own voice. His then strung a series of ropes and pulleys back and headache was deepening. Whatever they were, he forth along the entire length of the thing. would kill them instantly if they were foolish Shortly, two of the gnomes began to jump up enough to come within reach. “Come to the sound and down on the bladders while two more yanked of my voice,” he added soothingly. “Come and view at the ropes, engaging the pulleys. A misty spray the magnificent Pyrothraxus the Red.” hissed out of tiny holes in the fat cord and quickly The voices continued in a hushed debate, further began to fill the air. Pyrothraxus sniffed defensively muffled by the knock and grind of whatever they but realized it was just oily water. were bringing with them. Soon, the first beams of “What, in the name of the Dark Queen’s talon, is their lanterns broke the crest of the cavern’s floor that?” he asked.

* The “Great Remodeling” is a reference to the explosion touched off by the gnomes during the Summer of Chaos.

# D RAGON 229 79 “Just a little something I invented especially for their souls — and drove his head full-force into a this occasion,” responded the stout one, who plunging overhang of solid granite! approached the dragon and bowed deeply, teeter- The crack of his skull rang like an immense, dull ing precariously. The sixth meddler pulled out a bell and reverberated through the volcano, even tablet and began furiously to scribble notes in it, triggering a small landslide outside. Brilliant white looking back and forth from the machine to stars streaked behind Pyrothraxus’s eyes, and he Pyrothraxus. fell to the floor like a tree struck by lightning. In “It is my belief,” continued the speaker, “that a every passing second of the ensuing virtual cool mist of water combined with extract of aloe eternity, the throb intensified, until he could do and a few other, secret ingredients I have con- nothing but helplessly coil up and retch. The cocted will thwart the effects of — ahem — dragon writhing dragon desperately wished he could just breath (if you’ll pardon the expression). I thought black out, yet his pealing torment would have no that, after a few questions and answers, you might part of it. be so good as to make fire, as you dragons do. You Somewhere in the throes of anguish, it occurred see, we’ve been looking for a reliable source of to Pyrothraxus that he should leave this place power to drive some of our machines, and your immediately. Sweet as the location might be, apparent ability to generate extraordinary heat at gnomes were as difficult to eradicate as stirges in will might be just the thing! Now, if you don’t mind, the weeds, and they were thrice as pesky. They we have just a few short questions to ask you — had no sense, no fear of impending death, no thirty or forty ought to do it for this first visit, and respect for their betters. One might as well hunt then I’d like you to —” Squish! roaches until he dropped. Definitely, the best thing Pyrothraxus lifted his claw and curled his lip at to do was leave. the remains of the creature under it. He hoped he But how many dragons had heard his roaring could sleep with that decomposing near by; these claim upon this “Mount Nevermind?” And what sto- little bugs were so aromatic alive, he couldn’t ries might the little gadflies spread about his retreat imagine what they smelled like dead. The dragon from their caves? How far would word travel, that lifted his eyes toward the rest of the gnomes. The Pyrothraxus the Red had tucked tail and flown the jumpers paused in their jumping, and the pulley nest? Was he not Pyrothraxus the Magnificent? workers paused in their pulleying, apparently not Pyrothraxus the Unvanquished? Pyrothraxus, mas- having considered protection against being stepped ter of all he surveys and desires? on, and scratched their heads in annoyance. The Yes! writer looked up from his scratching and cried, To leave now would be to admit defeat in the “Hey! You killed Talimorrandorfinlindle...” face of a puny adversary. He could bear all the The massive beast drew breath, and the scribe teeth of all the dragons of all the world of all time paused in mid-name. and laugh, but the scorn of wyrmlings as he slunk “This is it!” shrieked the gnomes, and the lot of from the holdings of unworthy, scrawny bipeds them scrambled for cover. Pyrothraxus inhaled was cold, wet ruin to his heart. He must not give up deeply, allowing the heat to swell a few extra this mountain, this island, this kingdom of his! He moments in his belly before heartily disgorging it must never yield so much as a dew claw’s width to in a gout of blistering fire. Radiant white flames the mightiest Knight of Solamnia, let alone a rabble rolled across the cavern floor like raging thunder, of wag-tongued minikins! No! He would never flooding the vault and rushing down its leave! labyrinthine throat. As the infernal tidal wave swept Pyrothraxus gingerly drew himself up and over the fleeing gnomes, the mist they had created rejoiced at the return of his senses. It must have hissed and thickened into a steam that blotted out been the headiness of his newly absorbed magic the chamber, blinding Pyrothraxus in spite of his (and, of course, that awful headache) that ability to see in perfect darkness. temporarily robbed him of his brilliance. Why, he Somewhere in the void, one or two cries of was omnipotence itself, after all. “Wonderful” was mingled panic and elation went up, alerting much too short a word, “splendid” too common on Pyrothraxus that some of them were getting away, the tongue, “superb” too offensive to the truth! He so he sprang to his feet and leaped after them, was Pyrothraxus, and that was all in all. bent upon smearing every last one of the impudent The dragon’s course was plain: He would simply little brutes across the walls of his caverns. have to find his way into the heart of these Impulsively the giant wyrm hurled himself forward gnomes’ territory and snuff them all... but first, he with all of his might, howling to inject terror into had to sleep, if only for a few hours. Certainly the

MAY 1996 80 little troublemakers would think long and hard “Shh! Shh! Shh! Shh! Shh! Shh! Shh! Shh! Shh!” before they came snooping around again, so he hissed a cluster of others. There was a moment of obviously had the time. A little peace and quiet dead silence... then the banging resumed, furiously. now, a little carnage and mayhem later, and he’d That was it; they were fried lemmings now! be a new wyrm, so Pyrothraxus settled back to his Pyrothraxus uncoiled and slithered down the sink- side and cradled his belly wounds. He pulled his tail ing shaft, toward the despicable little nuisances up and wrapped it around his body, then gently beyond. The way divided so he sniffed at each laid his head upon it for a pillow. passage, but both were scented with the gassy reek “Ahh,” he sighed. “Sweet, sweet sleep....” of gnomes. Furthermore, the head-splitting ham- “Heave to, boys, and keep it quiet, mind you!” mering and sawing down there echoed through snapped a voice in the distant darkness, just as the every corner and cubbyhole, confusing and further dragon was beginning to snore. “That’s it. Careful enraging him. Pyrothraxus made an arbitrary not to drop it!” choice and followed it. Immediately the path The grunting march of a host of bodies crept fragmented again, and again and again, until the into Pyrothraxus’s listing ears. Still, he stubbornly dragon could only resolve to take the low road at clung to his slumber, vainly trying to convince him- every turn. self that he was not hearing anything, and almost As he drew closer to the din, the tunnels grew succeeded. He was just about to slip into a deep narrower, impeding his progress, so he reached sleep when somewhere in the caves, not far below, into his precious reserve of magical power and the tumultuous din of something wooden under conjured a blanket of energy that wrapped about construction began to rattle and bang through his his body, and he began to shrink. Soon he had tender brain. Pyrothraxus’s scarlet eyelids retracted, diminished to about four times the height of a his eyes rolled down, and the slitted irises fully gnome as he stood on all four feet, and he began widened in the utter blackness. to descend again. Within the cloak of arcane “What! Are you back again?” he growled omi- power, his body tingled pleasantly — it felt good to nously through the tunnels, and the hammering use magic, and Pyrothraxus fleetingly yearned for halted. the past Age, when magic was abundant. Now he “I think it’s awake,” muttered a gravelly voice in crept easily along the cavern floor and down its the void. steepening pitch, toward the noisy swarm beyond.

# DRAGON 229 81 Abruptly, the shaft turned vertical and opened Upon being doused with water, the cat yowled on the ceiling of a vast volcano-carved chamber of loudly and indignantly, which frightened the heart shiny obsidian and fire-hardened granite. out of a mouse in another cage nearby. The floor Pyrothraxus clung easily to deep faults in the glassy of the rodent’s pen proved to be a treadmill lined walls. He hung upside down, stuck his head with chunks of flint, which rapidly struck against a through the hole, and looked about. On the floor, block of steel underneath as the mouse ran in ter- several hundred feet below, in the light of dozens ror, causing sparks to fly hither and yon. of torches on tripods, a host of gnomes were Pyrothraxus squinted at the little fire, able to detect putting the finishing touches on a huge tangle of with his keen eyes the ignition and flash of a piece scaffolding, ropes, wheels, pulleys, levers, poles, of twine, which burned in hissing spurts toward the hinges, counterweights, hatches, frames, gutters, tail of a long, heavy-nosed iron rod that lay in an slides, teeter-totters, nets, gears, crates, and a upward-angled tray. With a flare and a flash, the colossal metal disk that must have required a tail of the baton burst to life and shot it through hundred gnomes to lift it, let alone carry it! the air with a streak of brilliance. The projectile Pyrothraxus was dumbfounded by the structure’s sailed across the wide, empty space in a long, dimensions and dizzying complexity, but he was graceful arc — all heads, including Pyrothraxus’s, even more flabbergasted by the speed at which turned in unison to watch it in flight — and finally they had erected it. smashed squarely into the great metal disk, now “What?. . .” he blurted, in spite of his plan to hanging from hastily erected uprights, which pro- attack with surprise. Below, the gnomes looked up duced an astounding, low-pitched bo-o-o-o-o-ong-g- and pointed, inexplicably crying to each other as if g-g-g. An ecstatic cheer went up from the floor. they had just spotted a vein of diamonds. The resonant toll of the doorbell smashed “‘What,’ indeed!” answered a sinewy old coot through Pyrothraxus’s sensitive head like a black- among them. “Allow me to explain! We are very smith’s sledge and then shivered through the intelligent people, your dragonship. We know when mountain overhead. With a wince, the great red we have offended, and we are known for our roared, enraged, abruptly stifling the celebrating offense to offense (if you will), so we do not wish to gnomes. “Death upon all of you, all of you!” he disturb you if you do not wish to be disturbed, so screamed. “You have taxed the exalted Pyrothraxus we have brought you a doorbell so you will know beyond endurance!” He paused momentarily, to when we are stopping by for a chat and will have enjoy their unfolding terror before swooping in for the opportunity to invite us in! I have personally —” the massacre — and at that moment perceived a “A doorbell?” interrupted Pyrothraxus, focusing queer rumbling behind him. upon the speaker, a blue-clad termite with a nose High above, the mountainous walls of the vol- twice as long as his face. “A doorbell?” cano were crumbling and coming down. “Precisely, precisely, a doorbell! I invented it “Avalanche!” screamed dozens of gnomes, and the years ago but never dreamed I would have the cavern below dissolved into chaos. chance to use it. Do you want to know what makes Behind and above Pyrothraxus, the thunderous it different from all the rest of the doorbells out flow smashed through the cavern entrance, rushing there? The explosive power. That’s a touch of class! to fill the empty space, and drove onward, blasting And now, allow me to demonstrate.” free even more stone as it descended through the Pyrothraxus’s eyes widened, zooming in upon caves, toward the dragon, who presently clung the convoluted structure, as the little man inverted to a wall in its path. Quickly Pyrothraxus vigorously tugged at a rope before him. A web of released his hold and dropped from the opening, spring-loaded pulleys of myriad sizes spun back yet even as he flipped over and got his feet under and forth as he yanked, translating the small yanks him, a column of falling scree spouted from the into long draws. The rope’s opposite end activated aperture and nailed him squarely in the head! a gigantic pendulum, which swung ever more Pyrothraxus fell as if he were a bag of rocks, prodigiously while the gnome pulled, until its tip himself. He crashed through the scaffolding of the gingerly knocked a large, black, smooth sphere doorbell, while dozens of gnomes scattered madly from a tee, whereupon the ball rolled down a long, to make room for him, and the whole mess col- spiraled track — complete with several jumps and a lapsed on top of him. Mercifully, the avalanche loop-the-loop — and ultimately fell with a splash choked to a sudden halt as larger boulders clogged into a huge barrel of water. A thick wave slopped the tunnels above, but a rain of hefty rubble clat- over the barrel’s rim and sloshed to the floor, tered against the lumber piled over Pyrothraxus’s where a cat sat in a cage, fastidiously bathing itself. body, sending up a dense cloud of dust. The

82 MAY 1996 rumbling faded to silence, and for a few moments dragon rushed in. (Apparently a question was the there was utter stillness in the cavern. only thing needed to get these flap-jaws started.) Pyrothraxus burst through the pile of wreckage, “W-w-w-we’re testing our flying suits, mighty sat up, and coughed with a cloud of soot. He d-d-d-d-dragon sir,” he stuttered, then brightened. seized his poor, aching head and cradled it as it “And judging by how often the testers overshoot pounded more violently than ever. Even worse, their targets, I believe we can declare success!” seething indignation swelled in his plated breast, The gnome cast down his eyes and took a step sorely aggravated by frustration he had never closer, adopting a fawning tone of voice. “Now it known and humiliation he dreaded worse than will be easier than ever to visit and talk with you, death. mighty dragon sir! You fly, don’t you? As long as “I am Pyrothraxus the Great!” he bellowed to the you’re here, would you mind answering a few cavern, expecting to incite a riot, yet there were no questions about making safe landings? It’s the one gnomes in sight. “I am mighty!” he insisted anyway. part of the equation we haven’t worked out yet.” “I will not be defeated by a swarm of bloated The gnome began to probe him with inquiries, insects! You will not evict Pyrothraxus! You will not but Pyrothraxus had stopped listening. Could it be make Pyrothraxus the butt of dragonmirth! I am that these creatures were actually trying to find coming for you, coming for you all!” ways to spend more time with him? The very idea The great red squinted at the cavern around him threatened to unhinge him completely. For a and sniffed at the air. Across the uneven, faceted moment, he considered the possibility that he had black floor, strewn with rubble, lay a large, natural fallen asleep the first time he laid down, and this arch whose base had obviously been paved flat. He was all some magic-driven nightmare. This scene climbed to his feet and extracted himself from the could not be happening to him: Pyrothraxus the remains of the doorbell, then crossed to the arch Great, Pyrothraxus the Magnificent, Pyrothraxus and looked in, discovering a wide throughway that the Undaunted; Pyrothraxus, Pyrothraxus, spiraled downward and out of sight. Distant, Pyrothraxus!. . . gnomish cacophony wafted up to his forward- At that moment, a pair of obese gnomes, pricked ears, and he ground his teeth in anticipa- unusually confident that their flying suits were fully tion. Pyrothraxus fully elongated his body and functional, decided to buzz on over and say hello. wormed his way into the tunnel, then sped down, They leaped upon a single gnomeflinger, barked out down, down to the heart of the old volcano. Along orders to adjust the trajectory, and hit the trigger. the way, the wrathful beast overtook gnome after The catapult uncoiled smoothly, launching them gnome, but he simply crushed them with a snarl as skyward toward Pyrothraxus, who presently was he rushed onward, seeking the population center absorbed in his own thoughts. Too late, the at the bottom. gnomes realized that they had not yet incorporated At last, Pyrothraxus found the bottom of the “course alterations” into the suits’ workings. shaft and burst into the grand cavern at the base Together they descended, flailing and screaming of Mount Nevermind. He drew up on his haunches, madly, and together they tumbled down upon — of wheeled around in search of his first target — and course — the dragon’s poor head. Pyrothraxus froze, gawking at the ludicrous, impossible specta- looked up only in time to receive an elbow directly cle before him: The ceiling of this sub-mountainous between the eyes, and he went down like a weak- chamber rose out of sight, lost in a tangle of plat- ling — glass-jawed and feather-horned. forms, chains, ropes, and netting that filled the “Excuse me! I was talking to the dragon!” space — occasionally streaked with flying gnomes protested the nearby researcher. The fat fliers rolled in hooded suits that sheathed them from head to to their feet, wrung their hands as they looked toe! Tumbling through the air like rotten eggs down upon their reptilian guest, and began to tossed from a nest, the gray-wrapped little people argue with each other over who’s fault it was. sailed along wobbling arcs, only to land upon Pyrothraxus the Red arose like a blood storm, in some aerial platform or plummet into expansive agony beyond sanity and completely bereft of so nets (most of the time). Pyrothraxus sighted back much as a fang’s tip of control over himself. He along the flight path of one and discovered that became a thing solely driven by instinct, and that they were actually launching themselves with instinct commanded him to kill, to breathe fire! The bizarre catapults! dragon reared, drew wind, and then expelled con- “What...?” flagration upon the nearest moving things: the two “‘W-what,’ indeed!” answered a nearby gnome, fat gnomes. They had no chance to run, so they fell who had been locked in immobile terror when the to the floor and curled up helplessly. Flames

# DRAGON 229 83 washed over them and blotted them from sight, but now. Feeling death’s grip on his tail, he shut his when Pyrothraxus interrupted his attack to inhale, eyes tight and concentrated with all his might on the flying gnomes untucked and looked at each summoning up magic. The effort shot slicing pain other! Pyrothraxus held his breath momentarily, through his head as he mentally ripped open his coherent enough to understand that breathed-on reserves of magical essence and willed a shield to gnomes should not be moving anymore, and then solidify above him. belched fire at them again. The flames died away, As soon as some feeling returned to his limbs, and despite considerable charring, the little vermin he labored to his feet and staggered for the exit by seemed to be fine! which most of the gnomes had fled. Meanwhile, “The suits!” they squealed, leaping to their feet. the city crashed around him as he tripped along “The flying suits are flameproof! Breathe on us the quaking ground. His magical shield moved with again, sir dragon! Breathe on us again!” him, but each blow of falling debris upon it drained The room began to spin around Pyrothraxus as the barrier and sent piercing shock waves through he was surrounded by throngs of creatures in Pyrothraxus’s battered skull. At last he cleared the hooded suits who all chanted, “Breathe on us, grand cavern and struggled along a winding corri- breathe on us!” He howled insanely and responded dor. Light appeared ahead, so he bore down and to their demands, blowing fire in every direction heaved himself toward it, even as the tunnel col- again and again, staring at them from somewhere lapsed at his haunches. outside himself as they leaped up and down and The brightness of a new morning stung his eyes begged to be breathed upon once more. Their and inflamed his headache to yet new torment as voices blended into an echoing clamor of squeaky Pyrothraxus broke free of Mount Nevermind. At voices, relentlessly shouting, “Breathe! Breathe!” the lip of the exit he stumbled over his own feet, and he complied mindlessly. fell, and rolled down a short slope which ended in Pyrothraxus reeled drunkenly, exhausting his a sheer drop-off. The Great Dragon plunged head- breath weapon, and was about to collapse when a long into a grove of trees, cracked his way through voice somewhere parted the general chant with the the thick branches, and eventually came to a blunt words, “Don’t breathe over here! Don’t breathe over stop in a gigantic clump of thorn bushes. As he lay here...” Desperate to accomplish just one thing there with the wind knocked from him, each scale that would displease anyone besides himself, he of his tubular body cried out to him, fruitlessly leaned in that direction and expelled his last gout striving to distract him, even for an instant, from of flames, just as he heard the words, “... this is the leaden tolling in his skull. explosives storage!” One last explosion shook the island, and a thick The blast went off in Pyrothraxus’s face. spout of yellowish ash sprayed skyward beyond Had the dragon not been red, the fire ball would the mountain ridge. Pyrothraxus gazed through surely have incinerated him on the spot. On the blurred vision at the rising plume of smoke and other hand, red dragons are not immune to the then squinted against the hail spray of dirt and concussion of an explosion, so Pyrothraxus was stones that pelted him in the wake of the eruption. cast across the great chamber like a gnome on a The sharp odor of sulfur filled his nostrils. flinger. Meanwhile, the initial blast touched off Perhaps the volcano was not as extinct as it another one, deeper underground, roughly jolting seemed.... the cavern, and that in turn was answered by a In the forest around him, gnomish cries went up, quake that shook the mountain to its roots. and Pyrothraxus chuckled despite his pain. The The city began to shudder and fall apart. Great dismay of the runty survivors, just now realizing slabs of stone broke free of the walls and ceiling, they were completely homeless, was victory and smashed to the floor of the cave, dangerously sweeter than destroying a rival dragon. “Thus, near the dragon. Gnomes began to run in all direc- Mount Nevermind becomes the lair of Pyrothraxus tions, some of them scrambling right over the Red,” he concluded. Pyrothraxus, on their way along the shortest dis- But something was not quite right. Those voices tance between two points. Huge platforms over- sounded — somehow — happy! He raised his head head listed and dumped their contents, creating a and craned his ears forward, seeking to hear them rain of trinkets and gizmos around the prostrate more clearly. wyrm, followed by falling rocks. “At last! At last!” he heard one yell. “It’s a Now, Pyrothraxus clung desperately to con- miracle!” shouted another. “Now we finally have an sciousness, certain that he would never waken inexhaustible source of heat!” cried several others. again if he gave in to his impulse to sleep right Continued on page 88

84 MAY 1996 How many times during your travels by Keith Strohm through many different campaign worlds have you run into a slightly M: Okay, your party has just returned to befuddled mage who eventually renders the trade city of Baronvea after a suc- some assistance? That particular NPC cessful foray against Fenrik the has become a stock character in fantasy Wolflord. What are your characters doing? gaming and literature, so presenting Thanduz (a priest): Umm. . . is there a “A” is for NPC your PCs with yet another kindly old temple dedicated to my deity anywhere in mage will mute the impact of the story the city? I took a nasty bite from Fenrik, and you are trying to tell. The stock NPC I want to make sure I haven’t been inflicted may even appear as an obvious “flag” to with lycanthropy. your experienced players: “Oh, a kindly DM (smoothly): Yes there is. You ask old man in robes. Well, I talk to him for around a bit and are told to follow the large when NPC encounters are involved. In a a while to see if he has a wand or other street north of Market Square. perfect world, Dungeon Masters have all item that will help us deal with the Solach (a thief): I’m going to take a stroll the time they need consistently to create trolls.” Instead of an exciting encounter into Market Square. Do I see any signs of believable NPCs who live in a complex with a unique individual who deepens local guild activity? and engaging campaign world. The real the storyline, the whole event becomes DM (rolling dice): Well, you look around world, however, is far from ideal. School, a transparent facade; the players are the bustling marketplace and manage to work, relationships, and the responsibil- thrust out of their adventuring person- spot two nondescript-looking gentlemen ities of life in general often curtail exten- aes and realize that they are Jim, Marlo, stealthily approaching an obviously suc- sive campaign development. and Eugenia, three college students try- cessful merchant. How, then, can an aspiring Dungeon ing to solve a puzzle before the pizza Sir Pelthan (interrupting): Never mind Master successfully create an array of delivery arrives. about that no-good thief! I’m going to ride fully developed NPCs and avoid the If, on the other hand, you tell them out and pay my knightly respects to the embarrassment and confusion of being that the old mage speaks with a slight Duke of Baronvea; its been a while since I’ve unprepared? The answer is simple. By rasp and has a pulsating chromatic orb seen another Knight of the Star. I also need paying close attention to the three A’s — in place of his left eye, you’ve made that to talk to him about the strange disappear- Appearance, Attitude, and Aspiration — stock NPC much more interesting and ance of the Knight-General of our order. a Dungeon Master can easily develop memorable. The mage’s pulsating orb, DM (hesitantly): Umm... if appears that an important and recurring NPC in mere and the tale of how he came by it, may the duke is out hunting. moments. even provide an intriguing story hook Sir Pelthan: Hunting? But the duke’s keep for a future adventure. is practically surrounded by swampland! Another element to consider during DM: Well, would you believe he was Appearance this stage of NPC generation is the actu- called away on a diplomatic mission? The first stage of NPC generation is al physical location of the NPC. Where Sir Pelthan: This is ridiculous! I thought simply to describe how an NPC looks. does he live? People are often shaped you just said he was hunting? Appearance includes the NPC’s physical by their surrounding environment, so DM (sheepishly): Dukes are usually pret- attributes — from build to hair color — as why should your NPC be any different? ty busy people, you know. well as any relevant statistics. It is not Rough, unsettled territories rarely pro- Play stops as the players begin to usually necessary to provide complete duce foppish courtiers or errant rogues grumble about that new collectible card statistics for non-adventuring NPCs. used to making some easy money. game they’ve been dying to try. DMs who are pressed for time should Rather, these harsh environments are fudge these numbers or simply deter- often home to those brave of heart and Unfortunately, nothing spoils a play- mine those statistics they feel will have strong of arm. Consider the ruler of a er’s enjoyment of the game like a DM the greatest impact on gameplay. small area located in a frozen waste. It is who’s obviously unprepared, especially probable that this ruler has little time for

# DRAGON 229 85 the niceties of courtly life, since eking an ing the uncharted depths of mystic lore. fief the growing trade city of Baronvea, as existence from the bitter elements that Such a legacy will remain apparent even well as all the lands within a week’s ride plague his land, and combating the on those who have long since left their from the city. Duke Willym then set about fierce creatures of the wastes occupy studies behind. Again, it is important to clearing his lands of dangerous beasts and much of his time. This NPC is likely to be consider the physical ramifications of an fierce monsters that would imperil his sub- an imposing figure, possessing a muscu- NPC’s profession during the initial cre- jects. Under his guidance, the city of lar frame and a squint made permanent ation process. Baronvea has prospered. from many travels across the sun- Finally, a DM should consider an The road to knighthood is an reflecting ice. NPC’s age. Is the NPC enjoying the first involved one indeed, requiring many Other locations may also provide flush of youth, or has he long since years of training and preparation. important elements for NPC develop- abandoned those carefree younger Furthermore, Sir Willym must have ment. Cities have their dark alleyways days — walking, as it were, in his more adventured for a while in order to reach and bustling marketplaces, forests and “mature” years? Perhaps the NPC teeters at least 9th level — the minimum level rural areas have their own particular on the threshold of senility and dodder- required before a fighter may gain fol- pace of life, and temples have musty ing old age. lowers. Therefore, we can assume that vaults and dimly lit libraries. Just about The answers to these questions have Willym is no longer a young man. any locale can aid a DM in the creation a profound impact upon the physical Finally, such intense training and obvi- of an NPC. The key is to imagine the makeup of the NPC as they provide the ously dangerous adventuring experi- Non-Player Character interacting with DM with fuel for description. For exam- ences must have left their marks on the the environment. What effect will it ple, a DM interested in the development knight. All of these factors provide ample have on him physically? Will harsh con- of a memorable old shopkeeper rarely inspiration for the DM’s continued char- ditions harden his body? Will these con- relies on just a simple adjective like acter generation: ditions possibly be detrimental to the “old.” Instead, the DM may describe the NPC’s health? These are all questions wizened crow’s feet that flair out like Although no longer in his fighting prime, that a DM should ask when creating a webbing from the sides of the shop- Duke Willym still remains a fierce fighter. His Non-Player Character. keep’s eyes, or he may concentrate on fall, muscular body has not run to fat like so Another factor to consider during this the slight quaver that marks the shop- many other rich nobles; he keeps himself in phase of NPC development is the char- keep’s voice. Again, an extremely rigor- shape by accompanying his men-at-arms acter’s profession. What does he do for a ous attention to detail may be impossi- on some dangerous expeditions. Willym living? Your answer will have a great ble for a time-pressed DM; however, a has thick graying hair which he wears long, impact upon the NPC’s appearance. It is few moments spent examining the age and a well trimmed salt and pepper beard. A quite difficult to pick a butcher out of a of a developing NPC can easily yield long scar, reputedly given to Willym by a crowd (provided he is not covered in one or two physical “cues” that make dying red dragon, runs across his often fur- animal gore), and not every student the NPC in question much more memo- rowed brow. The duke never goes any- looks bookish or emaciated, but certain rable. where without Krystom, his sun blade +2. professions do leave telltale marks on its adherents’ physical appearance. For The Duke of Baronvea revisited instance, a blacksmith is likely to have a Using the methods discussed in this Attitude well developed upper body, especially stage, a DM can quickly generate the Attitude is the second stage in NPC his arms, and a heat-reddened face. The Appearance of the (unfortunately) generation; it covers not only an NPC’s aforementioned student may have to incomplete Duke of Baronvea. The DM personality but his entire worldview as squint a bit from reading musty tomes knows from the example that the duke well. How does the NPC view himself in by candlelight. resides in a keep surrounded by swamp- relation to others? Does he have any These physical cues may be more land — a rather hazardous terrain to set- strong loves or hates? What, if anything, pronounced on those NPCs who choose tle. Furthermore, he knows that the does he believe in? Is there anything travel and adventure as a way to make duke is also a knight of some renown. that truly frightens or horrifies this NPC? a living. Adventuring is dangerous busi- These two simple facts open up a Does he have any strange quirks or idio- ness, and those brave few who call the wealth of possibilities for the DM: syncracies? These are all questions that road their home more than likely bear a should be asked when developing this number of scars to prove it. In addition, His Grace, Duke Willym Lonsold, lord of aspect of your NPC. an NPC’s area of expertise will eventual- Baronvea and knight of the realm, enjoyed The DUNGEON MASTER® Guide provides a ly leave its mark upon him. While it is a noble upbringing immersed in the practi- highly useful table for generating NPC not impossible for a rogue to have a cal arts of statecraft and warfare. His father, personalities which offers ideal assis- muscular physique much like a warrior, a wealthy baron and knight, sponsored the tance to overworked DMs. Such game years of training the hands and eye for young lad info the knightly orders. There, aids can often become a crutch, howev- subtle manipulations and acts of fine Willym received further training in the noble er. Besides introducing the all-too-capri- coordination leave little time for studying arts of war. Soon, the gifted squire received cious effects of chance into campaign the arts of war and bodily development. his knightly spurs and began a long adven- creation (imagine the dice determining Likewise, all mages do not have to turing career. Willym’s long and tireless pur- that our noble and courageous Duke of resemble the gaunt and physically pow- suit of justice, as well as his heroic deeds, did Baronvea was actually a craven, erless form of the young Raistlin from not go unnoticed. immoral, lying scoundrel), most tables the DRAGONLANCE® novels; however, wiz- Several years ago, the king elevated Sir generate the “what,” not the “why,” ards do spend most of their time plumb- Willym to the Dukedom, granting him as his offering a merely one- or two-dimen-

86 MAY 1996 sional “quick fix” to questions of cam- matters of alignment very seriously. is practically limitless. It is important, paign creation. Even certain wizard and rogue kits may however, to include them sparingly in A random table may determine that strengthen the degree to which align- any campaign. an NPC displays laconic tendencies, but ment shapes the development of an A constant array of twitchy, quirky, the player lacks any sort of clue as to NPC’s personality. and bizarre NPCs dampens their overall why he acts laconically. It is very difficult Once the DM creates an initial frame- effect on players. to role-play a believable NPC without work, he can begin to flesh out the NPC’s any sort of insight into his personality. personality. Does the Non-Player Char- Duke Willym — a case study Alignment is a key factor in determin- acter have any strong love or hatred for The duke, besides his granted member- ing an NPC’s personality and idealogy. particular. individuals, creatures, or ship in an organized and hierarchical gov- Once the DM decides on the alignment issues? Perhaps the Chaotic Good mer- ernment, also belongs to a strictly regiment- of a particular NPC, it provides him with chant in your campaign despises the ed society of warriors dedicated to the a developmental framework on which high taxes that are levied to support the defense of the weak and helpless against to build a personality of some depth. overly institutionalized (from his perspec- the cruel forces of evil. The DM decides that This does not mean that alignment tive) beauracracy of the city. Player char- these factors dictate the duke’s alignment as automatically determines an NPC’s per- acters who interact with the merchant lawful good, then continues: sonality. Experienced gamers know that during any sort of official business (a mis- The Duke of Baronvea believes strongly alignment is not a straightjacket. Lawful sion or quest undertaken on behalf of in the principles of justice and in the wisdom Good characters are not always kind the government, for instance) may expe- of structured government. Nobles have a and helpful people willing to risk their rience a rather frosty reception. On the sacred duty to protect and fairly rule all who lives to aid an adventuring group; other hand, an otherwise unfriendly dwell within their lands. Likewise, serfs, citi- rather, they can sometimes come across Neutral woodsman with a fascination for zens, and vassals have an obligation to as arrogant, churlish, and petty. the “faerie-folk” might happily divulge obey and serve their liege. In the duke’s Likewise, Chaotic Evil NPCs do not some much needed information if view, the fulfillment of these duties repre- always manifest themselves as the latest approached by an elven PC. sents the very fabric of a just society. incarnation of pure evil; sometimes The DM should also explore other As a Knight of the Star and a devout fol- these individuals can be gentle and areas of the NPC’s personality, such as lower of Palamabron, god of justice, Duke even kind. the existence of any deep seated fears or Willym has little tolerance for the injustices The amibiguities found within align- intense phobias. In the hands of an that stem from selfishness and greed. His ment groups provide the DM with a great imaginative DM, these factors not only judgments are swift, and his justice is often deal of freedom to shape an NPC’s per- add realism and depth to an NPC, they harsh. Despite this, the duke’s vast experi- sonality without resorting to tired stereo- also influence the development of per- ence adventuring in distant lands has tem- types. For example, a DM knows that a sonality, and color the NPC’s interac- pered the steel of his righteousness with Chaotic Good NPC will in some way tions. compassion. All good-hearted people who value personal freedom and the concept Consider the affect that a phobia of gain audience with Willym are treated with of the individual over highly developed heights might have on a fierce and warmth and the courtesy that befits their and highly rigid concepts and structures proud warrior. Will he try to hide it in an station. that promote “the good of the many.” effort to maintain his dignity and repu- Unbeknownst to most of his subjects, This may manifest itself in a myriad of dif- tation? Does the proud fighter carry Duke Willym’s last quest ended in tragedy. A ferent ways. The NPC may demonstrate around deep-rooted feelings of shame? fierce encounter with the red dragon, nothing but contempt for anything and How will he react to a group of PCs who Khaerinoth, left his entire party dead. anyone that represents or supports rigid try to enlist him for a dangerous quest Willym slew the dragon by himself in one- concepts of Law, or he may quietly toler- that will lead to the top of an immense on-one combat; the battle, however, left his ate a perceived injustice, all the while mountain. Will the warrior act defen- brow, and his psyche, deeply scarred. Duke silently working towards its eventual sive? Will he greet the PCs warmly or Willym is now absolutely paranoid about all abolishment. Perhaps the NPC is just belligerently? The answers to these things draconic; he is convinced that the off- plain lazy and does not wish to be both- questions will profoundly shape the spring of Khaerinoth will hunt him down. ered by “civic responsibility” and duty. NPC’s personality. No matter what season, Willym sends a The list of possibilities extends as far as A DM should also consider whether cadre of men across his lands on “dragon the imagination of the DM. or not a particular NPC possesses any watch.” He may even hire the player char- When examining alignment in rela- idiosyncracies. Adding some strange acters to track down a draconic beast which tion to an NPC’s personality, it is impor- habits or mannerisms to an NPC defi- he believes “lurks even now in the dank tant to return to that character’s occupa- nitely brings him to life in a very effec- swamp around my castle.” Any attempt to tion. Certain professions strengthen and tive way. Ideally, these idiosyncracies dissuade him of his paranoid beliefs will be support alignment tendencies. For should stem from particular elements met with fierce denial and possibly anger. example, a cleric NPC will probably found in other areas of the NPC’s devel- involve himself more deeply in the opment. Perhaps the phobic fighter dis- struggle between good and evil. If this cussed above refuses to travel any- Aspiration cleric serves the powers of Law and where without wearing a brightly col- This third and final stage of develop- Goodness, he may be more intolerant of ored (and easily detectable) fez-like hat ment deals primarily with the NPC’s chaos or evil. Holy fighters, such as pal- which he believes to be permanently motivations, dreams, plans, and desires. adins and all those who ally themselves enchanted with a feather fall spell. The In many respects, the outcome of this with temples and deities, naturally take scope and range of these strange habits third section will grow naturally from the

# DRAGON 229 87 information developed in the first two Consider, once again, the example of Brion left several months ago on a quest to stages of generation. By now, the DM the CG merchant. His hatred for the destroy Dornuea, the Witch-Queen of should know the NPC’s appearance, per- “unjustly” high taxes of the tyrannical Gwyryth. He should have returned at least sonality, and basic philosophy; all other city government has already been two weeks ago; it is probable that the considerations of the Non Player developed, The DM might pursue this witch’s enchantments proved too great for Characters aspirations must remain con- aspect of the merchant’s personality the aging knight. This leaves the Knights of sistent with that basic information. It when developing his aspirations. the Star without a strong leader. lf Willym would not make sense for a faithful Perhaps the merchant plots the downfall could somehow recover Clarion, the priest of a dwarven war god to champi- of the city government and plans to hire Knight-Generals traditional sword, and on a peace treaty with a large communi- some PCs to extract damaging personal defeat Dornuea, he would be elevated to ty of derro. Likewise, it is extremely information about members of the rul- lead the knights. Duke Willym would then unlikely that the noble and just Duke of ing council. Or maybe he hopes to be granted rulership of Tharndor Keep, a Baronvea would involve himself in a plot recover his financial tax losses by over- magnificent militant castle located to the to overthrow a fair and effective ruler. charging on some or all of his goods. north of Baronvea. Willym could then This required consistency actually The DM can easily expand this initial appoint his nephew, Geoffrey, to rule the renders the final stage of NPC genera- development by re-examining some lands around the Kador Swamplands in his tion fairly straightforward. The DM need other components of the NPC’s appear- name. only do two things to develop the NPC’s ance or attitude; once again, the permu- These thoughts have been running aspiratons. First, the DM should consider tations are practically limitless through Willym’s head for some time now, the ultimate role that the NPC will play and he will do everything within the bounds in the campaign. Is he a featured villain Noble ambitions of honor and justice to see them come to for an adventure or series of adven- The Dungeon Master, realizing that fruition. tures? Perhaps the NPC acts as a story Sir Pelthan’s player is extremely excited hook or introduces an important ele- about the dissappearance of the Knight NPCs are the ultimate tools for a DM; ment or theme into the campaign? General of the Star, decides to expand they are often the means through which Maybe he is merely meant to add color that sub-plot to include the Duke of he guides, confounds, amuses, and to a scene or particular encounter? Baronvea. He then takes a look back at rewards his players. In addition, NPCs Clearly identifying an NPC’s role will go the other stages of the duke’s develop- add depth and flavor (always valuable a long way towards developing their ment to see if there might be something in a continuing campaign) to any set- aspirations, and it just might save the he can use: ting. It is easy to see, then, why such harried DM some time. After all, it is important elements must be more than hardly necessary to create an elaborate Despite Duke Willym‘s fierce loyalty to just bland, “cardboard cutout” figures. set of motivations for a “one-shot” NPC the king, the proud and noble warrior is not An examination of the three A’s — — no matter how prominent he figures exactly happy with the primitive (and smelly) Appearance, Attitude, and Aspiration — in a particular adventure. location of his castle. The Swampland of offers the DM a quick and effective way Once the NPC’s role is clearly identi- Kador is not a suitable residence for the “Lion to create memorable, three-dimensional fied, the DM should re-examine the of Lonsold.” Secretly, Willym hopes that the NPCs. results of the first two stages of charac- king will once again recognize his superior ter development. Areas like age, loca- accomplishments and grant him more hos- tion, occupation, alignment, and espe- pitable lands upon which to rule. cially strong loves, fears, and hates, all The recent disappearance of Lord Brion, Keith Strohm is a game editor at TSR, affect the development of an NPC’s Knigh-General of the Star, could be the Inc. He is a wonderful person and hopes one motivation. opportunity Willym has been seeking. Lord day to effect world peace.

Continued from page 84

Excitement turned to glee, and glee to euphoria. and place of rest had come. His eyes glazed over and Pyrothraxus let his head fall limply back, banging it eased shut, and his breathing slowed to an easy, against a boulder, which extracted a clipped “Ow!” rhythmic pace. from him. He sighed dejectedly. Let them come and Through the haze of fast-approaching, blissful sleep, slay him now; he was done. his keen ears instinctively pricked and harkened to the Suddenly, the great red wyrm decided he would go whispery buzz of a half-dozen perky little voices, draw- to sleep right there, without moving a single claw. ing near... Maybe the gnomes would even forget about him for awhile. They had their stinking power source, after all, and there was one heck of cleanup in front of them if they planned to stick around (and somehow he knew David Wise is director of creative services at TSR, Inc. He they would). Besides, they couldn’t see him down lives in Elkhorn, Wisconsin, with his wife and her cat, a here, lying in these (“Ow!“) bushes. Definitely, the time worthy and almost gnomelike adversary.

88 MAY 1996 Monsters with 17 or 18 hit dice have THAC0s of 3, monsters with 19 or 20 hit dice have THAC0s of 1, monsters with 21 or 22 hit dice have THAC0s of -1, and so on. Note that the monster still misses if it rolls a 1 on its attack die, no matter what its THAC0 is

by Skip Williams The High-Level Campaigns book did not show any special abilities gained by druids after 20th level. Do they still gain lf you have any questions on the games On the other hand, copying spell abilities to travel to the plane of produced by TSR, Inc., “Sage Advice” will books is a difficult process that takes Shadow, alternate worlds, and the answer them. In the United States and time (one to two days of work per level Outlands (Concordant Opposition) from Canada, write to: Sage Advice, DRAGON® of the spell being copied) and materials 21st to 23rd level? Magazine, 201 Sheridan Springs Road, of the highest quality. Simple tracings or You’re referring, I assume, to the extra Lake Geneva, WI 51347, U.S.A. In Europe, rubbings cannot duplicate a spell book. abilities granted to the highest level write to: Sage Advice, DRAGON Magazine, hierophant druids in the old Unearthed TSR Ltd., 120 Church End, Cherry Hinton, The DM™ Option: High-Level Cam- Arcana tome. When I wrote High-Level Cambridge, CB1 3LB, U.K. You can also e- paigns book said mortals can go no Campaigns, I hadn’t intended to allow mail questions to [email protected]. We are higher than 30th level. Do phaerimm (of druids the extra planar access or ele- no longer able to make personal replies. the FORGOTTEN REALMS setting) really mental summoning abilities they gained Please send no SASEs with your question. have wizard abilities to 40th level? in Unearthed Arcana. Druids do receive all SASEs are being returned with copies of the While mortals hit their limit when the abilities listed in High-Level Campaigns writer’s guidelines. they reach 30th level, the phaerimm for priests of levels 20 and up, except for aren’t necessarily cut from the same improved undead turning at 21st level. If Join the Sage for a look into the inner cloth as normal mortals are. The upcom- you like, you can replace improved workings of a few spells from the ing Arcane Age products provides the undead turning with the power to enter AD&D® 2nd Edition game and the par- definitive answer to your question. the para-elemental planes. ticulars of some optional rules. The High-Level Campaigns book Is it possible to cast a true dweomer I run a FORGOTTEN REALMS® campaign. states on page 144 that monsters have (from the High Level Campaigns book) Recently, the PCs discovered and no THAC0 limits, but their THAC0 table whose final difficulty rating is more explored an ancient illusionist’s crypt. stops at 16+ Hit Dice. Can they improve than 100? Within, they found more that 80 stone past the 16+ Hit Dice level? No. To cast a true dweomer, a char- tablets that comprised the dead illu- Yes. Just extend the progression from acter has to complete preparations for sionists spell books. The tablets were Table 39 of the DUNGEON MASTER® Guide. the spell and roll the final difficulty num- too heavy to move, so the party came back later and did rubbings of the tablets. All the spells were written in the secret language of illusionists. From what I can gather from the FORGOTTEN REALMS boxed set, this language pos- sesses some dweomer. My impression is that it is resistant to comprehend lan- guages and similar spells, and thus unreadable to all but actual specialty wizard illusionists. I would think that a secret language of wizards would not be susceptible to something as simple as this or other low-level spells. Is this correct? The 1st-level wizard spell comprehend languages cannot decipher magical writ- ing or magically warded writing (see spell description, Player’s Handbook, Appendix 3, page 172). Insofar as Ruthlek (the secret script used by illu- sionists in the FORGOTTEN REALMS world) is “dweomer guarded,” a character using comprehend languages should not be able to read it. A read magic spell, however, does allow characters to read Ruthlek.

# DRAGON 229 89 ber or higher on 1d100. Obviously, if the Casting true dweomers requires Note that just tying a creature’s spell’s final difficulty is more than 100, patience, dedication, and imagination mouth shut probably won’t guarantee the spell can’t be cast (because you can’t from both the player and the DM. A that it can’t use its breath weapon, it roll more than 100 on 1d100). Currently, powerful true dweomer could take years might break the bonds or work them there is no skill or item in the game that of game time to complete as the caster loose and blast away when its captor grants characters bonuses to difficulty scours the land for components. If either least expects it. rolls, but the spell caster can modify the the DM or player doesn’t feel up to it, it’s In any case, a creature with its mouth spell by adding special conditions and best not to use true dweomers at all. clamped shut suffers no ill effects when material components that reduce the it tries to loose a breath weapon. difficulty number. I have been wondering, can a drag- A creature loses all Dexterity adjust- Using material components and spe- on use its breath weapon if its mouth is ments to saving throws and suffer a -4 cial conditions to reduce a spell’s diffi- shut? What if someone was in the drag- saving throw penalty if it’s unfortunate culty has some limits, as explained on on’s mouth? How much damage would enough to be stuck in a dragon’s or pages 130 through 133. If the caster the person suffer? How much would other monster’s mouth when the mon- can’t provide enough conditions and the dragon suffer? ster uses a breath weapon. A creature components to lower the final difficulty Whether any monster can use a stuck in a monster’s mouth never blocks to 100 or less, he can double the spell’s breath weapon with its mouth shut is a breath weapon; the breath affects the preparation time and reduce the spell’s entirely up to the DM. Common sense stuck creature and fills its normal area of final difficulty by half. If that still doesn’t suggests that a dragon (or any other effect, too. do the trick, the caster has to go back to creature with a breath attack) would the drawing board and redesign the have to open its jaws at least a little to Does the +1 bonus to damage from spell or go looking for enough exotic loose a breath weapon. But, it is also rea- the chant and prayer spells apply to spell components to get the difficulty sonable to assume that a creature can damage that spells inflict? If so, does down to a workable number; there’s no use its breath weapon if it can breathe. It the bonus apply to each die of damage limit to the number of exotic material doesn’t matter which option you choose, or to the whole total? components used in a true dweomer. so long as you use it consistently. The damage bonuses or penalties apply to any attacks the spell recipients make, including spell attacks. The bonus or penalty applies to the damage roll, not to each die used in the roll. If an attack, such as a fireball spell, affects mul- tiple creatures at once, the bonus or penalty is applied once to the damage roll. If an attack is split up so that it affects several creatures individually, such as a magic missile spell, the bonus or penalty is applied to the damage each creature receives. Attacks that inflict no damage aren’t subject to the damage bonus or penalty. Damage that results indirectly from an attack is not subject to the bonus or penalty. For example, if someone pushes a creature off a cliff or into a tire, the resulting falI or burn dam- age is not affected. The attack was the push, which inflicted no damage.

The 8th-level wizard spell spell engine from the FORGOTTEN REALMS set- ting absorbs spell energy from any spell or spell-like effects cast in its area. The spell description says symbols, glyphs, and abjuration spells already operating in the engine’s area when it activates are not neutralized. This implies that other spells in the area are. For instance, a wall of force (an evocation spell), would be negated if a spell engine acti- vates in its area. Is that correct? Yes, that’s correct. Note that a spell is “already operating” if it is cast outside the spell engine’s area of effect and then brought into the area. For example, an

90 MAY 1996 antimagic shell created outside the spell might fail, he is free to decide how likely less. Note, however, that many actions engine’s area and then moved so that its the failure will be. It could be automatic, provoke attacks of opportunity. Firing a radius overlaps the spell engine’s area is or there could be a saving throw, ability missile, for example, provokes an attack not neutralized. Instead it temporarily check, or other die roll involved—what- of opportunity, even when the oppo- negates the spell engine’s effects within ever the DM thinks is reasonable. nent is standing behind the character fir- the area of overlap. If the antimagic shell’s Because the companion spell is cast ing the missile. area of effect overlaps the spell engine’s along with the contingency spell, the area at the time of casting, however, the caster’s state of being when the contin- In the Combat & Tactics rules, how antimagic shell is negated; the spell engine gency is triggered doesn’t matter, the many attacks of opportunity would a prevents the shelI from forming. Note caster can be bound, gagged, uncon- character armed with a long weapon, that only symbols, glyphs, and abjura- scious, or even dead when the spell such as bardiche, which has a melee tion spells have this property. Other takes effect. reach of two, receive if he has chosen mobile spells end when brought within a the guard action and someone charges spell engine’s area. Note also that a dispel What is the duration, and area of him from the front? true dweomer (from the High-Level effect of the 4th-level priest spell call None. The guarding character would Campaigns book) can destroy a spell woodland beings? Is it okay to use the get his normal melee attack the engine. duration and area of effect from the moment the charging opponent came wizard monster summoning spells? within reach, but wouldn’t get an attack What sort of limits apply to the con- Don’t use the statistics for any of the of opportunity unless the opponent did tingency spell? Does contingency acti- monster summoning spells — call wood- something to provoke it, such as turning vate another spell only once? Or does a land beings works in a different way. its back on the bardiche wielder or leav- contingency activate a spell an unlim- Unlike the monster summoning spells, ing the area the bardiche wielder threat- ited number of times while the contin- call woodland beings only summons crea- ens. Just moving around within an area gency duration (one day per caster tures that are within the spell’s range. an opponent threatens does not pro- level) lasts? If the latter is true, one Also unlike the monster summoning voke attacks of opportunity. might cast contingency and designate spells, the summoned creature (or crea- an armor spell as the contingent effect tures) doesn’t appear in some location What’s the difference between with the trigger being “whenever the the caster designates — it travels to the offensive and defensive disarms in the armor spell currently protecting me caster’s location, which can take quite Combat & Tactics rules? Why would runs out.” The contingency caster would some time. Call woodland beings has no anyone choose an offensive disarm get continuous armor protection for definite duration. The creature remains when defensive disarms work just as many days, right? What kind of triggers just long enough to render the caster well? can the contingency caster specify? some service, then it departs. Note that The difference lies in when the dis- Can he bring a contingent spell into the creature might depart immediately if arming attempt is resolved. Offensive being just by snapping his fingers? Also, the caster asks it to fight (see spell disarms are resolved during one of the does the caster’s situation have any description, Player’s Handbook, Appendix disarming character’s own attack phas- effect on a contingent spell? For exam- 4, page 274). In any case, the creature es. Defensive disarms are resolved ple, if the caster is bound and gagged called leaves the caster under its own when the disarming character’s oppo- when the trigger occurs, does the con- power; it doesn’t vanish when the spell nent attacks. Offensive disarms have tingent effect still occur? ends or when killed as a summoned two potential advantages. First, if the The contingency spell must be cast monster does. character attempting to disarm is enti- simultaneously with one other spell. The tled to multiple attacks during a round, companion spell is essentially precast In the PLAYER’S OPTION™ combat sys- he can automatically cover a disarmed and takes effect only when the contin- tem (from the Combat & Tactics book) is opponent with the remaining attacks, gency triggers it. Once the companion failing to turn to meet an enemy which should allow him the first strike if spell is triggered, the whole spell com- attacking from behind the same as his disarmed opponent doesn’t surren- plex ends. The caster cannot load multi- turning your back on that enemy? Let’s der. Second, if the character gains the ple spells into the contingency nor can he say a character is engaged in fighting a first action during the round and suc- add new spells once the original spell couple of bugbears, and another bug- ceeds with an offensive disarm, the has been triggered. If the caster wants to bear comes up from behind and opponent will be weaponless when his duplicate a particular effect, he must attacks. Does that bugbear get an turn comes to attack. Even if the charac- cast the contingency and the companion attack of opportunity if the character ter who made the disarm doesn’t have spell all over again (but note that a char- doesn’t turn around? Would the bug- another attack he can use to cover the acter can have only one contingency bear get another attack of opportunity disarmed opponent, he might get an operating at a time). The contingency the next round if the character still attack of opportunity when the oppo- spell’s duration really should read “one doesn’t turn around? nent tries to retrieve his dropped day per caster level or until triggered.” No, failing to turn and meet an oppo- weapon. The condition that triggers the contin- nent is not the same as deliberately gency can be just about anything the turning one’s back on an opponent. caster can imagine, but it has to be fairly Creatures are assumed to make some simple. Generally, it must be a single kinds of defensive maneuvers — even Skip Williams is a game designer and event or condition, not a series of things. against opponents attacking from editor at TSR, Inc. Questions can be When the DM decides a contingency behind — unless they’re completely help- addressed to him at [email protected].

# DRAGON 229 91

Convention Calendar Policies

This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all conven- tion listings contain accurate and timely information, all material should be either typed double-spaced or printed legibly on standard manu- script paper. The contents of each list- May Conventions Edward Beard Jr. Events: role- Neots, Cambridgeshire, PE19 ing must be short and succinct. Conjuration playing, card, board, and 3QW, U.K. The information given in the listing May 3-5 OK miniatures games. Brian Hess, must include the following, in this Holiday Inn South, Broken 60 Clooege Road, Rindge, NH Saga order: 03461. May 17-20 1. Convention title and dates held Arrow. Events: role-playing, 2. Site and location card, board, and miniatures Mama’s Two in Sussex, 3. Guests of honor (if applicable) games. Patricia Conner, 1825 At-Last-a-Con 2 New Brunswick. Events: role- 4. Special events offered E. 16th, Tulsa, OK 74104. May 4-5 MO playing, card, board, and 5. Registration fees or attendance Knights of Columbus Hall, miniatures games. Saga, P.O. requirements, and, 6. Address(es) where additional infor- Mage Con North 2 Ferguson. Events: role-play- Box 695, Sussex, NB, Canada mation and confirmation can be May 3-5 SD ing, card, board, and minia- EOE 1PO. obtained. Best Western Ramkota tures games. Other activities: Convention flyers, newsletters, Inn, Sioux Falls. Guests: a raffle and a painting con- Eclipse ’96 and other mass-mailed announce- test. Registration: $6 preregis- May 24-26 ments will not be considered for use . Events: role- MO in this column; we prefer to see a playing, card, board, and tered, $10 on site. SAGA, P.O. Holiday Inn Convention cover letter with the announcement miniatures games. Other Box 297, St. Ann, MO 63074. Center in Columbia. Guests: as well. No call-in listings are accept- activities: dealers, and cos- Tom Dowd, Tony Diterlizzi, ed. Unless stated otherwise, all dol- Roc of Ages Zeb Cook, and Lester Smith. lar values given for U.S. and tume, art, and painting con- Canadian conventions are in U.S. cur- tests. Mage Con North, P.O. May 10-12 NC Events: role-playing, card, rency. Box 84828, Sioux Falls, SD Sheradon Airport Plaza, board, and miniatures games. WARNING: We are not respon- 57118-4828 or e-mail: con@ Charlotte. Guests: James Other activities: tournaments, sible for incorrect information sent to aol.com. Doohan, Cunnar Hansen, dealers, anime, and a murder us by convention staff members. Barbara Leigh, Doug Bradley, mystery. Registration: $18 Please check your convention listing carefully! Our wide circulation Lehicon 6 and Allan Handelman. Events: preregistered, $20 on site. ensures that over a quarter of a mil- May 3-5 PA role-playing, card, board, and Eclipse ’96, 27 N. 10th St., lion readers worldwide see each Day’s inn Conference miniatures games. Other Columbia, MO 65201. issue. Accurate information is your activities: tournaments, an responsibility. Center, Allentown. Events: Copy deadlines are the first role-playing card, board, and auction, films, and an art SciFi Dreamin’ Monday of each month, four months miniatures games. Other show. Registration: $15 pre- May 24-26 PA prior to the on sale date of an issue. activities: demonstrations, registered, $25 on site. Write Lycoming College Campus, Thus, the copy deadline for the dealers, art and miniatures to: GOTH, 105 Honeywood Williamsport. Guests: Michael December issue is the first Monday of Ct., Kissimmee, FL 34743 O’Hare, Tom Woodruff, Dr. September. Announce-ments for North contests, food drive, and American and Pacific conventions blood drive. 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Guests: George Takei, CA If a convention listing must be Ben Nunn, Jeff Menges, and The Hallerds, Eaton Socon, St. LA Airport Wyndham changed because the convention has been cancelled, the dates have Australian convention changed, or incorrect information has Canadian convention Important: been printed, please contact us DRAGON® Magazine does not publish phone numbers for conventions. Be cer- European convention immediately. Most questions or tain that any address you send us is complete and correct. changes should be directed to the * indicates a product produced by a com- To ensure that your convention listing makes it into our files, enclose a self- magazine editors at TSR, Inc., (414) pany other than TSR, Inc. Most product addressed stamped postcard with your first convention notice; we will return the 248-3625 (U.S.A.). Questions or names are trademarks owned by the com- card to show that it was received. You also might send a second notice one week panies publishing those products. The use changes concerning European con- of the name of any product without men- after mailing the first. Mail your listing as early as possible, and always keep us ventions should be directed to TSR tion of its trademark status should not be informed of any changes. Please do not send convention notices by fax, as this Limited, (0223) 212517 (U.K.). construed as a challenge to such status. method has not proven reliable.

# DRAGON 229 93 Hotel, Los Angeles. Events: Con Games Other activities: dealers and 7/1/96, $20 on site. Hexacon role-playing, card, board, and June 15-16 FL an auction. Registration: $18 6, P.O. Box 62613, Phoenix, miniatures games. Other Camberly Inn, Tampa. preregistered, $20 on site. AZ 85082. activities: a flea market, an Events: role-playing, card, Metro Detroit Gamers, P.O. auction, and dealers. Registra- board, and miniatures games. Box 656, Wyandotte, Ml Dark Con III tion: $25 preregistered, $30 Registration: $5. Necro- 48192 or e-mail: dolphin2@ July 19-21 OK on site. Write to: Strategicon, nomicon Inc., P.O. Box 2076, oeonline.com. Central Plaza Hotel, 333 N. San Fernando Blvd., Riverview, FL 33569. Oklahoma City. Events: role- Burbank, CA 91502. PolyCon XIV playing, card, board, and 1996 June 28-30 CA miniatures games. Other 3 Rivers Game Fest June 20-23 GA California Polytechnic, San activities: tournaments, com- May 24-27 PA Hilton and Towers, Luis Obispo. Events: role-play- puter gaming, and RPGA Pittsburgh Greentree Mar- Westin Peachtree Plaza Hotel, ing, card, board, and minia- Network events. Darkmore riott Hotel, Pittsburgh. Guests: and the Atlanta Civic Center tures games. Other activities: Inc., 624 SW 24th, Moore, OK Peter Bromley, Dave Frank, in Atlanta. Guests: Kevin J. tournaments Registration: 73160. and John Bohrer. Events: role- Anderson, William Gibson, $25 on-site. PolyCon Com- playing, card, board, and James O’Barr, R.A. Salvatore, mittee, University Union Box Quincon Xl miniatures games. Other Larry Elmore, and Bruce 168, Cal Poly State University, July 19-21 IL activities: tournaments. Regis- Sterling. Events: role-playing, San Luis Obispo, CA 93407, The Signature Room in the tration: $19.95 preregistered. card, board, and miniatures or e-mail: polycon@polycon. Franklin Square, Quincy. Andon Unlimited, Three games. Other activities: deal- punk.net. Events: role-playing, card, Rivers Game Fest, P.O. Box ers, films, anime, tournaments, board, and miniatures games. 1740, Renton, WA 98057 and workshops. Registration: July Conventions Other activities: RPGA events, $50 preregistered. Dragon Origins demos, and an auction. Twin Con ’96 Con, P.O. Box 47696, Atlanta, July 4-7 OH Registration: $15/weekend, May 25-27 MN GA 30362, or e-mail: drag- Greater Columbus Conven- $5/day. Quincon XI, P.O. Box Thunderbird Hotel & [email protected], or tion Center, Columbus. Special 3892, Quincy, IL 62305. Convention Center, Bloom- check out the web site: guests: , Doug ington. Events: role-playing, http://www.dscga.com\ Niles, , and Kate Future card, board, and miniatures ~dragoncon. Novak. Events: role-playing, games. Other activities: card, board, and miniatures Conventions RPGA® Network events, deal- ManaFest games. Other activities: tour- ATSea ’97 ers, and demos. Write to: Jeff June 21-23 CA naments, the Magic: the *Cruise Hammerlund, 107 West Cathedral Hill Hotel, San Gathering* national champi- April 5-12 Chicago St., Algonquin, IL Francisco. Events: over 25 dif- onship, and an auction. ATSea sails from New 60102. ferent Magic: the Gathering* Registration: $34.95 preregis- Orleans on the Com- tournaments and other trad- tered. Andon Unlimited, P.O. modore Cruise Line and June Conventions ing card tournaments. Regis- Box 1740, Renton, WA stops on Playa del Carmen, Magnum Opus Con/War tration: $20 preregistered, 98507, or e-mail: Andon@ Cozumel, Grand Cayman, June 13-16 GA $30 thereafter. ManaFest, aol.com. and Montego Bay. Events: Radisson Hotel, Atlanta. Khalsa Brain Games, P.O. Box role-playing, card, board, Special guests: Vernon Wells, 170436, San Francisco, CA Gamefest and miniatures games. Charlie Dierkop, and Robert 94117, or visit the web site: July 6 IL Other activities: tourna- Zubrin. Events: role-playing, http://www.ibar.com/ Holy Innocents Church, ments, guest speakers, card, board, and miniatures manafest. Chicago. Events: role-playing, seminars, a costume party, games. Other activities: tour- card, board, and miniatures an auction, and more. naments and computer ATCon II games. Other activities: tour- Package prices vary. A games. MOC-11, P.O. Box June 27-30 TX naments. Registration: $5. deposit of $250 is due by 6585, Athens, GA 30604, or Ramada Inn, Austin. John Kavain, 857 North 11/1/96. There is a 20% e-mail: [email protected]. Events: role-playing, card, Hermitage, Chicago, IL discount off the deposit board, and miniatures games. 60622. amount if it is received Con Games Other activities: RPGA tourna- before 7/1/96. Contact June 15-16 FL ments, an auction, and a cos- Hexacon G.O.A.T. (Gamers of Austin Camberly Inn Hotel, tume contest. Registration: July 12-14 AZ ), P.O. Box 3116, Tampa. Events: role-playing, $25 on site. G.O.A.T., P.O. Box Arizona State University Austin, TX 78764. card, board, and miniatures 3116, Austin, TX, 78764. Memorial Union, Tempe. games. Other activities: deal- Events: role-playing, card, * indicates a product produced by ers, a charity raffle, and tour- Michicon ’96 board, and miniatures games. a company other than TSR, Inc. naments. Registration: $10/ June 28-30 MI Other activities: dealers, tour- day, $18/weekend. Con Van Dyke Park Hotel and naments, an auction, a minia- Having a convention? Games, 2 Water Track Radial, Conference Center, Warren. tures painting contest, and a Send us your Ocala, FL 34472 or e-mail: Events: role-playing, card, computer room. Registration: information! [email protected]. board, and miniatures games. $15 preregistered before

94 M AY 1996 by Scott Douglas

y and large, the RPGA® Network side of my regular group, so I started Before the Convention supports more conventions than looking in DRAGON® Magazine’s conven- Rule #26: Choose wisely. Announce- any other organization in the tion announcements section for a local ments appear in many gaming publica- world. Last year the Network sent tour- convention. I found one 90 miles away. tions. Learn the focus of the convention. naments to over 200 conventions. We It turned out to be science-fiction-relat- Knowing exactly what you’re getting into estimate that over 100,000 game fans ed, with just a few games to play. I drove helps you enjoy the weekend. If you attended those events. away more than a little disappointed. have any questions, write the contact. Why do so many people go? What But I was persistent; the next conve- Rule #49: Start small; think big. It’s happens at a convention? tion turned out to be a great event, with great to find a con in your home town, Many have asked the same ques- all sorts of games and lots of willing but avoid driving more than a couple of tions. As a decorated veteran of 171 DMs. There were gorgeous miniatures hours to your first con. The more time conventions, let me tell you how I found events, rare and complex board games, you spend actually attending the con- the answers. and many role-playing games to choose vention the better. I was a game addict. (Things haven’t from. There were seminars on game sys- changed much.) At one point in my tems, scenario creation, and game mas- At the Convention: gaming career, I decided I wanted to tering. There was an art show, and an Rule #63: Be comfortable. Convention meet some of the people responsible for auction with actual art (no prints). There sites vary. Some conventions are spread the creation of the games and novels to was a con suite—commonly called a out over a wide area, others are com- which I was hooked. I also thought it hospitality suite—where the soft drinks pact. Some game rooms are drafty; oth- might be fun to play with someone out- flowed like rivers, and the nachos never ers are saunas. Be prepared with com- ran low, all for the price of convention fortable clothes and shoes. Rule #64: Don’t overprepare. A knap- The RPGA® Network is the admission. It was a great find. sack of basic rulebooks, dice, pencils, world‘s largest game club, with over In addition, I made another wonder- and paper generally will suffice. One of 9,500 members around the world. ful discovery: the dealer’s room. The the marks of a novice con attendee are Network members often meet through dealer’s room is a sort of gamer’s flea several milk crates full of game material. gaming activities at conventions, and market; lots of new merchandise is Rule #134: Take breaks. The 24-hour through forming their own clubs either available, but the best deals are in the gamers get a glassy-eyed stare that in their communities or on-line. scratch-and-dent/used category. But lingers after the convention. They usual- Network members receive the what I like best about a dealer’s room is ly enjoy the con on Friday but become POLYHEDRON® Newszine monthly; the the range of unusual items some mer- more dissatisfied as the weekend pro- newszine helps keep members chants bring to sell: juggling balls, chain gresses, and body functions diminish. informed, with articles both from mail shirts, sword replicas, nifty jewelry, Rule #228: Try something new. You can members and from well-known indus- and cool pewter fantasy sculptures. This play your favorite game at home. Pro- try authors. In addition, the Network is not stuff you can find at the local vide yourself the opportunity to try sanctions member-written tourna- game store. something you’ve been curious about. ments at local conventions and game Despite my first experience, I have Visit all the convention areas, and take shops, tournaments in Call of had more fun and made more friends at the time to game with new people. Cthulhu*, Shadowrun*, Star Wars*, the conventions than I could ever hope to Rule #297: Enjoy yourself. You have AD&D® game, and many other popu- relate. I never regretted that first con- invested some money and a weekend. lar game systems. vention, however, as it taught me a lot You deserve to reap the reward — fun. For more information about any of about the convention experience. Come to the convention not to win, but the Networks programs, write to: In order to make first-time conven- to have a good time. Folks who play for RPGA Network, 201 Sheridan Springs tion attendees more familiar with the enjoyment tend to win more often, any- Rd., Lake Geneva, WI 53147, or e-mail process, I present but a few of my 297 way. [email protected]. Rules of Convention Attendance. This I *indicates a product produced by a company offer as advice to be followed when one Scott Douglas, the RPGA Network other than TSR, Inc. is considering attending or actually Coordinator, juggles in his office when he attending a gaming convention: thinks no one is looking.

# DRAGON 229 95

humans’ advantages will be roughly not him. My only other suggestion is canceled out by humans being able to that you let him run a game of his own multi-class. If DMs feel they have to choosing to allow him to use the rules compensate human characters, give as he desires. Of course, everyone can them each a magical item or an addi- choose whether to play with him or not. tional point in a stat. Second, yet another comment about Andrew Pearce women in role-playing games. I agree Essex, England with Eleanor Clarke to a certain degree. I commend her for her rational For the past couple of issues, a lot of approach to the problem. However, I the letters in the Forum have been would suggest entering all games with about a lack of female gamers. I think the assumption that one will encounter then, that my groups are a minority. a sexist attitude. It is far too prevalent an Everyone I play with is female. In fact, occurrence ever to assume that the atti- Forum welcomes your comments and I only know one male gamer, and he tude isn’t there. This comment may be opinions on role-playing games. and I never really played together. It seen as extremely cynical, but I have In the United States and Canada, send isn’t that I don’t welcome men. To be never been in a game where at least any correspondence to Forum, DRAGON® honest, I would love it if some of them one player/character wasn’t looking to Magazine, 201 Sheridan Springs Road, showed up on my doorstep one day and “chat up the female players/characters” Lake Geneva, WI 53147 U.S.A. In Europe, asked to play. or worse. It is unfortunate, but it’s true. send mail to Forum, DRAGON Magazine, Just thought I’d present the opposite I’m not encouraging women to be para- TSR Ltd., 120 Church End, Cherry Hinton, end of the spectrum to you. noid, just to know what they are getting Cambridge CB1 3LB, U.K. You can also send Oh, by the way, does any one have into so that they may stop such conduct e-mail to [email protected]. any adventure ideas for young gamers early. And as an aside to William We ask that all material be neatly typed (seven and ten years of age)? They’re Valentine, who commented, “It’s just us or handwritten. You must give us your full my little sisters, and they were bugging males getting together once a week to name and mailing address if you expect me for the past couple of years to let talk, brag, and joke with the freedom of your letter to be printed (we will not consider them play. I was going to wait until they not having to watch what we say, or a letter sent anonymously), but we will with- were a little older and more mature, but worrying about who may hear us.” I hold your name if you ask us to do so, and I finally gave in around Christmas. have no problem with the guys going we will not print your full address unless you They’ve been having fun so far, but out; my husband has interests that I do request it. you can only rescue so many baby not share. What do you say during these whats-its from evil wizards before it gets gatherings that you don’t want others to kind of boring. (That’s not the only thing hear? was inspired to write by Christopher we’ve done, but rescuing babies seem to Andrea McCormick Myers’ letter on dual classes in Forum be their favorite adventure plot.) I would Harrisburg, PA in issue #225. What he says rings true really appreciate adventure ideas. and raises a similar complaint about The 7-year-old plays a water mage, I am writing in response to Ceordie multi-classing and level limits. Only and the lo-year-old is a sorceress of Keefe’s letter in issue #224. As a DM, I, demi-humans suffer from level limits. sand and flame in the AL-QADIM® setting. too, have been faced with the challenge They are supposed to be there to bal- Thanks much. of how to handle introducing new play- ance the advantages they get. This Jessica Beals ers to a long-running game. No solution would have an effect if they get to that via e-mail is simple, and the judgment of the DM stage, but most campaigns won’t last comes into play. Here is what I do: that long. If they do, it doesn’t help I wished to respond to several letters Brand new and inexperienced play- much. Which player is going to enjoy in the February issue (#227) of DRAGON ers, especially a group of them, are eas- seeing his character stop dead while Magazine, iest to handle. I just start a new game humans continue to advance? Until that First, in regards to Tim Nutting’s prob- with them. All PCs are 1st level. This happens, the demi-human has all the lem with overzealous “rules lawyers,” gives them experience in the game and bonuses of his race with no penalty. sometimes you must decide whether the full enjoyment of developing their Another thing. Why do humans have you wish to allow the player to continue characters. Trying to introduce these to dual class, while demi-humans can to dominate your game. You mention players to medium- or high-level games multi-class? Mr. Myers has shown the that the other gamers in the group are tends to scare them away from gaming. shakiness of the dual-class rules. The complaining about his actions and you Better to take the time with them and best thing would be simply to get rid of also mention that you do not wish to teach them the ropes. them. I don’t see what overwhelming hear about ostracizing the individual as Handling experienced players new to difference there is about demi-humans he is a friend. My question is, do you a campaign is a bit trickier. First, I famil- that lets only them do two different place your “friendship,” which seems iarize them with the house rules, so they things from the word go. non-existent, above the enjoyment of know what to expect. If they have no My solution is quite simple: let your other players? Sometimes an ulti- PC, I work with them to create a charac- humans multi-class if they wish, and matum must be handed down, or you ter. That PC is started two levels lower abolish demi-humans’ level limits. Demi- will lose the other players. He must learn than the lowest level PC of the same that you run the world and the game, class in the game. No magical items or

# DRAGON 229 97 powers are given, and it is up to the powerful magical items. By the way, a I’ve always found female characters to player to develop the character from 50th-level character probably should be be as important to the storyline as then on. If they already have a charac- retired. males, for the basic fact that in every ter, I first discuss the PC’s goals and Mr. Keefe had the opposite problem, culture, human interaction is a main- motives with the player. If necessary, we which I’ve seen numerous times in my frame upon which everything else make any changes, including stripping five years of role-playing. Starting new revolves. I understand your disappoint- of items as appropriate to make them characters in a developed campaign can ment with most games you’ve played, conform to house rules. I do not strip be a problem, but if your DM invited you with the treatment of females as sec- capriciously or indiscriminately; I give to play, then he should start you on a ond-class people or even just “back- my players a rationale for any changes. par with the other characters at least as ground” extras. This gives them an immediate goal, for far as “net power” goes. This net power Some of the strongest and most anything I strip I explain to be “mis- could be anything — political, financial, respected personas in my game worlds placed: on the world — somewhere — and magical — to make you even with are women. during their “transition.” It also gives the others. Overall, neither male nor female them a basic reason to play my game. Dustin Batson gamers have the edge. A gender mix at Geordie, your treatment by this DM Madrid, Spain any gaming table enhances the role- is, in my opinion, appalling, and it playing aspect. Still, a skilled DM and an angers me. DMs have the responsibility This is in response to Paul Fraser’s active game group should be able to to provide an entertaining game for article, “The Magic Goes Away” (issue accommodate any player mix. An ability their players, and they should provide #226). to do so attests to group integrity, cohe- opportunity fairly for all players to con- Magic is the basis of most things in sive functioning, and positive play. To tribute to the game. They should listen fantasy role-playing. Of course your alienate others or make them uncom- to the players. They must be flexible. campaign is going to be balanced if fortable with innuendo that obviously They should provide an environment in your whole world is full of 0-level peo- transcends good manners simply which players feel welcome. A DM who ple, fighters, and thieves, but its also defeats the purpose. does not even do just this is abusing the going to be dull. Magic is what makes Each game session, particularly those key element that makes the game work: the AD&D® game fun. It’s also why you of new or mixed groups, provides chal- the players themselves can’t make an exact re-creation of lenges above and beyond the game My advice is two-fold: First, find a medieval Europe: there was no magic itself, in that getting this awkward group game where the DM and players accept there. How many people would play if to function with teamwork creates fun you as a gamer, not a sideshow attrac- your characters couldn’t be a wizard or for everyone. tion. Second, have your DM friend read a priest or your fighter couldn’t have his Problems in a game group should this letter. It might give him pause to plate mail +1 or his sword of sharpness? not reflect societal problems: fantasy is think about his treatment of new players. The writers of the Player’s Handbook escapism, not a psycho-social therapy Remember that games are supposed certainly thought magic was important session. to be fun, and this is a game. If your DM if they dedicated half the book to spell Nathan Kirschenbaum friend ignores or refuses to realize that descriptions. Add that to all the other Pomona, CA his treatment of new players is unac- spells in the books and magazines. ceptable, he will lose not only new play- In the unlikely event that mages do I must disagree with James Mieritz’s ers (he lost you!), but veteran players as unbalance your game, make a monster criticism (in “D-Mail,” issue #226) of well. He would end up alone. that is totally immune to magic and let it Jeffrey Allen Paul’s article “The Castle Anton J. Uselmann loose. Designer’s Guide to Coping With Magic P.O. Box 492 Without magic, how do you explain and the Supernatural” in issue #224. Gold Beach, OR 97444 the planes, or the gods themselves? I It has always struck me that, in fan- think Mr. Fraser was just trying to get out tasy, we have never really managed to I am writing in response to the letters of a lot of the responsibility that goes instill in the castle the same level of of Linda Edwards and Geordie Keefe in along with DMing. If you like his impregnability and awe that it achieved issue #224. premise, more power to you. Just don’t in Europe during the Middle Ages. We Miss Edward wrote about not being invite me to your gaming session. spend days creating fiendish dungeons, allowed to role-play because of an Nick Spear traps, and monsters for PCs to face, but extremely high-level drow and being a 7421 Windsor Woods, Apt. 2A then just stick in a basic castle for them girl. Your latter problem shouldn’t be an Canton, Ml 48487 to use and abuse. Jeffrey Paul’s article issue; I’d just find another party. As to provides a perfect redress for this. the former, I also have a mega-charac- I have played AD&D for over 18 I think that James Mieritz mistakes ter, a hero-status priest. One solution years now. After reading “Forum” in the historical use of castles. Castle walls I’ve worked out with my new DM is to issue #223, a letter from Karrie Huff exist because they are the primary play him like a low- to mid-level charac- caught my interest. defense once diplomacy fails. His argu- ter (as appropriate to the campaign) and Sorry, I’m not of the female gender. ments about sending soldiers out would only use spells like heal/harm as a sur- Still, I thought Karrie and other female be valid only in very exceptional cases prise for the other less powerful players gamers might take interest in my com- where a walled city needed time to when the entire party is in mortal dan- ments. I’d like to address certain points bring in crops or there was favorable ger. You could also just take some levels about male-dominated role-playing. Continued on page 116 off the character and drop the more In my campaign, now 12 years along,

98 MAY 1996 DRAGON #229 99 100 MAY 1996 # DRAGON 229 101 102 MAY 1996

MAY 1996 # DRAGON 229 105 106 MAY 1996

The Shire Middle-Earth Role-Playing* game sup- plement 280-page softcover book, one dou- ble-sided 16” x 21” map sheet $30 Design: Wesley Frank Development: Jessica Ney-Grimm Editing: Suzanne Young and Jessica Ney-Grimm Illustrations: Liz Danforth, Glen Michael Angus, Eric David Anderson, Storn Cook, Edward Johnson, Eric Knowles, April Lee, Stephan Peregrine, Arrive without traveling: and Ellisa Mitchell tour the multiverse with these Cover: Liz Danforth fantasy sourcebooks Angmar Middle-Earth Role-Playing* game sup- plement Role-playing games’ rating 160-page softcover book, one dou- Not recommended ble-sided 16” x 21” map sheet Iron Crown Enterprises $25 Design: Graham Staplehurst and Heike May be useful I hate to travel. An agoraphobic and proud of it, I never leave the house with- Kubasch, with Jessica Ney and Peter out kicking and screaming, and I go on Fenlon Fair vacations only at gun point. The way I Development: Jessica Ney and Peter Good see it, why hassle with flight schedules Fenlon and hotel reservations when a role-play- Editing: Suzanne Young, Jessica Ney, Excellent ing game can take you anywhere you and Peter Fenlon The BEST! want to go? Sure, an airplane can get Illustrations: Glen Michael Angus, Rick you to Monte Carlo. But it can’t get you Britton, Liz Danforth, James A. Fallin, to Middle-earth. , and Arnie Swekel Cover: Angus McBride

108 MAY 1996 Iron Crown has spent more than a Both books are well-organized and decade mining gold from J.R.R. Tolkien’s tightly edited, and contain a surplus of Lord of the Rings trilogy. They’ve cranked informative, clutter-free maps. Neither out board games, poster maps, minia- has an index, however, reducing their ture figures, everything but Hobbit- value as references; if you want to find flavored ice cream. Ironically, Middle- Bilbo’s biography, you’ll have to recruit a Seeking Earth Role-Playing (MERP), the center- search party. The writing is generally piece of the Iron Crown line, is one of strong, more so in Angmar. The Shire, fearless writers their more troubling efforts. Though though comprehensible, is stilted in MERP boasts a solid system, it never spots (“Hobbits possess a subtler Do you have a good idea for quite nails the fairy tale ambiance of the panache than most legendary beings”), novels and tends to emphasize the as if Frank were trying too hard to an article? We’d like to see it. wrong elements. Combat and magic, for impress his English teacher. Remember to send a business- example, play much larger roles in the But it’s the content that’s important sized SASE for our writer’s game than in the books. Still, despite my here, not the execution. Frank so skill- guidelines, and be sure to send reservations about MERP, I’m crazy fully evokes the pastoral landscapes of about the sourcebooks, noteworthy for the Shire that you can almost smell the us a query letter before you their stunning attention to detail. When daisies. He takes us on a whirlwind tour write the article. That way we Tolkien fans die and go to heaven, they’ll of Bywater, the Bridge of Stonebows, can tell you if your idea is right likely find themselves in a library stuffed and Hardbottle, spinning enchanting for DRAGON® Magazine before with MERP books. The Shire and tales of the fairy spirits of Brocken Angmar, two volumes in the “Realms of Borings and how the Hobbit Bandobras you write it. Middle-earth” series documenting spe- invented the game of golf. He gives us a cific locales in the Tolkien universe, taste of the Hobbits’ pastries (made with typify what Iron Crown does best. maple drippings and fresh plums) and he can ease the pain by nibbling on a The Shire, the lighter of the two, fea- opens their dresser drawers (proper gen- klaven berry. tures the land of the Hobbits. Angmar, tlehobbits prefer linen bedding to straw). Angmar is an equally riveting place. the darker one, describes the eerie If Bilbo fractures his leg, he can mend Designers Graham Staplehurst and realm of the Witch-king. The books fol- the bone with an arfandas flower poul- Heike Kubasch conjure a world of bar- low the same format, more or less, with tice; if he burns his lip on a hot pastry, ren plains, gray skies, and random long chapters devoted to culture, his- tory, politics, personalities, and land- marks. Tolkien aficionados will probably feel more at home with The Shire, arguably the most memorable locale in the novels. Designer Wesley Frank pro- vides vivid depictions of Hobbiton, Sackville, and other Hobbit hideaways, along with in-depth profiles of Bilbo Baggins, Samwise Gamgee, and Gandalf the Grey. The brainy treatise on Hobbit magic includes a generous list of magi- cal items unique to Middle-earth, such as the vantage stick and Lestine’s pipe of creature comforts. A five-page time- line brings newcomers up to date, a chapter-long glossary explains the dif- ference between “mathom” (a gift with sentimental value but no practical use) and “muck” (sheep droppings). Angmar covers less-familiar territory, requiring the designers to fill in a lot of blanks; while casual players won’t find that a problem, Middle-earth scholars might take issue with some of the second guesses. Though not as character- focused as The Shire — and hence a bit drier — Angmar impresses with its analy- sis of military affairs (Agmaran fortifica- tions, siege equipment, and chains of command) and imaginative essays (herb lore, orcish nomenclature, and castle design).

# DRAGON 229 109

death. Here, a description of the slave- look considering the formidable task fac- city of Litash: “The remains of some [of ing a referee attempting to put together the slaves] could still be seen, skeletons campaign from all these bits and pieces. wrapped in wind-dried skin like parch- (Let’s see... I’ll use the Cult of the Dark ment, nailed with barbed spikes to the Lord from Chapter Five, add the clay walls of their dwellings.” Trolls infest Storugoruz Orc-hold from Chapter Eight, the hills, dwelling in garbage-strewn lairs and maybe throw in a few trolls from riddled with lice and fleas. Minions of Chapter Three.) By comparison, The Shire the Witch-king protect their fortresses serves up 30 pages of adventures; with pit traps coated with jegga, a pasty though none are earth-shattering, black poison made from bat venom. they’re complete, they’re playable, and — If the books share a flaw, it’s that best of all — they’re there. they tend to emphasize the whimsical a Evaluation: The Shire and Angmar bit too much. The blissfully serene Shire are first-rate sourcebooks, meticulously seems more like a place you’d go for a researched and staggeringly complete. vacation than a place you’d go for a Iron Crown did just about everything fight. Angmar oozes gloom but doesn’t right, even sequestering most of the sta- seem particularly menacing. Angmar tistics in the appendices to make the bad guys spend too much time fortifying books accessible to those who’ve never their strongholds and not enough stir- heard of MERP. If I could have only one ring up trouble. The trolls don’t seem to of the two, I’d take The Shire; Angmar be up to much other than wallowing in loses a pip for skimping on adventure garbage. We’re told of a mighty dragon ideas. Still, both volumes are worth a called the Worm, “greedy, devious, and look from anyone drawn to the con- selfish.” Sounds promising. But what cepts in Lord of the Rings. And if you’re a kind of greedy, devious, and selfish stuff fan of the AD&D® game — which, like does the Worm do? just about every fantasy game that’s A more troubling drawback for ever wriggled its way out of a word Angmar is the absence of adventure processor, owes a heavy debt to hooks. That’s a drawback hard to over- Professor Tolkien — that means you.

# DRAGON 229 111 with Kevin Siembieda even the most arcane topics clearly Editing: Kevin Siembieda with Alex explained. There are no indexes, but the Marciniszyn, James A. Osten, Kevin Quick Find Tables make it a breeze to Kirsten, and Julius Rosenstein locate key topics. The maps, however, Illustrations: Vince Martin, Wayne are perfunctory at best, good for pin- Breaux, R.K. Post, and Kevin Siembieda pointing the relative locations of large Cover: Kevin Long land masses but not much else. Japan’s full-page Ley Lines map, for example, I live in Des Moines, Iowa. If I were contains exactly 15 words of text — and writing about it, I’d tell you about the that’s counting the title. insurance companies, the skywalks, and Though fundamentally sound, the the minor league baseball team. When setting descriptions in Japan could’ve Palladium gets around to publishing used more development. Siembieda has RIFTS Des Moines, they’ll probably tell a flair for capturing the sweep of history you about the death bomb factories, the and the nuances of culture. But his vampire militia, and the corpse recycling attention seems to drift when he gets centers. If you’ve read any of the previ- down to the details of daily life. Take, for ous RIFTS world books, such as RlFTS instance, his handling of Kyoto, the cap- Africa or RIFTS England, you know that ital city of the New Empire. We’re told Palladium, to put it mildly, takes a some- how the ravages of civil war were what eccentric approach to geography. reduced by the formation of an eight- Japan and South America: 2 continue man council, each member given the RIFTS Japan the tradition. Of the pair, Japan is the power to veto any proposal he felt RIFTS* game supplement more conventional — conventional, that wasn’t in the nation’s best interests. 216-page softcover book is, in the sense that Elvis sightings are We’re told how the anti-technology doc- Palladium Books $20 more conventional than UFO abduc- trine of the New Empire served to pre- Design: Kevin Siembieda with Patrick tions. Japan imagines a futuristic society serve agrarian traditions. We’re told Nowak and C.J. Carella where warmongering scientists are at about the Robotics Corporation of lchto Editing: Alex Marciniszyn with James odds with spirit-worshipping mystics. [sic], the imperialistic schemes of the A. Osten, Kevin Kirsten, and Julius The book emphasizes robotic mon- Ototmo [sic] Shogunate, and the spiritual Rosenstein strosities (Ninjabots, Fire Tiger Light significance of the Millennium Trees. But Illustrations: Vince Martin, Wayne Infantry Support Vehicles, Underwater it’s a tale told mostly at a distance; we’re Breaux, Randy Post, and Kevin Siem- Crab Walkers) and high-tech gizmos shown plenty of panoramic views but bieda (Neural Disrupter Arrowheads, Particle not many close-ups. A diary of a typical Cover: John Zeleznik Beam Pistols, Exploding Shuriken). citizen’s routine, the floor plan of an Designer Kevin Siembieda promises to average residence, and a street map or tackle oriental magic and mythology in two would’ve made Japan easier for another 200-plus page supplement. first-timers to get their bearings. That’ll bring the page count for Japan The diligent, however, will find plenty close to 500. Yikes! to keep them busy. Though Japan has South America: 2 builds on the con- no adventures — a common frustration cepts introduced in Rifts World Book 6: in RIFTS books — Siembieda has loaded South America, but it works just fine all by the text with enticing concepts, bursting itself. Like Japan, SA: 2 features a bizarre with possibility. The H-Brand Corpora- blend of ancient history (the Inca civi- tion maintains a private army of cyber- lization) and science-fiction craziness samurai and ninja crazies, poised to (the Arkhons, alien invaders who pilot exterminate their competitors. Incidents mile-long space ships). C.J. Carella also of industrial sabotage and assassination throws in some psionic mummies, a race are so common, they barely merit a of telekinetic giants, and a band of mention in the daily news. To satisfy transdimensional mercenaries called the their insatiable lust for power, close to Megaversal Legion. For the trigger- 80% of the citizens have submitted to happy, Carella devotes about 60 pages some form of cybernetic enhancement, to Tri-Beam Energy Rifles and Backpack risking mutilation and insanity from illic- Mortar Systems. That’s more weaponry it procedures. It’s a tense, exciting set- than I want, certainly more than a part- ting, ripe for exploitation. time RIFTS player like me will ever get SA:2 has many of the same strengths around to using. But the RIFTS fanatics and weaknesses of Japan. On the plus RIFTS South America: 2 in my circle of acquaintances love noth- side, Carella makes the pulse race with RIFTS* game supplement ing better than blowing stuff to his chilling descriptions of the City of the 192-page softcover book smithereens; SA: 2 should have them Dead, the Imperial Capital of Cuzco, and Palladium Books $20 weeping with joy. other creepy locations. On the minus Design: Carlos J. Martijena-Carella Both books are well-written, with side, he tends to favor generalities over

112 MAY 1996 specifics, making the descriptions of Editing: Sam Shirley So what distinguishes the superstars dubious value to all but the most deter- Illustrations: Arnie Swekel from the snooze-fests? Let’s learn some mined explorers. Another negative: no Cover: lessons, courtesy of GURPS Greece and adventures. Another positive: a fascinat- Beyond the Wall. ing magic system, based on line draw- 1. Begin with an interesting era. The ings. Yet another: fantastic adversaries, eras most suitable for fantasy gaming are like the Pucara Mind Mage and the GURPS Greece rich with legend and rife with conflict. Blood Weeper. And yet another: terrific GURPS* game supplement Stable governments and staid popula- player characters (anyone for blood 128-page softcover book tions make for dreary settings, which is lizard PCs?). Steve Jackson Games $18 why the number of sourcebooks about Evaluation: Both Japan and South Design: Jon F. Zeigler feudal Japan outnumber those covering America:2 teem with rules and statistics, Editing: Susan Pinsonneault contemporary Canada. GURPS Greece, making them tough sledding for every- Illustrations: Jean Martin and focusing on the Heroic Age of 1600-1150 one but RIFTS veterans. If you’re a neo- Shea Ryan B.C. and the Classical Age from 800-323 phyte, you’ll likely discover that reading Cover: Jeff Koke B.C., couldn’t have a stronger foundation; a RIFTS book is like walking into the Achilles, Medusa, the Trojan War — what middle of a movie — make that a movie So you want to design your own fan- more could you want? Similarly, Beyond with Sanskrit subtitles. Palladium could tasy setting, just like the pros, but you the Wall draws on one of the most probably expand their customer base if don’t know where to begin? Nothing to volatile periods of European history, the they took a tip from Iron Crown and it. All you have to do is choose a real-life rise of the savage Picts in northern confined more of the rules to the back historical era, transcribe some relevant Britain. With their militant outlook and of the books (or included some kind of passages from an encyclopedia (chang- barbaric traditions, the Picts make perfect universal conversion tables to make it ing the occasional sentence to avoid a foils for the courtly knights of Pendragon. easier to translate RIFTS into other game plagiarism suit), throw in a few fairies, (Incidentally, if you’re unfamiliar with systems). But if you’re sold on the RIFTS and — presto! Instant setting. Odds are, Pendragon, you’d do well to check it out. system and you’re comfortable design- of course, it’ll be about as fun to read as A brilliant recreation of the days of King ing your own adventures, you’ll get a the tax code, but don’t feel bad. The Arthur, its one of the few RPGs that qual- kick out of these. Japan is more accessi- majority of pro-produced settings are ifies as a work of art.) ble; South America: 2 is nuttier. awful, too.

Beyond the Wall: Pictland & the North Pendragon* game supplement 128-page softcover book, one 11" x 15" map sheet Chaosium, Inc. $19 Design: Chris Lampard, Roderick Robertson, Tom Rogan, Eric Rowe, and Dave Williams

# DRAGON 229 113 2. Follow a sensible format. Both how to stage an Athenian trial and pro- could accommodate a different game. Greece and Wall include the expected vides remarkably complete information That said, GURPS Greece and Beyond the material — historical backgrounds, about triremes, penteconters, and other Wall stand as solid examples of history- mythologies, key personalities — but war ships. But once you launch your based role-playing, must-haves for seri- present it in different ways. Greece ships, however, you won’t find many ous fans of GURPS and Pendragon. And employs the multi-tiered format pio- places to explore. The overviews of if you want to learn the basics of setting neered in previous GURPS sourcebooks, Athens and Sparta are too general to be design, you’d be hard-pressed to find such as GURPS Vikings and GURPS of much use in a campaign. better blueprints. Class dismissed. Middle Ages I. This format gives equal Like Greece, Wall also falls short in weight to history and legend, serving it the locale department. Though Chapter up in a smorgasbord; referees can Six lists dozens of locations, none of Short and sweet choose what they like and ignore what them receive more than a paragraph of Ham World, by N. Robin Crossby, Tom they don’t. Thus, an adventure can be as description. The entry for Achavanich Dalgliesh, and Edwin King with Brad accurate as a textbook (employing the reads: “A group of sixty standing stones Carter, Brian Clemens, Rob Duff, Mike Realistic style, one of several options that form a truncated oval open to the Dwyer, John Frazer, Doug Gillanders, detailed in the campaign chapter) or as south-east. Beside the most northerly John Greer, Stephen Hinchcliffe, David outrageous or as a B-movie (the Mythic stone is a stone cyst.” That’s essentially Kowan, Sharon MacLeod, Simon style, where the gods take an active it. Curious about the stone cyst? Too Matthews, Brad Murray, Gene Siegel, and role). Alternately, the referee can opt for bad. Garry Steinhilber. Columbia Games, $25. a hybrid of reality and fantasy (the The illuminating peeks at Pict culture Speaking of great settings, here’s a Fantastic style, where magic exists but make up for the absence of fully-devel- golden oldie that’s been keeping fantasy doesn’t predominate). In contrast, Wall oped locales. We learn how the Picts fans entranced — and impoverished — offers only one campaign option, closest construct circular dwellings of peat and since 1982. A generic environment in spirit to Greece’s Fantastic style. Spells wood called wheelhouses, how adoles- adaptable to any RPG, Harn World has are real, gods tinker in human affairs, cents celebrate maturity with a spiritual spawned dozens of supplements and wizards are as common as they are in journey to the Otherworld, and how mountains of commentary, making it a AD&D. they forge bonds with the Samhladh, hobby unto itself. This revised entry-level How do the formats stack up? Greece ghostly guardians who take the form of package consists of a 72-page Intro- offers more choices, but the lack of reindeer, salmon, and blackbirds. Adults ductory Book, an 80-page Master Index, focus means more work for the referee, mark themselves with ornate tattoos and a gorgeous full-color poster map, while Wall is easier to use but locks the that indicate status and serve as links to sheathed in a plastic binder. The referee into a single style. Further, with the Samhladh. Time, represented by the lntroductory Book consists of three long its liberal references to Caledonian poli- Mythic Spiral, is considered cyclical essays devoted to Kethira (the Earth-like tics and the Celtic Christian church, Wall rather than linear, where the past, pre- planet otherwise known as Harn World), presumes familiarity with the Pictish era; sent, and future exist simultaneously. It’s the island of Harn (a barbaric land with a if you slept through history class, you a smart, compelling take on an age handful of civilized settlements), and the may find much of this baffling. Greece, rarely visited by game designers. continent of Lythia (Kethira’s largest land on the other hand, is a great teacher, 4. Give us something to do. In other mass, home to a diverse range of cul- even those for who think ancient Greece words, give us some adventures, or at tures and races). The Master Index lists is something you scrub off a frying pan. least give us some guidelines and a few every major locale, tribe, and oddity in 3. Don’t regurgitate. Uh... let me put springboards. Greece comes up short. Kethira, complemented by evocative that more delicately: don’t parrot the There are no complete scenarios. The illustrations and elegant maps. Harn stuff you got from the library. Large skeletal campaign outlines aren’t likely World emphasizes culture and econom- chunks of Greece — an account of the to inspire many memorable adventures. ics at the expense of magic and mon- Peloponnesian War, the merits of an I guess we’ll have to wait for GURPS sters, making it less appealing to hack- ogliarchic government, the cultural life Greece II. Beyond the Wall, though, is a ’n’slashers than to veterans who take of the Hellenic society — read like notes referee’s dream. It includes a chapter their games seriously. Unwieldy? for a term paper. It’s interesting, but hey, crammed with campaign tips, three Perhaps. To call Harn World ambitious is I know how to use an encyclopedia, too, excellent introductory adventures, and a like calling the Grand Canyon a large and could probably have found most of full-length adventure titled “The hole. But if you’ve outgrown dungeon this myself. Designer Jon Zeiger does Treacherous Pict” that not only brings crawls, you might be ready to jump in. better with the supernatural than with the sourcebook material to life, but Information: Columbia Games, Box the history, mixing well-chosen excerpts stands as one of the best Pendragon 3457, Blaine, WA 98231. of Greek mythology with adroit role- scenarios to date. playing tips. He explains how to portray Evaluation: Neither Greece nor Wall, Player’s Secrets of Roesone, by Rich Olympian gods (as entities of limited alas, translate easily into other systems. Baker. Player’s Secrets of Endier, by omnipotence with an obsessive interest AD&D gamers may find Greece a bit Colin McComb. Player’s Secrets of in human affairs), points out the best more palatable, as a good half of the Medoere, by . Player’s skills for a Courtesan player character book is relatively statistic-free; unfortu- Secrets of Tuornen, by Dave Gross. (Sex Appeal, Carousing, and Fast-Talk), nately, its the least interesting half (the Player’s Secrets of Ilien, by Kevin Melka. and suggests offbeat rewards for victori- historical summaries). Wall relies so Player’s Secrets of Talinie, by Allen ous warriors (arrows dipped in the blood heavily on the Pendragon rules that, Varney. Player’s Secrets of Ariya, by of the Lernaean Hydra). He also tells short of a rewrite, I don’t see how it Allen Varney. TSR, Inc., $7 each.

114 MAY 1996 You say you like the BIRTHRIGHT™ set- Mechwarrior* game. Stunstick-toting erous number of archetypes — we’re ting for AD&D, but you don’t know guards complicate the team’s efforts, as talking close to three dozen character which of the domain sourcebooks to do a flock of alien dinosaurs that com- kits — only a sourpuss would complain. buy? That’s no surprise. They look alike, bine the nastiest characteristics of ptero- they follow the same format, and truth dactyls and velociraptors. It’s good, Illuminati: New World Order* game to tell, they share more similarities than goofy fun, well-paced and easy to run. Blank Cards. Steve Jackson Games, $2. differences. So I spent a day pouring But there’s a catch. Before he gets start- Tastefully understated, this set over the first seven, including the two ed, the referee is advised to investigate includes striking illustrations of an Arctic that were touched on in DRAGON® the following Battletech* game products: snowstorm, the Invisible Man, and the Magazine issue #224, and here’s my BattleTech Compendium Rules of Warfare, bank account of a card collector. report. Roesone has a nice rural feel, BattleTech Map Set 4, Technical Readout clear goals, and an engaging environ- 3050, Technical Readout 3055, and the ment for warriors. Endier, one of the MechWarrior Companion. That’s a lot of smaller domains, emphasizes politics, homework. diplomacy, and trade; it’s challenging Rick Swan has designed and edited more but manageable. With hostile neighbors Wizards and Rogues of the Realms, than 50 role-playing products, including the and a shaky economy, the unstable by William W. Conners. TSR, Inc., $15. The Complete Wizard’s, Handbook, The theocracy of Medoere looks like a tough If your AD&D campaign could use Complete Ranger’s Handbook, The government to control over the long some new characters, welcome to cen- Complete Paladin’s Handbook, and The haul. Tuornen seems shell-shocked from tral casting. This handy supplement pro- Complete Barbarian’s Handbook for TSR, civil strife; I liked the knights, but the vides statistics, descriptions, and role- Inc. You can write to him at 2620 30th administrative squabbles gave me a playing notes for wizards and rogues Street, Des Moines, IA 50370; enclose a self- headache. Swashbuckling pirates, mys- from every corner of the FORGOTTEN addressed, stumped envelope if you’d like a terious cults, and the Isle of Ghosts REALMS® setting. Thus, we have the reply. make the theocratic Ariya an irresistible rugged Dalelands wizards, the war setting for magic-minded rulers. Despite mages of Cormyr, the crafty Sembian its wizards and prosperous farms, there’s * indicates a product produced by a company merchant wizards, and we’re just to other than TSR, Inc. Most product names are trade- nothing much out of the ordinary in page 27. Some new spells would’ve marks owned by the companies publishing those Ilien, another small domain. Ecologically been nice. So would’ve a set of pregen- products. The use of the name of any product with- out mention of its trademark status should not be inclined players might go for Talinie, erated characters. But with such a gen- construed as a challenge to such status. with its surplus of natural resources and deforestation problems. The best for beginners: Roesone, Endier, and Ariya. You’re welcome. Planes of Conflict, by Dale Donovan, Colin McComb, and Monte Cook. TSR, Inc., $30. This lavish PLANESCAPE™ setting pack- age completes the trilogy that began with the Planes of Chaos and Planes of Law boxes. And it’s a doozy. I was impressed by the graphics (again by DiTerlizzi, perhaps TSR’s finest illustra- tor), the posters (six in all, including maps of the City of the Star and the yugoloth Wasting Tower), and the adventures (four nail-biting extravagan- zas). But what really floored me were the number of ways to knock off PCs. If the Labyrinth of Fiery Doom or the World Ash of Yggdrasil doesn’t get ‘em, the darkstrike aeserpent or the carnivorous vaath the probably will. Who’d have thought the neutral planes would turn out to be so dangerous?

Living Legends, by Diane Piron- Gelman, Chris Hartford, and Bryan Nystul. FASA Corporation, $10. A team of Explorer Corps PCs attempts to sabotage a Clan Smoke Jaguar Warship and escape in one piece in this action-packed adventure for the

# DRAGON 229 115 continued from page 120 has lapsed. But the Iicensor, Capcom, the In Nomine* game, and don’t even ment absolutely did not spend several continues work on its Werewolf* com- ask about the Hot Lead* game.... days after the announcement deciding puter game. (Contact: WWolfMail@ (Contact: [email protected]) which employees would be let go. aol.com) One more game designer breaks into [...W]ithin a couple hours after the fiction: Phil Masters (Kingdom of meeting, everyone who was being let Champions, GURPS Arabian Nights) got a go was notified. The entire process was Notes from the field story idea while researching the recently handled in one day. To suggest that After last month’s split between Hero published GURPS Places of Mystery, which Jennifer Hartshorn or anyone else was Games and its longtime publisher, Iron he co-authored with Allison Brooks. singled out during the layoffs is totally Crown Enterprises, Hero has found a Masters has just sold the resulting story inaccurate, and such false reports imply new home for its Champions* and Hero to the prestigious British science fiction malice on the part of myself and White System* game lines. A new publisher, magazine Interzone. Wolfs management that is entirely con- Gold Rush Games (Elk Grove, CA), trary to the sorrow we felt concerning already licensed to produce Hero adven- the layoffs.” WW’s financial position has tures, will now produce sourcebooks Arrrgh improved considerably after record- and genre books too. (Contact: gol- Two errors from issue #225: The first breaking sales months in January and [email protected]; [email protected]) Castle Falkenstein* game-based novel, February. Steve Jackson Games (Austin, TX) From Prussia With Love, is by John planned to collect all the new GURPS* DeChancie, not George Alec Effinger. game rules introduced in festoons of Robin D. Laws was credited as the supplements and release them as a 192- designer of the Barsaive boxed set for Allen Varney has written 15 roleplaying page update. It turns out that 192 pages FASA’s Earthdawn* RPG; Laws actually supplements, including the Binsada, Ariya, isn’t enough, so GURPS Compendium I: wrote the Parlainth boxed set for that and Talinie domain sourcebooks for the Character Creation (192 pages, $21.95) game. BIRTHRIGHT™ campaign setting. Send news will appear in June, with a second vol- Correcting and updating issue #227’s to [email protected]. ume (combat, role-playing, and cam- story on White Wolfs layoffs: WW pres- * indicates a product produced by a company paigns) scheduled for November. ident Stephan Wieck says fewer than 15 other than TSR, Inc. There’s still no planned release date for employees were laid off, and “manage-

continued from page 98 terrain for battle. Otherwise, scarce man- from The Will and the Way are anomalies; A note from the editor: power was just being wasted on need- exactly how they managed to become We get many Ietters that we’d like to less sorties. All fortifications — including psionicists and retain their chaotic align- print here in Forum. castles, forts, towers, and fortified cities ments is unrevealed.” (Emphasis mine) Unfortunately, many writers fail to pro- — relied upon their strong walls to pro- If one is to construct a believable fan- vide an address on the letter, and some tect defenders and tie up besiegers. tasy world, there must be an internal even fail to sign the letter. Remember that Castles allow a small force much logic to support the structure. You can- we will not print letters sent anonymously or greater power and should not be wasted. not have the rules one way for one class without an address; however, we will not Indeed, fortifications were often used (player characters) and one for another print your address unless you ask us to. If offensively in this way by siting them so (non-player characters). you hope your comments may lead to cor- that a small force protected by strong In the 20 years I have been playing respondence with others, please remember walls was placed to control enemy terri- the D&D® and AD&D games, I have to tell us it is all right to print your full tory (trade routes, crossings, pastures, noticed plenty of example of restrictions address. We won’t print e-mail addresses, etc.). on player characters that are not applied either. The point is that castles, however to non-player characters. The above Note that we will not publish personal employed, were ultimately defensive example is only the most recent. In a attacks against authors, other letter writers, spaces. Jeffrey Paul’s article reflects this fantasy setting, what logic there is can- fictional characters, other companies, game perfectly for a fantasy setting. not be overstressed. worlds, or the editors’ pets. Tim Eccles. The only solid rule of fantasy is con- It is also important that letters be typed Middlesex, England sistency. If the rule applies to one, it or neatly written. There are letters that have applies to all. come in that we think might have been bri- In “Sage Advice” in issue #226, Skip Gary Stahl illiant epistolary excercises... but we just Williams says “Chaotic psionicists have Dearborn, MI couldn’t read them. Typing your letter never been allowed on Athas (or any- increases the chance that we will read it and where else for that matter...) at least not us use it in Forum. player characters.... The chaotic psionicists Thank you.

116 MAY 1996 New for May The North RAVENLOFT® A FORGOTTEN REALMS® campaign ® Treasure Tales expansion Appendix I & II An AD&D® accessory by slade A RAVENLOFT accessory This new compendium includes all by Loren Coleman This campaign expansion details one your favorite horrors from the first two Running out of ideas in your cam- of the last great frontiers of Faerûn. RAVENLOFT MONSTROUS COMPENDIUM books paign? Treasure Tales contains 16 fun- Finally, the areas beyond Waterdeep are and introduces some new nasties as filled adventure hooks to jump start described and their inhabitants fleshed well! your game. Each hook is open-ended out in full detail. The North is a savage $20.00 U.S./$26.00 CAN./£11.99 U.K. and can be easily tailored to fit any wilderness just waiting to be conquered! campaign world. $25.00 U.S./$32.00 CAN./£15.99 U.K. TSR Product No.: 2162 ISBN: 0-7869-03929 $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No.: 1142 TSR Product No. 9518 ISBN: 0-7869-0391 War ISBN: 0-7869-03899 A BIRTHRIGHT™ hardcover novel by Simon Hawke A sweeping epic of war and anarchy as rivals vie for the throne of Anuire. $21.99 U.S./$27.99 CAN./£12.50 U.K. TSR Product No.: 3133 ISBN: 0-7869-0495X

The Dragons at War A DRAGONLANCE® anthology Edited by Margaret Weis and The companion volume to The Dragons of Krynn is a new collection of stories by the saga’s finest talents. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8378 ISBN: 0-7869-04917

Sword Play A FORGOTTEN REALMS novel by Clayton Emory Discover the Arcane Age of Netheril, the most powerful magical empire in the history of the FORGOTTEN REALMS, when a bold barbarian becomes the pawn of quarreling archmages. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8569 ISBN: 0-7869-04925

# DRAGON 229 117 F.R.E.E. Fall The Rjurik Highlands Baruk-Azhik Domain Sourcebook A TSR novel A BIRTHRIGHT Campaign Expansion A BIRTHRIGHT accessory by Mel Odom by Anthony Pryor by Anne Brown Ancient inventions team up with new In the rugged land of Rjurik, subter- Baruk-Azhik is a mountain land ruled technologies to endanger the fate of the ranean orogs and marauding goblins by dwarves, and no one enters this world! wage constant war against human domain without fear of their power. This $5.99 U.S./$6.99 CAN./£4.99 U.K. farms and towns. It’s the perfect place sourcebook is packed with details and TSR Product No.: 8255 for princes and kings of the BIRTHRIGHT offers new insight on Cerilia’s dwarves ISBN: 0-7869-04933 campaign. and their unique culture. $20.00 U.S./$28.00 CAN./£14.99 U.K. $7.95 U.S./$10.00 CAN./£4.99 U.K. TSR Product No.: 3121 TSR Product No.: 3120 New for June ISBN: 0-7869-03953 ISBN: 0-7869-03767

PLAYER’S OPTION™: Spells & Magic Halskapa Domain Sourcebook An AD&D Rule Book A BIRTHRIGHT accessory by Rich Baker by Dan Wenger Included in this 192-page addition to This is the first Rjurik sourcebook for the core rule books are new rules for ruling a domain in the lands of these spells and magic, new schools of magic, advanced Viking-like people. The and brand-new spells for both priest and sourcebook includes detailed informa- wizard players. A must for serious role- tion on geography, the political struc- players! ture, and adventure hooks. $22.00 U.S./$28.00 CAN./£12.99 U.K. $7.95 U.S./$10.00 CAN./£4.99 U.K. TSR Product No.: 2163 TSR Product No.: 3122 ISBN: 0-7869-03945 ISBN: 0-7869-03961

Undermountain Trilogy I: The Lost Level A FORGOTTEN REALMS DUNGEON CRAWL™ adventure by Steven Schend Another deadly complex has been discovered in the ruins of Under- mountain. The only entrance to this stone fortress is guarded by beholders. Are your players brave enough and crazy enough to take them on? $7.95 U.S./$10.00 CAN./£4.99 U.K. TSR Product No.: 9519 ISBN: 0-7869-03996

118 Vilhon Reach loves. Will she risk everything to win A FORGOTTEN REALMS accessory freedom for the forest elves? by Jim Butler $5.99 U.S./$6.99 CAN./£4.99 U.K. A long bay surrounded by feuding TSR Product No.: 8566 city-states, the Vilhon Reach contains ISBN: 0-7869-04984 tribes of Amazons and a waking dragon lurking in the shadows. It’s a wild and The Gully Dwarves lawless land, ripe for conquering by DRAGONLANCE Lost Histories, Vol. 5 those who have the strength to keep by Dan Parkinson what they take! When the gully dwarves get mixed $15.95 U.S./$19.95 CAN./£9.99 U.K. up in the worst sort of trouble, they TSR Product No.: 9520 emerge victorious over the slimiest of ISBN: 0-7869-04003 villains! $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8373 ISBN: 0-7869-04976 Murder in Tarsis A DRAGONLANCE hard- The Hag‘s Contract cover novel A BIRTHRIGHT novel by John Maddox Roberts by John Bettancourt A military consul in the army This is the story of the legendary of Ansalon is sent to quell an pirate king Ulrich, who made an unholy uprising and stumbles upon an pact with the Abomination known as conspiracy that will turn the tides the Hag to free his kingdom from the of combat but may risk hundreds savage orog and goblin tribes. of lives. $5.99 U.S./$6.99 CAN./£4.99 U.K. $18.99 U.S./$23.99 CAN./ TSR Product No.: 3114 £10.99 U.K. ISBN: 0-7869-04968 TSR Product No.: 8656 ISBN: 0-7869-0500X

Abyssal Warriors Unless otherwise noted: BLOOD WARS™ Trilogy #2 ® designates registered trademarks by J. Robert King owned by TSR, Inc. Aereas rescued his uncle but lost ™ designates trademarks owned by Nina. Now they struggle on opposite TSR, Inc. sides of an escalating conflict where ©1996 TSR, Inc. All Rights Reserved. Nina heads an army of evil! $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 2617 Coming Next month. . . DRAGON DICE™ ISBN: 0-7869-05018 Kicker Pack #3: Undead DRAGON® Magazine #230 Armies of undead make per- Silver Shadows 20th Anniversary Issue! fect additions to the DRAGON DICE Harpers #13 Cover art by R.K. Post by Elaine Cunningham game, and these horrifying creatures Theme: Great Wyrms will forever change the structure of Arilyn Moonblade embarks on a mis- power. sion to save a band of forest elves and • “Dragonslayers” by Wolfgang $6.95 U.S./$10.95 CAN./£4.99 U.K. finds that her quest endangers those she Baur TSR Product No.: 1503 • “Ecology of the Wyvern” by ISBN: 0-7869-04623 DUNGEON® Adventures #59 Spike Y. Jones Cover art by Tony Szczudlo • A new regular feature by Ed This issue's adventures include: Greenwood: “Wyrms of the North.” • “Orbs of Dragon Kind ” by TSR Announces • Seeking Bloodsilver Roger E. Moore New Customer Service Lines (Birthright™ Adventure; levels 2-4) TSR, Inc.. proudly announces its by Christopher Perkins Plus all our regular such new Consumer Services and Store as “Sage advice,” “Cons & Pros,” Locator phone lines. If you have a • Wedding Day “Forum,” “Knights of the Dinner brief question about TSR's products, (Light-hearted AD&D® Adventure Table,” and “Floyd.” call: 1 (414) 248-2902. To find the levels 1-2) by Paul Culotta store nearest you that carries TSR $4.95 U.S./$5.95 CAN./£1.95 U.K. $4.95 U.S./$5.95 CAN,/£2.95 U.K. products, call: 1 (800) 384-4TSR. TSR Product No. 8199-05 TSR Product No. 8112-05

# DRAGON 229 119 © 1996 Allen Varney

Interplay AD&D® computer Nephew plans to “take a pretty firm ence, and a line of free-standing “pecu- game division guiding hand” in the (re)development of liar” worldbooks on offbeat fantasy sub- Interplay Productions (Irvine, CA), Ars Magica’s fourth edition, aiming for a jects, intended for a broader audience. cleaner and tighter style, a return to the Tynes continues to wear two hats — which acquired the AD&D FORGOTTEN second edition’s “literate and literary he also edits the Feng Shui* role-playing REALMS® and PLANESCAPE™ computer game licenses from TSR last year, has approach,” removal of the third edition’s game line for Daedalus Entertainment in announced its first product in the line. A True Reason, and reduction of the past Seattle. (Contact: [email protected]) real-time strategy game set in the emphasis on diabolism. Nephew is arranging extensive playtesting and Realms, BLOOD & MAGIC™, designed by Vas Nokhoudian and developed by hopes to release the new edition by Vampire TV show Tachyon Studios, is scheduled for year’s end. Press deadlines last issue prevented release this summer in both PC and WotC had planned an ambitious for- timely announcement of the new Fox Macintosh versions. mat for the fourth edition — four full- network TV series based on the Two later games are being designed color volumes in a slipcase — but Atlas, a Vampire: The Masquerade* RPG pub- in-house for release by year’s end. small company of seven employees, lished by White Wolf Game Studio Descent to Undermountain uses the plans a more traditional format, which (Atlanta). Titled The Kindred, the series engine from Interplay’s bestselling makes reprinting of short runs practical. began with a two-hour movie on April 2 Support plans remain sketchy, but and is continuing on Wednesday nights Descent game. The DRAGON DICE™ com- puter game is based on TSR’s tabletop Nephew believes a “fairly modest” quar- at 9 P.M. (EST), after the popular show dice game, and Interplay will handle terly release schedule of substantial Beverly Hills 90210. Both shows are pro- customer support and rules questions sourcebooks best serves the devoted duced by legendary hitmaker Aaron for both computer and table versions. ArM audience. This game is blessed with Spelling. (World Wide Web: www.interplay.com) a base of fans who are astoundingly lit- The Kindred focuses on the endless erate and reasonable,” he says; he intrigues of five of the game’s vampire intends to rely on their feedback, espe- Clans (Brujah, Gangrel, Nosferatu, Ars Magica*/Everway* sold cially via the Internet. Toreador, Ventrue) in San Francisco. Three months after cancelling its (Contact: [email protected].) Vampire game designer Mark Rein- role-playing game lines, Wizards of the Hagen served as a consultant and wrote Coast (Seattle, WA) announced the dis- Pagan: one of the eight episodes. position of two lines. The Ars Magica Pagan Publishing’s John Tynes, who In other vampiric news, White Wolf game has gone to Atlas Games worked at WotC as a role-playing editor shipped the Vampire: The Dark Ages* (Roseville, MN), publisher of the Over and Dominia Continuity Coordinator game in February, ahead of schedule, to the Edge* RPC and On the Edge* trading (1994-95), says, “I enjoyed the [Everway] excellent response. Set in the Middle card game. Pagan Publishing (Seattle), game a lot when I worked at WotC.” Ages, V:DA is the first of five historical producer of licensed Call of Cthulhu* Heretofore essentially a basement oper- games, to be published annually, based game supplements and The Unspeakable ation of four employees, Pagan is con- on WW’s five modern-day Storyteller Oath magazine, will take WotC’s tracting with two freelancers to maintain games. Other periods planned include Everway game. the Everway game line. Tynes expects to the Wild West (for the Werewolf* game), finance the new hires through sales of the Age of Exploration (Mage* game), Atlas the game’s Spherewalkers supplementary and periods still undecided for the John Nephew started Atlas Games in cards, printed and ready to ship since Wraith* and Changeling* games. Each 1990 to publish Ars Magica game sup- December. Pagan paid nothing for the game includes appendices allowing play plements licensed by the game’s origi- cards and game line. of the other Storyteller games in that nal publisher, Lion Rampant, where he Pagan first intends to complete era, and each will have its own support once worked. Nephew says the ArM WotC’s projected support products, such line. acquisition is “personally thrilling” and as the Spherewalkers Sourcebook. There- White Wolf’s license for its fine intro- “very positive for our bottom line.” The after, Pagan plans two types of Everway ductory RPG, the Street Fighter* game, acquisition “underlines our credibility as game support: scenarios and source- a game publisher in for the long haul.” books aimed at the core gaming audi- Continued on page 116

120 MAY 1996