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Constant Changes

n a year of dramatic changes for TSR, , DRAGON Magazine isn’t the only thing to benefit from the and the game industry as a whole, it’s easy to become results of this years changes. As the newly appointed TSR blase about the relatively minor changes that come along with Product Group Manager, tells us, “For the first time, the big ones. Put a hundred small changes together, however, at least in my experience at TSR, the responsibility and creative and you have something pretty spectacular. You’ve already control are in the hands of the brand managers. That’s going to started seeing the results of those little changes in these pages, make for better product.” and next month we add the finishing touches to give you a While there’s no official decision to start work on the third fine-tuned DRAGON® Magazine. edition of the AD&D game, Bill also points out, “In 1998, we’re Don’t worry: We aren’t relaunching the magazine all over concentrating on setting material for the AD&D game—products again. From what you’ve told us through letters, email, and that remain useful even in the event of a third edition.” conversations at conventions, about 90% of the 1996 AD&D is certainly the biggest TSR product, but it isn’t alone relaunch has been just right. Now we’re concentrating on that in receiving a great deal of attention. As many devoted fans of final 10%, and here’s what you can expect to see. the ® setting might already have read, that classic Many of you have asked for interviews with your favorite campaign returns next summer, right after the new ™ authors, game designers, and artists. Starting next month, we’ll game hits the stores. Fans of the FORGOTTEN end each issue with “ProFiles,” a short interview with one of the REALMS®, ®, and ® settings won’t be over- most popular creators of fiction, games, and artwork. looked, and the BIRTHRIGHT® campaign will enjoy a relaunch in Our first chat is with , who really needs no intro- late summer. ® fans—both players of the SAGA™ duction here. system and the AD&D game—will be pleased to know that the Another common request has been to expand our role- setting will support both games next year. playing games reviews, so we’re adding a new section to Rick Other TSR projects for the year include a new incarnation of Swan’s “Roleplaying Reviews.” In it, Lester Smith returns to the MARVEL SUPERHEROES® roleplaying game, this time driven by DRAGON Magazine with his own “Re:Views” section, focusing on the story-oriented SAGA system, as well as a few surprises that small-press or lesser-known games that might not have made we’re announce in coming months. Keep an eye on the TSR it to your local game store. Previews” section in these pages for more information as it While we’ll remain devoted first to players of the AD&D comes out. game, Dungeon Masters will get some extra attention each One thing doesn’t change for TSR or for DRAGON Magazine, month in a new DM’s advice column written by , and that’s that we won’t stop changing. As ever, let us know the man who liked AD&D so much he bought the company. what you think, and chances are good that we’ll do much “Out of Character” features tips and suggestions drawn from more than simply read your letter. Peters many years of gaming experience.

Dave Gross

Publisher Editor Associate Editor Art Director Pierce Watters Dave Gross Chris Perkins Larry Smith

Editorial Assistant Advertising Director Production Manager Advertising Manager Subscriptions Manager Bob Henning Roger Mangelson Judy Smitha Sharon Whiting

Printed in the USA # DRAGON 242 3 December 1997 Volume XXII, No. 5 Issue #242

Laws of Spell Design Ted Zuvich Designing new spells has always been tricky business, until now. Page 22

The of Krynn Reborn! Stephen Kenson Magic is back in the Fifth Age of the DRAGONLANCE® campaign. Page 32

Mage Construction Michael Lambert Spellcasters can make the best masons and carpenters without even dirtying their hands. Page 40

Learn More About Magic Lachlan MacQuarrie Once you’ve succeeded at Spellcraft 101, where do you turn next? Page 44 Jest the Wizards Three A few little magics from the wizards of Faerûn and Oerth. Page 48

4 DECEMBER 1997 Columns

Wyrms of 3 ...... The Wyrm’s Turn™ the North It looks as though 1998 will be a very good year. 6 ...... Ed Greenwood D-Mail™ Shocking secrets revealed about Article ideas, corrections, and suggestions. “The Dragon of the Statues.” Page 54 8 ...... Forum Continuing discussions and new arguments.

Bazaar of the Bizarre 16 ...... Sage Advice Answers to your conundrums concerning poly- Bruce Schmidt morphed creatures, elven resistances, and more. Drizzt Do’Urden isn’t the only one with one of the “Magical Allies.” 96 Page 72 ...... Bookwyrms™ Suggested reading for roleplayers. Arcane Lore 96 ...... Cons & Pros Coming soon to a town near you. Lloyd Brown Morion the Bard has invented his 108 ...... Roleplaying Reviews own repertoire of “Spells of Sight Fantasy sourcebooks, ripe for the plundering. and Sound.” Page 76 120 ...... The Current Clack All the news that’s fit to print, and maybe some Dragon’s Bestiary that isn't. Bruce Schmidt The wizards of the Arcane Age left a legacy of “Talisman Servants.” Page 82 Other Material Ecology of . . . 98 ...... Knights of the Dinner Table™ Johnathan M. Richards The secret lives of the patch work 100 ...... DragonMirth monsters known as “Mongrelmen.” 102 ...... Gamer’s Guide Page 86 104 ...... Floyd 116 ...... TSR Previews

62 In the Bleak Deepwinter A lost story of the Simbul of Aglarond comes to light.

DRAGON #242 5 Dalamar somewhere else? Anyway I’m My gracious master promises me that pleading: don’t debase the Wizards his Art shall create a clone of me, if I Three or your illustrious magazine by the return not within a season. Some great continued presence of the wannabee. (I calamity, or perhaps only great change, won’t bring myself to say her name.) hath befallen Krynn, and both my lord Thomas Ragonese III and the Lord are more troubled Dallas, TX than they will say plainly. It seemeth that they do miss the Lord Dalamar. We asked Ed what he thought of I am a “wannabe” great mage, I freely Thomas’s letter, and he told us he’d “pass it admit, though thy phrase “two-bit floozie” along. “A few days later, this reply arrived at cries out for an apology on thy part—or a our offices: spell-challenge upon mine. I renounce my right to cause further unpleasantness To Thomas Ragonese Ill of the land Dallas, between us; will you do the same? Greetings, Goodman (for so I believe Rautheene of Greyhawk you to be, though your words run harsh Mage- to Lord upon the presence of myself). the Mighty Your missive hath been made known lf you have a comment, opinion, or ques- to me. Though you prefer me both P.S. I accept apologies in ice cream. tion for the editors of DRAGON® Magazine, nameless and gone from gatherings that we’d love to hear from you. have greatly gladdened mine heart, I Article Ideas In the United States and Canada, send would stay. Though you call my mere letters to “D-Mail,” DRAGON Magazine, presence a debasement, I will unfold my Dear DRAGON Magazine, 1801 Lind Avenue S.W., Renton, WA, USA. thoughts to you. Consider: I’m glad to see you back in print In Europe, send letters to “D-Mail,” DRAGON Were you given a chance to see after your short “vacation.” I have been Magazine, TSR Ltd., 120 Church End, worlds anew and banter words with a a reader of DRAGON Magazine since Cherry Hinton, Cambridge CB1 3LB, United mage of another world, bright in both around issue #87. I have always enjoyed Kingdom. You can also send email to us at legend and spellcraft, would you not the great campaign and character ideas [email protected]. take it? I have gained from your articles. Were you given a chance to win favor I like the new layout you’ve produced Two-Bit Floozie? in the eyes of your lord and master, over the last year, especially the full Dear DRAGON Magazine, would you not take it? reproduction of the cover art inside with- I have never written to you before, Were you given a chance to sup on out the titles. I always thought it a shame never having seen the need. However, that exquisite gods-food “ice cream,” that these works of art were not view- something monstrous has happened. would you not take it? able without the titles covering them. Some two-bit floozie has invaded the Ponder upon these, and see my will I was glad to read in the last issue Wizards Three, daring, striving to and situation. My master Mordenkainen (#238) that Ed Greenwood will be writ- replace Dalamar. This is too insulting to is greatly pleased by my swift-growing ing more of the “Wizards Three” articles. contemplate. First you kill off the mastery of magic, and my conduct in I always enjoyed the creative use of DRAGONLANCE® setting, then the next the presence of the Lord Elminster—but and spells that come out of thing I know, Dalamar’s gone kaputz! both archmages have kindly and gently these articles. The same goes for Gone like yesterday’s news. For who, I made clear to me that I am in no way a “Rogues Gallery.” ask you? For some nobody, that’s who! permanent replacement for the Lord The biggest thing I have a problem Dalamar has long been a favorite char- Dalamar. Calm thyself, and prepare for with though is the increase in flip-the- acter, next to Raistlin of course. It’s rare his return, as I do. page advertising. I know you need the to have a renegade , let alone a cool How so? Know that I have offered to adds to help with the cost of publication, one. place myself in peril, to journey to Krynn but these “to be continued” ads are get- So, do gamers everywhere a favor— and learn what hath befallen the Master ting annoying. I would also like to see ditch the wannabe, and bring back the of the Conclave. I welcome this chance an increase in the length of the “D-mail” real thing. If he has access to planes, he to prove myself, to see yet another new section and of “Sage Advice” as well. can go to other worlds. Heck, you world, and to taste adventure alone for In closing, I’d like to give you an arti- brought to Ravenloft. Why not the first time. cle idea. I would write it myself; however,

DRAGON® Magazine (ISSN 0279-6848) is published in overseas outlets. Distribution to the book trade in the United must accompany all subscription orders. Methods of pay- January, July, August, September, October, November (twice States is by Random House, Inc., and in Canada by Random ment include checks or money orders made payable to monthly), and December by TSR, Inc., 1801 Lind Avenue House of Canada, Ltd. Distribution to the book trade in the DRAGON Magazine or charges to valid MasterCard or VISA S.W., Renton, WA 98055, United States of America. United Kingdom is by TSR Ltd. Send orders to Random credit cards; send subscription orders to DRAGON Magazine, Periodical-class postage paid at Renton, WA, U.S.A., and House, Inc., Order Entry Department, Westminster MD 21157, P.O. Box 469107, Escondido, CA 92046-9107. In the United additional mailing offices. Postmaster: Send address changes U.S.A.; telephone: (800) 733-3000. Newsstand distribution Kingdom, methods of payment include cheques or money to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, throughout the United Kingdom is by Comag Magazine orders made payable to DRAGON Magazine, or charges to a U.S.A. USPS 318-790, ISSN 0279-6848. The postal address Marketing, Tavistock Road, West Drayton, Middlesex UB7 valid ACCESS or VISA credit card; send subscription orders for all materials from the United States of America and 7QE, United Kingdom, telephone: 0895-444055. with payments to DRAGON Magazine Subscriptions Dept., P.O. Canada except subscription orders and change-of-address Subscriptions: Subscription rates via periodical-class mail Box 504, Leicester, LE16 0AD. Prices are subject to change notices is: DRAGON Magazine, 1801 Lind Avenue S.W., Renton, are as follows: $34.95 in U.S. funds for 13 issues sent to an without prior notice. The issue explanation of each subscrip- WA 98055, U.S.A.; telephone (425) 226-6500; fax (206) 204- address in the US, $41.95 in U.S. funds for 13 issues sent to tion is printed on the mailing label of each subscriber’s copy 5928. an address in Canada; £34.95 for 13 issues sent to an of the magazine. Changes of address for the delivery of sub- Distribution: DRAGON Magazine is available from game and address within the United Kingdom; £41.95 for 13 issues sent scription copies must be received at least six weeks prior to hobby shops throughout the United States, Canada, the to an address in Europe, $57.95 in U.S. funds for 13 issues the effective date of the change in order to assure uninter- United Kingdom, and through a limited number of other sent by surface mail to any other address. Payment in full rupted delivery.

6 DECEMBER 1997 life doesn’t give me the time. None of of that promise). While we’ve seen occa- the books to date give much idea on sional GREYHAWK submissions, we’d love to types of clothing worn during the time see more proposals for good period most of the AD&D® campaigns— articles (like Roger Moore’s article on the let alone weights, which are important if Scro in DRAGON Magazine Annual #1). someone is carrying an extra set or two The best proposals should show how the of clothes. What paladin would put his article would still be useful to people who or her musty armor back on after a nice don’t play the SPELLJAMMER campaign. relaxing bath following a month of stren- uous kobold-smashing and -killing? Plural Pila Why not put on a nice clean tunic and Dear DRAGON Magazine, trousers. I think you get the idea. I really have enjoyed Issue #239, Thanks for the time to read my two although I’m only partway through it. cents’ worth. I have some small quibbles with Dirty James Wade Orc Trick #84. First, the plural form of Watkins Glen, NY pilum is not pilums, but pila. Pilum is a Latin neutral noun with an “-a” ending That sounds like a splendid idea for an for the plural form of the noun (dropping article. Now, who’ll be the first one to send the “um”). Second, the original pilum was us a formal proposal for it? not really light but quite heavy, and it James’s letter is the sort we’d like to see was wielded by Roman legionnaires. It much more often, telling us what he thinks was used for throwing, and the shaft did we’re doing right and what we should not bend, but the head, made of soft change. If you have an opinion on this metal, did. Often it would get through issue, or dozens of opinions, please share the shields of opponents, the metal them with us by writing to “D-Mail.” If bending, and it would be quite difficult to enough come in each month, we’ll consider get the blasted thing out. Usually the expanding the size of this column. opponents had to throw down their On the Cover shields and face the legionnaires, who Believe it or not, this is Tony And More Article Ideas pulled out their short swords (gladius, or DiTerlizzi’s first solo cover for Dear DRAGON Magazine, plural gladii) and charged in, stabbing DRAGON Magazine. Over the past I’m writing just to say that DRAGON fiercely for the innards of their oppo- few years, this prolific illustrator Magazine is still a great as it ever was nents. The Gauls and Germans fared has produced a large and impres- since I began reading more than two badly against this tactic, even though, sive body of work for just about years ago. man for man, they were taller and heav- everybody in the business—so Also, since you may be bringing back ier than the legionnaires. Caesar men- much so that he feels the need to some of the old campaigns like the tions this fact in his Gallic Wars. produce his own newsletter just to GREYHAWK® and SPELLJAMMER® settings, All of the above courtesy of the guy keep his legion of fans up to date. will DRAGON Magazine contain articles to who won the Latin medal in military For a copy of that newsletter, correspond with these systems? I still prep school after laboring through send a 32¢-stamp to “DiTerlizzi run SPELLJAMMER adventures every now Caesar so many years ago. Illustration, 405 First Street, 2nd and then, so if you add anything onto But, since we are talking about , Floor, Brooklyn, NY 11215. You it, I would be greatly in debt. These old and not Romans, what John wrote was can check out his website at campaigns have been my favorite ones fine, and if the above quibble is the http://arcane.eng.ohio-state. since I began playing the AD&D game. worst criticism I can find in the maga- edu/tonyd/index.html. Jason A. Kahler zine, then it truly is a very superior issue. 4949 Walkingfern Drive Paul Culotta Rockville, MD 20853 Tacoma, WA

Whether an AD&D campaign is active or inactive, we’ll continue to support it with good articles (see issue #241 for the proof

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# DRAGON 242 7 and uninitiated players. What, however, First there is Bruce F. Beyer’s piece can we do to eliminate this problem? about the cavalier kit. He seems con- I have taken a few minor steps to fused about the difference between a keep things fresh in my campaign. One class and a kit. In the first edition, the thing that I do is eliminate “table talk.” cavalier was a class in its own right; kits That is, I attempt to limit any discussion are a second-edition confection. In the that is related solely to the “rules of the second edition AD&D rules, the cavalier game.” This practice stops players from is a kit, which means a character who is planning outside of character. Another a cavalier will also be a fighter, a paladin, thing that can be done is to change the or (unlikely) a ranger. This is why the stats for monsters. The orcs of the south cavalier has fewer abilities in the second for instance, are the smaller cousins of edition. Another consequence of this northern orcs. The smaller cousins have change is that a cavalier can have spe- one Hit Die, while the larger cousins cialization with the attendant multiple Forum welcomes your comments and have at least 2+1 Hit Dice and some attacks and other bonuses. opinions on roleplaying games. In the special attributes that are not apparent Mr. Beyer also writes that he does not United States and Canada, write to “Forum,” to the PCs. If the party has any other believe paladins and rangers should be DRAGON® Magazine, 1801 Lind Avenue experienced DMs, that can be a problem allowed to specialize. In several cam- S.W., Renton, WA 98055, USA. You can also as well. Chances are they have all the paigns in which I have both played and write to [email protected]. old modules and most of the DUNGEON® DMed, rangers and paladins have been All material should be neatly typed or Adventures. This greatly limits the allowed to specialize in up to three handwritten. You must give us your full name resources that you can use. weapons (while fighters could specialize and mailing address if you expect your letter One possibility is to use an old classic in any number). There were still many to be printed (we will not consider a letter sent module like U1 The Sinister Secret of fighters, the odd paladin, and absolutely anonymously), but we will withhold your Saltmarsh and change the ending to no rangers in our adventuring parties. name if you ask us to do so, and we will not something completely different. Another Then there is Alexander Fontenot’s print your full address unless you request if. thing that you can do to keep things comments concerning multi-classed fresh is to make the players change humans. For me, this ties in with the old Newbies to the Rescue roles. For instance, if Bruno always likes bugbear of level limits mentioned in John I have recently had the good fortune to play warriors, ask him to play a mage Cudmore’s letter. It’s funny how game of beginning a campaign with some or—even better—a pacifist priest. balance is here being used as the reason friends who are new AD&D® players. For Of course, old players have their for giving human characters a rough those other DMs out there who are tired place. They make excellent leaders in a deal, when people question whether any- of your players who have played for game where most of the other players one would ever play a human if level lim- years and know all the tricks, traps, and are new. And, of course, most new play- its were removed. In our campaign, we monsters descriptions, I recommend try- ers won’t get your jokes about the first- removed level limits from demihumans ing this. You will feel such a relief when edition monk trapped in the RAVENLOFT® and compensated for this by allowing you describe the “hairy seven-foot dog- setting, or the time when Kyle said this humans to be multi-classed. We also faced men” and don’t hear all the play- to Rich, etc. gave human characters +1 to any one ers respond, “Gnolls, ha! That’s easy.” These are just my thoughts. I would ability score of the players choice, thereby New players don’t know how to min- be happy to hear what others think. taking care of demihuman characters’ max and, in my experience, come up Chad Dukes other big advantage: starting with a score with more creative solutions to problems. Leonardtown, MD of 19. The difference between an ability score of 18 and one of 19 is enormous, especially in Strength. The rationale You will feel such a relief behind our choice was that with a much greater population, the probability of a when you describe the character of exceptional ability increases. This change retained humans’ “hairy seven-foot dog-faced men” unique flavor of generality and did not upset game balance. In fact, it improved and don’t hear all the players respond, balance. With level limits, players who wish to play demihumans must gamble “Gnolls, ha! That’s easy.” whether the campaign will last long enough to hit the level limit. If it will, A tribe of “short rat-faced humanoids then the character is completely who steal away human babies at night” Putting Humans in their Place unplayable (steady improvement is the is much more intimidating when it’s not I have been meaning to write to essence of any level-based game). If the immediately received as a group of “Forum” for years, and a “D-Mail” letter level limits are not likely to be reached, half—HD Kobolds. I’m not saying that in issue #238 from Bjoern Dobbelstein then. they clearly have no effect at all, you should put away your three-year- finally inspired me to do so. I would like balancing or otherwise. old campaigns and search out all new to take issue with several of the letters in As to Mr. Fontenot’s objections, I too that issue’s “Forum” column. would be slightly horrified at the thought

8 DECEMBER 1997

of a high-level paladin/bard. Although I met, putting experienced players in the with the same total experience but is doubt any such character would live very group (including myself) to shame. So to instead rewarded with other abilities. long, given a paladin’s propensity to all those male-only-by-dogma groups Responding to Mr. Fontenot’s citing charge up to the front and challenge the out there: Let the women play, and the of the historical reasons why multi- toughest foes combined with the multi- whole group will benefit. Or are you classing is not feasible, I must point out class character’s inherent lack of hit scared that they will show you up? that these reasons are also applicable to points, I have a way to make sure of it: James Thompson the demihuman races, effectively mak- I would never allow a multi-classed Warwickshire, Great Britain ing multi-classing off-limits to everyone. paladin/bard in any campaign I was [email protected] Or are we to believe that they have all developed such enlightened societies that such situations are no longer a While we might view slavery as problem? This game is played for fun, and so some such concerns must be laid an abomination, slave societies to rest for all concerned. Lastly, Mr. Fontenot’s statement that see themselves otherwise . . . suitable masters for beginning characters must be 9th level or above (the level that running. In fact, I would not allow pal- A Frightening Prospect most characters attract followers) is, I adins to multi-class at all (except maybe Though I have never in the past felt believe, amiss. If that were so, then every with the priest class). I do not see how compelled to write in, upon reading Mr. 1st-level character would at the least this can be a reason for disallowing Alexander Fontenot’s letter on multi- know of such a person, a highly unlikely multi-classed humans in general. Does classed humans (in issue #238), I decided occurrence. Also, if one takes the time to Mr. Fontenot say to his players, “Sorry, you to voice my opinion. think about it, this would make all but the cannot play a fighter/mage because pal- The primary factor for preventing very oldest wizards nonexistent, since adin/bard is such a scary combination?” humans from multi-classing is indeed, as they do not attract followers at all! Since Then there are the historical points. I Mr. Fontenot stated, game balance. As no new wizard apprentices exist, they just want to say the following: PCs are many people have argued, allowing would not be an available character class adventurers and heroes, a cut above the humans to multi-class opens the door to for new PCs. Because this cannot be the rest. What they are categorically not is chaos and ultra-powerful characters. case, there is no reason to expect that a your ordinary man or woman of the Regarding the admittedly frightening prospective apprentice need find some- street. It is amazing how many people prospect of a paladin/bard, I can say one of 9th level or higher. With all apolo- do not seem to see this. Mr. Fontenot’s only that any DM as concerned with gies to Mr. Fontenot, this makes his last arguments show an excellent reason game balance as he seems should find a argument about the human physiology why an NPC should not be, for example, way to disallow this combination. For nonviable, as not every candidate is dead both a blacksmith and a tailor, but that example, the character’s deity would of old age. is all. Fighters do not serve apprentice- have to be a very unusual one to allow Brian Frink ships; they learn to fight as part of the into the clergy a person who claims to 15207 Dakota Street militia, the army or from a hired tutor (if follow a strict code of ethics and honor, Victorville, CA 92394-2039 they are rich) or as a matter of survival while at the same time he roguishly and on the streets. Thieves are likely to learn blatantly uses thieving skills behind the Slavers and Other their skills a similar way, perhaps at a scenes. For that matter, the character Ancient Villains very early age. For example, suppose would have to be unusual as well, and Lloyd Brown’s article on ancient vil- two characters (0-level humans) were remember how few people can become lains (issue #238) offered good advice both serving in an army. On discharge, paladins. The deity, unless its portfolio and certainly helped me develop a suit- they decide to take up magic and was primarily music, song, history, or able adversary for my next campaign. become apprenticed to a master mage. (for lack of a better term) “roguishness,” While the idea was brilliant, however, I One decides to concentrate on the might not allow the character to be a found some of the detail both contradic- magic only and so is stuck with the com- paladin at all! tory and unlikely. bat abilities he had on leaving the army. Mr. Fontenot’s identification of the For example, I think his view of the The other keeps practicing his combat paladin and bard classes as actually slaver as a villainous archetype is mis- abilities as well as his magic. This allows being multi-classed humans deserves leading. Most importantly, for a slaver to his combat abilities to develop in paral- mention. The paladin class is less potent exist, at least one society has to regard lel but slows down the development of than the fighter/cleric combination. With slavery as acceptable. While we might his magic. Clearly, he is a multi-classed the experience needed to reach 9th level view slavery as an abomination, slave fighter/mage. (when the paladin gains his first first-level societies see themselves otherwise, and As a final point, I want to step back in spell), a fighter/cleric has reached level slavery performs a useful economic func- time a bit to issue #226, which features 6/6 and is already casting third-level tion. Slavers are businessmen, and slaves much debate about female gamers. spells. To balance this, the paladin has are precious commodities. There is no Over the years, there have been a num- granted abilities (which the cleric also profit in deliberate degradation of slaves, ber of women in the groups I have has) and advances faster, because he is nor can there be any reason to act as a played in, although they were outnum- single-classed. The same goes for the slaver without a society that recognizes bered by the men, and two of them bard, who lacks both the magical might property rights over intelligent beings. were the best roleplayers I have ever and thieving prowess of a mage/thief Therefore, I do not agree that a slaver

10 DECEMBER 1997 forms a villain archetype. Certainly, a hard enough time keeping up with the In Defense of the Cavalier villain might also be a slaver, and to non- storyline, figuring out the puzzles, and In response to Mr. Kohler’s attack on slave cultures the slaver is evil, but I do defeating the monsters, without some- my letter “Ode to the Cavalier” (in issue not think that slavery would form more one making it that much harder. When #241), let me just begin by saying I have than a minor one of the many business this happens, then it is our sad task to played and DMed for the last 15 years, interests developed by the ancient villain put things right, for the benefit of every- and in all that time I have seen three over the years. one concerned. players actually play a cavalier correctly. I was also confused by the contra- The simplest method is, as you Mr. Kohler describes a game world ruled dictions in the article concerning the loy- mentioned, not to invite the disruptive by power-gamers wielding skill-laden alty of followers. On one hand, if offered player(s) back to the group. This is a last killing machines, namely the cavaliers in his service, “those naive resort, in my mind, not to be used until and barbarians. If this is the case, Mr. enough to fall for this old trick are assas- all other options are exhausted. In the Kohler, I propose that it is an atypical sinated,” and on the other hand, “loyal meantime, there are things that you can situation that you have created and followers are the most valuable ‘posses- do to fix the problem. failed to put into check. sions’ these villains can have . . . they rep- First, simply talk to the disruptive As I stated earlier, very few players resent a great investment.” If employees player and inform him of the problem. can properly play a cavalier. I have per- sonally witnessed several players renounce their decision to be a cavalier [The Cavalier] is not the and return their character to a run-of- the-mill fighter. The cavalier is just too mindless pawn of power gamers . . . restrictive to appeal to most players. Let’s face it, after a week of reality, most he is . . . the champion of the players just want to kick butt come the weekend game session. downtrodden, well within his rights to I still uphold my defense of the cava- lier, as I outlined in DRAGON Magazine retain all special abilities . . . issue #238. He is not the mindless pawn of power gamers that Mr. Kohler suggests. He is what he has always been—the cham- pion of the downtrodden, well within his are summarily executed, I do not see In some cases, the player doesn’t realize right to retain all special abilities granted how loyalty can be expected. My own that his behavior is disruptive until him by the powers that be. feeling is that ancient villains can afford someone brings it to his attention. If you If you ask me, the power gamers are to be the most generous of employers, have had this talk before, then also those who play the death-wielding spe- having amassed the power, security, warn him that continuing this stuff will cialist mages. Why play a cavalier, who and outlook to feel little danger from get him ousted from the table. goes one on one vs. a single opponent, their underlings. Ancient villains will At the table, the DM has control of when you can launch a fireball and take always be looking toward the long term, the game, and all the elements that go out several hundred single-HD crea- and it would be simplest to bribe PCs not along with an enjoyable evening. Short tures? Much easier, less work, and a lot to interfere. Breaking such an agree- of reprimanding the player in front of safer. Honestly, I made that statement ment would do the villain’s reputation the others, the DM can discipline unruly about the cavalier kit collecting dust great harm, and he or she is likely to be players by using their disruptive behav- because I can’t get anyone to play one. around long enough to worry about ior against them (as long as the action Everyone wants to play the single- such things. happened while in character), resulting classed fighter, no strings attached, or Don’t get me wrong; the article was in a loss of experience points, loss of sur- the almighty wizard. another good idea from the DRAGON prise, unexpected encounters, negative Now let’s set the record straight. It Magazine stable. It usefully highlights NPC reactions, lack of adventure knowl- appears Mr. Kohler has misinterpreted another area for improving roleplaying edge, loss of status, or anything else the some of the rules outlined in the and baddies without necessarily giving DM can imagine. If this happens a few Complete Fighter’s Handbook. In his rebut- them another vorpal blade +20. times, and the player realizes that it’s his tal, he states, “There is nothing any- Timothy Eccles behavior (while in character) that causes where prohibiting a fighter or paladin London, England it, he might just change his tune a little. who takes the cavalier kit from special- Disruptive Players All in all, the idea is to be fair and izing.” Although obviously true in the honest with these people, whether in first instance, he is completely wrong This letter is a response to Mark the game or out. Give them every about the paladin. Fitzpatrick’s letter in DRAGON Magazine chance to fix the problem on their own, The paladin, as is the case with the #239. You have a thorny problem that for disruptive behavior of an unruly ranger, cannot take weapon specializa- all players and DMs have from time to player ruins the fun for all. If they won’t tion. On page 58 of the CFH [corrected time: how to deal with the disruptive change, then you will have no choice 2nd printing, May 1992], under the behavior of unruly players, As DMs, we but to ask them to leave the game. paragraph heading, “Single Weapon Anton J. Uselmann have enough challenges to put together Proficiency/Weapon Specialization,” it P.O. Box 492 an enjoyable game without someone states, “only single-class fighters, not ruining the fun. As players, we have a Gold Beach, OR 97444

12 DECEMBER 1997 paladins or rangers can take weapon can wack a dragon bone from bone in Doctoring Specialization specialization.” It is true, however, that a the blink of an eye. I must admit that after reading Chuck paladin can take the cavalier kit, but he It is better to use the PLAYER’S OPTION™: Moffat’s letter (in issue #238), I felt com- cannot take the weapon specialization Skills and Powers book, allowing players pelled to dust off my calculator and do offered to a single-classed fighter. The to pick and choose their abilities and some basic math. In Mr. Moffat’s letter, paladin and ranger are both sub-classes weaknesses. This way they are gaining he defines “doctor level specialization” of the warrior and are, therefore, under nothing for free. as available only to warriors of 15th the rules outlined by the Unearthed One final note about this letter. The level or higher. Arcana, Player’s Handbook (2nd Edition), paladin and ranger are not subclasses. If we construct a model warrior and the Complete Fighter’s Handbook, Instead, Warriors are a group of classes around Mr. Moffat’s rules, then the - unable to specialize. including paladins, rangers, and fighters. rior would be initially possessed of a +8 The next point of order: Wow! Where Their special abilities set them apart bonus to hit and to damage his oppo- did this mage-knight conglomeration from the rest of the soldier-of-fortune nents. Furthermore, if we imbue that come from? This is kind of like an oxy- crowd. The point of the AD&D game is warrior with the rather unremarkable moron and goes against every fiber of not to give one class super-abilities but Strength score of 17, then he now pos- my being. Talk about power gaming! to allow all classes help in their special sesses bonuses of +9 to hit and damage. Let’s take a mage character who way. Wizards hurl magic, Rogues back- If we add to this model the assumption undoubtedly will be a fireball - wielding stab and pick locks, Priests heal, and that at some point during his lengthy pain in the gluteus-maximus in a short Warriors protect all of the above. Daniel lngraham adventuring career, our warrior had time to come, and give him a cavalier acquired a long sword +2, then his Raleigh, NC kit. It is completely against the rules out- bonuses now stand at +11 to hit and lined in the CFH. On page 36, it states damage. If our model is the minimum level for the “doctor level specialization,” The point of the AD&D game is not to then at 15th level, he is enjoying an impressive -5 THAC0. give one class super abilities but to allow In combat with the most difficult-to- hit opponent he could possibly face (AC all classes to help in their special way. -10), our hero need roll only a 5 or higher on 1d20 to hit his opponent. Thieves’ Cant Worse yet is the horrific damage that that warrior kits are designed to add our dervish inflicts. With his staggering depth to warrior class characters, and I would like to discuss the Thieves’ four attacks per round, this Quisinart will only single-classed warriors can take the Cant used in the AD&D game. The (statistically speaking) strike his oppo- warrior kits outlined within the CFH. Player’s Handbook describes Thieves’ nent an average of three times per I personally enjoy the game in its Cant as a dialect of the common tongue round. With a long sword, three hits own right with the same old character unknown to all but thieves. This works from the specialist yields 36-57 hp classes that the game has evolved with fine for most campaigns, but I feel that damage per round (3d8 + 33). all these years. I don’t believe we have in many campaigns, the Cant should be My suggestion for our model is that to experiment with far-flung aggregate treated slightly differently. I would sug- he retire to a quiet life in the lower hells, type mutations as the mage-knight (not gest that, depending on the race of the where he can while away the hours possible, by the way), acrobat-fighter, PC and the particular guild that charac- slaying bothersome pit fields. and the psionicist-necromancer-berserker. ter went to, Thieves’ Cant should be Arthur D. Reynolds Bruce F. Beyers available to different languages. I have 626 Brockton, EKU [email protected] two reasons for this feeling. One, the Richmond, KY 40475 AD&D multiverse is populated by slews Super Heroes? of humanoid races, some of which (like I am writing in response to Bruce ) are capable of shady activities Beyers’ letter in issue #238. Why should far beyond humans. With such a diverse we create an “ultimate warrior”? The selection of races, it seems stupid to Do you have a favorite house rule for the entire point of the second edition Player’s declare that each race’s society is so dif- AD&D game? If so, share if with the rest of Handbook was to balance each charac- ferent that only human thieves are us! Send your favorite house rule to: “Forum smart enough to produce their own ters’ strengths and weaknesses, not to House Rules,” DRAGON Magazine, 1801 Lind have a warrior that could dominate play guilds and slangs. Secondly, many of the Avenue S.W., Renton, WA 98055, or send it and take care of every monster. AD&D races rarely associate with other via email to [email protected]. Be sure to The cavalier could use a revamping, races (such as most ), and therefore include your full name and address along but allowing him to function at negative it makes sense that thieves of different with a note telling us how much of that hit points and giving him the ability to races would assemble different types of you’d like printed with your letter. increase stats is going too far! What Thieves’ Cant. Which languages have happens when the mighty cavalier Thieves’ Cant would be based on the reaches all 18s in his physical attributes? DM’s world and choices. Suddenly he is jumping up by 10s in hp Charlie Martin-Brooks per level, his AC makes him immune to RFD #2, Box 20 the average monster’s attack, and he St. Johnsbury, VT 05819

14 DECEMBER 1997

Suppose my character casts a prayer spell on himself. If some enemies come into the spells area of effect after my character finishes the spell, does my character gain the spell’s bonuses against them so long as the spell is still in effect? Do the newly arrived enemies suffer the spell’s penalties against my character? What about my character’s allies? Everyone in the area of effect at the instant a prayer spell is cast is affected for the duration of the spell. Those not in the area of effect when the spell is completed are unaffected. All the casters by allies gain the listed bonuses (see spell description in the PHB). If these charac- ters subsequently encounter foes who If you have any questions on the games assumed form’s abilities: Hit Dice, Armor have not been affected by the prayer produced by TSR, Inc., “Sage Advice” will Class, combat abilities, magical abilities, spell, they gain all the spell’s bonuses, answer them. Write to “Sage Advice,” 1801 and so on. The DM can re-roll all the but the foes suffer no penalties from the Lind Avenue, S.W., Renton, WA 98055, or creature’s hit points or can simply roll all spell. email questions to the [email protected]. the Hit Dice the creature has gained (or We are not able to make personal replies. lost) and add (or subtract) the result from It seems to be an old question, but Please send no SASEs with your question. the creature’s old hit-point total. the question of an elf’s resistance to This month, the Sage ponders the capa- Technically, the polymorphed crea- sleep and charm spells has raised its bilities of polymorphed creatures, elven ture gains all its new abilities the instant ugly head our local campaign. Does elf resistance to spells, and other troublesome its mentality changes, though some resistance count against any spell of the questions from the AD&D® game. DMs might require some time before the school of Enchantment/Charm or only against the spells charm person, charm monster, and sleep? If it works against the whole school of Enchantment/ . . . the question of an elf’s resistance Charm, I do indeed think that the race of elves is far too strong to be a player to sleep and charm spells has and thus should be banned from play. raised its ugly head Yeah, its an old question, one the Sage has answered before, but here’s a in our local campaign. better answer: An elf’s resistance applies to spells and spell-like effects that allow continuing control over the recipient. These include charm person, charm mon- The description for the polymorph creature can use them. I’d suggest one ster, domination, fire charm, a vampire’s other spell says that a polymorphed day to one week per ability, depending charm gaze, a harpy’s song, and many creature does not gain any magical or on how difficult it is to use. The DM rates others. An elf’s resistance does not apply special abilities that go along with its each ability’s difficulty and decides the to effects that allow limited control or new form unless a mental change order in which they become available. impose a disability, such as command, occurs. When the spell recipient gains In any case, the mental change is hold person, suggestion, quest, or geas. Nor the new form’s mentality, it gains the permanent. The creature’s newfound does an elf’s resistance prevent outside form’s magical and special abilities and abilities, however, remain dependent on influences from usurping control of the resembles a genuine version of the the polymorph other spell. If the effect is body, such as magic jar. creature. Does that include hit points dispelled, the creature reverts to its nat- Any effect that causes the recipient to and Hit Dice? How are hit points ural form and loses all abilities that went fall into an enchanted slumber, such as assigned? How long does the process with it—even purely mental abilities and the sleep spell or the sleep effect of the take? What happens to a creature that other powers that the creature’s natural eyebite spell, is subject to elven resis- has undergone the mental change and form could sustain. Nevertheless, the tance. If an opponent uses a command then becomes subjected to a successful creature firmly believes the assumed or suggestion spell to induce an elf to fall dispel magic effect? Does the restored form to be its natural one. A wish can asleep, the elf does not gain the benefit creature retain any abilities from the remove the delusion. Some DMs also of his resistance, but the resulting sleep assumed form? allow heal or restoration spells to do the is not “magical” sleep, and the elf can Once the mental change takes place, trick. awaken in response to loud noise, gen- a polymorphed creature gains all the eral discomfort, or the like.

16 DECEMBER 1997

With the special link between famil- Invisibility, for example, has a maximum will be. If the group has a healer, it’s iars and wizards, could a familiar who duration of 24 hours (see spell descrip- incumbent upon the DM to make sure has the intelligence to scribe, memo- tion), and contingency lasts a maximum of the poisoned character doesn’t roll a rize and learn spells, attempt to learn a one day per level of the caster. I strongly saving throw too soon. spell its master knows? If the wizard recommend that you limit armor to a If the poisoned character has failed to learn a particular spell, could maximum duration of one day, too. received a slow poison spell, you might his familiar try to learn it? allow a character who has already failed No and no. If a character dies from a poison a saving throw vs. poison a second sav- with an immediate onset time, can a ing throw if a healer or healer/herbalist What is the deal with the listing for neutralize poison or slow poison spell tends him before the spell ends. monster summoning VIII in the back of save him if cast on the following round? the Monstrous Manual™ tome? As far as If not, then it would seem that the vast If a poison is classified Injected, can it you’ve let us know, monster summon- majority of creatures with these poison be used to coat a weapon? Since ing VIII is the highest possible (because types are excessively deadly. “Injected” means it must be put directly it’s a ninth-level wizard spell). Neither of these spells helps the in the bloodstream, I think any success- There actually are some spells higher recipient unless applied before the ful hit (at least 1 hp damage) will count than 9th level out there (true dweomers, poison takes effect. Although the as the poison being injected, since that psionic enchantments, and elven high ® Guide clearly indicates hit has drawn blood. (You don’t coat magic to name a few). However, there is that the effect of a poison with an your hammer with poison.) I know the no monster summoning VIII spell. The list- immediate onset time is felt the instant creature struck has to attempt a saving ing in the MONSTROUS MANUAL tome is an it is applied, it’s best to allow a slow poi- throw vs. poison, but what damage will error, but I’ve always found it useful as son or neutralize poison spell to save a the poison cause if the saving throw an alternate list for the monster summon- poisoned creature from death if cast fails? What happens if the saving throw ing VII spell. during the same round the recipient was succeeds? Does the amount of damage poisoned. The poison might take effect the blow inflicted have any effect on In the Player’s Handbook, it is said immediately, but the recipient doesn’t what the poison does? Also, how long that paladin can turn baatezu, tanar’ri, necessarily die instantly. does the poison last once it’s applied to and other lower-planar scum. How Yes, creatures that have venom with a weapon, and how long does it take to does the ability work? Are the creatures an immediate onset time are quite poison a weapon? affected like undead of similar Hit Dice, deadly—something people who design Yes, Injected poisons can be “injected” or is turning them more difficult? monsters overlook all too often. with a successful attack by a piercing or slashing (type P or S) weapon coated with the venom. For game purposes, Exactly how does a character with the blunt (type B) weapons can’t inject poison. While not every “hit” in AD&D healing and herbalism proficiencies game combat necessarily draws blood, it’s best to require a creature struck by a tend to a poisoned character? poisoned weapon to attempt a saving throw vs. poison anytime a poisoned weapon hits and inflicts damage; Use the “Special” line on Table 61: Exactly how does a character with though the DM could introduce some Undead Turning for lower planar crea- the healing and herbalism proficiencies additional mechanic, such as a minimal tures unless the creature’s description tend to a poisoned character? The PHB amount of damage (say at least 3 hp says to use another line. Note that pal- says they must tend them the round damage) or a high attack roll (perhaps a adins themselves can be turned by evil immediately following the poisoning attack roll of 16 or higher or an attack priests. The priest functions as though and for the next five rounds. My ques- score at least three points higher than he were three levels lower than his actual tion is, exactly when is the saving throw the minimum needed to score a hit). level and uses the line appropriate for made? Immediately when poisoned? Once the attack delivers the poison, the paladin’s hit dice. Delayed until the end of the tending? the rules on poison from the DMG Re-rolled after the tending? Since tim- (Chapter 9) take over, and any damage If a spell has an open-ended dura- ing is everything and nothing is certain, the weapon inflicted becomes moot. tion, one not dependent on time, such this has caused considerable difficulties Just roll the saving throw and apply the as armor, invisibility, or contingency, in our campaigns (we all handle it a dif- result. Note that most poisons can inflict can a character cast these spells and ferent way). some small amount of damage even if then re-up with new spells on the fol- The healer or healer/herbalist must the recipient makes a successful saving lowing day? Or do these spells take up drop everything and tend the poisoned throw. a spell slot while they last? character during the round when he is The DM has to decide how long a A spell vanishes from the caster’s poisoned and for the next five rounds. poison remains dangerous once applied memory the moment it’s cast, not when The poisoned character makes his sav- to a weapon. I suggest no less than one it ends. So, yes, a character can remem- ing throw at the end of the five rounds, turn and no more than one day. Use the orize a spell he currently has running. not when initially poisoned—the healer shorter time for simple liquids that the Note, however, that some of the spells must commit to the attempt to cure the user just slaps on and the longer time on your list have finite durations. poison before he knows what the result for specially prepared venoms that

18 DECEMBER 1997

won’t rub off or evaporate readily. One “cloak” only to find that it was a cloaker! If the party had not surprised the successful hit with a poisoned weapon The monster proceeded to make cloaker, I would have assumed that the should effectively wipe off all venom, as mincemeat out of the thief, and then cloaker ambushed the party (see PHB, should exposure to large volumes of the rest of the party. Now I’m wonder- Chapter 11), giving it a free attack on the water, intense heat, or similar conditions ing, should I have rolled to see if the thief, with no defensive bonuses for the that could remove the venom. cloaker was surprised? thief’s Dexterity and a +2 bonus for a It takes a full round to apply venom Assuming that the cloaker wasn’t rear attack (because the thief was literally to a weapon (no movement or other sig- aware of the party before the characters trying to wear the cloaker). nificant actions allowed), and a charac- entered the room, and wasn’t asleep or In any case, I would have had the ter can apply poison that quickly only if otherwise distracted, this is what I would party roll for surprise only when they the poison is readily at hand. Small have done: actually discovered the cloaker, The weapons, such as arrows or quarrels can When the party first entered the cloaker could have made two free be envenomed 10 at a time. room, I would have checked to see if the attacks before there was an initiative Many referees I know require charac- cloaker was surprised (not when the roll—one when the thief tried to put it ters carrying poisoned weapons to thief grabbed the cloaker). Since cloak- on (provided the cloaker was not sur- attempt saving throws vs. poison every ers spend most of their lives waiting for prised itself) and one more if the party turn or hour to see if the character has prey to stumble by, I would have given was surprised. scratched himself or had some similar it a +2 bonus to the roll, as it was pre- mishap. Success means nothing hap- pared to make an attack. If the cloaker pens to the character. Failure means the had been surprised, I would have decided character has poisoned himself. that the party caught it off guard and Skip Williams reports that he wrote the that it snapped to its senses when the bulk of this month’s column on the third The characters in my game recently thief grabbed it. Note that the party floor of a drafty old house where he was a came upon a room where they found a would not be aware of the cloaker until guest. Skip says the garret was well supplied few furnishings and a “cloak” hanging the thief woke it up even though they with closets full of old clothes where it was on a peg. At a suggestion form another had surprised it. just faintly possible to imagine cloakers lurk- player, the party thief tried on the ing in the darkest periods of windy nights.

20 DECEMBER 1997

by Ted Zuvich

illustrated by Scott Rosema

ne of the DM’s perennial problems is judging a new spell Then apply the spell modifiers from Tables 1 and 2 as required. proposed by a creative player. Here is a set of rules, the Note that a proposed spell can have both positive and negative Laws of Spell Design, intended to help the DM make a rational, modifiers. objective decision about such potentially unbalancing new Table 1 summarizes the spell level modifiers that are depen- spells. The Laws of Spell Design also allow help the DM make dent upon spell parameters (range, components, duration, etc.). faster decisions and point out a number of considerations that Table 2 summarizes the spell-level modifiers derived from the DM otherwise might have overlooked. parameters that appear in the spell descriptions, such as num- Many of the spell design rules have been “reverse-engineered” ber of targets, chance of success, debilitating effects on the from existing spell-level assignments. Close examination of the caster, etc. Only a few of these laws apply to any given spell. Wizard spells listed in the AD&D® game Player’sHandbook (PHB) The Law of Damage does not apply to a fly (W3) spell, for reveals several basic patterns in the level assignments. The example. Laws of Spell Design address approximately 20 of these basic Example: A player proposes a spell called shield other, which patterns. acts as shield spell except that the caster places the spell on another person. This change shifts the range from personal (able to affect Types of New Spells only the caster) to touch. This is a +1 level shift, so the shield other Before delving into the detailed Laws of Spell Design, con- spell ranks as a second-level spell. The new spell could be brought sider the different types of new or proposed spells. When back down to first-level by increasing the casting time from under attempting to assign a level to a new spell, the DM should first one round to one turn, which would apply a - 1 level shift. categorize the spell to help decide which Laws apply. New Laws that cover the same effect are not additive. For exam- spells usually fit into one of the following four categories: ple, the Law of Range (personal to touch) and the Law of Self A. Very similar to an existing spell, except for minor modifi- (caster to target) both apply to the shield other spell. However, cations to one or more explicit spell parameters, such as cast- the spell is not adjusted twice for what is essentially the same ing time, required components, duration, range, area of effect, effect, so the level assignment goes up by only one level, not or saving throw. Sometimes players want to just tweak a spell. two. If, however, the modification involved a change to both B. Somewhat similar to existing spell(s) but may combine range and duration, a +2 level shift would apply. one or more effects. C. Derived from an existing spell, with modifications to Generalized Law of Parameters major spell parameters such as damage caused, targeting, According to this law, modifying a spell to improve its effects applicability, prerequisite spells, or effect on the caster. or parameters requires more power. All spell parameters (area D. Entirely new spell, totally unrelated to any existing spells. of effect, duration, range, number of missiles, number of targets The Laws of Spell Design are a great help with the first three affected, dice of damage, etc.) increase via one of the following types of new spells, and they can provide guidance on the three methods, in order of increasing power requirements: fourth type. ❖ Remain constant ❖ Increase every X caster levels, where X > 1 Modifying Base Spells ❖ Increase with every caster level The first step in designing a new spell is to determine which Example: This type of progression is illustrated by the spells invisi- existing spell (or spells) is most similar to the proposed new one. bility (W2), invisibility 10’ radius (W3), improved invisibility (W4), This task is fairly easy if the new spell fits into category and mass invisibility (w7). A, B, or C. Use the level of the established spell as If a wizard modifies a spell so that its para- the base level for the proposed new spell. meters increase every level instead of

# DRAGON 242 23 Table 1: Parameter Modifiers to Spell Level SPELL PARAMETER +1 LEVEL NO CHANGE -1 LEVEL

General parameter ...... increases with every . . . increases every X caster . . . remains constant. caster level. levels (X > 1). Law of Range Range of spell is ...... ranged. . . . touch. . . . personal (0).

If spell is ranged, range ...... increases with caster level. . . . is constant. —

Law of Components Spell requires ...... no material components. . . . material plus either ver- — bal or somatic components.

Material components are ...... cheap 1 gp/level) and ... moderately expensive . . . expensive 100 gp/spell easily obtained. 10 gp/spell level) and level) and rarely available. available.

Are expensive material No. Yes, or no but components — components consumed? are very expensive (5-10 times cost). Law of Duration Duration (non-damaging . . . one or more hours/caster . . . less than one hour/caster . . . fixed or less than one spells) is . . . level or until triggered; if level. round/caster level. permanent, +2 levels shift.

Duration (damaging spells) . . . less than one round. . . . instantaneous or one — is . . . round.

Law of Time Casting time is ...... an initiative modifier < . . . an initiative modifier . . . one turn or more. the spell level. greater than or equal to the spell level but less than one turn.

Law of Areas Area of Effect ...... increases more than than . . . increases in multiples of . . . remains constant with 10’/level. 10’/caster level. caster level.

Law of Resistance Saving throw? None. (+2 levels) Allows save for 1/2 effect. Negates.

Adjustment to save . . . For each -2 in penalties. None. For each +2 in bonuses.

every other level, the base spell level Law of Range contact with more easily than something increases by +1. Likewise, if the wizard The following range categories appear that is at a distance, although this factor modifies a spell with constant parame- in order of increasing power requirement: is not usually worth a level of difference. ters so that the parameters increase ❖ Personal (or zero). Example: Shield is a first-level spell with every level, the base spell level increases ❖ Touch. a range of 0 (caster only). A shield other by +1. This law applies to most parame- ❖ Range remains constant with caster spell that allowed the caster to place a ters, implicit or explicit. That is why its level. shield on another person within touch called the “generalized” law. ❖ Range increases every X caster range would be a second-level spell. Example: Modifying the magic missile levels, where X > 1. (W1) spell so that the caster could fire one ❖ Range increases every caster level. Law of Components missile per caster level would make the Modifying a spell to improve the range There are three aspects to the Law of modified spell second-level. makes the new spell one level higher Components: In addition, use the following six laws than the original spell. The idea of shift- 1. Spell components, in particular to modify spell level when modifying ing a spell from personal to touch is also material components, provide part of explicit spell parameters. related to the Law of Self. In addition, wiz- the power or open the pathways to ards can affect something they are in allow spells to work. Given equal spell

24 DECEMBER 1997 levels, a spell that requires material (M) trap, W4) is higher level than one that Example Spell components accomplishes more than goes off instantly, damage being equal one that does not. (burning hands, W1). Shield Vessel 2. Expensive components (those with Example: A player proposes extended Third-Level Wizard Spell a value of 100 gp or more per spell level) shield, which is the same as shield except Evocation provide more power than cheap compo- that the duration is five turns per level Range: Touch nents. A spell with expensive, consumed instead of five rounds per level. The increase Components: V, S, M material components accomplishes as in duration from “rounds” to “turns” causes Duration: 5 rounds/level much as a spell one level higher. a +1 level increase, making extended Casting Time: 3 Conversely, a spell with cheap consumed shield a second-level spell. Area of Effect: 1 vessel components accomplishes less. Saving Throw: None 3. The use of material components Law of Time The shield vessel spell allows the wiz- assumes that those components are Simply put, the law of time states that ard to place a shield spell around a vehi- consumed by the spell. Expensive, given two spells of equal level, the spell cle (usually a seagoing ship), protecting reusable components have the same with the longer casting time is more everyone within the area of effect. The effect as moderately costly consumed powerful. Casting time must increase by spell protects the crew of the vessel just components—i.e., no effect on spell two categories to gain a level of effec- as the shield spell protects its caster. It level. However, very expensive (valued tiveness. For example, the casting time negates magic missile attacks and pro- at 500 gp or more per spell level), must increase from less than one round vides AC 2 protection against hand- reusable components might have an (with initiative modifier) to turns, or from hurled missiles, etc. Since the shield effect on assigned spell level. rounds to hours. effect totally surrounds the vessel, Example: Find familiar (W1) accom- Specifying a casting time is a very anyone aboard receives a +1 bonus to plishes a very powerful effect through the use important consideration when design- saving throws against attacks that orig- of a long casting time and expensive, con- ing a spell. Will the spell be a quick-fire inate from off the ship. The spell pro sumed material components. incantation useful in a combat situa- vides no protection from attackers that tion? Or will it be a slow, deliberate successfully board the ship. Law of Duration ritual requiring long preparation? The material component of the The time increments of spell duration Wizard spells can be divided roughly spell is a series of finely wrought pieces are (in order of increasing power into two categories as a function of cast- of silver jewelry made to resemble requirements): ing time: incantations and rituals. The small shields. The silver shields must following table summarizes the classifi- be placed around the perimeter of the Instant. cation scheme: vessel to be protected. The total value Round. of the shields must be at least 1,500 Round(s). Casting Time Type of Spell gp, although the wizard is free to put Turns. One Round Incantation more money into the shields. The sil- Hours. Rounds Incantation or Ritual ver shields are not consumed by the Days. Turns Ritual spell. If the total value of the shields Until triggered. Hours Ritual falls below 1,500 gp (through wear, Permanent. Days Ritual battle-damage, vandalism, theft, etc.), the shield vessel spell immediately fails. Duration is inversely proportional to Incantations have a casting time of Notes: Since this spell is obviously raw spell power. A spell can accomplish one round or less. Examples of incanta- derived from shieid (W1), it is a base a weak effect for a long time, or a pow- tions include magic missile (W1), shield first-level spell. The Law of Ranges erful effect for a very short time. (W1), and levitate (W2). Incantations are applies, since the range has moved Damaging spells (such as fireball, W3) battle-oriented spells that must be cast from personal (0) to touch, for a +1 typically cause all their damage in one quickly. These extremely quick spells modifier to spell level. The Law of round. Damaging spells that persist for sacrifice power for speed. Incantations Targeting applies, since the spell now more than one round are either higher usually have a duration of less than one affects multiple targets within an area level or obey the Law of Damage. turn per level, although there are excep- instead of a single target, for a +1 mod- Modifying a damaging spell with an tions such as ’s flouting disc (W1), ifier to the base spell level. Finally, the instant duration so that it persists for rope trick (W2), and web (W2). Law of Areas applies, since the spell more than one round involves a level Rituals have a casting time of one now protects an area, not just the caster. shift of +2. Modifying a non-offensive turn or more, most likely one turn per This makes shield vessel a fourth-level spell so that it persists for more than one level or even one hour per level. spell, which is higher than the player round involves a +1 level shift. Examples include armor (W1), find famil- wanted. However, the player proposes A spell that passively waits for an iar (W1), identify (W1), and strength (W2). the use of expensive, reusable compo- event to happen is less effective than Rituals generate powerful effects com- nents (500 gp per spell level) to make one aimed at a specific event. Consider pared to incantations of the same level. up the difference. By the Law of the difference between fire trap and fire- Rituals often require esoteric material Components, this allows a -1 modifier ball. Contingency type spells that last components and extensive preparation. to the spell level. The net effect is that until triggered require significant Rituals are utility-type spells that per- shield vessel should be a W3 spell with a amounts of power. A damaging spell form a specific task or place a temporary +3 modifier to initiative for casting. that waits until someone triggers it (fire enchantment upon an item. Spells that

DRAGON #242 25 Table 2: Implicit Parameter Modifiers to Spell Level SPELL PARAMETER +1 LEVEL NO CHANGE -1 LEVEL

Law of Changes Method of creation: Actually creates. - Modifies.

Method of destruction: Actually destroys. Modifies or moves. —

Duration of changes: Permanent. Long (>1 turn/level) but Temporary. finite. Law of Control Caster controls spell and . . . any other actions. . . . some other actions. ... no other actions. may perform . . .

Law of Damage Damage potential is ...... >1d6/caster level. . . . 1d6/caster level. . . . <1d6/caster level.

Law of Expertise Caster rolls to hit and . . . - . . . target allowed no save. . . . target allowed save.

Caster attacks as ...... fighter of caster level. . . . wizard of caster level. —

Law of Forms Spell has ...... multiple forms. . . . single form. —

Law of information Spell provides information . . . greater than 10%/caster . . . probability of success ... fixed probability of and has a . . . level chance of success. 10%/caster level. success.

Law of the Mage’s Price Debilitating effects? — None. Automatic but temporary (-1); chance of permanent debilitation or death (-2) Law of Metaspells Spell has prerequisites? — No. Yes.

The spell ...... enhances spell effect or provides chance to counter- modifies effective caster act or negate other spells. — spell ability. Law of Presence Subject present by ...... conjuration. . . . summoning. . . . illusion.

Law of Self Target of spell is . . . — . . . any target, possibly . . . only the caster. including caster. Law of Self-Knowledge Viable targets are . . . — . . . any animate or sentient . . . inanimate, non-sentient. target. Law of Specifics Generality: Very specific one purpose. Some variations. Very general, several possi- ble applications. Law of Targeting Number of targets ...... increases every caster ... increases every X caster . . . remains constant, usually level. levels. one target.

Spell is detrimental to target . . . allows selection of multi- . . . single, specific target . . . blankets area, no specific and . . . ple specific targets. only. targeting.

Note: See the text for discussion of the Law of Power and The Final Law.

26 DECEMBER 1997 create a permanent, long lasting (more Therefore, a spell that allows the tar- than one turn per level), or “until trig- get no chance to resist is two levels Example Spell gered” effects are rituals. A low-level rit- higher than a spell that allows the target Silver-Steel ual spell with the same effect as casting a normal chance to resist the effects and Fifth-Level Wizard Spell a fireball could be designed, but in the three levels higher than a spell that Alteration two or more turns required to cast the allows the target a saving throw to Range: Touch spell, the orcs would be roasting the wiz- negate the effects entirely. Significant Components: V,S,M ard over a slow fire instead of crackling penalties or bonuses to the target’s sav- Duration: Permanent in the fading embers of a fast fireball. ing throw (+2 or more) also shift the Casting Time: 5 turns Conjuration and summoning spells assigned spell level by +/-1 level. Area of Effect: One object, up to one are often (but not always) rituals, espe- Example: A firebomb spell that acts as lb./level cially if they summon a powerful crea- a fireball but allows no saving throw would Saving Throw: None ture. Examples include mount (W1), be a fifth-level spell (+2 level shift). The silver-steel spell magically rein- phantom steed (W3), and conjure elemen- The target does not receive a saving forces silver so that it has all the prop- tal (W5). Many other conjuration/sum- throw against spells that are beneficial erties of high-quality stainless steel moning spells walk the fine line to the target or that do not directly affect (toughness, ductility, hardness, ability between ritual and incantation, with the target. There is no saving throw vs. to be forged and retain an edge, casting times of a round or more. strength, for example, or against monster etc.), while retaining its silver sheen, its Example: Consider the proposal instant summoning. Spells of this sort are not corrosion-resistant properties, and its strength, a spell that acts just as strength subject to the Law of Resistance. ability to hit some undead and extra- (W2) except that the casting time shifts from planar creatures. Items fashioned of one turn to less than one round, with one Implicit Spell Parameters silver-steel are 25% heavier than their point of initiative modifier per spell level (+2 The laws below discuss some (but not steel counterparts. Armor and casting time shifts). As a result, instant necessarily all) of the implicit parameters. weapons fashioned of this material strength would be a third-level spell with an are no better or worse than items fash- initiative modifier of +3. Law of Changes ioned of normal high-grade steel. The Change has three aspects: creation, magic of this spell fades within 15 Law of Areas destruction, and modification. rounds of application and cannot be Areas of effect normally increase with Creating something from nothing is reversed or dispelled after this time. caster level in increments of 10 feet; harder than changing something that is The spell requires a piece of high- either a 10’ x 10’ square or a cube 10 feet already there (related to the Law of grade stainless steel weighing not less on a side. Spells with constant areas of Presence). Truly creating something than 10% of the weight of the silver effect require less power than spells with from nothing is difficult or impossible. object to be transformed. The cost of increasing areas of effect. However, if Instead of making a spell to create gold, the special steel (not the sort of steel area is given as constant, the area design a spell that extracts trace gold used in normal armor and weapons) is should be fairly small, such as one object from the surrounding environment. If a at least 25 gp per pound. The steel is or an area under 10 feet per side. The spell truly creates something, it is two consumed by the spell. In addition, the DM should disallow attempts to lower levels higher than a spell that simply spell consumes silver equal in weight the level of a spell by specifying a large, modifies something that already exists. to the silver that is transformed. constant area, since this violates the Actually destroying something is very Notes: This spell is derived from intent of the rule. A shift from a small difficult. Spells are easier if they simply glassteel (W8). Since it is a lower level area of effect to a large area would put the object somewhere else, or spell, it must have significant modifi- require a +1 shift in level, and vice versa. change its nature (rapid oxidation, poly- cations, which are as follows. First, the Example: A wizard creates a mass fum- morph, etc.). Spells that actually destroy components are fairly expensive. A ble spell that acts as a fumble (W4), except the target are two levels higher than pound of silver is worth at least 5 gp, that the area of effect is one 10’-cube per spells that alter the target. and the special steel is also expensive. level. Since the spell is shifting from a small, Permanently and truly modifying the This is much more expensive than the constant area of effect (30’-cube) to an area essential makeup of the world is difficult components for glasssteel. The Law of of effect that increases with level, the mass or impossible. For instance, changing Components provides a -1 level shift. fumble spell is fifth-level. lead into gold (permanently) is very diffi- Second, the spell affects only one lb. of cult. Inducing a permanent change is material per caster level, instead of ten Law of Resistance still easier than creating something, but lbs. per level. Therefore the Law of As a baseline, if a spell is detrimental inducing a temporary or illusionary Areas provides a -1 level shift. The to the target, the target receives a saving change (fool’s gold, W2) is the simplest, spell is also a ritual (multiple turn cast- throw that negates the spell. Saving easiest approach. ing time) instead of an incantation throws modify spell level according to (casting time under one round). The the following table: Law of Control Law of Casting Times provides a -1 Most spells do not require any sort of shift. These modifications make Saving Throw Modification control once they are cast. Mirror image silver-steel a fifth-level spell instead of None +2 (W2), for example, simply performs its eighth. Halves 0 function without any interference from Negates -1 the caster. However, some spells require active control. For these spells, there are

DRAGON #242 27 could be a third-level spell if split into two Detrimental Effects for Spellcasting different spells (e.g., hail storm [W3] and Spell Detrimental Effect sleet storm [W3]). Find Familiar Caster and familiar are “linked.” Identify Temporary loss of Constitution; enforced rest. Law of Information Haste Recipient ages one year. Spells that provide information are Dimension Door Wizard can be trapped in astral plane. usually difficult, with long casting times. Polymorph Other Target must save vs. system shock or die; wizard can The higher the probability of clear and inadvertently kill friends. accurate information, the higher level Shout Permanent hearing damage if used more than once the spell. The usual chance of success is 1/day. 10% per level of the caster. Informational Conjure EIemental Caster must maintain concentration or the summoned spells often carry the possibility of caster elemental attacks the caster. debilitation. Contact Other Plane Probability that the caster goes insane or dies. Leomund’s Secret Chest A 1% chance per week that chest is tampered with; Law of the Mage’s Price opens temporary ethereal window. Spells normally have no debilitating Teleport Probability of death or injury. effects on the caster, but some spells Enchant an item Very precise requirements and preparations that effec- include a chance of a detrimental effect tively take the caster out of play for the casting. on the caster as a way to lower the level Ensnarement Entrapped creature can break free and attack caster. at which they can be cast. See the Tenser’s Transformation Caster is unable to withdraw from combat. Detrimental Effects for Spellcasting Duo-Dimension Caster exists partially in astral plane and is vulnerable to sidebar for a listing of some of the spells astral attack. with detrimental effects. Limited Wish Automatically ages the caster. Spells that have temporary but signif- Clone Clone has antipathy toward original; possible insanity icant debilitating effects (such as identify Permanency Loss of Constitution. [W1]) provide one level in effectiveness. Energy drain Chance of losing Constitution. If identify had no detrimental effects, it Mordenkainen's would not be a first-level spell. Temporary disjunction Attracts notice of extraplanar beings; possible loss of debilitating effects are usually automatic spellcasting abilities. and last anywhere from hours to days. Wish Aging; temporary ability score loss and rest required. Examples of temporary effects include: a decrease in an ability score, a loss of hit three distinct levels of spell control. inflict more damage (such as 1d8 per points, a need for the caster to rest after- Moving a spell between the different lev- level) are higher level, and vice versa. ward, or some combination thereof. els of control requires a one-level shift. There are two types of permanent Spells of the first type require continu- Law of Expertise debilitating effects. If the debilitating ous caster concentration, immediately If the wizard must roll to hit in order effect is non-lethal but serious, the debil- cease if the caster’s concentration lapses, for the spell to be effective, this action itating effect is automatic. Examples of and preclude any other action by the takes the place of a target saving throw. this type off effect include the aging caster. These types of spells require the Spells that allow the caster to use a caused by wish (W9) and haste (W3), and least power of the “control required” better-than-normal THAC0 are one level the ability score losses caused by perma- spells. Examples of these spells include higher than those that restrict the caster nency (W8). If the debilitating effect is phantasmal force (W1) and emotion (W4). to the caster’s THAC0. insanity or death (something that Spells of the second type require con- Example: Melf’s minute meteors (W3) removes the caster from play), the caster tinuous caster concentration, persist for a requires the caster to roll to hit the target, should have a chance (usually a saving “short” duration after concentration lapses, but the target is not allowed a saving throw. throw) to avoid the effect. Spells that and might allow some limited actions A modified version of the spell that allows have a chance (saving throw) of inflicting (moving slowly, etc.) while the spell lasts. the mage to attack as a fighter of equivalent permanent significant debilitation (e.g., A spell that allows a caster to do other level would be a fourth-level spell. insanity, permanent aging, permanent things after it has been cast is higher loss of hp) or as little as a 1% chance of level than one that requires continuous Law of Forms causing death (such as contact other plane concentration. An example of this type Spells with two or more forms (e.g., [W5] and teleport [W5]) gain two levels in of spell is improved phantasmal force (W2). irritation [W2], fire shield [W4], emotion effectiveness. Spells of the third type maintain [W4]) are higher level than spells with a Example: Burnout (W1) acts as a fire- themselves once cast and allow other single form. This law assumes that the ball cast by a 5th-level wizard and has a actions. An example of this type of spell caster specifies which form will be used casting time of less than one round, with an is phantasmal killer (W4). at the time of memorization. If the caster initiative modifier of +3. The caster must can specify the form at the time of cast- save vs. spells or die of massive system Law of Damage ing, the spell is even more powerful. shock from the magical backlash. If the sav- As a baseline, damaging spells cause Example: Ice storm (W4) has two ing throw succeeds, the caster still suffers 5 1d6 hp damage per level of the caster, or forms, and the caster can specify which hp damage. This spell accomplishes a high- an average of 3.5 hp per level. Spells that form is used at the time of casting. Ice storm er-level effect because it has possible deadly consequences (-2 level shift) to the caster.

28 DECEMBER 1997 Some non-damaging spells have detri- mnemonic enhancer (W4), extension (W4), Law of Duration says that the proposed mental effects on the target. These include and permanency (W8). shield effect makes it a second-level spell. haste (W3) and polymorph other (w4). Example: To get around designing a Applying the Law of Power, the two spells ranged version of every spell with a range of combine to form a third-level spell. Law of Metaspells personal, a mage could research and create However, in this case the gain is minimal. It There are two types of metaspells: a metaspell specifically for this purpose. The basically allows the caster to deploy two prerequisite spells and those that far reaching spells in the Tome of Magic spells in one turn instead of two spells in one accomplish spell alteration. are good examples. turn and a round. To make the gird spell Prerequisite spells are those that the useful, the casting time needs to drop to be caster must cast just prior to casting the Law of Power less than one round. Making this change spell of interest. The shift for prerequi- This law is invoked when the new (applying the Low of Time) would increase sites counts only once. If a spell has two spell attempts to meld two (or more) the spell level by one, making gird a fourth- prerequisites, the shift remains one level. existing spells into a new spell. The Law level spell with a casting time less than one Example: Conjure elemental (W5) of Power states that each new spell level round and an initiative modifer of +4. provides an excellent example of a spell has approximately twice the power of with prerequisites. While protection from the previous level. A first-level spell has Law of Presence evil (W1) is not strictly required, any wise a power ranking of 1, a second-level Illusions provide an appearance of an wizard will cast it prior to attempting to spell is worth 2, a third-level spell is object or creature that is really not there summon an elemental. Permanency (W8) worth 4, and so on. Theoretically, two Therefore, illusions are easier than sum- and contingency (W6) are also good second-level spells could be combined moning, which actually calls the object examples of spells with prerequisites. to form a third-level spell. Applications or creature from the surrounding area. The second category of metaspells of the Law of Power are often quite Summoning is in turn easier than con- includes those that directly affect other complex. juring, which calls the creature or object spells, those that affect the parameters Example: A player proposes a new spell regardless of where it is at the moment, of other spells (altering casting time, called gird, which combines the effects of even if it does not really exist. duration, area of effect, etc.), and those strength and shield. Strength is a ritual- The spell phantasmal force (W1) pro- that affect the caster’s ability to use type spell with a casting time of one turn. vides an excellent example of a very spells. Metaspells of this type must be The player wants to increase the duration of general spell which uses illusion to third-level or higher. Spells in this cate- the shield effect to match the duration of accomplish a great deal. To make some gory include dispel magic (W3), Rary’s the strength effect (one hour per level). The of the stuff dreamed up via phantasmal

# DRAGON 242 29 Table 3: Base Spell Parameters

School Range Components Duration Casting Time Area of Effect Saving Throw

Abjuration Personal or V, S, M 5 rounds +5 <1 round Usually caster; None. Short. rounds1. short range.

3 Alteration Typically 10 V, S, M Highly vari- <1 round Typically one None. yards1. able, some creature or 10’ rounds, some cube. permanent.

1 Conjuration- Small area. V, S, M Turns . <1 round Target. None. Summoning

Divination Caster. V, S, M (E) Several <1 round One creature, None. rounds1. target, or small area.

Enchantment/ Fixed or V, S Highly <1 round Target Negates. Charm Short1. variable2.

1 4 Evocation/lnv Fixed or V, S, M Rounds or <1 round Constant. None or ½ . ocation Short’. instantaneous.

Illusion/ 10 yards1 V, S6 Conditional7. <1 round 10; cube1 Target must Phantasm or 05. disbelieve, then negates.

Necromantic Touch or V, S8 Rounds to <1 round One target None; negates constant permanent, if target is typically turns. animate.

Notes 5. If the illusion/Phantasm is cast on a target battle-oriented illusions typically have a duration of 1. Per caster level. (e.g., Nystul’s magic aura, spook), the range is 0. rounds. 2. Charms typically last days; enchantments Otherwise, range is 30 yards +10 yards per level. 8. Necromantic spells with material compo- have durations of rounds if animate, long or per- 6. Most Illusion/Phantasm spells with material nents tend to be quite powerful. manent if inanimate. components have cheap components, on the order 3. Inanimate target. of cheap cardboard props. Expensive components X = level of spell (casting time) or level of caster 4. Evocation/Invocation spells that cause dam- go a long way toward improving the power of an (damage) age allow a saving throw for half damage. Other Illusion/Phantasm spell. types allow no save. 7. Lasts until caster ceases to concentrate or E = expensive components some special condition is satisfied. Very powerful, force would require a significant amount polymorph other (W4) spell and provides example, item (W3) miniaturizes virtually of magic. Improved phantasmal force is an excellent illustration of this law. any item designated by the caster. If a an illustration of the movement from wizard designed a spell that miniatur- “concentration required” to a self- Law of Self Knowledge ized only fires, the proposed spell can maintaining, caster-alterable spell. Excluding damaging spells, the either a) have a much longer duration nature of the target has a great deal to than item, or b) be one level lower than Law of Self do with how powerful the spell has to item. The DM should use care when Casters affect themselves more easily be in order to succeed. Spells designed applying this law; it is easily abused. than anybody or anything else. A spell to affect only inanimate objects or The Law of Specifics especially that affects only the caster is easier than manipulate forces are fairly easy. Spells applies to protective spells. To fully pro- a spell that affects someone else by that affect non-sentient beings are of tect against a specific type of magical touch, which is in turn easier than a spell “nominal difficulty.” Spells designed to attack, use a defensive spell of the same that affects another at a range. A caster affect sentient beings are one level level that is specifically designed to ward can also affect something that belongs higher. against that spell. to him with greater ease than he can Example: A protection from fireballs affect something that belongs to some- Law of Specifics spell would be third-level and would provide body else, although this usually is not A spell with a specific purpose has an full protection from fireball spells. It might worth a level of difference. advantage over a general spell of the even provide some protection from lower- Example: Polymorph self (W4) has same level when it comes to the specific level fire magic. This is more specific than a considerable advantages compared to the purpose for which it was designed. For general protection from fire spell, which

30 DECEMBER 1997 would be fourth-level and would provide ❖ If the spell is offensive, the target general protection from all sources of fire. receives a saving throw to negate all or Aberrant Spells Example: Charm monster (W4) is more part of the effect. Otherwise, there is no Not all existing spells obey the general than charm person (W1), which is saving throw. Laws of Spell Design. ❖ more general than charm Spaethe (a spe- Each spell school has a different set of Magic Missile (W1) has a quick cific person). lf Spaethe were to fall victim to base spell parameters, as presented in casting time, no material components, a charm Spaethe spell, saving throw Table 3, which summarizes the attributes and a decent range. Furthermore, the penalties would apply, or the duration of the of a typical spell of each school. Note that caster need not roll to hit, can affect spell would vastly increase. each school has wide variations in base multiple targets, and allows the target spell parameters. There are abjurations no saving throw. ❖ Law of Targeting with long ranges, illusions with expensive The continual light spell (W2) rep- There are two concerns relative to material components, and enchantments resents an aberration in the pattern of spell targeting: the number of targets and with casting times of hours or days, just the Law of Duration. The spell is quite the selection of targets. Spells that affect to list a few of the variations. powerful, very quick to cast, and cre- more targets as the caster increases in New spells are judged on how they ates a permanent effect. Increasing experience are more powerful than deviate from the base spell. If the spell is the casting time to two turns could rec- spells that affect a constant number of modified to make it harder to cast or tify this imbalance. targets. This Law is similar to the less effective, the spell level drops. If the ❖ Since dispel magic (W3) can directly Generalized Law of Parameters. The spell becomes easier to cast or more affect other spells, it violates the law of ability of the caster to select targets also effective, the spell level increases. Use Metaspells. affects the spell level. Spells that blanket the Laws of Spell Design to determine ❖ Stoneskin (W4) provides absolute an area with no control over whom (or how much to increase or decrease the immunity from multiple forms of physi- what) they affect are one level lower. spell level. cal attack. It has a short casting time, Spells that allow the caster to select one Example: A player proposes a spell relatively cheap components, and is target in an area are of “nominal” difficul- called ward, which acts just as a “general” protective magic. As such, it is ty. Spells that allow the caster to pick mul- non-detection (W3) spell except that the probably too powerful for its assigned tiple specific targets in an area (such as spell does not require any material compo- level. It could be brought back into line slow, W3) are hard (one level higher). nents. Since abjuration spells normally by requiring expensive material com- require a material component, the law of ponents (100 gp or more of diamond The Final Law components is invoked and divination dust) and a longer casting time (turns). The last Law of Spell Design is that ward becomes a fourth-level spell. “there will be exceptions.” There are a Be generous when deciding the issue number of spells in the Player’s Handbook Judging Originality: of originality. Even one small sparkle of that simply do not fit these patterns. See Researching Derivative Spells originality should take a spell out of the the sidebar “Aberrant Spells” for notes on When adjudicating a new spell, the directly derivative classification. some of the more distinguished pattern- DM must also address the issue of when The DM must also consider how breakers. When adjudicating a spell that a new spell is truly original. Under the much effort a wizard must expend to does not fit a pattern, the DM should optional rules, researched spells do not add a new spell to the campaign. In exercise caution and common sense. count toward the wizard’s maximum some settings, a wizard can easily Base Spells number of spells known. Allowing a obtain practically any new spell desired. wizard to circumvent the limits on the At the other extreme, some worlds Here are some of the basic concepts maximum number of spells known by require wizards to research each and that guided the “reverse engineering” of researching directly derivative spells every new spell they learn, whether it’s spells for the creation of The Laws of could affect game balance. Therefore, a “standard” spell or a totally new one. Spell Design. The most useful tool in this use the following modifications to spell The level of difficulty in obtaining spells endeavor was the idea of base spells, the research of derivative spells. should affect the XP awarded for templates for other spells. Base spells A spell is a derivative if it is a direct, researching new spells. The harder it is establish the parameters for “average” easily recognized modification of an to obtain new spells, the more XP the spells of a given school. A typical base existing spell. The connection should be wizard should receive when the wizard spell has the following characteristics: fairly obvious. Examples from this article actually researches a new spell. ❖ It has a relatively short range that include gird and shield other. If the new increases with caster level. spell is a direct derivative of an estab- ❖ It requires material components lished spell, it fills half a “slot” toward the that are consumed during the casting. wizard’s maximum number of spells ❖ If offensive, it has a duration of one known. Two directly derivative spells round. Other types of spells establish an would count as one learned spell for the Ted Zuvich reports that he’s having quite effect that lasts for less than one turn per purposes of calculating the maximum a bit of trouble finding time to write these caster level. number of spells known by the wizard. days, but he hopes he’ll find more time ❖ It has a casting time of less than Wizards who know an established soon, especially since the TSR crew has one round, with an initiative modifier of spell can research direct derivatives of moved to the Seattle area. Ted also plays a +1 per spell level. that spell in half the usual time and at mean game of Iron Dragon. ❖ It affects a limited area or number half the usual expense—and earning half of targets, increasing with caster level. the normal XP researching such spells.

# DRAGON 242 31 32 DECEMBER 1997 “There may be other magic. It is up to you to find it.” — Paladine, speaking to Palin Majere, Dragons of Summer Flame Spells for the Fifth Age

by Stephen Kenson illustrated by John Stanko

n the aftermath of the Chaos War and the departure of the Here are some of the vast range of possibilities for sorcery gods from the world of Krynn, the powers of magic known and mysticism in the Fifth Age, using the SAGA™ System rules. to the people of Krynn were lost. The mages’ memorized for- They include some of the old Fourth Age spells that have been mulae and the clerics’ prayers yielded them no magical power. adapted by modern spellcasters on Krynn as well as some new The magic-workers of Krynn were forced to seek other sources spells unique to the Fifth Age. Each spell lists all of its proper- of magic in the Fifth Age of Krynn, better known as the Age of ties, its casting difficulty, and spell point cost and gives a short Mortals. description of the spell and its effects. In time, the people of Krynn discovered those other sources of magic that Paladine spoke of, drawn from ancient powers Sorcery Spells from the dawn of the world’s history. The story of the discov- ery of these new forms of magic—sorcery and mysticism—is Audible Glamer detailed in the DRAGONLANCE®: FIFTH AGE™ game. School: Aeromancy Sorcery and mysticism are different in many ways from the Invocation: 1 minute magic that mages and clerics once wielded on Krynn. Both Range: Near missile forms have their own unique advantages and limitations that Duration: 1 minute have changed the way people work magic. Sorcerers cannot Area: Small room affect the bodies, minds, and spirits of living creatures as Effect: Irritating mages once could; even simple charm spells are beyond them. Difficulty/Cost: 12 At the same time, mystics cannot affect unliving matter or The creation of audible illusions was a problem that troubled energy as many of the clerics of the old gods could. The power many sorcerers. Students of the school of spectramancy had to call down flame strikes and shape the elements is lost to long since developed the creation of visual illusions of light, but them. it was some time before students of aeromancy hit upon the These changes have forced students of the new magics to be idea of using the controlled movement of air to create sounds. innovative in the use of their abilities. Many of the old spells and This spell creates any fairly simple, meaningless sound that enchantments of the Fourth Age have been reworked by sor- the caster desires: the babble of conversations (but not actual cerers and mystics for their use, while others have been aban- words or messages), scuffling, wheezing, and so on. The sound doned by all but a few academics and scholars. Meanwhile, new is loud enough to be heard clearly in a small room, but it spells and enchantments have been created by stu- becomes much less audible at greater distances dents of the Academy of Sorcery and the unless the listener has acute hearing. Citadel of Light.

# DRAGON 242 33 Bind the ground like a feather on a cushion With this spell, the sorcerer magically School: Enchantment of air. lifts an object, moving it through the air Invocation: Instant without touching it. The final difficulty of Range: Melee Fireball the spell is based on the effective Duration: 1 minute School: Strength that the sorcerer wishes the Area: Individual Invocation: Instant spell to have, using the effect table for Effect: Impeding Range: Far missile damage and defense spells. For exam- Difficulty/Cost: 14 Duration: Instant ple, a Strength 6 spell would have a total With this spell, the sorcerer enchants Area: Large group difficulty of 13, while a Strength 15 spell a length of rope, chain or other such Effect: +8 damage points would have a difficulty of 15. flexible material with animation that Difficulty/Cost: 17 (resisted) allows it to follow his commands. By This powerful spell summons a ball Light making an average Perception action of fire that the sorcerer hurls at a target School: Spectramancy, pyromancy, against a targets Agility, the sorcerer out to far missile range. The sphere enchantment can cause the rope to bind the target, explodes into a ball of fire that inflicts 8 Invocation: 1 minute impeding its own physical actions by a damage points to a large group of tar- Range: Personal -4 action penalty. When the spell’s gets. Because it is resisted by the highest Duration: 1 hour duration expires, the rope falls lifeless Perception of the targets, the spell is Area: Small room again, and anyone bound by it is freed. both difficult and exhausting to cast. Effect: Irritating Difficulty/Cost: 13 Darkness Fly With this spell, the sorcerer calls into School: Spectramancy School: Aeromancy existence a small point of light (known Invocation: Instant Invocation: 1 minute as “werelight” or “magelight”) bright Range: Near missile Range: Personal enough to illuminate a small room. Duration: 1 minute Duration: 30 minutes Pyromancers achieve the same effect Area: Large room Area: Individual with a small floating flame, and Effect: Impeding Effect: Troublesome enchanters may cause small objects to Difficulty/Cost: 17 Difficulty/Cost: 12 glow enough to provide the same light. By controlling the available light, a A sorcerer using this spell can fly sorcerer can blanket an area up to a through the air like a bird on a current of Phantom Steed small room in pitch blackness. The dark- magical . The sorcerer flies at School: Summoning ness imposes a -4 action penalty on all roughly the speed of a giant eagle, Invocation: 20 minutes actions that require sight such as com- allowing him to fly up to four miles Range: Personal bat or spellcasting. before the spell expires. If the spell Duration: 1 hour expires while the sorcerer is still in the Area: Individual Detect Magic air, he falls. Effect: Hindering School: Divination Difficulty/Cost: 12 (resisted) Invocation: 10 minutes Invisibility Using the art of summoning, the sor- Range: Personal School: Spectramancy cerer conjures a spectral mount with all Duration: 1 minute Invocation: 1 minute of the abilities of a normal riding horse Area: Large room Range: Personal (Co 9, Ph 10, In 2, Es 2, Dmg +2, Def -2) Effect: Irritating Duration: 30 minutes that will carry the caster or another indi- Difficulty/Cost: 10 (higher if resisted) Area: Individual vidual chosen by the caster for the dura- With this spell, a sorcerer can sense Effect: Painful tion of the spell, allowing the target to the presence of magical forces (sorcery Difficulty/Cost: 15 travel up to eight miles on a good road or mysticism) used nearby. Magical Using the illusions created by spec- before the spell expires. items and enchanted individuals show a tramancy, the sorcerer can make a tar- telltale glow of magical power to the get he touches invisible for the duration Shield user of this spell. of the spell. The invisible subject gains a School: Aeromancy +4 action bonus to resist attacks requir- Invocation: Instant Feather Fall ing sight and can move through areas Range: Personal School: Aeromancy without being seen, although he can still Duration: 1 minute Invocation: Instant be detected by sound or smell. Area: Individual Range: Personal Effect: Def +9 Duration: 1 minute Levitate Difficulty/Cost: 12 Area: Individual School: Aeromancy This spell creates an invisible barrier Effect: Irritating Invocation: 10 minutes of air around the caster or another sub- Difficulty/Cost: 10 Range: Near missile ject that protects him from attacks. The Made famous by the power of the Duration: 15 minutes magical shield provides 9 defense points Staff of the Magius carried by Raistlin Area: Individual against physical attacks of all kinds but and Palin Majere, this spell allows the Effect: Variable (see below) does not affect attacks using magic. caster to slow a fall and float gently to Difficulty/Cost: 10+

34 DECEMBER 1997 Teleport School: Summoning Invocation: 10 minutes Range: Artillery Duration: Instant Area: Individual Effect: Irritating Difficulty/Cost: 10 By folding space, the sorcerer can “jump” across a distance in an instant, moving from his starting point to another visible point within artillery range. Great distances can be covered in successive “jumps.” Sorcerers have been working on ways to extend the range of this effect, given that some recall when they could cross hundreds of miles with a single spell. So far, the range of this spell remains limited. Wall of Fire School: Pyromancy Invocation: Instant Range: Near missile Duration: 1 minute Area: large room Effect: +6 damage Difficulty/Cost: 16 This powerful spell creates a wall of blazing flames ten feet high able to span the width of a large room. The flames cause 6 damage points to any character or hero that comes in contact with them. Wizard Eye School: Divination Invocation: 1 minute Range: Artillery Duration: 30 minutes Area: Small room Effect: Irritating Difficulty/Cost: 16 This spell is based on one used by Fourth Age wizards; it allows the sor- cerer to view distant areas as if he were physically present, seeing the area of up to one small room at a time. Unlike Effect: Irritating Area: Individual the spell it is named for, this version Difficulty/Cost: 6 Effect: Def +10 does not create an actual invisible eye This very basic spell allows the caster Difficulty/Cost: 15 and can see anywhere the sorcerer to start a small fire without the use of This enchantment is placed upon any wishes within range of the spell. flint and tinder—useful for getting a item that can be worn or carried by the campfire going in damp or difficult con- subject, typically a ring, amulet or shield. New Sorcery Spells ditions. The fire burns normally once it It creates a barrier of protection around has been set. the wearer that shields him from sorcer- ous attack, giving him 10 defense points Campfire Charm of Protection from against damage from sorcery spells or School: Pyromancy Sorcery sorcerous effects from magical items. Invocation: 30 minutes School: Enchantment Range: Personal Invocation: 1 minute Countermagic Duration: 1 minute Range: Personal School: Varies (see below) Area: Individual Duration: 1 hour Invocation: Instant

# DRAGON 242 35 expires, and metal weapons become hot enough to inflict 1 point of damage each minute to a wielder if not handled with heavy gauntlets or gloves. The weapon will cool completely in 30 minutes once the spell has expired. Gateway School: Summoning Invocation: 1 minute Range: Artillery Duration: Instant Area: Large group Effect: Irritating Difficulty/Cost: 15 With this spell, the sorcerer folds space enough for a group of up to ten people to be instantly transported a dis- tance equal to artillery range. Multiple “jumps” allow considerable distance to be covered in a very short time, but this greatly taxes the caster. Unwilling sub- jects of the spell may resist, increasing the difficulty and cost. Magical Missile School: Varies (see below) Invocation: Instant Range: Near missile Duration: Instant Area: Individual Effect: Dmg +6 Difficulty/Cost: 13 (resisted) Once, the mages of Krynn were able to attack enemies with darts of pure magical force, but this “simple” ability is now beyond sorcery. Sorcerers must now use the powers of their different schools for combat magic. This spell is available to any school except for div- Range: Near missile a spell with another spell, such as a ination, enchantment, summoning, or Duration: Instant hydromancer creating a gush of water transmutation. It creates and launches Area: Individual to put out a wall of fire, but this is con- darts of the appropriate medium at the Effect: Impeding sidered a separate spell.) Countermagic target. Pyromancers would create darts Difficulty/Cost: 15 (resisted) has no other effect other than it inter- of flame, geomancers might use stone Sorcerers are somewhat frustrated by feres with the target spell. or crystal, and spectramancers would their inability to interfere with the magic cast burning lances of light. The caster of their enemies. Once it was possible to Flaming Weapon directs the missiles with an average dispel another’s magic in a given area, School: Pyromancy Dexterity action, resisted by the target’s but now a sorcerer must know some- Invocation: Instant Perception. thing of the school of magic being used Range: Personal in order to counter its effects. Duration: 1 minute Water Bubble A sorcerer of a particular school can Area: Individual School: Aeromancy use his magic to counter the work of Effect: Dmg +8 Invocation: 10 minutes another sorcerer of the same school. Difficulty/Cost: 12 Range: Personal Thus a pyromancer could attempt to The sorcerer casts this spell on a Duration: 1 hour snuff out an enemy sorcerers fireball or melee weapon, causing the business Area: Individual wall of fire, and a spectramancer could end of it to burst into flames that inflict Effect: Irritating banish an enemy’s illusion. The counter- an additional 8 damage points to any Difficulty/Cost: 11 spell is resisted by the target sorcerer’s target the weapon is used against. Aeromancers have developed a spell Perception. (It is also possible for a sor- Wooden weapons are destroyed by the that creates and maintains a bubble of cerer to indirectly counter the effects of use of this spell when the duration air around a person’s head, allowing him to breathe under water.

36 DECEMBER 1997 Mysticism Spells

Animate Dead School: Invocation: 1 minute Range: Melee Duration: 1 hour Area: Small group Effect: Painful Difficulty/Cost: 18 This dark spell allows the mystic to animate up to five corpses within range, turning them into zombies or animated skeletons that fight at his command for the duration of the spell. The animated dead are mindless and can carry out only the most rudimentary commands issued by their summoner. Blessing School: Channeling Invocation: 1 minute Range: Personal Duration: 30 minutes Area: Individual Effect: +4 to ability Difficulty/Cost: 14 With this spell, the mystic can add 4 points to one of the subjects Physical Abilities (Agility, Dexterity, Endurance, or Strength) for the duration of the spell. The ability may even exceed 10 through the effects of the spell, allowing the char- acter or hero to perform amazing feats. Charm School: Mentalism This spell allows a mystic to restore unless he has encountered its symptoms Invocation: 1 minute lost sight or hearing to the subject with before, so it is often necessary to over- Range: Melee a simple laying on of hands and a short spend on spell points to ensure that the Duration: 1 hour ritual. The subjects eyes and/or ears ailment is overcome. Area: Individual must still be intact for the spell to work, Effect: Impeding but it will cure afflictions such as Detect Evil Difficulty/Cost: 17 cataracts and magical curses that cause This challenging spell allows the mystic School: Sensitivity blindness or deafness. to convince a target that he is the mystics Invocation: Instant best friend and confidante—that every- Range: Melee Cure Disease Duration: Instant thing he says is trustworthy and impor- tant. While few mystics trained by the School: Healing Area: Small group Citadel of Light like the idea of tampering Invocation: 20 minutes Effect: Irritating with the thoughts and feelings of others, Range: Personal Difficulty/Cost: 12 (resisted) This spell allows the mystic to sense they still prefer such methods to using Duration: Instant evil thoughts or intentions in any small their gifts to inflict permanent harm. Area: Individual Effect: Varies (see below) group of people. The mystic must be Cure Blindness or Deafness Difficulty/Cost: 6 able to see the faces of the people in A mystic can use this spell to help the question; thus, the spell would not sense School: Healing body throw off the effects of disease. the presence of an invisible adversary Invocation: 20 minutes The final difficulty of the spell is based with evil intentions. Range: Personal on the strength of the disease being The spell does not provide exact Duration: Instant affected, ranging from 6 for a simple information on the nature of the evil, Area: Individual cold to 11 or more for magical diseases only that it is present and which people Effect: Cures affliction (equivalent of 5 and ailments. The healer will not neces- are radiating it. cards) sarily know the strength of the disease Difficulty/Cost: 10

# DRAGON 242 37 Feign Death Effect: Invisibility heroes resist individually. The subjects School: Necromancy Difficulty/Cost: 10 can be awakened by any especially loud Invocation: 1 minute This spell renders the subject invisible noise or an attack of any kind but will Range: Personal to any creature affected by the animism otherwise remain asleep for the dura- Duration: 1 hour sphere. tion of the spell. This is a preferred Area: Individual Animals and other creatures will not means for more peaceable mystics to Effect: Irritating see the subject of the spell, nor will they deal with hostile opponents without Difficulty/Cost: 12 scent him or hear his movements. The actually harming them. Feign death allows the mystic to subject of the spell gains a +4 action place himself or a willing subject into a bonus against any creature affected by Speak with the Dead state of deep trance in which all of the the spell. This is a very useful spell for School: Spiritualism subjects body’s functions are slowed to hunters. Invocation: 20 minutes a standstill. The subject appears dead, Range: Personal and a daunting Perception action is Polymorph Duration: 15 minutes required to determine otherwise. School: Alteration Area: Individual While the feign death spell is in Invocation: 1 minute Effect: Troublesome effect, the subjects need for food, water, Range: Personal Difficulty/Cost: 9 (resisted) and air is suspended. Duration: 1 hour The mystic performs a ritual that calls Area: Individual up the spirit of someone who has died Hold Person Effect: Troublesome to ask it questions that the spirit is com- School: Mentalism Difficulty/Cost: 13 pelled to answer. The spirit resists the Invocation: Instant This is a basic spell that allows the spell with its Presence ability. If the spell Range: Near missile mystic to alter his shape or that of is successful, the spirit must appear and Duration: 15 minutes another willing subject he touches. The answer the mystic’s questions for the Area: Individual subjects Physical abilities can be shuf- duration, but there is no requirement Effect: Impeding fled as described on page 85 of The that the spirit answer truthfully. Those Difficulty/Cost: 16 (resisted) Book of the Fifth Age. For each point that who do tell the truth are prone to speak- With a simple wave of a hand or a the new form’s total Physical abilities ing in riddles. hard stare, the mentalist overwhelms exceeds the subjects original form, the the targets mind and renders the victim spell’s difficulty increases by 1. Tongues totally unable to move for the duration School: Mentalism of the spell. A challenging Presence Remove Paralysis Invocation: 10 minutes action allows the paralyzed character to School: Healing Range: Melee overcome the spell and move again. Invocation: Instant Duration: 30 minutes Range: Personal Area: Small group Insect Plague Duration: Instant Effect: Irritating School: Animism Area: Individual Difficulty/Cost: 13 Invocation: 1 minute Effect: Removes paralysis (equal to two The mystic allows the subjects of the Range: Near missile cards) spell to comprehend each other regard- Duration: 15 minutes Difficulty/Cost: 10 less of the languages that they speak. Area: Small group With a simple touch, the mystic can Especially obscure or difficult languages Effect: Hindering remove the effects of any paralysis on may increase the difficulty of the spell if Difficulty/Cost: 16 (resisted) the subject, allowing him to move freely the Narrator sees fit. The clerics of Majere were once well again. This affects paralysis caused by known for calling upon swarms of mysticism spells as well as by creature Wall of Thorns insects to fight their enemies, and some special abilities such as the touch of School: Animism mystics have followed their example ghouls. Invocation: Instant with this spell which summons forth a Range: Near missile of biting and stinging flying Sleep Duration: 15 minutes insects to harass and harry opponents. School: Mentalism Area: Large room Anyone within the cloud of insects suf- Invocation: Instant Effect: Hindering fers a -3 action penalty to all actions for Range: Near missile Difficulty/Cost: 17 the duration of the spell. Duration: 30 minutes This spell causes a wall of thorny Area: Small group vines and bushes to grow out of the Invisibility to Animals Effect: Impeding ground to block passage of an area School: Animism Difficulty/Cost: 19 (resisted) equal to a large room. Hacking through Invocation: 1 minute With a wave of a hand, the mystic can the vines is a challenging Strength Range: Personal cause a small group of people in range action and causes 4 damage points to Duration: 15 minutes to fall into a deep sleep for the next 30 any character or hero per attempt. Area: Individual minutes. Only the highest Perception in a group of characters resists the spell;

38 DECEMBER 1997 New Mysticism Spells lost due to damage for the duration, but Ward Off Beasts when the spell ends, the hero immedi- School: Animism Healing ately loses all of the cards gained back Invocation: 1 minute from the spell, starting with their highest School: Healing Range: Personal card. If this will result in the hero having Invocation: 1 minute Duration: 1 hour a negative number of cards, the hero Range: Personal Area: Small room lapses into a coma and will die in one Duration: Instant Effect: Irritating minute if not immediately healed back Area: Individual Difficulty/Cost: 13 to a hand of zero cards or more. Effect: varies The mystic traces out a circle or the borders of a small room and casts this Difficulty/Cost: 8+ (see below) Resist Mysticism This basic healing spell allows the spell, preventing any beasts affected by mystic to restore health by touch. The School: Meditation the animism sphere from entering the basic difficulty is for restoring one card Invocation: 1 minute area for the duration of the spell. If the to an injured hero or 1 point of Range: Personal animals a especially desperate (hungry, Endurance damage to an injured char- Duration: 30 minutes fearful, or driven by another spell or spe- acter. For each additional card or point Area: Individual cial ability), the caster must make an of damage, increase the difficulty by 1. Effect: +4 action bonus to resist average Spirit or Presence action to keep mysticism them out. Ignore Pain Difficulty/Cost: 13 School: Mentalism With a light touch, the mystic bestows Invocation: 1 minute on the subject an aura of protection Range: Personal against mysticism spells. The subject Duration: 1 hour gains a +4 action bonus on all Avoid Stephen Kenson is a freelance writer who Area: Individual Mysticism actions for the duration of the has worked for several game companies, Effect: Irritating spell, including mysticism effects from most notably in FASA’s line. Difficulty/Cost: 12 magical items. A similar spell exists that This spell does not actually heal dam- provides +4 action bonus on all Avoid age but allows a hero to ignore the pain Sorcery actions. of his wounds and continue to function. The spell restores all of the hero’s cards

# DRAGON 242 39 Better Building Through Magic by Michael Lambert illustrated by Brad McDevitt

he construction of a medieval castle begins by choosing a spend months digging a foundation when spells can transmute location. A defensible position is essential, and rocky out- rock into mud, or a wand can displace tons of dirt with a sim- croppings or river forks are prized by architects. Laborers are ple command? Flying and telekinesis make the use of scaffold- hired, often as many as two or three thousand, first to dig a ing and winches obsolete, and spells that shape wood, rock or foundation, and, if the location permits, then to dig a moat or iron make the use of skilled craftsmen unnecessary. In suffi- ditch around what will become the castle’s central grounds. ciently advanced cultures, spells can be developed specifically Stone is brought to the site, often laboriously transported from for construction purposes. These could include spells that cre- quarries miles away, to begin work on the outer walls and tow- ate illusory castles to give builders a pattern to follow, spells ers. Wooden scaffolding is used to build the towering outer that enhance the strength of workers, or spells that detect the walls, often ten to fifteen feet thick, requiring the skills of presence of salvageable construction materials on other numerous free masons and rough masons. worlds or planes. A great gate in the outer wall leads to an inner courtyard, The use of magical abilities for the mundane goal of con- where many of the castle buildings are located. These include structing buildings in an AD&D® campaign world would be stables, a blacksmith shop, barracks, storehouses, a carpenter’s based on a simple premise: time is money, and building homes, shop and the manor home, usually containing a great hall. strongholds, or even towns the conventional way takes time. Most of these buildings are constructed of wood, and require Therefore, an organization that can reduce the time necessary skilled craftsmen to design and build. Finally, inside the court- to build large structures stands to make an extraordinarily large yard is the central keep, the focus of the castle’s defenses. The amount of money. Rulers might need castles built quickly to keep has its own walls and towers, constructed in the same withstand an interdimensional assault, a local guild might need time-consuming fashion as the outer walls. A second moat their buildings protected from attempts, or a local might enclose the keep, which has private apartments, store church might want their cathedral expanded to attract more rooms and service rooms. All of these buildings and rooms worshippers. The number of situations where magical construc- take time to build. In rare cases, and under extreme duress, tion can be used effectively in a is endless. castles could be built rapidly, but most take years, even In fact, its not too hard to imagine a group of mages form- decades to complete. Building a stronghold, castle, or cathedral ing a cartel to perform exactly these kinds of construction ser- using medieval tools and techniques is typically a long and vices. The pay would be good, business steady, and—best of expensive process. all—there would be very little chance of ending up inside the In fantasy worlds, there is a better way. Magic stomach of a dragon or some other creature exists in these worlds, and where there is from the wild lands. Also, the types of indi- magic there is room for innovation. Why viduals who would be able to afford

40 DECEMBER 1997 the services would most likely have power and influence in the world, two attributes that help any business ven- ture. In fact, the nature of some worlds might even require the use of magic to design and build certain structures if geographical conditions do not allow for the use of traditional construction meth- ods. The presence of a mage construction company in a campaign world is depen- dent on two factors: the abundance of magical abilities and the presence of large population centers that would gen- erate a steady source of business. On worlds where magic is scarce, the use of magic would be restricted to a few scat- tered practitioners who would not be very interested in using their arcane knowledge for material gain. In addition, a world with a low or scattered popula- tion wouldn’t have the need to expend the energy required for using magic in building construction. If the two factors are present, though, and the DM decides to add a magical construction company to the campaign, a little background on the methods and techniques that can be used is necessary. With the variety of spells available to mages, time savings can be realized at all stages of construction—planning, building and post-construction. See the sidebar on the following page for a list of spells that have construction applica- tions is given above, but for illustrative purposes, we turn to the opening description of the medieval castle. When planning a castle or strong- hold, medieval architects were con- strained by the natural geography of the location they chose to work on. Not so the mage. While location is still impor- tant, mage builders have unprecedented abilities to alter the terrain they’re work- ing on. With move earth, dig, disintegrate and vanish spells, mages can create or level small hills, forming a foundation in a matter of hours rather than days. Rock can be turned to mud for easy removal, and water can be turned to dust or low- ered. Mages can even control weather to improve working conditions or meet an important deadline. These benefits, and others, allow mage builders to save time by changing the location site to suit the needs of the construction. But why start using magic after the location of the stronghold has been cho- sen? Mages can use magic before con- struction even begins to determine the best location to build. Using powerful spells such as vision, foresight or Iimited

# DRAGON 242 41 windows, special detection areas to Wizard Spell Appendix Fifth-Level Spells identify and neutralize pesky invisible, Avoidance (protection) ethereal or astral creatures, and magic First-Level Spells Conjure elemental (specialized worker mouths to alert defenders are just a few recruitment) Alarm (protection) enhancements that mage construction Enlarge (worker enhancement) Fabricate (item creation) could add to any stronghold. Mages Feather fall (damage reduction) Stone shape (statuary/specialized con- could cast gate spells to summon rein- Light (fire avoidance, night work) struction) forcements from the Outer Planes, or Mending (repair) Telekinesis (logistics) teleportation portals for a secure escape Spider climb (worker enhancement) Teleport (logistics) route. The price might be steep, but a Tenser’s floating disc (logistics) Walls (all) (specialized construction) security system needs to fail only one Transmute rock to mud (excavation) time to have a once-proud fortress Second-Level Spells reduced to ashes and rubble. Bind (repair) Sixth-Level Spells Of course, these magical construction Continual light (fire avoidance, night Control weather (location enhancement) techniques need not be limited to the work, interior lighting) Disintegrate (excavation/location building of castle or towns; they can be Deeppockets (worker enhancement) enhancement/renovation) used to construct buildings that have no Levitate (logistics) Geas (specialized worker recruitment) medieval counterparts. There’s no rule Magic mouth (protection) Lower water (location enhancement) that states a stronghold has to be a Strength (worker enhancement) Move earth (excavation) stone castle with a central keep, basic Wizard lock (protection) Stone to flesh (excavation) towers, a moat and drawbridge. The cas- Transmute water to dust (location tle is a common sight in fantasy worlds, Third-Level Spells enhancement) though, as it is one of the most enduring Clairaudience/clairvoyance (oversee con- features of the medieval political land- struction, search for raw materials) Seventh-Level Spells scape. However, the design and con- Explosive runes (protection) Limited wish (location enhancement) struction of fortifications in the Middle Fly (worker enhancement) Vanish (excavation/renovation) Ages was a unique approach to a set of Haste (worker enhancement) Vision (divination) political and military realities that may Item (logistics) be completely different than those of a Monster summoning (all types) (special- Eighth-Spells fantasy world. Medieval architects did ized worker recruiting) Glassteel (support/aesthetics) not have to contend with rampaging Tongues (oversee construction) Otiluke’s telekinetic sphere (logistics) dragons that could make a mockery of Water breathing (worker enhancement) Permanency (spell enhancement) even the highest walls, invisible mages Polymorph any object (various tasks) who could pass through walls unseen to Fourth-Level Spells Symbol (all types) (protection) lower the drawbridge for allies, or mon- Charm monster (specialized worker sters that could burrow into the castle recruitment) Ninth-Level Spells from deep underground. Taking these Dig (excavation) Foresight (divination) and numerous other fantasy specific fac- Plant growth (landscaping) Shape change (worker enhancement) tors into account, it’s easy to see that Polymorph other (worker enhancement) Wish (various tasks) magical construction techniques could Polymorph self (worker enhancement) lead to the building of structures never conceived before. Naturally, a mage construction com- wish, mages can obtain supernatural the ground. Imagine workers wearing pany is not something that PC mages advice on the outcome of certain build- deeppocket robes filled with tools and are going to run to join. That’s not its ing decisions. Best of all, if a priest can be materials miniaturized by the item spell, purpose in a campaign world. It’s a sup- convinced to add his talents to the mix, spider-climbing a cathedral or castle to port organization meant to add depth to spells like , divination, and com- finish work on the roof or ceiling. There a fantasy setting and offers characters mune could be used to ensure the right would be no need for scaffolding, raised options they might not normally have. It place is chosen for construction. platforms, or heavy winches; work on does this in a number of ways: by intro- Once construction begins, the impact hard-to-reach places would be sped con- ducing the player’s stronghold in a short of magic is even more readily apparent. siderably. amount of game time, by giving the Walls, towers and support columns can Accidents would also be less of a players additional avenues of adven- be moved into place with levitate, worry to the mage builder. Fires could be ture, and by giving the DM creative free- telekinesis, Tenser’s floating disc, or Otiluke’s avoided by using light and continual light dom to design unique buildings, cities, telekinetic sphere. Monsters, elementals spells. Feather fall spells could save work- and towns. and humanoids can be summoned or ers from injury, and mend and fabricate Strongholds, fortresses or other struc- charmed to perform specialized tasks, spells could repair or replace tools. tures that players control are narrative and certain spells can be cast to Major injuries that could cause a forces in an AD&D campaign. Many enhance the ability of different workers. medieval craftsmen to miss months of adventures can be designed simply Enlarge enables workers to lift more, work can be cured with a simple potion around their construction and upkeep. while fly allows them to work on walls or of healing or a cure light wounds spell. The players might need to complete roofs that are hundreds of feet above Magical wards to protect doors and several successful quests to finance the

42 DECEMBER 1997 construction of a stronghold, or they might return to a small outpost they with the organization, the mage construc- might have a mandate from a local lord raided only months earlier to find a well- tion company can play a part in the over- to defend a certain piece of territory. defended castle in its place. A local giant all campaign. By simply acknowledging Once established in a certain region, tribe might spend some ill-gotten wealth the existence of a group of mages capa- players might become involved in local to add magical defenses to their hill-top ble of using magic to build different types politics or promote the growth of a new fortress, or an evil temple can be built of structures, DMs remove many con- town. Of course, having a set place of nearly overnight in a region thought to straints of world development. Cities can operations will enable enemies to locate be controlled by lawful forces. be built underwater, in the air, or under- and attack them, perhaps forcing the The ability to use a mage construc- ground. Buildings can rise thousands of PCs to travel abroad to remove threats tion company for adventure scenarios feet in the air or exist on different planes to their castle or tower. doesn’t end with the actual construction of existence at the same time. A base The use of a mage construction com- of new buildings There are many ways town can be created around a portal that pany can cut the time necessary to build that its entire business operation can be opens to other worlds, or an elvish a stronghold or other building by as used to send the PCs in different direc- fortress can be fashioned from living much as 75 percent over conventional tions. The company might want to scout trees. Without ever employing or working methods. This gives DMs the ability to ruined cities or towns on other Prime for a mage construction company, player introduce these structures as adventure Material worlds to salvage construction characters can feel its influence in many catalysts before the campaign ends. At materials, or to research building styles. aspects of a campaign world. Once you, the same time, using magical methods to PCs might be asked to go along as pro- the DM, decide that these types of con- enhance construction efforts is extremely tection or to partake in the research. A struction techniques exist in the world, the expensive and goes a long way in sepa- scenario could also be developed where campaign possibilities are endless. rating players from any excess treasure the players are asked to infiltrate a new they’ve accumulated during their adven- stronghold to find flaws in its magical tures. If they don’t have excess treasure, defenses. The company might need they can either pay for mundane con- exotic spell components and contract the struction or plan adventures to acquire players to retrieve them, or it may ask When not creating new ways to add the appropriate funds. them to fix a problem that one of their some spice to campaign worlds, Mike keeps Of course, PCs are not the only ones structures has inadvertently created. busy teaching his martial arts students how who can benefit from magically enhanced However it’s used, a magic construction to defend themselves. His wife keeps him in construction techniques. Both allies and company can add many new twists to line by reminding him he is the third smartest enemies of the PCs might have access to any campaign. person in the family, after her and their cat. mage construction companies. PCs Even if the PCs never interact directly

# DRAGON 242 43 by Lachlan MacQuarrie illustrated by Steve Schwartz

he baron’s mage knelt to examine the withered plants. Behind prerequisites—other skills or NWPs that must be possessed her, her employer glared at the devastation surrounding them. beforehand. Players may use these NWPs to customize their These fields were green not two days ago, wizard. I know the mages, to play “failed mage” warriors, or to recall information cause is not natural—” when investigating magic (which, in the typical campaign “—and, therefore, magical,” muttered the mage under her breath. world, happens often). “—and, therefore, magical. But who has done this?” “A moment’s study, my lord . . .” Proficiency Descriptions There was a long silence as the mage carefully sifted through the High Magic. This proficiency gives the character a formal dusty earth. Two bodyguards began a rhyming game, while others knowledge of the most powerful magics in the campaign world dismounted to spare their horses. Finally, the mage stood and held a (a knowledge of realm magic, for example), including true leaf up for the baron to see. “Here, sire, observe the striations—” she dweomers and other tenth-level magic. Lesser-known and took a quick look at the baron’s darkening face, and cut to the chase. obscure bits of information will be “remembered” with a suc- “—uh, as you suspected, a realm spell, and it bears the traces of our cessful proficiency check. DMs may disallow this proficiency on ‘good friend’ to the north. . .” a case-by-case basis (i.e., an Anuirean regent might know much Even the beginning mage has spent many years of intense about realm magic, but his commoner bodyguard will not). single-minded study of magic and its lore; its one of the rea- Magecraft: This proficiency indicates a formal knowledge of sons they have such limited combat skills. From the history of basic magical theory, how spellcasting works, descriptions of magic to the common types of material components, to the common spells and magical items, and biographies of subtle difference between invocation and evocation—the mage well-known wizards. On a successful proficiency check, the has acquired a vast storehouse of arcane knowledge. character also “remembers” obscure or lesser-known bits of Following behind are bards, sages who specialize in magical information about magic and can identify a spell by observing lore, and even children of the nobility who study magic as part its casting. The proficient character may also roll against half of a well-rounded education. his proficiency (rounded down) to spot a magical construct or But is it reasonable to assume that every wizard and sage item. This last use of the Magecraft proficiency requires 2-12 has acquired exactly the same knowledge? Specialists are an rounds of careful examination. obvious example of mages who neglect parts of their educa- Metaphysical Theory. Beyond a knowledge of the cam- tion to focus on other arts, but even generalist mages have paign world’s magic, the character has studied the theory of specific areas of expertise—certain types of magic they find how physical laws and magical laws interact and can predict useful or interesting. But how to express these varying bits of how varying these laws will affect magic. knowledge in game terms? On a successful proficiency check, the character can predict This article replaces the spellcraft non-weapon proficiency how magic will work on another world or plane, given some (NWP) with several new NWPS for the Wizard non-weapon basic facts about the plane. (Spellcasters traveling to another proficiency group, to allow characters to customize their mag- world or plane often use this proficiency to decide what spells ical knowledge. Like other NWPs, each costs one extra profi- or items to bring with them.) ciency slot (or two extra character points) to charac- While on another world or plane, the character ters who do not have full access to Wizard NWPs. may make a proficiency check against half In addition, some of these proficiencies have his skill (rounded down) to compensate

44 DECEMBER 1997 for the effects of varying physical laws Specialists may identify and study all that is needed. The character may for one round. This use of the proficiency spells and magical items from their make a proficiency check with a -4 requires 1-10 rounds of intense thought oppositional school(s) but suffer a -6 penalty to identify the most recently cast and concentration. During this time, the penalty to their proficiency checks; on spell in a particular area. Of course, the character cannot cast spells or perform the other hand, specialists enjoy a +3 spell must be from the appropriate strenuous actions. For the one round fol- bonus when studying or identifying school and must have been cast less lowing the period of concentration, the spells and items from their own schools. than one day earlier. character may cast spells and use items Benefits common to all school NWPs: ❖ Non-spellcasters who have come as if he were still on his home world or ❖ Mages with a particular school pro- this far in their studies gain an under- plane. This “bending of the rules” is quite ficiency gain a +5% bonus to learn or standing of magic approaching that of a tiring, and the mage must save vs. death research a new spell from that school (in beginning mage. They have the ability to magic or lose one point of Constitution addition to the specialists existing read (but not use) spellbooks and scrolls, (or Constitution/ Health) for one full day. bonus) and a +5% bonus to create a provided the spells are of the appropriate School Theories. Over and above the scroll, potion, or other magical item that school; a successful proficiency check is basic familiarity that any mage or any harnesses magic from that school. required. In addition, the non-spellcaster character with the Magecraft NWP pos- ❖ Mages may make one proficiency gains a +1 bonus to any saving throws sesses, each of the following NWPs rep- check at the beginning of any research against that particular school of magic. resents an intensive study of a particular or construction attempt. Success means type of magic. The character has formal that the required time has been reduced Unique Benefits knowledge of all common, uncommon, by one week or that the mage has of Each School Theory: and rare spells or items from a particular deduced the exact nature of any one Abjuration Theory. Understanding of school of magic and can make educated exotic or unusual material, required. magical avoidance, repelling, and ward- guesses about new spells (including ❖ The character no longer needs to ing. On a successful proficiency check, “name” and unique spells) and items observe a spellcasting to identify the the character can spot an existing pro- from that school. spell. Traces of energy, second-hand tection or glyph spell and attempt a sec- Prerequisite: Magecraft. reports, or characteristic odors are often ond check to determine the exact type.

# DRAGON 242 45 Table 1: Proficiency Slots magic through intuition and native talent, Proficiency Slots Relevant Ability/Modifier not by the usual apprenticeship. As a Moderate disadvantage, the character High Magic 1 Intelligence - 3 may not begin play with any NWPs from Magecraft 1 Intelligence - 2 the Wizard group. Furthermore, the Metaphysical Theory 2 Wisdom -3 character must pay the “non-mage” cost (School) Theory 2 Intelligence - 2 (one additional proficiency slot, or two additional CPs) to acquire any such pro- Alteration Theory. Knowledge of lar spell after carefully observing the ficiency during play. As a Severe disad- how magic can change an existing affected creature for 1-10 rounds and vantage, the character may never have object, creature, or condition. On a suc- making a successful proficiency check. or acquire spellcraft or any Wizard cessful proficiency check, the character Illusion Theory. Study of illusions, non-weapon proficiency and suffers a can spot a shape changed, polymor- phantasms, and shadow magic. The -10% penalty to learn new spells. His phed, or magically-altered creature, keen insights and knowledge of psy- chance to research spells from scratch, although he cannot determine the crea- chology required to understand illusion however, is unaffected. ture’s true form. This proficiency check is magic makes the character very sensi- Natural affinity (school) (Advantage, rolled by the DM (secretly) when the tive to subtle nuances of behavior. On a costing 4 points): The character has a character first encounters the creature or successful check, the character can tell if “knack” for a particular school of magic when the player declares that his char- he is being deliberately lied to (although (chosen at the time of generation). The acter is concentrating on a specific crea- the truth is not revealed). character enjoys a +1 bonus to all NWP ture or individual. Lycanthropes and Invocation/Evocation Theory. Study checks involving that type of magic, and “natural” shapeshifters (like dopple- of the flashy and dramatic invocation/ a further +5% bonus to learn new spells gangers) are not revealed. evocation spells. On a successful profi- of that school. In addition, the character Conjuration Theory. Knowledge of ciency check, the character may perform may learn one more spell per level than the calling of matter or creatures from a single evocation , such as a single his Intelligence score indicates (Table 4, another place. The character has a puff of smoke, a spark hot enough to PHB, or Table 8, S&P). Purchasing this familiarity with the structure of the Outer light dry paper, a light equal to that of a advantage twice for one school has no and Inner Planes and can recognize a small candle, or other minor magical cumulative effect. particular planar creature or artifact on a effect. Like any other cantrip, this spell successful proficiency check. In addition, cannot harm any but the smallest of crea- Campaign Notes the character may make a proficiency tures and cannot disrupt anyone’s con- Advanced study of magic is not just a check after 1-10 rounds of careful centration. On a natural “20,” the cantrip is matter of “+5% to learn a spell.” The observation to tell if an animal is cur- miscast (e.g., gives a hotfoot to the king, character has an encyclopedic knowl- rently under the control of a summoner. sets fire to the drapes, etc.—DM’s choice). edge of various types of magic that he Divination Theory. Advanced study Necromantic Theory. The darkest of encounters during play. Although these of magical detection techniques and the studies, the study of life and death NWPs provide immediate benefits, their knowledge-gathering. The character is and how very thin the barrier between main purpose is to encourage a more always allowed a proficiency check them can be. The student of necroman- thoughtful, investigative style of play. As against half his skill (rounded down) tic lore may conduct research (as per a new source of clues, of tactical infor- when targeted with any form of divina- magical item construction) into golem mation, or simply as a way to impress tion magic. Success means the character construction, is an expert embalmer, NPCs, this knowledge has many role- feels that “someone is watching him.” and gains a +1 bonus to all Healing playing applications—provided the char- The character is also familiar with checks. However, the character’s knowl- acter has an opportunity to use them. common forms of divination in the game edge of life and death bring an increas- The DM must plan ahead and be ready world (, cards, and so on). If ing detachment from society that can be when the PC asks what his “abjuration these work in the campaign world, the sensed by others. The character suffers a theory roll tells him about the mysteri- character may perform one divination -1 Reaction penalty for every four expe- ous writing on the locked door,” or says each week (treat as an augury spell). rience levels (rounded down). “I’m going to impress the sage with my Enchantment/Charm Theory. Know- knowledge of magical metaphysics.” ledge of enchantments placed upon New Traits & Disadvantages objects and creatures. On a successful Campaigns that use the optional proficiency check, the character gains character point system presented in information equal to the result of a PLAYER’S OPTION™: Skills & Powers rulebook Lachlan MacQuarrie has recently com- bard’s Legend Lore skill about a given can include the following: pleted his Master’s degree in Abjuration with magical item. In addition, the character Untutored (Flaw, 4 bonus points/10 a minor in Metaphysical Theory. may spot a magical charm, geas, or simi- bonus points): The character learned

Table 2: Proficiency Character Points Proficiency CPs Initial Rating Relevant Ability High Magic 4 7 Intelligence/Knowledge, Wisdom/Willpower Magecraft 37 Intelligence/Reason Metaphysical Theory 5 6 Intelligence/Reason, Wisdom/Intuition (School) Theory 5 7 Intelligence/Knowledge

46 DECEMBER 1997

by Ed Greenwood illustrated by David Day

t was early in the evening; it’d be hours yet before my study “Humph,” he growled. “Some apprentices have more wits was invaded by three mighty mages. than to dare ridicule archmages who can shake realms with a Or so I’d thought. I was strolling unconcernedly down the single spell!” hall, laden with a case of cola and some bottles of ice wine, “Or make an adroit landing,” she agreed serenely, patting his when a sudden, well, hoofing sound from above made me look cheek fondly as she danced down from the banister in an ele- up, dump the drinkables onto the broadloom with a hasty gant swirl of black gown, unbound sable hair, and jet jewelry. crash, and dive into the nearest closet. “Ho-bloody-ho,” he replied darkly as she swept past, but I was just in time. The closet has louvered doors, and I got there was a twinkle in his sharp old eyes as their gazes met. myself turned around in time to see (through the slits) Elminster She grinned at him—and vanished in a puff of smoke. slide serenely down my banister rail, robes tucked up to reveal At that moment, another solid thump announced the arrival legs that were as hairy as they were shapely. of a certain mighty mage of Greyhawk at the polished post As he deftly swung his leg over to drop from one flight of that stands where the banister turns at the landing, to plunge stairs to the other, Elminster said loudly in my direction, “See? down the lower flight of stairs. The place is empty, as I told thee. There’s no one here to see It was followed, after an ominous moment of silence, by a us make fools of ourselves. Trust me.” high, involuntary blurt of pain. Even from the closet I could see By now, I can recognize a warning when the Old Mage gives it was going to be a little while before Mordenkainen of Oerth it. For one thing, the words “Trust me” are a dead giveaway. For found enough breath to emit anything more. another, I’d never heard him hoot like that before. He prefers Elminster winced and hastily lifted a hand. His fingers made subtle, stealthy arrivals. I stayed where I was and kept very crawling motions like a bucket of aroused worms trying to quiet. elude a fishhook, and Mordenkainen rose gently into the air A moment later, the lady mage Rautheene scudded down and floated down to the hallway. the well-polished banister in an elegant, precisely-balanced A moment later, something seemed to grow and whirl sidesaddle pose, gown demurely tucked around daintily-booted between my eyes. I sat down hastily on a row of boots as blue ankles. Behind her came her mentor, Mordenkainen, but I mists raced and coiled across my sight. They grew bright, confess my eyes were so caught by the smooth descent of the flashed together, then rolled back like stage curtains to reveal lady in black that I scarcely noticed his voyage—or whatever a scene that was bouncing slightly as we proceeded down the befell Elminster at the bottom that caused a thump and a hall, with Mordenkainen’s softly-hissed curses coming from muffled curse. nearby. My, but archmages know some interesting phrases. The lady Rautheene has the merriest tinkling laughter I’ve I was back looking out of Elminster’s belt buckle again, fac- ever heard. It rolled out across the hallway as ing Rautheene as she leaned forward across the Elminster rose, rubbed his behind, and gave her study table, a little frown of concentration on a sour look. her face. Bowls of chips and glistening

# DRAGON 242 49 dip were banking over her left shoulder comments from either of you about Whilst I,” Mordenkainen announced, on their way in from the kitchen (thank things striking me.” “had occasion to employ spells con- whatever gods there may be that I start “Such impudence would be mis- cerned with both prying and stealth in getting everything ready early), and dark placed,” Elminster agreed solemnly. His my younger days. As we seem to be ranks of bottles were sliding softly along pipe, however, gave a derisive snort, dealing in threes, let me reveal echo, fin- the polished tabletop. and I saw Rautheene put fingers to her gerblade, and spy.” Elminster surveyed the unfolding lips hastily to stifle another giggle. The three mages reached into their feast approvingly. “Good,” he said. “Very Bottles and slabs of cheese were circling bodices in unison, drawing forth good indeed. Ye found the smoked her master now, and in their midst he parchments with identical flourishes. It salmon, too.” Curiosity crept into his noticed neither—or chose not to notice was a good thing that my snort of mirth approving tones then as he squinted either—reaction. was safely back in the closet, out of and asked, “But what’s that spread all Pipesmoke undulated toward the fire- range of their hearing. “Spur-of-the- over it?” place as Elminster murmured, “Try dip- moment” and “unplanned,” indeed. “Ice cream,” Rautheene replied ping that extra old cheddar into mustard Then, of course, they started trading brightly. “I wanted to try the two tastes . . . a most intriguing taste, I find.” tales of sorcerous goofs and hilarities— together.” Rautheene shuddered. “And yet you and the remoteness of the closet, echo- Mordenkainen groaned, but perhaps disapprove of pralines’n’cream with ing with my chuckles and helpless its source was a twinge of renewed pain smoked salmon?” guffaws, became a very good thing. rather than a culinary opinion. He low- “Well,” the Old Mage growled, “it If I ever dare to cross two old and ered himself gingerly into my recliner, sounds and looks revolting, but ye seem wise archwizards, or a stunningly beau- snapped weary fingers, and watched the to be thriving. Send some my way, if ye tiful lady apprentice fast rising in power, fire roar obediently into life. will. I’ve survived this long, after all . . .” perhaps I’ll share some of those stories “I’m dying,” he told the rising blue- As he spoke, a platter of buttered with you. Perhaps when I’m very old white flames promptly, his voice so asparagus drifted to the fireside, flanked and my health is failing. By then, spend- plaintive that Rautheene dipped her face by bagels piled high with bacon, and ing several centuries as a toad or a hastily into the ice cream and salmon to mugs of steaming cream soup. My flowerpot or Rautheene’s backscratcher stifle a giggle. I saw her shoulders shak- kitchen, it seemed, was suffering another might seem a little more appealing than ing as Elminster gave her a stern look full frontal assault. it does now. and moved to take the armchair. “Well?” the Lady Rautheene asked, Things could get worse, after all. I could “Let us leave the table, this once,” he chin in hand, watching the archmage of wind up as Elminster’s backscratcher! proclaimed. “My lady?” Toril lick his lips. Rautheene hastily wiped ice cream Elminster turned incredulous eyes on from her chin and turned toward the her. “As vile as I thought it’d be,” he sofa, licking long and elegant fingers as growled. “I suppose ye like bubble gum, For Your Campaign if she were just a child playing in the too?” Remembering some of the tales next kitchen. Maybe she once had been. The lady apprentice frowned. What morning, Elminster chuckled all over “No word of Dalamar?” Elminster is ‘bubble gum’? again and gave me details of the spells asked, settling himself. His pipe drifted “Rautheene,” the Lord Mage of exchanged by the Three in return for my to a spot just beside his chin, and emit- Greyhawk said formally, sitting bolt promise to have at least four large tubs ted a contented puff of blue-green upright in the recliner, “I forbid you to of ice cream waiting in my freezer for smoke. investigate bubble gum. Absolutely and their next visit. Pralines’n’cream, of “None,” Rautheene replied, squeezing utterly. Think of it, if you must think of it course. her master’s shoulder as she passed, to at all, as chewing on a pink, oversweet- “Oh,” Elminster added gruffly, just bid him keep silent until he was more ened, sticky species of slimy raw eels.” before he faded into the fireplace, “and comfortable. His apprentice gagged delicately. “My another thing: ye may as well fill a shelf A row of bottles followed her, drifting curiosity endeth,” she announced. of thy fridge with smoked salmon, too. along in midair. The lady apprentice “Good,” Mordenkainen said with Rauth isn’t going to rest until she’s got sank down into the cushions, looked finality. “To head off further mischief, I’d both of us hooked on her salmon and around for more pillows, then shrugged best begin our talk of magic—little spells ice cream mess, too.” and swung her feet up to sprawl full- this time, I think, matters of sleight-of- “She won’t be able to get into that length. Grapes rained gently down into hand and empty flourishes that impress skintight gown much longer if she goes her mouth; she waved silent thanks to . . . and small, useful dweomers too, I on wolfing down ice cream like that,” I the Old Mage for sending them. suppose. Let us trade whimsies for warned. “I don’t feel overmuch in the mood once.” “She already can’t, lad,” Elminster for talk of saving worlds and grave ris- “A good idea,” Elminster agreed. replied in satisfaction. “Did ye not notice ing perils and spells that shatter towers “Accordingly, I shall set forth the myster- the gown she wore yestereve was a size asunder,” Elminster announced. “Shall ies of coinsharp, nextremity and Sortil’s larger than the one she wore at her last we keep to lighter converse?” aqueous transfer.” visit? I did.” “Lord Elminster, I find that a delightful “Before entering studies under Lord The flames roared up past his smile, suggestion,” Rautheene replied. She Mordenkainen,” Rautheene said, “my and he was gone. turned toward Mordenkainen. “Master?” career tended toward . . . deception. I can Mordenkainen nodded. “It strikes me contribute the spells false ioun stone, well, too—and let me hear no smart hither, and wizard gong.”

50 DECEMBER 1997 Coinsharp roll) as its first stone, and a pearly white This spell causes the caster to feel a (Alteration) spindle (even) or a lavender-and-green silent, distinctive vibratory alarm when a Level: 1 ellipsoid (odd) as its second stone, the specific door, window, portal, or lid is Components: V, S, M third stone being any sort of ioun stone. opened or destroyed. The “alarmed” Range: Touch Like real ioun stones, the transformed opening must be touched during cast- Casting Time: 3 stones spin continuously and take up an ing, and the spell requires as its material Duration: Special orbit around the caster’s head. They can component a clear, colorless gemstone Save: None be grasped and repositioned (e.g., to of any sort, but not less than 1,000 gold Area of Effect: Special orbit at a different radius) by the caster pieces in value. This spell turns a bladed weapon into without ending the spell. Any stones After a wizard gong is cast, the a gleaming gold coin—or a gold coin into touched by other beings vanish instantly “alarmed” area radiates no dweomer, a sharp, pristine dagger (suited in size to but don’t affect remaining stones. False and casting a dispel magic upon it (or the the caster of the spell, with its appear- ioun stones radiate a dweomer but have caster) can’t ruin the gong spell. Neither ance, hilt hue, and so on as envisioned no actual magical powers. Their major distance nor elapsed time has any effect by the caster). The transformation is com- use is to impress gullible onlookers. on the operation of a wizard gong, but plete and undetectable by normal means The material components of this spell after it is cast, the caster loses the use of (though the changed item radiates an are the raw stones (which are consumed the first-level spell slot it occupies until it alteration dweomer), but the effect lasts by the magic, vanishing when the spell is discharged. An individual may have for only one day per level of the caster, expires), a small handful of small glass only one wizard gong active at a time. whereupon the item returns to its former beads, and one clear gem of any type Once cast, the spell can’t be ended by shape. Only a mage of very clear wits and and value, per stone to be changed the will of the caster (unless he or she concentration (Intelligence 15 or higher) (such a gem may be flawed, but it must opens the “alarmed” door). can use this spell to create a coin or dag- be real gemstone and larger than the ger that is an exact duplicate of a pre- raw stone it will affect). Echo existing item, and then only if that item (Alteration, Evocation) can be examined by the caster immedi- Hither Level: 2 ately prior to casting. (Conjuration/Summoning) Components: V, S A blade or coin produced by a coin- Level: 1 Range: 0 sharp spell that breaks or is melted isn’t Components: V Casting Time: 2 destroyed in the usual manner but Range: 0 Duration: Special instead returns to its true shape in pris- Casting Time: 2 Save: None tine condition. (Continued exposure to Duration: Instantaneous Area of Effect: Special whatever endangered its transformed Save: None An echo spell “records” all sounds shape can, of course, damage this true Area of Effect: Special heard by its caster in the round immedi- form.) This spell causes a single item to leap ately preceding its casting. These sounds The material component of a coin- into the caster’s grasp from elsewhere can be “replayed” aloud twice, at any sharp spell is a pinch of iron filings and on his or her person. The item must be time after the echo spell is cast, by the at least one tiny fleck of gold dust—or a non-magical and of a weight and size speaking of a single secret activation shaving from a gold coin. that the caster could normally hold com- word chosen by the caster. fortably. It arrives gently but securely in A caster can have multiple echo spells False Ioun Stone a specified hand belonging to the caster, in use at the same time, but once one is (Alteration, Illusion/Phantasm) held ready for use, and may by means cast, the caster loses the use of the sec- Level: 1 of this spell come from a scabbard, ond-level spell slot it occupies until both Components: V, S, M backpack, pouch, or hiding place under replays have occurred. The spell can’t be Range: Touch clothing without disturbing intervening ended without replays by act of will; the Casting Time: 4 garments or its former storage place (i.e., replays must occur to end the magic. Duration: 1 round/level a backpack tied shut remains tied shut, Replays occur at the same volume level Save: None and other items in it retain their places). that they were heard by the caster, and Area of Effect: Special The transfer may be silent and unher- they survive unconsciousness or inter- This spell animates and alters a stone alded, or accompanied by a faint flour- vening charms or feebleminded states of or stones to make them outwardly per- ish of chiming notes and a flash of light the caster (but not the caster’s death and fect copies of the magical items known briefly trailing from the item, whichever subsequent resurrection). as ioun stones. the caster desires. This spell is normally used to incrimi- One to three false stones can be cre- nate loose-tongued conspirators, or to ated by this spell; the only difference in Wizard Gong preserve important or complex instruc- casting is that more false stones require (Alteration, Evocation) tions, proclamations, or agreements. more material components. A raw stone Level: 1 takes on whatever forms of ioun stone Components: V, S, M Fingerblade the caster desires (so long as the caster Range: Unlimited (same plane) (Evocation) has in the past actually seen a real stone Casting Time: 4 Level: 2 of the sort desired). If not, the spell pro- Duration: Special Components: V, S, M duces either a vibrant purple prism (even Save: None Range: 0 die roll) or a dusty rose prism (odd die Area of Effect: Special Casting Time: 2

# DRAGON 242 51 Duration: 1 round/level Mages use this spell to manage “miracu- opening of one large enough to engulf Save: None lous” escapes more often than for any the open end of the other), so that the Area of Effect: Special other reason. two drops can easily be shaken together; This spell brings into being an invisi- The material components of a nex- they must touch during casting. ble, razor-sharp, weightless blade extend- tremity spell are a piece of bone, a frag- Sortil was a mage of Halruaa, who ing from one of the casters fingers. A ment of tendon, and a piece of sinew flourished some 600 years ago. fingerblade can be willed out of existence from any mammal (or mammals; they by its caster at any time. It strikes as a +1 need not all be from the same creature SPY short sword, and the enchantment pro- or creature species). (Alteration, Evocation) tects the wielder’s hand from breakage Level: 3 due to impacts of the sword against Sortil’s Aqueous Transfer Components: V, S, M opposing blades, walls, and the like. (Alteration) Range: 0 The caster of a fingerblade can choose Level: 2 Casting Time: 1 round to destroy any one non-magical bladed Components: V, S, M Duration: 7 rounds weapon that the fingerblade touches Range: 300 yards Save: None (specific and successful attack roll Casting Time: 2 Area of Effect: Special required). There is no saving throw Duration: Instantaneous This spell brings into being a visible, against this power of the spell; the Save: None tangible eye or ear identical to the spell- touched weapon and the fingerblade Area of Effect: Special casters real eyes or ears. The caster can both vanish, instantly and silently. This This spell transfers liquid from one see or hear through the organ as if it power can’t affect magical weapons, or vessel to another (either from a full con- were his own, while within 90 feet of it non-magical weapons bearing any sort tainer to an empty one, or trading the (regardless of intervening walls or barri- of temporary dweomer (e.g., a normal contents of two containers). For the spell ers). The eye or ear is stationary once sword upon which a light spell has been to function, the two vessels (which can placed in a spot by the caster and cast). be open, like cups or mugs, or closed, adheres to surfaces unbreakably (i.e., it The material components of a fin- like wineskins, casks, or stoppered jugs) can be “stuck” to the underside of a gerblade spell are a fingernail clipping must be identical (or nearly so) in size, table to conceal it). If an eyeball is creat- (from the caster) and a or long, shape, and material. The caster must ed, it swivels and focuses as if it were narrow, and sharp fragment of tem- have touched or handled both contain- real, and the caster can direct it to “aim” pered metal. ers at some time previous to the casting in particular directions from afar. of the transfer. The spell fails if this is not If the eye or ear created by a spy spell Nextremity so, or if the caster attempts to move an is destroyed (it is considered AC 10 with (Alteration, Necromancy) ignited liquid, or a liquid containing solid 1 hp), its caster suffers an instant loss of Level: 2 or semi-solid objects larger than the 4 hp and the loss of use of one eye or Components: V, S, M caster’s thumb (such as meatballs or ear (whichever is appropriate to the spell Range: 0 dumplings). form employed) for 1 full day (24 hours, Casting Time: 2 If these conditions are fulfilled, the or 144 turns). Note that this blindness or Duration: 2 rounds spell succeeds. No part of the liquid is deafness is a spell-curable magical afflic- Save: None consumed or lost by the magic; if liquid tion, not visible physical damage. Area of Effect: Special passes from a filled container to an The material components of a spy This spell “drinks” some of the cast- empty one, the formerly laden container spell are a glass rod or tube of any size er’s vitality, causing a loss of 1d4 hp will be left bone dry. Movement of the (miniatures are usually employed), and a (which can be regained by normal rest liquid is silent and instantaneous; a glass lens or cone, or an eyeball or ear or magical healing). It causes one of the sudden change in the weight of the con- from any creature. casters hands and one of the caster’s tainer may result, causing an unsuspect- feet temporarily to switch places with ing being holding or carrying it to drop each other. the container or overbalance. The “switched” extremities retain full Alcoholic liquids and acids may be strength and skill; a caster can use a moved unaltered by means of this spell, Ed Greenwood wants it to be known that hand that is now down at his left ankle, but enchanted liquids of any sort (such as there is no truth to the malicious rumor that for example, to reach for something or potions) lose their magic when affected he is the son of King Azoun IV of Cormyr. to perform a dextrous task just as if he by a transfer. Poisoned liquids are moved Nor does his lineage have anything to do were employing his hand (though visi- by a transfer, but on a roll of 1 or 2 on with irritable dragons, archliches, Harpers bility and guidance can be a problem; 1d6, they’re rendered permanently inert named Storm, lusty dwarves, Malaugrym, the spell doesn’t move eyeballs about or during their journey; on a roll of 6, they’re or wizards named Elminster. “All resem- provide “pipeline vision”). weakened so as to be delayed in taking blances are purely coincidental, “Ed insists. “I A nextremity spell has one valuable effect for 1d4+1 rounds (in addition to was in another world at the time.” side-effect that makes this spell more any normal onset time delay). than a juggler’s (or sneak thief’s) curiosity: The material components of a Sortil’s as the two extremities switch places, any aqueous transfer spell are a raindrop and non-magical bindings or manacles upon a tear (from the caster), which are typi- them, or around the wrist and ankle to cally carried in stoppered vials fash- which they are attached, fall away. ioned to fit together when opened (the

52 DECEMBER 1997

The Dragon of the Statues

by Ed Greenwood illustrated by Storn Cook

he investigations of Volo include Perhaps the most important of these lymrith apparently challenged an some confused notes about a is the magic that has kept her alive thus older dragon somewhere in the vicinity “desert-dwelling giant blue dragon who far: force burn, a spell derived from mag- of the High Moor shortly after her emer- seems to have some magical link with a ics left behind by Netherese mages that gence from Anauroch—and had to flee statue . . . way of surviving sandstorms? is deadly to the fey subterranean race for her life. Special magic?” known as the Phaerimm. Fear of it has Sorely wounded, she crashed into Elminster has consented to lay bare driven them to ignore lymrith rather some ruins (possibly remnants of fallen rather more than such cryptic queries than turning their power to the task of Netheril) in the Forgotten Forest and hid about the Doom of the Desert, lymrith, destroying her. for some years, healing slowly and steal- the blue dragon of the Chill Sands. Adventurers are warned that lymrith ing forth only by night to find food. At Few folk of the North ever see this has developed spells that employ sand some point during this time of night- legendary “Dragon of the Statues” as a weapon—and that apparently con- hunting, she somehow gained magic unless they brave the frigid wastes of fer the ability to use such magics on beyond the normal capabilities of even Anauroch east of ruined Ascore, or dare some of the many servants the oldest blue dragons; Elminster to explore the Netherese ruins scattered she’s created. believes she was captured by a powerful up and down the Fallen Lands along the lymrith is first heard of in adventur- archmage and modified by him to serve western edge of the Great Desert. ers’ journals written circa 570 D.R., as a as an intelligent servant. lymrith roams these regions tirelessly. young and aggressive dragon who This belief is supported by sightings of She’s engaged in an extended explo- smashed a Bedine trading encampment a blue dragon flying over the Delimbiyr ration of the surviving ruins of Netheril on the edge of the desert, who tore Vale with a disintegrating, robed human and has already gained much old magic apart a caravan bound for the distant skeleton perched between her shoulders from them. She has also developed Sword Coast, and who left the camp in a high-backed saddle. This was almost quite a few unusual spells. laden with desert-gems. certainly lymrith, who soon began to

# DRAGON 242 55 raid camped and Sword Coast The dragon has still not learned the sive territory. Any phaerimm, , settlements by night, unleashing wizard city’s name but has dwelt in it ever since, human adventurers, or anyone else spells from a roster strong and varied driving away all other dragons and entering it becomes her food as swiftly enough that many mages used magic— phaerimm who approach, and making as she can bring about such a fate. The in vain—to hunt down a rogue wizard ever-stronger gargoyles to dig into the rest of the area she flies over, however, they believed to be dwelling in hiding city’s tombs and cellars for her, and she rules but lightly, watching events somewhere in the Greypeak Mountains. guard what she has already gained. more than enforcing her will. She is lymrith apparently turned to digging The key to lymrith’s character is her known occasionally to make hunting apart the ruins along the western driving, all-consuming ambition. In the flights (in search of herds of livestock, Desertsedge when a chance landing to words of Elminster, she is “the least lazy usually) that carry her far afield. rest yielded her a stone chest packed full and sleepy wyrm I have ever known.” of spellbooks. The Deeds of lymrith Her enthusiastic digging brought her lymrith’s Lair The blue dragon of the Chill Sands jaw-to-jaw with her first phaerimm, and Though she has several caverns in has spells that readily thaw ice into her life very nearly ended there, but the the Greypeak and Sunset Mountains drinkable water. There is ice in plenty narrow escape alerted her to this mighty (caves that have their own pools of beneath her city, and much more only a menace from below, and she redoubled water but which she keeps otherwise short flight away in all directions except her efforts to find magic, which she car- bare), the Doom of the Deserts lair is south or due west. She seemingly eats ried off to a windswept mountaintop. the nameless ruined city that lies north- anything, so long as there’s lots of it, but Inevitably, lymrith was seen flying east of Ascore, half-buried in sand. she doesn’t seem to grow hungry too back and forth and was confronted by There she lies atop her hoard of often. She spends most days examining an adventuring band hoping to be rich gems in a huge temple or meeting-hall, magical items brought to her by her gar- dragonslayers by the end of the day. with her tail filling the entrance to her goyle miners, and experimenting with They ended up as corpses instead, and smaller chamber of magic. All around the spells and items she already has to lymrith was goaded into experimenting her are gargoyle guardians, and her derive new and more powerful magics. with certain of the spells she’d already lesser gargoyle servants fly patrols to lymrith creates new servitor gar- found to make her first gargoyles. watch for intruders, tunnel the sand- goyles every dozen days or so, but she Iymrith needed loyal, sturdy servants choked chambers and passages beneath is becoming increasingly obsessed with to guard her lair and dig for her while her, and tirelessly transport rocks from her own survival and has interrupted she kept watch for phaerimm and the nearby mountains to create a perma- her usual augmentation of her gargoyle humans from a safe vantage point. Her nent “windbreak dune” or wall on the army to experiment with the creation of gargoyles began as crude, ungainly glid- windward side of the city. multiple bodies for herself. At present ing stone monsters but soon grew more At least one adventuring band has she can “jump” her essence from her elegant and deadly. Today she is served reported being fired upon by “stone- real body to a mechanical body and to by such specialized creations as grand- hurling ” (trebuchets) that were at least two statues, but she hasn’t man- father plaques (q.v., under “Gargoyle,” in aimed and re-aimed with great accuracy aged to yet craft a second living body. the ® Annual by gargoyles seeking to dissuade any The statues lymrith has created are Volume Three). invasion of the city. These weapons as large as she is, and all six of them When her gargoyle army was strong could hurl showers of boulders almost a look like stiffly-posed blue dragons enough, lymrith set them to digging up mile from the crumbling outer walls of made of single smooth- blocks Netherese ruins, while she spent hours the ancient city—reinforced by gargoyles of stone. (She’s actually fused rock flying high above the western desert swooping on the intruders from aloft, together with flowstone spells to make and adjoining lands, seeking herds of dropping boulders on them. them.) When she teleports them about, rothé and the like for food and ruins Teeter-totter pitfall traps and spell- or links with them to cast spells through that might not be visible from the air. hurling gargoyles were reported by the them (just as a human mage can make The shifting sands of Anauroch soon only mage to reach the city streets and certain spells emanate from a projected rewarded her, unveiling the leaning top survive. (He gained entry—and soon left image) or to move her sentient self- of a lone sorcerer’s tower. lymrith tore it hastily—by means of teleport spells.) essence into them, the statues’ pupilless open and found her richest magic yet. eyes come alive with tiny flames. She made it her lair for some centuries, lymrith’s Domain lymrith’s driving aim is to gain all the until one day phaerimm came boiling From her nameless city, lymrith magic she can and thereby rise to up out of its depths to slay her. roams the western edge of Anauroch as supremacy over all other dragons, By then, lymrith was ready for them. far south as the Greycloak Hills and as phaerimm, or anyone else who might Her force burn spells and other magics far west as the eastern edge of the High challenge her. Then she can live forever, destroyed many phaerimm and sent the Forest (now that Hellgate Keep is no crafting ever-stronger magics. No one rest fleeing—and in the time she’d won longer the peril it once was). She seems knows whether she’ll ever feel secure by her victory, the Doom of the Desert to like colder climes, unlike most blue enough to think of mating, dwelling set about shifting all of her accumulated dragons, and flies occasional forays as elsewhere, or sharing her magic with treasure north to another ruin she’d far north as where the Ice Mountains beings not of her own creation. found as the restless sands laid it bare: a meet the glaciers. Certain Bedine tribes worship stone city roamed only by the skeletons The Doom of the Desert regards her lymrith—from a safe distance. They of undead Bedine. city—and the ways beneath it, as far leave behind offerings of polished sap- down as they may exist—as her exclu- phires. Thus far, lymrith has suffered

56 DECEMBER 1997 them to live and even safely approach ruins) to keep them interested in their but less swift-to-flee mages (including an the city walls until they can see her cen- endless roamings. Whenever adventur- ambitious Brotherhood of the Arcane tral hall clearly. She’s never rendered ing bands, Bedine, or other intruders apprentice and several Zhentarim) have them the slightest aid, however, and dare to stray too close to her nameless paid the ultimate price for daring to peer might just be humoring them idly. city, lymrith uses the Flame Spiders for into the lair of the Doom of the Desert. Iymrith has mastered various magical the purpose for which she entrapped Farscrying witnesses of at least two of means of teleporting groups of crea- them: as unwitting defenders of her pri- these deaths have discerned a pattern to tures and is known to use this method vacy, whisking them into confrontation lymrithian spell-duels, or at least a to capture herds of snow rothé and with the newcomers. favorite attack method: the blue dragon other edible beasts when her supply of Most Bedine attack the suddenly- likes to employ an ice storm or other food runs low. (The harsh climate and appearing Amnian warband on sight area-effect damaging spell that lasts for scant grazing provender causes this and fall prey to the spells the two Flame more than a round and, while a foe is shortage to happen fairly often.) Spider mages can muster, but the Flame defending against it, launch a spell to The Doom of the Desert seems to Spiders sometimes befriend intruders. destroy any protective shield they might find the crafting and enchanting of Mass teleport spells and gargoyles pre- raise. This attack is followed immediately items tiresome, but tinkering with the vent any invasion of the city on such by a spell designed forcibly to change casting of spells holds endless fascina- occasions, but if no such activity is their shape—usually into something mute tion for her and consumes most of her mounted, the Doom of the Desert uses and immobile, such as a giant clam. days. Perhaps once every eight days or her gargoyles to send out a feast, then lymrithian defenses can best be so she momentarily tires of magical employs spells to eavesdrop on any described as lax. She ignores attacks experimentation and indulges herself in over-the-wine conversations, seeking to unless they thrust immediate conse- farscrying Faerûn around her, to keep learn what the wider world knows of her quences at her, whereupon she tends to track of what’s happening elsewhere. as well as interesting news. lymrith hurl mobs of gargoyles at them and—if She does this in a whimsical manner seems to have adopted the Flame she deems it necessary—a few devastat- rather than taking thorough or defen- Spiders as pets, in somewhat the same ing spells or combinations of spells, to sive care over it. manner as soldiers‘ develop a casual defeat or disable the menace so that she Less than a decade ago, lymrith’s affection for stray dogs, to whom they can return her attentions to whatever spells ensnared the Company of the toss camp leavings. She uses her spells she was doing when the danger arose. Flame Spider. Named for the exotic to snatch the Amnians apart from each Foes (such as, on one recent and fatal dancer who sponsored them, this band other whenever their arguments break occasion, an overconfident group of of fumbling magelings and disaffected into open violence. Sembian wizards-for-hire) who believe mercenaries was formed in Athkatla. Most of the magical experimenta- that such hasty reactions give them a After several unrewarding forays into tions mounted by the blue dragon of the weakness to readily exploit are correct, the High Moor and the ruins of Illefarn, Chill Sands involve altering incantations to a point—but such bold foes had best they undertook a commission from the to change spell effects; after centuries of be able to do their exploiting very fast Merchant League to explore the chill doing this, she can tinker with spells and very hard, or an aroused lymrith northern reaches of Anauroch, seeking instinctively and has been known to will begin to unleash the full defenses of a trade route east or at least a series of cast a spell in battle, observe its effect, her city at them. In earlier days, she evi- landmarks that travelers across the shift- and alter an immediate second casting dently placed belligerent creatures, from ing sands could rely on. to achieve a different result. Magic remorhaz to adventurers, in some sort A dozen Flame Spiders avoided excites her, but challenges and danger of magical stasis, then stored them in Ascore (whose fell reputation has spread (apparently) leave her icily calm; she has sealed chambers, safe from hungry across the North) but set off to travel in self-control far beyond what most drag- creatures, scouring sand, and the rav- a wide ring around it, taking note of any ons can conceive, let alone achieve. ages of time. She can awaken groups of desert landmarks along the way. They When not altering or combining them en masse as she teleports them soon caught sight of the city that held spells, lymrith is usually attempting to into the presence of a foe—or to a posi- the Doom of the Desert—too late to infuse some part of an artificial draconic tion just above opponents, so as to bring avoid being in turn seen and trapped by body with a magical property or power. them crashing down on the heads of her. lyrmith placed no compulsions on The upper reaches of her central city such enemies. the adventurers; she merely makes use chambers are crowded with floating The mage Tathtlan of Neverwinter, of mass teleport spells to keep them sculpted stone body parts and more-or- now deceased, discovered lymrith early inside a ring-shaped region of shifting less complete bodies. On several occa- in his explorations with an ancient sands around her city, plucking them sions spell experimentations that went Netherese scrying stone and observed unceremoniously back into it whenever awry have awakened these floating her often. His notes (from which much of they try to strike out into the desert or dragon fragments into wild eruptions of what Elminster knows of the Doom of reach the city (which they’ve dubbed movement and magical power, slaugh- the Desert is derived; the Old Mage “the Towers Unattainable”). As long as tering gargoyles and causing even stresses that although it appears lymrith they remain in this indefinite area of lyrmith to retreat and blast anything that became aware of her observer, she took desert, lymrith allows them to wander comes too close. A lurking Red Wizard no action against him and did not cause and act freely. Her gargoyles surrepti- deliberately caused one such burst of his demise) indicate that, from time to tiously plant food and items for them chaos some years ago, when lymrith time, doorways and spires in the name- to find (even shovels, when the desert discovered him spying on her. He prob- less city changed by themselves. storms expose interesting Netherese ably escaped her furious volley of spells, Although their alterations may have

# DRAGON 242 57 been caused or triggered by the magical affected by an imbue with spell ability full 4d6 hp damage. Regardless of which experiments of “lymrith, she was sur- enchantment) to vomit forth sand in a damage it deals, a force burn strike forces prised by the changes on at least two thin, forceful stream at the creature’s non-phaerimm victims to make only occasions, and Tathtlan believes that usual THAC0 (one stream per round). two saving throws vs. spell (each one some other force was, and is, awake The sand is almost molten, and its failed means a spell lost). It causes no and active in the city. Perhaps phaer- heat bums living things for 2d4+2 hp harm to non-spell-using beings or to imm are managing to slip some magic damage per stream. Its impact automati- spellcasters who have no spells memo- past the Doom of the Desert, or older cally shatters all glass, ruins all reflective rized (a human sorceress with one spell resident enchantments or hidden beings (mirrored) surfaces, and clings to (cloak left who fails both saving throws against are at work. These changes never seem the appearance of) all gemstones and a force burn would lose that one spell to amount to a direct challenge to other crystals, which must be carefully but not suffer any additional damage lymrith, and their cause and true nature heated and scraped to restore them to because she lacked a second spell to remain mysterious. their former condition. (Re-heated gems lose). Tathtlan was of the opinion that are usually altered in hue regardless of A force burn spell has no effect on lyrmith is growing more whimsical and how much care is taken over their non-living things, but does harm undead carefree as she ages, more caught up in restoration.) just as it does living targets. the exultation of wielding magic and Flame sands that strike water send increasingly less caring of the world forth scalding jets of steam in all direc- Iymrith’s Fate around her and of her own safety. He tions (to a distance of about 6 yards). The Doom of the Desert is unlikely to compared her behavior to that of some Any creature struck by these steam- gain enough magic to feel secure, but if ancient elves, yearning for a oneness spouts suffers double the damage of a she can survive phaerimm attacks for with magic that, legends whisper, led sand stream (4d4+4 hp damage). another decade or so, she might master some of them to seek other forms of Saving throws are allowed against the ability to move at will from body to existence—even, in some ironic cases, both sand or steam strike, representing body; there are a few dracolich and dragon-shape. Elminster believes that dodging or finding cover to lessen dam- mechanical monster bodies in Faerûn lymrith’s attempts to transfer her sen- age to half. that she might be able to seize. tience from draconic body to body may This power would probably ensure have already led her close to a tran- Force Burn her survival from a concerted phaerimm scendent state of existence as a disem- (Evocation, Necromancy) or dragon attack—a good thing for her, bodied, mistlike flying spirit. Although Level: 9 because she would also almost certainly she is yet a long way from preferring Range: 30 yds. + 30 yds./level come to the attention of the Cult of the such a state to her familiar and powerful Components: V Dragon (as more than a dim legend of draconic form, the Old Mage believes, Duration: Instantaneous the North) and face well-organized an attack that destroyed her body might Casting Time: 1 attacks from multiple dracoliches acting not slay her, but might instead drive her Area of Effect: One creature in concert with other Cult forces. into a wraithlike continued existence. Saving Throw: Special Elminster’s money will, however, be on Accordingly, he watches the future of This spell unleashes a glowing cylin- lymrith in any such confrontation— the Doom of the Desert with interest. drical bolt about six feet in diameter and though he knows more than a few 12-20 feet long, that bursts forth from mages who’d like to watch. lymrith’s Magic the caster to strike at a single foe, at From the ranks of the many spells THAC0 2. If it misses, it fades away at wielded by the Doom of the Desert (who the limits of spell range and is wasted, seems about the equivalent of a 20th- though it may well strike an unintended level mage in terms of how many spells target along the way. Ed Greenwood (and his home) narrowly she can memorize at once, though she’s A force burn bolt is a magic specifically survived a recent visit from Elminster. He never without a score or so of magical crafted to harm phaerimm: such crea- feels duty-bound to report that the Old items that she can trigger at will), here are tures aren’t magic resistant to it and can’t Mages newest favorite drink is the Amaretto the spells that adventurers are likely to reflect it. Any phaerimm struck by a force Float (pralines’n’cream ice cream scoops taste if they encounter any of her gar- burn suffers the following damage: its dumped into the famous almond liqueur), goyles, and the spell that has kept her strike disintegrates flesh and tissue for and that Storm Silverhand’s favorite color is alive in the face of phaerimm attacks. 4d6 hp damage and forces four saving royal blue—and that her second favorite throws vs. spell on the phaerimm. For color is something she’s decided to call “Ed’s Flame Sands each save failed, the phaerimm forgets blush.” (Alteration, Evocation) one (randomly-chosen) spell. Level: 4 Against all non-phaerimm (including Range: 30 yds. humans), a force burn strike eats away Components: V at the targets body for only 2d6 hp Duration: 6 rounds damage unless the target creature is fly- Casting Time: 1 ing, levitating, or operating in a form dif- Area of Effect: Special ferent than its normal one (not just Saving Throw: 1/2 cloaked by illusions, but physically dif- This spell enables its caster (who may ferent or augmented due to magic); in be an automaton such as a gargoyle this latter case the force burn causes its

58 DECEMBER 1997

To recommend a good book to the mag- the Land.” Only the “Age of Legends” and azine staff write to “Bookwyrms,” DRAGON the “World Since the Breaking” sections Magazine, 1801 Lind Avenue S.W., Renton, contain new information for those most WA 98055, or forward a friendly email likely to buy this book—the devoted notice to [email protected]. Jordan fan. Happily, these two sections comprise more than half of the book and make it well worth the price. Destiny’s Road The clarified history of the world by found in sections two and three are Tor $24.95/HC excellent. The descriptions of The Larry Niven heads a short list of Forsaken, the premier villains of the science-fiction writers who excel at cre- series, are also interesting. Finally, the ating new worlds. Of these, Ringworld is book offers fans of this involved series a probably the best known. Now Niven list of the thirteen major villains, a gives us the planet called Destiny. chronicle of the War of the Shadow, and The Earth settlers of Spiral Town live detailed information on Artur Hawkwing. at one end of Destiny’s Road, a path of The last two sections are, regrettably, melted rock created by the Cavorite, one nothing more than a brief rehash of of two landers in which the colonists what anyone who has read the books descended to the planet. The colonists knows about the world. There are a few struggle to maintain earthlife on their rare gems, like a continent that has yet new planet. Cavorite helped, using its to be mentioned in the series, and a fusion drive to sterilize the “Crab,” a closer look at the Seanchan. Neither of peninsula jutting out from the mainland. these two sections has enough detail to With reduced competition from native be useful to a fan, however; most of the life, earthlife has spread, providing suste- material covered is clear from the books nance. Even so, the colony is threatened The World of Robert Jordan’s themselves. Additionally there should by the lack of a necessary element that is Wheel of Time have been a brief list of all the minor available only in the form of “speckles,” a by Robert Jordan and Teresa Patterson characters and a description of where food supplement sold only by the cara- Tor $39.95/HC they are found in the books. vans, humans from another settlement. Any fan of fantasy literature who is Anyone interested in gaming in the Destiny’s Road is part travelogue and not at least familiar with Robert Jordan’s world of The Wheel of Time should part mystery, with adventure all along The Wheel of Time series should be. have this book. Although it isn’t a role- the way. Jemmy Boocher, a Spiral Town Jordan’s sales alone guarantee that he’ll playing game book, it’s an invaluable youth, gets into trouble and must leave have a major impact on the genre. Fans reference to the setting and characters. the safe confines of home. He follows will enjoy his latest release, The World of It would have been too easy for the “Road,” determined to see its end. Robert Jordan’s Wheel of Time, which Jordan to turn this out as a quick way to Along the way he encounters chugs, describes the history and geography of hold his fans’ interest between novels sharks, and the Otterfolk. The mysteri- his fantasy setting. and make some extra cash. Instead, the ous origin of speckles threatens his life. The oversized hardcover book is book adds enough detail to the history As is often the case in Niven’s novels, divided into six sections that vary greatly of the world to be well worth any Jordan the world of Destiny’s Road is so well- in their effectiveness. They are in order: fan’s time. The novels are a better start- developed that the story seems too “The Wheel and the Power,” “The Age of ing point for the series, but those short. The pacing is good, however, and Legends,” “The World Since the already familiar with The Wheel of Time the journey of Jemmy Bloocher becomes Breaking,” “Some Narrative Paintings,” will enjoy this exploration of the world. an end in itself. “The World of the Wheel,” and “Within —JESSE DECKER —PIERCE WATTERS

60 DECEMBER 1997 The Subtle Knife by Philip Pullman The Singing Sword Knopf $20.00/HC by Jack Whyte The first volume of His Dark Materials, Forge $23.95/HC The Golden Compass introduced us to Lyra Jack Whyte’s version of Arthurian leg- Silvertongue, the clever heroine of a sub- end rises from a foundation in Roman tly magical Victorian earth. In Lyra’s history, with an emphasis on plausible world, all humans have magical animal science and military matters. You’ll find companions, familiars. The familiars of no spellcasting wizards nor fire-breathing children Lyra’s age can change shape at dragons in this distinctly masculine ver- will, but at puberty each familiar takes its sion of the rise of Camelot. permanent form. Lyra’s adventures in the Publius Varro is the protagonist, and first novel reveal much about the nature deciding whether he is Whyte’s version of familiars and the world-shaking ambi- of Merlin is one of the series’ early plea- tions of her scientist father, Lord Asriel. sures. It’s clear that Varro’s friend Caius In The Subtle Knife, we meet Will is the Arthurian Kay, and only in the sec- Party, a boy from our own, modern ond generation of the primary charac- Earth. As cunning and brave as Lyra, Will ters do we discover Uther, Arthur’s sire. also must survive the dangers of his The story thus far concerns the evolu- father’s mysterious past. Together, Will tion of Arthur’s Britain rather than the and Lyra begin to discover how their famous characters of legend, and so the separate quests are related—and how books are aptly called The Camulod each leads ultimately to the most terrible Chronicles. If there is a protagonist other of conflicts. than Varro, it is the ideal of Camulod, a The most brilliant element of The republican state rebelling against Subtle Knife and its predecessor is the Imperial Rome. characterization of the children. These Where The Skystone introduced a are not the innocent darlings of most fic- somewhat awkward sequence of sex tion, but real characters, capable of both scenes and polarized portrayals of good and wicked acts. The moral choices women, The Singing Sword uses both of of the protagonists are meaningful and these elements to marry Roman history compelling, and their quest becomes with British legend. Whyte’s most suc- truly epic as the story unfolds. cessful achievements are his treatment While its virtues invite comparisons to of magic as science and his emphasis on Tolkien and C.S. Lewis, Philip Pullman action combined with military and politi- has created a truly original work. No cal intrigue. The first two volumes lover of fantasy fiction should miss these promise a continually engaging and orig- inevitable classics. inal addition to the canon of Arthurian —DAVE GROSS variations. —DAVE GROSS

# DRAGON 242 61 62 DECEMBER 1997 A note from Holwof, archivist of Candlekeep, to his superior: We’ve finished cataloging the third shelf! Mehgrin found this bound in a volume of Urmlaspyr poetry. She believes it to be an unrecorded tale of the Simbul. After reading it, I’m inclined to agree. Deneir alone knows who first wrote it, but no one other than Alassra Shentrantra swears by breakfast foods!

he air soured at midday. By early dusk, the blizzard had begun in earnest, hurling frigid claws against the walls of Caddo’s charter- house. The stout timbers held the worst at bay, but wisps of ice sparkled above all the candles. Save for the blizzard’s howl, Caddo’s was a quiet place. None of the locals who came each evening to gossip was foolish enough to leave home on such a night, and the woodsfolk who’d dribbled in during the bleak afternoon were a taciturn lot, given to staring at the hearth and nursing a single flagon until midnight. Burr, the who worked for Caddo, had little to do. He’d spent the afternoon in the tiny room he called home, checking out the gear he’d been wearing that Lynn Abbey night, some two decades past, when he’d stumbled through another blizzard and across the charterhouse’s threshold for the first time. Blizzards were rare enough here on the borderland between the Lonely Moor and the Forgotten Forest. Two winters, even three, might pass without a truly ferocious storm. But the blizzards would come, and when their were strongest, Burr would gird himself with the fine weapons and armor he kept in his room and hurl himself straight at the storm’s fist. Artwork by It wasn’t something Burr wanted to do. It was something he’d had to do since that first storm, when he hadn’t known what waited in the snow. Years ago, he’d tried getting stone-drunk, but he’d gone out anyway, surviving only because Caddo had followed him. Since then Burr took better care of himself when the air soured, lest Caddo follow him again. Caddo was a good man with a wife, three children, and a crippled mother-in-law all depending on him. Caddo had no need of the snow cave. Burr’s need grew stronger with every howling wind. It burned behind his eyes. “You stay here,” he told Caddo, slamming a polished flagon on a shelf. His hands had begun to shake. He made a fist and shook it in the human’s face. “I’ve got to; you don’t. You understand that? You stay here, no matter what. You don’t come looking for me, not tonight, not next week—not next month or next spring. If I don’t come back, you let me rot out there. You understand?” Caddo pulled away with the wooden expression of an honest man trapped into lying. “I understand.” They stared at each other, years of friendship and a score of blizzard nights between them. “Swear it by your—” Burr began as the door sighed on its hinges.

# DRAGON 242 63 A blast of frigid wind shook every flame in the room, She raised her head. Burr wished he were somewhere extinguishing half the candles and two of the lamps. In else. the light that remained, Burr and Caddo took the “Rekka,” she said and drained the flagon in two long newcomers measure. He was above middling height swallows. and wrapped in shaggy fur. The leather-wrapped hilt of Hardly a declaration of friendship, but enough for Burr a great sword stuck up above his right shoulder, and the to pursue the conversation. “I know what you’ve come for. shifting sound of chain-mail accented his slightest move. I came for it, too, twenty-one winters ago. I didn’t know His hands were sheathed in bear-paw gauntlets; his enough then, but I do now. I know how to find it, how to leggings might have come from the same source. fight what guards it, how to cross the last threshold. It’s A shroud of ice-rimed wool shielded his face. There taken me twenty-one years, but I’m ready, Rekka, and I’ll was a slit for his eyes, but the shadows and cold were be your guide, right to the end. If you want the scrolls, such that not even Burrs dwarven vision could guess that’s no matter to me; same with the jewels and gold, but their temper. They watched as the newcomer strode to there’s a box, a plain wooden box with no lock. I’ll take the dry rack where the woodsfolk had left their cloaks. that, and that alone, for my share.” Precious metal glinted as he opened the cloak-clasp. His The white pressure in his skull that was his need to hood fell back, dumping ice on the taproom’s floor and be out in the storm brought tears to Burrs eyes. It would releasing an unexpected wealth of silver hair. be easier if she’d hire him, but it wouldn’t make any Caddo shot another silent question Burrs way, and difference. The ghost was inside him, as it had been the dwarf answered with a puzzled shrug. Anything was inside him since that first blizzard night. He’d do what he possible here, where the ruins of Dekanter were only two had to do, what the ghost wanted him to do: remove days’ journey to the northeast. The newcomer might be that box from Ffellsil’s cave. an elf or a half-elf or a man years past his prime. Burr “I don’t share,” Rekka said in a tone that warned was prepared for anything he thought, as the man against further inquiries. She pushed the empty flagon unwound his woolen shroud, anything but a woman. across the table. “Another.” “Dear lady,” Caddo began, ever the courteous Burr did her bidding, like any tavern scut. “Ask me innkeeper. “May I help?” anything,” he said when he returned. “Anything at all. She nailed Caddo with a scowl, and suddenly the tap- Ffellsil’s ghost? I’ve beat it ten times—but it comes back room was colder than the might outside. “Brandy. with the cave. The ice pit? I know how to get across. The Warmed. Now.” cold fury? The dark mist? I knew the names when I came Without the scowl, she might have been beautiful. here but its all or nothing, dear lady, and precious little Burr reckoned he’d visited a hundred cities before he time before the cave sinks back into the storm. Take my wound up in the borderland and he’d never seen a advice, make me your guide, or you’ll be sitting here demeanor quite as harsh. He nodded as Caddo closed when the next storm blows.” his hand around a thumbnail-sized divination crystal. Holding the crystal between his eye and a glass-bottom flagon, Caddo scryed the woman’s aura. Burr asked a silent question, and Caddo shrugged. “Plain as you or me,” Caddo whispered, retrieving a wax- Rekka held the fresh flagon above the lamp, felt flame covered bottle. He filled the flagon with amber brandy. lick her fingers. There was no pain; she was a century The dwarf wasn’t reassured though he did his best to past physical pain. She’d seen the human innkeeper reassure the inn’s other patrons as he carried the flagon peering through the glass-bottomed flagon and countered across the room. As the woodsfolk went back to nursing his crystal charm with a thought. She’d need her magic to their drinks, Burr boosted himself onto the stool opposite defeat the snow cave’s guardians, Ffellsil’s ghost, the fury the silver-haired scowl. and the rest. The dwarf had his facts straight, but Rekka “Burr,” he introduced himself, offering his hand after hadn’t meant for anyone to see through her warrior’s he’d set the flagon down. His fingers might have been trappings just yet. The dwarf might have been lucky. serpents in her glare. He shoved his hand beneath the Strangers couldn’t be common here, especially not during table and tried again. Will you be needing a bed-down, a blizzard. With or without her magic blazing, she wasn’t dear lady? There’re rooms upstairs but, with the storm, inconspicuous. folk are sleeping down here where its warm.” Sometimes Rekka did share the loot she harvested The woman held the flagon over the table lamp. Her from out-of-time; out-of-place boltholes like Ffellsil’s snow fingers were blue-white from cold and unflinching in the cave, but not with anyone who reeked of wrong the way flame. Silence lasted until Burr’s fingers ached from Burr did. He’d been ghost-bit, perhaps, in one of Ffellsil’s imagined burns. traps, or maybe he was just crazed. Any man might lose “No,” was her answer. his mind up here where the air still stank of Netheril’s “Got a horse for the stable? sorcery, two millennia after that dark empire’s collapse. “No.” “I don’t share. Do yourself a favor, leave me alone “Got a name?” and—above all else—don’t follow me.” It was the longest

64 DECEMBER 1997 speech she’d made in a month and she took a sip of banished the black-ice mist. With one stride, Rekka brandy to soothe her throat afterward. entered a place colder than the blizzard yet eerily still He stayed in the chair, leaning the way plain folk did and utterly dark. when they wanted something so much that it fairly burst She’d been warned that the cave would stifle any their skulls. Rekka lowered the flagon, spun a brass ring sound before it left her mouth. From here on, her spells on the second finger of her left hand. She could break were primed for thoughts or gesture. She made hand-fire him with the spells hammered into that ring, but he with a gesture and a bit of yellow crystal, then set it scraped the chair back from the table before she needed afloat overhead, where its light could play no tricks with to use it. her vision. The innkeeper, the dwarf, and the other strangers Yet light alone wouldn’t help against Ffellsil’s ice pit, a around her watched with sidelong glances and ill-disguised bottomless crevasse that circled the inmost chamber and luck-signs, but they kept their distance as Rekka nursed was sealed with a whisper-thin sheet of ice. One of the her second flagon through the long evening. Around tomes she’d consulted in preparation for this journey midnight, the innkeeper banked the fire. The lodgers advised the quester to carry a sack of not less than two- bedded down in snoring heaps near the hearth. Burr hundred fist-sized stones and, for an extra margin of extinguished all the lamps and candles save one, which safety, to sole his boots with iron rasps. Wise precau- was enough for Rekka to watch him leave the taproom tions, perhaps. Heavy precautions, certainly, and time and come back a little later with weapons and armor consuming in a place where time was of the essence. glinting beneath a cloak. Unless it was written on a scroll she hadn’t found, Rekka Yet he said nothing and stayed put when she clasped knew of no spell that would let her remain in the snow her own cloak. He was still sitting at a table, a shadow cave once the blizzard’s fury began to abate. It would among shadows, when she put her hand on the door simply melt away and return intact, as Burr had noted, and left the charterhouse without a sound or draft to with the next fierce storm. Rekka preferred simpler mark her passage. tactics: with a rings twist she rose a handspan above the If Burr had begun his search for Ffellsil’s cave twenty- thick ice or not-thick ice, whichever the case might be. one winters ago, then he was a beginner in the questers’ Ffellsil had conjured guardians as well as traps for his game. Rekka had first heard the Netherese wizard’s bolthole: sentient winds, hoarfrost beasts, a serpent name whispered in Yeenoghu’s Realm more than a formed from ice so hard it held a honed-steel edge. century ago. She hadn’t been looking for Ffellsil then. Rekka faced them all without surprise or ill-effect, She scarcely remembered what she had been looking for, dispatching the serpent with her great sword because, in except it must have been magic and she must have her private reckoning, triumph by might was worth more found it. Not that she needed more magic, then or now. than triumph by magic. But might took longer than All the magic Rekka needed was locked in her mind, magic and she was relieved when Ffellsil’s final obstacle hammered into the rings she wore, or etched onto the shimmered in front of her. It was, as predicted, a freezing flexible steel plates lining her belt and baldric. ghost, possibly the wizard himself or his doppleganger. She was prepared for ghosts, even Ffellsil’s ghost, Bright, diaphanous frost-veils unfurled around the and she hadn’t tripped a trap by accident since the day ghost, seeking to draw Rekka into a fatal embrace. She she’d blundered through a time-weave and found herself, floated, backward, staying just out-of-reach as she shaped unharmed and un-aged, on the other side. it was a mixed her thoughts into the mnemonic trigger of a common blessing to know she couldn’t age and might not ever frost spell—another bit of Yeenoghu gossip: Ffellsil’s cave, die. Rekka hadn’t known her family. She’d sworn off like so many well-defended and wizardly places, was friendships because, even without questions or jealousy, vulnerable to a simple, yet precise attack. A toothy grin there was still the pain of watching death steal them spread across Rekka’s face as the veils ceased their away. hungry shimmering. But the danger wasn’t gone: The The search for magic was her life. The artifacts and ghost was merely stunned. It would recover, if she let it— grimoires she kept in a cave beneath the Sea of Swords which she wouldn’t. Rekka dug deep into the hem of her were simply the means to tally score in a solitary game. sleeve, withdrawing a handful of red, white, and black Perhaps she should have hired Burr, not because she powder which she blew at the immobilized ghost. needed a guide, but dwarves were a long-lived race and More incendiary than sorcerous, the flakes had been more sociable than ten elves together. dried from the hottest peppers known to mortals and A blast of icy wind unfurled the hem of Rekka’s cloak. immortals alike. Rekka shook with silent laughter as the She put a stop to her melancholy with an earnest curse stricken ghost sneezed itself into oblivion. and a frantic retying of the cloaks inside laces. At every A chamber filled with treasure worthy of a dragon step she took the storm’s measure and, keeping firm opened in front of Rekka. She paused before entering it. hands on her cloaks hood and hem, strode into its Burr had mentioned a final threshold that he alone knew worst. A thick, frozen glaze atop her shaggy cloak had how to cross. No one else spoke of a trap after the ghost, made that task easier by the time she confronted the first but a warning was a warning and she was glad to have warding. A single word she’d learned of the Plains of Fire had one a moment later when the faintest breeze riffled

# DRAGON 242 65 her hair. She spun rightward, whipping the great sword braving the its dangers. Rekka’s curiosity ebbed as the through a swallow-cut. The blade bit into something she geas had ebbed, and vanished with the snow cave. never saw, and a scream echoed in her mind without Rekka was returned to the blizzard which had not, having touched her ears. to her human senses, abated much. She reached into “I owe you one,” she said to the absent dwarf. Hearing the storm, spoke a spell-laced word, and withdrew her her own voice, Rekka judged she’d passed all the trials traveling companion: a gnarled staff, faintly glowing in and dangers. the wind-driven snow. The wooden box without a lock, she decided, would The staff held the location of every forlorn, forsaken be the proper debt-gift, if there were time to look for it. place Rekka had ever visited and, most importantly, Searching the bolt-hole would be no small challenge: offered swift passage to her bolthole beneath the Sea of Ffellsil wasn’t much of a housekeeper. Well, neither was Swords. A few thoughts were all she needed: memories Rekka. She attacked the clutter with the same reckless of rock and salt, thick fur carpets and a pot of tea vigor she used in her own bolthole, hurling objects left steeping beside her favorite chair. and right, but not without examining them. A bolt struck the staff as it awakened: unusual, Rekka knew the blizzard had begun to wane when but not unprecedented, and no great cause for concern, the bolthole sighed and the hand-fire above her head considering the sack she carried and the cave she’d left. took on a greenish hue. The chamber appeared little dif- Still, Rekka took precautions as her bolthole formed around ferent than it had when she’d entered, save for a heap of her. Hand-fire revealed nothing untoward . . . except, at the tomes and scrolls near the center. She still had a quarter corner of awareness, a flickering mist. of the floor and a whole wall left to glean. Curiosity or, to Geasi weren’t sentient in any ordinary sense, but give it its true name, greed had gotten the better of some could flit from life to life until their purpose was Rekka early on in her magic-questing days, but she was accomplished. Rekka could have cast such a persistent wiser now and willing to settle for a smaller haul safely spell, but it seemed odd that a mage whose geas could stashed in her own bolthole. be deflected, once again with a simple gesture, could There’d be other winters, other storms. also have cast one strong enough to follow Rekka’s staff Rekka took a thin leather sheet from her belt and between the snow cave and her own well-warded shook it into a sack large enough to hold her swag. She bolthole. was half-packed when she heard a noise at her back, Still, the geas had vanished again and compared to where no noise could be ignored. what Rekka expected to glean from Ffellsil’s hoard it was Clenching her fist and shaking her forearm in a single of minor interest. She plucked out the topmost tome and gesture, Rekka dropped a feathered dart into her palm. It settled in her chair. A deep purple flame bloomed at the was out of her hand and flying toward its target before tip of one finger; she touched the cracked enamel of an her mind understood what her eyes saw. By itself, the otherwise unremarkable teapot. Steam rose instantly dart was a puny weapon, but the drops of venom-wax from its spout and the scent of Sambar herbs filled the behind its needle-sharp tip could kill in a heartbeat. The cave. charterhouse dwarf was dead before he knew he was Rekka lost herself in thaumaturgical theories which hurt. had been old when Netheril vanished beneath the “Your fault,” Rekka said harshly, fighting the rage that Anauroch sands. An hour passed, an afternoon, an guilt invariably roused within her. “Not mine.” evening, a day. He’d come for the wooden box without a lock. It “Fascinating,” she murmured, closing the book. “All fell from his spasmed fingers as he collapsed on the that from a tincture of arnica and willow-bark.” Her mind increasingly transparent floor of Ffellsil’s bolthole. Rekka raced toward applications, variations, and the cat-sized stared at it a moment, then scooped it into the sack mist above the teapot. Flicking her wrist, she snarled, “Be along with the scrolls and other artifacts. She had the gone!” sack drawn shut and half-knotted when she noticed mist And, like a cat, the geas leapt for her shoulder, curling rising from the corpse. around her neck, caressing her ear. Rekka could almost The wrongness she observed in the charterhouse had hear its frustrated sigh: no geas, no matter how persistent, a name now, and the name was geas. Another time, could wriggle uninvited into her warded thoughts. The another place, and the spell might have captured her geas sank to the floor and seemed the essence of misery curiosity. In this time, this place, Rekka deflected it with a and despair. Rekka could have, and probably should quick wave of her hand. It dissipated without a fight. have, sundered it utterly, but that seemed unnecessary. That told her something about the spell the dwarf had Besides, Rekka was hungry. A cookfire was unthinkable fouled: The mage who’d cast it wasn’t her peer. in the cave. Rekka plucked a handful of bright-colored As a result, she doubted the geas had come from pebbles from a bowl beside her chair and conjured Ffellsil. That mage’s reputation, though dark, had been morsels of cold, spiced meat. Chewing one and trying to honestly earned. More likely someone else in the millennia decide if she’d conjured red meat or white or some since Netheril’s demise had heard the tales of Ffellsil’s improbably in-between mixture, Rekka plucked Ffellsil’s snow cave and ensorcelled some misfortunate into wooden box from her sack.

66 DECEMBER 1997 A box with no lock, the dwarf had said truthfully. But her staff, she reached for a crystal-tipped wand especially Ffellsil’s box didn’t fall open in her lap. By its weight, she ensorcelled for rapport with another living mind. When guessed it was hollow. By the many woods worked into the man saw it in her hand, he fell pale and silent. She it, she guessed it was a puzzle. Some twenty pieces sat imagined herself in his place, awakening from a on the carpet beside her before Rekka conceded that the millennial sleep brought on, perhaps, by a similar wand. box was empty. “Calm yourself,” Rekka advised as she knelt beside him. She’d played a few unfair tricks with spells and artifacts He didn’t understand, of course, but he was too weak over the years, but she judged Ffellsil an unnecessarily from his imprisonment or terror to resist when she traced cruel mage. At least, she would never have crafted a geas the patterns of language across his face. Silent, he closed that compelled unwitting men to their deaths in pursuit of his eyes and fists so tightly that they trembled, but not empty boxes. Rekka dumped the wood chips in the bowl from fear. with the bright pebbles. “Brave man,” Rekka said before grasping his wrists Movement against the carpet caught Rekka’s eye. She and drawing him to his knees. “It will be over quickly, I thought immediately of the persistent geas and readied a promise.” spell to destroy it for good. The invoking words were on A nimbus bloomed around his skull. Rekka stopped the tip of her tongue, the gestures at her fingertips, but breathing and brought her forehead to rest against his. the movement hadn’t come from the geas. The next choice was hers: Breathe in and the language Ffellsil’s box hadn’t been empty. of Netheril was hers, but the stranger might be left mute. In slack-jawed astonishment, Rekka watched a man in Breathe out, and the common tongue of Faerûn would the prime of life materialize on her carpet. If he’d meant permeate his thoughts, possibly erasing any other her harm, he’d have been the first human in a hundred language he knew. years with a fighting chance against her, but he lay as Breathe in or breathe out? one asleep. Rekka took a moment to rally her defenses Rekka breathed out. The man chilled in her grasp, his and another to marvel at his clothes, which were like body temperature plummeting. She held him fast, kept none she’d ever seen. Considering the breadth of her him alive, until her mind was as empty as her lungs. He travels, that was an accomplishment. was unconscious, and she was exhausted, but it was the “Netheril?” Rekka muttered. exhaustion of success, not failure, and she reached for She’d seen images of Ffellsil and his peers, all of them her staff. created since Netheril’s collapse, none of them accurate, It was a steel-gray noontime with fresh snow on the none of them depicting a diamond-quilted tunic, ground when the staff brought them to the Winterwood wrapped breeches, or the square-toed boots so evident lodge. The druid was nowhere to be found and, judging on her floor. by the debris on the floor and holes in the roof, he hadn’t The strangers eyelids fluttered; Rekka paid closer left recently. Rekka spared the time to send a suppurating attention to his face. It was a pleasant face, the sort of curse after the druid before attacking the chaos. face Rekka had seen on countless ordinary folk whose If housework had been a magic art, Rekka would thoughts and dreams lay beyond her comprehension. A have become its master; but it wasn’t, and neither was tanar’ri lord rising from the Abyss could not have she. Her hearth-fire vented more smoke through the disturbed her more. holes in the roof than through the chimney and the A tanar’ri lord would, at least, make no demands stranger, on whose behalf she wrestled blankets and on her cave’s precious air. Already the mote of her straw into a bed, resisted when she settled him in it. consciousness that kept the air breathable felt the strain “I suppose you could do better?” she demanded, of an extra pair of lungs. She had to get the stranger to shaking the last dusty blanket over him. one of her surface retreats, none of which she’d visited He didn’t need to answer. She’d studied his hands as within the past year. Her best choice was deep in the she’d moved him. They were the scarred and callused aptly named Winterwood, where an outcast druid hands of a man who’d worked hard, though he was too worked off a debt care-taking a hunters’ lodge on her well fed and well dressed to be a peasant. He wasn’t a behalf. wizard, either, and he was too old to be anyone’s Her staff took the lodge from her memory. It awakened apprentice. with a shudder . . . and so did the stranger. His eyes were He roused Rekka’s curiosity as no magic had in honey-colored when they opened and terror-stricken a decades. She wanted to talk to him about Netheril and heartbeat later. He began babbling in an unfamiliar the days of sorcery run wild. She certainly didn’t want language: Netherese. Possibilities exploded in Rekka’s anyone to harm him while she was hunting meat for the imagination: Spoken words triggered many spells, pot balanced oh-so-delicately on the hearth-irons, so she ancient and modern. The vocalized triggers of the circled his bed with salt and camphor, raising wards that Netherese magi had been lost along with their language flickered as he breathed. . . . until this moment. The Winterwood remembered Rekka. It gave her Rekka considered what she’d gain if she forced nothing she didn’t earn, for that was the way of wild rapport and swallowed his language whole. Instead of places. Yet she found tracks she wouldn’t have seen if

# DRAGON 242 67 the forest were against her. Two fat rabbits hung over alert and healthy. Rekka sheathed a knife and grounded her shoulder when the dreary afternoon gave way to a spell. At the rate, she was wasting magic, she was going wind-whipped twilight as she returned to the lodge. to be up all night restoring her arsenal from her spell- Fire still glowed in the hearth—that was the lesser of books. the two astonishments greeting her. The greater “Your name?” she demanded. She’d never been one astonishment, harder to see than the fire, was a for pleasantries. If he was awake, then it was time to translucent spirit hovering near the stranger’s wards. The start sharing whatever knowledge was left inside his spirit had the shape of a young, human woman, dressed skull. “Your particulars: who and what you were before I in garments not entirely unlike those the strange man found you?” wore, albeit of better quality. Rekka took note of ghostly “Irmenthelor. Second—” His voice stopped. He grew gold hair pins in thick, dark hair. pale and swayed. “Irmenthelor—” he began again. A sorceress of Netheril? Ffellsil’s rival? Rekka raised her “Second—” and stopped in the same place and clapped right hand. Her forefinger curled, brushing the ring at the his hands over his ears. base of her thumb, invoking a spell that could sunder any Rapport, Rekka reminded herself. Names were names spirit from its essence. But she left the spell uncast. The and stayed the same despite rapport, but all the other spirit seemed aware of nothing except the unconscious words changed. lrmenthelor was speaking a language man, not even of the powerful wards that cast up a he’d never learned and didn’t believe he understood. myriad of blue-green sparks when the spirit unwisely “So, your name’s Irmenthelor?” challenged them. It shrank back and to the extent that a He lowered his hands and stared at them, every emo- spirit could reek emotion, Rekka felt its pain and tion known to man at play on his face. “Irmen. I am—l desperate disappointment. was called lrmen long ago, I think.” Those sensations, so similar to the reflected misery “If you were born in Netheril, Irmen—If you fell afoul and despair Rekka had felt when the persistent geas had of a wizard called Ffellsil, then it has been two at least failed to penetrate her mind’s warded thoughts, solved its millennia since last you saw the sun.” mystery as well. The mage who’d crafted the geas had The swaying worsened. lrmen clutched his knees to fueled it with her own spirit. The geas persisted because control it. His eyes darted, the signs of a man racing she persisted . . . Because the man imprisoned in an through his memories and finding them turned to dust. empty box had meant more to her than life? “Were you born in Netheril?” Rekka asked, as much to By the laws of magic Rekka knew, and she knew a stop his frantic remembering as to have an answer. “Did great many, such a transformation wasn’t possible. you fall afoul of Ffellsil? Rekka couldn’t do it, at any rate, and could scarcely “Ffellsil?” Irmen asked, giving the name a subtly bear the thought that a less experienced mage had changed inflection. “Why tell you what you already accomplished the feat. Yet that conclusion, as the spirit know?” was again confounded by Rekka’s wards, was Rekka stifled her excitement. Irmen had mettle, the inescapable. The banishing spell on Rekka’s fingertips only quality she truly cherished in a man; more fizzled in the heat of curiosity. She had to learn the geas- importantly, he remembered something of his former ghosts secrets. language. The spoken triggers of Netherese magic were Dissipating magic penetrated the spirits awareness. It hers for the gleaning! Full of nervous energy, she seized turned toward the door where Rekka stood, dead rabbits one of the rabbits and began skinning it with more vigor in one hand. Its face became an eloquent mask of fear, than skill. erasing any doubt that the spirit retained its living per- “Why, Irmen? Because I’m all you’ve got, and you’ve sonality: a true miracle of magic . . . got an idea what I can do if you refuse.” “Stay!” Rekka commanded, but the word was without Irmen understood the message. “Yes, you could say I power and the spirit vanished like snow-ice in the wind. fell afoul of Ffellsil.” “Damn!” Rekka swore as she threw the rabbits across Rekka threw offal in the fire and wiped her bloody the room. hand on her leg. “Stole from him?” The rabbits struck the pot, knocking it off the hearth- He took a moment to compose an answer. “He saw it irons, spilling hot water that raced toward the man that way.” sleeping within her wards. “With reason?” “Twice damn and thrice damn,” Rekka continued, Another pause, longer than the first. Rekka looked up. adding an incautious wish to have the last moment back. Irmen’s hands were clenched and he was staring at the Heavy air filled the room. The water slowed, then fire. His voice, when he spoke, was a whisper: reversed itself. Belatedly Rekka realized what she was “Is freedom still counted a crime?” doing. “Cold tea and crumpets!” she shouted the curse to “By some,” Rekka conceded, expecting a challenge: end other curses. The water flowed freely again and in Her wards still sparkled around him. Even if he couldn’t the proper order of time, she diverted it with a broom. see them — especially if he couldn’t see them—he’d feel There were eyes at Rekka’s back. She came around to them like the bars of a cage. But lrmen surprised her. see her sleeping stranger sitting up within the wards, “I have given you my name. How shall I name you?”

68 DECEMBER 1997 “Rekka.” Irmen had surprised her again, and this time the The half-skinned rabbit was slipperier than ten eels surprise wasn’t pleasant. “I’d, think you’d want company, bound together. The knife slipped and sliced off its front after two millennia alone in a box.” leg. Grateful that it hadn’t been a finger, Rekka tossed “Time. I need time to forget . . . everything.” meat and bone into the fire. A woman with gold hair pins? A dark-haired woman “Well, hasruth Rekka, if you’ll trust me with that knife, who hadn’t forgotten him? I’ll see that there’s enough meat left for us both to eat.” “I’m sorry,” Rekka said softly, words that might well It was the sort of audacious remark she’d have made have been Netherese for all the times she’d used them. herself, were their positions reversed. Rekka set the mess “It hardly matters, does it?” lrmen replied before he between her knees. She admired audacity; she was pulled the dusty blankets up around his ears. beginning to admire this man. “And should I trust you Rekka had a time-honored way of dealing with anyone with a knife?” she asked in a deceptively bantering tone. who shamed her: She found a reason to kill them before “No, but trust hardly matters, does it, hasruth?” they spread the tale. Irmen, who fell asleep quickly and He’d surprised her again with a wry and bitter grin into the grip of muscle-wrenching nightmares, had no framing his words. Rekka swallowed a smile of her own defense against her and, in the end, needed none. Rekka and quenched her wards. She stood up, leaving her knife sat on the far side of the drafty, frigid room, wrapped in and their meal behind on the floor. “Have at, lrmen. I’m the cloak he wouldn’t share, For the first time in a long not a fussy eater.” time, her thoughts were focused not on sorcery, but on “Neither am I, hasruth Rekka—” the even more arcane notion of affection. Irmen’s legs buckled as he stood, spoiling his carefree She’d reached no conclusions before the hearth coals display. Rekka could have offered him a hand but didn’t. winked out. Her cheeks were so cold she thought her It wasn’t her way; she didn’t imagine that it was his. He eyes would freeze shut each time she blinked. She was caught his balance and took a tentative step. warming her face against her knees when she sensed a “Not anymore. Not anymore, hasruth.” There was change in the room. By the time she’d got her head up, defeat and despair in his voice. the geas-ghost was kneeling beside Irmen again. Rekka realized, with some surprise, that she wanted There were no wards this time to repel its hands, but it more than words in a dead language from this man. She was without the power to affect or experience the tangible wanted another, less bitter, grin for a start, but had no world. At first Rekka was fascinated, but fascination notion how to procure it, one ordinary human to faded, and the ghosts efforts became painful to watch. another. “Desist,” she suggested, not loudly enough to awaken “Hasruth?” she asked as he made two quick confident Irmen, but laced with enough magic that the spirit would cuts with the knife. “Why call me that? What is hasruth?” hear and, hearing, would fade as it had faded before. He finished skinning the rabbit, skewered it on the When it had gone, lrmen cried out a single word: arrow she’d killed it with, and propped the laden arrow “Sareh.” over the coals with his foot before answering: “Ffellsil A name. Rekka could command the geas-ghost with was hasruth.” its name, but she didn’t, not that night. By the next day “Then I am simply Rekka who stole a wooden box she feared it was too late. Though Irmen ate and drank from Ffellsil’s cave.” when she did, he drew no strength from his food. By lrmen tried to smile, Rekka saw the corners of his noon his skin matched the gray sky over Winterwood. mouth twitch, but something she’d said rankled his He was withering . . . dying. memory. Maybe the box; she should have brought the Rekka probed him with spellcraft, seeking a magical pieces so he could burn his prison. Maybe something cause for his decline. She found only despair and denial. else. Whatever, lrmen sank into despair. She readied a She probed him with questions, determined to learn all spell that would freeze him where he sat, lest he do that she could of Netheril and its language before she something foolish with the knife. lost him. She thought, too, as she interrogated him, that His mood brightened to the aroma of roasting meat, if he spoke of Sareh it might relieve his pain. but bleak despair was never more than a breath away. In “Did you have a family? Someone you left behind her undersea bolthole, Rekka had a grimoire filled with when you challenged Ffellsil?” she asked. spells to keep a man smiling through any grief or torture. “Challenged?” lrmen retorted, and a trace of the She considered retrieving it while Irmen slept—his energy mettle Rekka admired returned to his eyes. But it faded. flagged soon after they ate—but offered him her cloak “No. No one,” he whispered, turning away, staring into beside the hearth instead. the fire. “I’d already lost everything.” “The embers will keep us warm,” she suggested. Rekka was certain that he saw something in the “Us?” flames. Someone. His grief was so quiet, so private that She tried to make a joke from his frown. “A man and she, who feared nothing, dared not intrude, not even woman together—you haven’t forgotten, have you?” with a wish. His integrity had become more precious to “No, but I have a bed.” He pointed at the straw and her than his happiness. She was at a loss, a place she’d dusty blankets. “They’ll be enough for me.” never been.

# DRAGON 242 69 At sunset, she made tea with jasmine she’d brought “You know her name! We died together. Hasruth from the sea-cave. Ffellsil had come, unannounced, as was his way. He “Drink this,” she urged, molding his limp fingers called the household together. In Netheril, to have magic around the cup. “You need to rebuild your strength.” was to belong to the hasruth, and they were always lrmen held the steaming cup but didn’t drink. “For looking. Everyone was examined, always, from my lord what? For more questions? Haven’t I told you everything to the least. It was unpleasant, because they enjoyed it, I know about the hasruth?” but I had no fear; I’d been through it many times before. “There is a world beyond Winterwood. A new world, And Sareh, too. We were Netherin; it was our lives. without the hasruth. I can show you—” “Then the miserable bastard called her: ‘Ynsarehal, you His face became a mask that locked Rekka out of his will come.’ She had no talent, but that didn’t matter, if the thoughts more effectively than all the wards of wizardry. hasruth wanted her. She screamed and ran toward me. “What?” she demanded, beginning to pace around the My lord could do nothing, not against the hasruth. We blankets where he sat. “What do you want from me? knew, all of us, what would happen if he tried. But for What must I do to make you smile and laugh? I’ve given Sareh and I, the worst had happened—” lrmen paused, you back your life, what more do you want?” ironic, even in anger. “—Or so we thought. I caught her “I want what I had, hasruth Rekka. You have the before he did. I remember fire as I held her in my arms. power. Give me death—the true death—and then I will “We died together. You brought me back. You know smile.” her name. Where is she, hasruth Rekka? What have you “But you’re alive. You’re free. Be grateful for that!” done with her, hasruth? “Grateful that everything is gone? Grateful that I’m the Rekka opened her mouth. “I’ve—I’ve done noth—” but last and alone?” the denial could not squeeze past the memory of the “You have me!” geas-ghost fading. lrmen turned then and saw Rekka with her arm “I’m not hasruth,” a statement of faith, not fact, spo- upraised in anger. She lowered it, but too late. ken as Rekka ran from the lodge. “Hasruth.” Irmen’s words followed her: “Hasruth! Hasruth! You “I am not hasruth. Don’t blame me for your failure. It’s have magic for your heart.” not my fault that she died!” Three trees and one bear-sized rock suffered Rekka’s “She?” lrmen asked softly. wrath before she curbed it. The Winterwood swirled In the grip of rage, Rekka ignored the change in his sharp ice in her face: Too much magic, too little cause: tone. “Yes, she — Sareh, a dark-haired woman with gold hasruth! hair pins. Ffellsil’s daughter? His lover? Did you seduce “I’m not!” her? Did you think you could steal her away?” Her voice was lost in the wind. Rekka could challenge Irmen rose, unsteady, but without help. It was the the storm, win a battle, and lose the war within. If she had bravery Rekka admired in him, but it wasn’t enough to not already lost it. She was human, born mortal, but she’d make her cautious. never grown old. Because she’d tripped through a time- “You’re a common, ordinary man, Irmen. You had no weave? That’s what she’d thought. Or was Irmen right? chance against magic, Sareh’s or Ffellsil’s.” Rekka began to shiver, cold and shame combined. He stood quiet. Rekka thought she’d gotten some She’d left her cloak behind, and though she could warm sense into his head. Then he began to speak. herself with a spell, magic wasn’t an answer. She hunkered “Common and ordinary, that’s true enough—but I behind a fir tree and told herself she wasn’t hasruth, that carried my lord’s standard and covered his back in battle. she had a heart until she knew, by the emptiness within, I had honor. When we went to him he held our hands that she lied. between his and gave us his blessing: me, his first-man, “I’m leaving. I’m going home!” she announced to and Ynsarehal, his last daughter. We had honor, and anyone in earshot, but the sea-cave with its trove of more: We had love. But we had no chance, not against heartless magic was not the place she wanted. the hasruth.” If not there, then where? The lodge? For Irmen? With Rekka learned as Irmen spat out the word hasruth Irmen? how Ynsarehal might have managed to fuel her geas Rekka summoned his memory. She was lonely, but spell with her own life essence. Rekka’s rage was lonely was different than alone. She wouldn’t give up extravagant, backed by centuries of sorcery and magic for anyone’s company. For Ynsarehal? She did feel experience; it was powerful, but scarcely focused. guilty and guilt was a terrible thing in the emptiness of Irmen’s passion, common and ordinary, was so tightly her heart, but guilt always festered, with or without constrained that, had he been any sort of mage, he’d magic to fuel it. She wouldn’t go anywhere for guilt. have become a living fireball or lightning bolt. He—thank For herself? Because she’d become accustomed to Mystra—had no talent, but Ynsarehal had. being alone and had never guessed anything was wrong It was a useful lesson, and one she’d put to good use or missing? Because the only magic left was the magic of in the future, but for now— the mortal heart she’d abandoned, and the only way to “I am not hasruth.” find it was through Irmen and his beloved?

70 DECEMBER 1997 She called the geas-ghost. Not surprisingly, she didn’t “Tell her you trust me.” come. “It’s a lie.” The pale sun had fallen below the treetops and the “Then make it the truth, or give it up. This cold will kill.” moon was already bright in a cloudless sky. Rekka’s He closed his eyes and succumbed to shivering. sleeves and breeches cracked when she stood. Clear “Trust me, Irmen. I am not hasruth.” nights were the coldest nights, not nights for being alone. Sareh came closer, hesitated, extended a translucent She retraced her steps. hand. Rekka felt nothing until hard-won reflexes cut in, There were other tracks crossing hers at the threshold, fighting the spell, protecting the magic-obsessed person leading away from the lodge. Rekka wished to leave behind. For a moment, it seemed “Damned fool!” she muttered and opened the door that reflex would triumph, then someone, possibly Rekka with a mighty crash. “I won’t let either of you get away!” herself, said Trust me,” and Sareh flowed into her, cold Irmen taken her staff, which was useless to him, as the winter twilight. except as a crutch, and left her cloak, which might have Rekka retreated into herself, behind wardings meant kept him alive. Rekka furled the heavy pelt around her to protect her memory from a tanar’ri assault. Her shoulders and set off at a run. appearance had begun to shift—her will, her magic, her He hadn’t gone far, just to a wind-scoured rock where gift that lrmen actually see the love he’d lost. he sat, staring at the moon. His eyes were closed and ice “Sareh. . .” his voice was awed. glazed, but there was a pulse in his wrists, a moan An arm that was still Rekka’s own moved toward through his lips when he looked at her. Irmen’s face. It would have been easy to burst out of her “Let me go . . . We died together. We’ll be together.” self-appointed prison, to destroy Ynsarehal while keeping “Fool! No matter who or what you worship, death’s her shape and a few of her memories. But Rekka didn’t not like that. And, anyway, she’s not exactly dead.” know what to do with those soft, delicate fingers, where to “She?” lrmen was stupid with cold. touch Irmen’s cheek to make him smile. “Sareh! Ynsarehal! Who else? Neither of you died. You Her voice said, “Irmen,” and a torrent of other words were put in a box, and she,” Rekka despaired of an she didn’t understand. explanation he would accept without despising her more The transformation was nearly complete. Another than he already did. “It’s all magic, Irmen, and you don’t heartbeat, no more than two or three, and—will she or care about magic, do you? You talk in your sleep, Irmen, nil she—Rekka would be possessed for... for how long? that’s how I knew her name. But your Sareh had the The question came too late. Rekka had surrendered knack for magic. She survived. She found out about everything except a shred of awareness that lips were Ffellsil’s box, and she made sure she’d be waiting when pressed together, touching and being touched. her geas freed you.” Would it be enough? Would it last? lrmen began to shiver. He was fighting the cold, fight- Then the warmth of summer was within her, swaying ing death. Rekka wrapped him in her cloak and left her in a gentle breeze, bursting with laughter. Rekka had her arms resting on his shoulders. answer. Forever wouldn’t be too long. “W-w-where?” “That’s a problem. You can’t see her; she can’t touch you. And me, well, Irmen, you’re going to have to trust that I do have a heart. I’ve made mistakes, but I’m not Ffellsil—Damn, it’s cold! Let me get you back to the lodge—” Lynn used to write for TSR’s ® milieu, then “N-n-no. If S-S-Sareh’s here,” lrmen glanced left and Elminster introduced her to AIassra Shentrantra. She promptly right. “Let me see her!” wrote The Simbul’s Gift and this story, both about Alassra. She “It’s not that easy.” promises that it will be a lasting friendship. “Let me s-s-see her.” He struggled against the weight of her arms. Stiff as he was, Rekka feared she’d hurt him if they wrestled. “I don’t know who’s going to get us warm again once this is over, but call her.” She waited as Irmen warred with his conscience before whispering, “Sareh . . .” “With your heart.” lrmen sighed and, a moment later, Sareh’s familiar shape flickered in the shadows, well beyond Rekka’s reach. With one hand on Irmen’s shoulder, Rekka beckoned the geas-ghost closer. Wide eyed and stubborn, she stayed where she was. “Take my hand!” Rekka commanded. “She’s here? Where?”

# DRAGON 242 71 Harashuin’s Spirit Ally Harashuin’s Spirit Ally is a minor pro- tective magical item named after Harashuin of Alaghon in Turmish. The story of the Ally’s creation is a tale of necessity. Harashuin was preparing to make a secret and dangerous journey to Arrabar on the southern coast of . Unfortunately, he lacked both the money to hire guards and the personal spell ability to protect himself. Because the journey was too important to forsake, Harashuin desperately sought an alternative. After many exper- iments, the wizard crafted an amber pendant and infused it with every pro- tective spell in his meager arsenal. What spells Harashuin used are unknown, for the wizard did his work in secret. However, the pendant did pos- sess one visible characteristic—the roar- ing visage of a lion was meticulously etched into the amber. Harashuin then went on his journey and arrived safely in Arrabar. The wizard boasted that the magical token had saved his life many times. Flush with his success, Harashuin created more tokens. To this day, many spirit allies have accompanied wizards, merchants, and adventurers of all types on their journeys throughout the Realms. Description: Fashioned from a flaw- less gemstone of at least semi-precious value, and often displayed hanging from a chain, the spirit ally is engraved with an image of the spirit that dwells within. For example, a turquoise stone Magical Allies of the that contains the spirit of a horse would have a horse’s head carved into it. ® Setting Harashuin’s Spirit Allies are infused with the spirit of any natural bird, mammal, reptile, fish, amphibian, or sometimes monsters such as pegasi, wyverns, dis- by Bruce Schmidt placer beasts, or hippocampi. When worn or grasped, these magi- illustrated by Chris Adams cal companions can bestow the follow- ing benefits upon their owners. 1. The stone confers a heightened hen the onyx panther figurine The onyx panther is a unique being, sense of smell, sight, hearing, or touch however, belonging to itself and Drizzt known as Guenhwyvar first leapt upon the owner. With these enhanced into the FORGOTTEN REALMS® SETTING in R.A. Do’Urden. Neither is about to desert the senses, the owner is surprised only on a Salvatore’s The Crystal Shard, it changed other without stiff opposition. Where 1 or better on 1d10. many players’ perceptions of the various can a character find a companion to 2. As the stone is partially sentient, rival the incomparable Guenhwyvar? figurines of wondrous power and other the wearer feels that he is never alone, sorts of magical allies. No longer were Here then are four new magical allies even against terrible odds. The wearer’s these enchanted creatures just an extra from the farthest corners of the Morale never drops below Steady (11). FORGOTTEN REALMS setting. Perhaps a set of claws and fangs to be used in com- 3. Encounters with a spirit ally’s bat and then put away like a mere player character might be fortunate species (e.g., wolf stone = wolves) are sword. Since Guenhwyvar, the magical enough to find one. Players beware: generally friendly. Treat this effect as the ally has become a valued companion, each companion is a legend in its own rangers ability to befriend wild animals right and might have its own agenda able to think and act as far more than a (see the Player’s Handbook, Chapter 3). living weapon. and motives.

72 DECEMBER 1997 4. A wizard can use a spirit ally to find a specific familiar or minion. For exam- ple, if a mage uses a cat stone and the find familiar spell to locate a cat familiar, the attempt is 100% successful. With the spell’s completion, the ally crumbles to dust, beyond repair. XP Value: 2,000 GP Value: 6,000 Quixoro’s Knightly Steed Sages report that this slightly tar- nished medallion had been in the pos- session of the Chainse merchant family of since the time of Sir Quixoro Chainbreaker, a Tethyrian pal- adin who lived some 200 years ago. According to family legend, as long as the medallion remains in the hands of the Chainses, the family fortunes will continue to grow. Unfortunately, Lord Neville Chainse, a vain and foolish scion of the family, lost the medallion last winter in a card game. The new owner, a sellsword named Wilfrid Hawkblade, left soon after and headed for Neverwinter. Neither Hawkblade nor the medallion arrived, however. Lord Neville is becom- ing desperate and has offered a sub- stantial reward for the return of “his” medallion. Description: Quixoro’s knightly steed is broken at the four points of the compass. these words are spoken while the person a medallion the size of a large man’s The crudely wrought length of gold chain wears the medallion, Quixoro’s knightly palm. It consists of an electrum disc, an allows the wearer to wear the medallion steed, a paladin’s destrier of heroic pro- iron ring and a gold chain. The disc bears around his or her neck. portions, appears. the arms of Sir Quixoro Chainbreaker (a Upon examining this piece of jew- The Knightly Steed (heavy war pair of falcons in flight separated by a ellery closely, one notices three words horse): INT Avg; AL LG; AC 6; MV 15, HD diagonal chain broken in the center). The (faith, loyalty, and courage) written in Old 3+3 (27 hp); THAC0 16; #AT 3; Dmg tarnished iron ring features a chain motif Tethyrian on the back of the iron ring. If 1-8/1-8/1-3; MR 5%; ML 16). Named Medallion, this stallion is rusty black with one white sock and blue eyes. His big (17½ hands) frame is clad in full leather barding with green and gold trappings and a chamfron with a foot-long iron spike. Medallion can communicate with its master (and only its master) via a limited form of telepathy. He also has extensive knowledge (as a 4th-level sage) of the following subjects: Major—Chivalry, Strategy, and Tethyrian history (up to the point of Sir Quixoro’s death); Minor— Heraldry and Etiquette. When he communicates, Medallion’s “speech” is highly formal and archaic (e.g., “Milord, I do perceive that thine enemies have secreted themselves behind yon shrubbery.”). This battle charger has no sense of humor and pos- sesses a blind spot when facing the enemy. (The word “outnumbered” is not in his vocabulary.) However, Medallion is loyal to a fault and utterly implacable

# DRAGON 242 73 into taking her place. Now the urn is truly named, for it now holds a titanic, blue- winged vishap of awesome power. The “vishap” is not really a vishap at all, but an old blue dragon named Saluuknir from the Raurin Desert in Southern Faerûn. Saluuknir (Blue Dragon): INT Very; AL LE; AC -4; MV 9, fly 24; HD 14 (108 hp); THAC0 8; #AT 3 (1-6/1-6/3-24); BW Lightning bolt-5’ × 100’ (Dmg 16d8+8); MR 35%; ML 20. innate powers: cre- ate/destroy water (thrice/day), imitate sounds (at will), dust devil (once/day), ventriloquism (once/day). Saluuknir can cast the following Wizard spells (at 7th level): dancing lights, feather fall, sleep, knock, and mirror image. While bound to the urn, Saluuknir can exercise the following powers: 1. Grant a Iimited wish (twice/week). 2. Assume gaseous form (at will). 3. Alter his size (to one-fourth of his original length—twice/day). 4. Resists all spells or items that alter, control, or confuse the mind (+4 on saves vs. possession, charm, and similar effects). Rubbing the Urn summons Saluuknir. He is an irascible and claustrophobic wyrm given to petty acts of arrogance, bullying, and avarice. His greatest desire (besides his freedom) is to have five min- utes alone with Merifa of the Pearl Lagoons. Despite all his grumbling and evil ways, the power of the urn compels him to bend all his power into the fulfill- ment of three wishes or tasks demanded by whoever frees him. While Saluuknir will not twist the wording of his sum- whenever his master is in danger. If the has since appeared in countless rawuns’ moners wishes in the manner of an ifrit wearer is not already a knight, (bard’s) tales of evil sorcerers, sa’luks or other evil creature, he does whatever Medallion feels it is his duty to “instruct (thieves), heroes, and nomads through- he can to persuade his summoner to find his new master in the intricacies, duties, out the . The urn is now said and punish Merifa. privileges, chivalric code, and honor of to reside in the shadowed vaults of Saluuknir cannot directly harm the the wearers new calling—whether the Assassin Mountain, though who but the summoner or any living creature, unless wearer wishes it or not. Grandfather of Assassins can know he or the Urn are threatened, and he XP Value: 3,600 GP Value: 8,000 whether that rumor is true? must also fulfill the summoner’s tasks or Description: The Urn of the Blue Vishap wishes to the letter. The Urn of the Blue Vishap is a heavy enameled urn that stands XP Value: 20,000 GP Value: 40,000 Crafted long ago in the lands of between one and four feet high, depend- Zakhara by the ancient sha’ir Shalik ibn ing on the whim of the urn’s dread ser- Lycaeonorukke Shakuffar, the genie trap known as the vant Decorated with gold and lapis lazuli Lycaeonorukke (pronounced Lie-KAY- Urn of the Blue Vishap was used to waves, sea serpents, and other aquatic on-oh-ROOK-ah), A.K.A. the Silver Wolf, imprison the wicked marid named Merifa motifs, the urn takes its name from the was fashioned by Warthyr the Worrier of the Pearl Lagoons. it was then hurled carved vishap’s head that crowns the of Silverymoon as a gift for Lyosse, an into lands far beyond Zakhara, never to golden lid. At the time of the urn’s cre- adventuring priestess of Tymora. instead be seen again . . . until the busy Hands of ation, the image of the vishap was used to of keeping the wizard’s gift, however, Fate turned a page in the Great Book of warn people of evil magic or dangerous Lyosse gave the figurine to a companion the Loregiver. Four hundred years later, paths. This warning should be heeded. before venturing into the High Forest. the Urn of the Blue Vishap returned to The marid Merifa escaped Shalik’s prison She was never seen again. Zakhara in a corsair’s sea chest. The urn centuries ago after tricking her liberator Since then, stories (all true) of a savage beast have circulated up and down the

74 DECEMBER 1997 flanks and tail and Lycaeonorukke has one serious silver-gray belly, chest weakness. He is confused by paradoxes and legs. His amber (e.g., a zombie looks and smells dead, eyes reflect intelli- but. moves anyway). The Silver Wolf will gence. either investigate the situation further or When alone with refuse to obey. his summoner, The Silver Wolf has several powers Lycaeonorukke which he can use in the hunt or to pro- acts like a large, tect his master. Lycaeonurukke can: affectionate, and 1. Wind walk once every night when stupid puppy. But the moon is full. when battle is 2. Track prey with the same profi- joined, the Silver Wolf ciency as an onyx dog. becomes the experi- 3. Harm those creatures that can be enced alpha wolf, harmed only by silver or +1 weapons taking charge and tol- (e.g., werewolves). erating no dis- 4. Makes ail saving throws as if he obedience were a 4th-level ranger. from its sum- Lycaeonorukke may be called once a moner or any day and requires a full month to recover of its summoner’s if “slain.” friends and allies. XP Value: 5,000 GP Value: 10,000 Lycaeonorukke has dragged more than Sword one of his fool- Coast. In all the sto- ish charges ries, the beast is described as a huge wolf away from Bruce Schmidt hails with silver gray fur and uncanny intelli- the bat- from Brooks, Alberta, gence, who fights with terrible strength. tlefield. where he enjoys The wolf is none other than the reading books Lycaeonorukke. The most recent tale of and watching the Silver Wolf puts the figurine about 50 fantasy miles south of Baldur’s Gate and in the films. possession of Ulfor Tenears, a sadistic Huntmaster of Malar. Description: As a figurine, the silver Wolf sits on its haunches with its muzzle pointed toward an unseen moon. Written on the underside is the name “Lycaeonorukke.” Speaking this name aloud summons the Silver Wolf. Lycaeonorukke: INT Avg; AL NG; AC 6; MV 18; HD 4+4 (36 hp); THAC0 15; #AT 1; Dmg 3-6 hp; MR 5%; ML 16. The Silver Wolf weighs well over 200 lbs. He has a white face, pewter gray

# DRAGON 242 75 Magic of Sight and Sound

by Lloyd Brown illustrated by David Kooharian

orion the Bard, master entertainer and storyteller of Faerûn, has collected a great number of spells through- out his travels, some of them traveling from different Prime Material Planes. Often called simply “the Bard” because of his fame, he commonly uses his spells to give life to his shows, enhancing his own theatrical performances or writing magical effects into his plays and then selling his own spellcasting ser- vices to those troupes willing and able to pay his price. Although Morion’s great love is for the play, to adventurers he is better known for his brilliant and flashy spells. Morion refers to his spell repetoire as “magic of sight and sound.” The phrase “magic of sight and sound” could theoreti- cally include the whole range of illusionist spells, but this unique selection of spells draws from several different schools to achieve its effects. Anything that creates sound or light—or that depends on sound or light to deliver its effects—is consid- ered a part of this informal category of magic. Sight and sound magic also includes illusions that mimic the caster’s own form without change. Existing spells from this class include shout, audible glamer, light, color spray, the prismatic spells, mirror image, mislead, and rainbow pattern. While Morion’s spellbooks contain many spells common to the FORGOTTEN REALMS® setting and the spells from the Complete Bard’s Handbook, the tome he protects most closely is the one identified here. Morion shows a great understanding of magic (for a bard), and though he cannot research spells on his own, he describes them in such detail that a researching wizard has little trouble understanding exactly what Morion seeks when the Bard comes to purchase the wizard’s services. Morion asks any one wizard to research only one or two spells, so his inventions are not concentrated in a single person’s hands. The Bard’s brilliance is seen in the fact that some of his spells include those of a higher level than bards can normally use. (The PLAYER’S OPTION™: Spells & Magic reference allows bards to learn spells higher than sixth level.) Whether out of pride or caution, Morion is secretive about his specially comissioned spells—so much so that he has frequently

76 DECEMBER 1997 found occasion to cast such spells as attack with holy water, or raise holy sym- Area of Effect: Special hostile images to defend himself against bols to protect themselves. The caster is Saving Throw: None fellow bards and jealous wizards who fully corporeal and can use spells, talk, This spell creates a 2’-long scintillat- coveted his secrets. Morion freely trades and move normally. The spell can be ing rod that appears in the caster’s other, more common spells, so this very effective if the caster briefly mouths hand. The rod can be used to touch an secrecy is often the subject of rumor. words to strangers, moves away silently, opponent, who must make a successful Considering his might and popularity, and passes through an illusory wall. saving throw vs. spell or stand motion- however, it is almost certain that he has The material component is smoke or less for 1d6 rounds while myriad colors had some contact with the Harpers, steam, which the caster must create or dance before his eyes, completely block- although he does not seem to be active carry somehow. ing out all other sight. The target is effec- in that organization himself. It would not tively blind, with a -4 AC penalty and -4 be a surprise to his fans if members of Chromatic Crown THAC0 penalty. that organization were seen using some (Alteration, Abjuration) During the four rounds the rod is in of these spells. Range: Touch existence, it can affect as many targets Components: V, S, M as the caster can successfully attack. Morion’s Spellbook Duration: 1 round/level Note that the wizard might gain extra The tome of the Bard’s spells is jet- Casting Time: 1 attacks for employing a haste spell. black with a hard cover, possibly made Area of Effect: One creature Likewise, if the DM uses the PLAYER’S of some sort of shell. Most who have Saving Throw: None OPTION™: Combat & Tactics rules, the mage seen the book speculate that it is cov- The popular first-level spell chromatic might gain attacks of opportunity. ered with the shell of a strange turtle. It orb has given rise to many variations, Like the chromatic orb spell, the chro- is bound in gold, and the lock is made of some more common than others. matic rod bypasses metal armor; only the same material. The lock itself is a Chromatic crown creates a sparkling magical bonuses and Dexterity adjust- complicated device that must be headpiece adorned with gems of every ments apply to the AC of a target in undone with skill or magic—Morion color, which appears on the head of the metal armor. Also, the caster is not con- destroyed the only key to prevent intru- targeted creature. Depending on the sidered to be attacking without a sion. The book opens for Morion himself caster’s level and desire, one gem pre- weapon, making this spell much more upon verbal command. dominates over the others. The crown effective than shocking grasp or other Once within the covers, the reader is offers a bonus of +4 against one class of touch spells. disappointed to see that each page attacks, depending on the primary color The material component is a small appears blank until it is touched—and a of the crown selected at the moment of glass rod or prism. A light source must secret command word is spoken. If the casting. See Table 1 for a summary of the be present for this spell to function; it word is known, the initial disappoint- chromatic crown effects by caster level does not work in total darkness. ment turns to awe as the words and and predominant gem color. As with the glyphs are reproduced in three dimen- chromatic orb spell, a caster can choose a Size Disguise sions in the space above the page, in lesser-level effect if he so desires. The ( Illusion/Phantasm) brilliant color, leaving little doubt as to chromatic crown does not function if any Range: 0 the nature of the book. The smooth, headgear other than non-magical wool Components: V, S, M stark white pages contract strongly with or cloth is worn. Duration: 5 rounds/level the dark cover and the bright colors The required material component is Casting Time: 1 dancing above the page, creating an a small golden crown. The crown need Area of Effect: Caster only impressive image. not have great detail and costs only 25 Saving Throw: None gp to make. This spell makes the caster appear as First-Level Spells much as twice or as little as one-quarter Apparition Chromatic Rod his original height. The spell’s primary (Illusion/Phantasm) (Conjuration) use is for intimidation, but a larger- Range: 0 Range: 0 seeming caster might be missed by Components: V, S, M Components: V, S, M attacks that enemies aim at his head or Duration: 1 turn/level Duration: 6 rounds chest. If the illusion is cast for maximum Casting Time: 1 Casting Time: 1 enlarging effect, the caster gains a -4 Area of Effect: Caster Only Saving Throw: None Table 1: Chromatic Crown Effects This spell causes the caster to seem to Caster Level Predominant Color Protects vs. turn wispy and insubstantial, as if under 1 White (clear) Cold the effects of a wraithform spell. The cast- 2 Red Fire/Heat er’s outline becomes fuzzy and indistinct, 3 Orange Acid his body becomes translucent, and his 4 Yellow Petrification/Paralyzation features become difficult to distinguish. 5 Green Rod/Staff/Wand This spell is distinct from blur in that 6 Turquoise Poison/Petrification/Polymorph it does not afford any AC bonus or make 8 Blue Breath Weapons the caster harder to attack in any way. 10 Violet Spells The caster does appear very much like a 12 Prismatic All saves ghost, however, and enemies might flee,

# DRAGON 242 77 AC bonus on first melee or missile Duration: One round/level, up to one spell: 1d4+1 for every three levels, up to attacks, as unwitting attackers might turn a maximum of eight images. aim at a point higher than the casters Casting Time: 1 round The material components are a small real form extends. Subsequent attacks Area of Effect: 30’ radius of caster mirror and a mobius strip; the latter item suffer only a -2 penalty, as attacks that Saving Throw: None is consumed in the casting. would otherwise have hit pass through This spell is unusual in that those the illusion, letting enemies know that who wish to be benefit from the magic Hypnotic Harmonies something is amiss. must sing along with the caster. The (Enchantment/Charm) The material component for size caster sings for one round alone, and Range: 30 yards disguise is a small telescoping steel rod. any who wish to join may participate in Components: V, S Morion and other bards often use subsequent rounds for as long as they Duration: Special this spell to create convincing portrayals are within the area of effect. The lyrics Casting Time: 2 of ogres and giants, or pixies and other are easy to follow, and even those with- Area of Effect: 20 yard radius “wee folk” during magically enhanced out the singing proficiency are able to Saving Throw: Neg. performances. sing along for the purposes of gaining This enchantment is similar to the the spell’s benefits. hypnotic pattern spell except that its Second-level Spells The spell allows those in the chorus effects rely on sound rather than sight, Captain’s Voice to resist fear spells, giving them a +3 and its magic is drawn from a different (Alteration) bonus on all saves vs. magical fear for school. The caster sings or plays a musi- Range: Touch the duration of the spell. Furthermore, the cal instrument to cast the spell, which Components: V, S, M Morale of NPCs increases by 2. causes any affected creature to become Duration: 1 turn/level Each member of the chorus can also fascinated and stand listening for as Casting Time: 2 attack courageously, using the THAC0 of long as the caster maintains the music, Area of Effect: One creature a character (or monster) three levels plus two additional rounds. The spell can Saving Throw: Neg. higher. A 7th-level Rogue, therefore, captivate a maximum of 24 levels or Hit Ship captains are often recipients of temporarily gains the THAC0 of a 10th- Dice of creatures. All creatures affected this spell, cast by an associate wizard or level Rogue. must be within the area of effect, and bard. Captain’s voice allows the target to The material component is a small, each gains a save vs. spell. A damage- speak in a normal voice (or louder, if brightly colored banner which is not inflicting attack on an affected creature desired) and be heard clearly in a 90’- consumed by the casting. immediately frees it from the spell. radius area, as if the listeners were Hypnotic harmonies can be heard nor- standing beside the speaker. Ship cap- Hostile Images mally, according to the terrain, interven- tains and military commanders often (Illusion/Phantasm) ing walls or objects, and acoustical use the captain’s voice spell for giving Range: 60 yards design, but the magic affects creatures commands to large groups of people Components: V, S, M who hear the harmonies only if they are simultaneously. The caster’s voice car- Duration: 1 round/level within 60 feet of the caster. The caster ries through wooden walls without Casting Time: 2 must remain still to maintain the har- restriction, but stone walls greater than Area of Effect: One target monies and may perform no other 6” thick stop the captain’s voice from car- Saving Throw: Neg. actions while maintaining the spell. rying. Obviously, this spell can be used The target of a hostile images spell Hypnotic harmonies is popular among effectively within wooden homes, tow- might think at first that the casters spell bards, who often attempt to disguise its ers, or fortifications as well. has gone awry, for 2-8 images of the casting among their nonmagical music. Willing subjects of this spell need target appear around him, as if the It guarantees a large crowd at the inn, if make no saving throw. An unwilling tar- caster had cast a mirror image spell on nothing else. get can be affected by the spell, making the target. Once these images come into his words easily heard throughout the being, however, they turn and attack the Mute area. A person so affected notices that target. If the target changes weapons or (Alteration) his voice is magnified on a successful casts spells, the images do the same. If Range: 10 yards/level Wisdom check, made once each turn. he runs, the images follow at the same Components: S, M The material component is a small speed, although they cannot move Duration: Special bullhorn made of ivory or horn. beyond 60 yards from the caster. Casting Time: 2 A common clerical variant of this The illusions cause no damage, real Area of Effect: 1 creature spell is known as priest’s sermon, or illusory, although they appear to try Saving Throw: Neg. because some priesthoods allow an to kill the target with great vigor. When A wizard uses the mute spell to keep identical spell (from the sphere of All) struck for even 1 hp damage, an image a target from casting spells that require used during religious ceremonies or disappears. Their main effect on the tar- verbal components, keep a traitor or worship in large temples. get, besides confusion, is to use up his witness silent, or teach verbose com- shield defenses (if any) and to occupy panions a lesson. If the spell recipient Chorus of Valor front and flank spaces, enabling real fails its save, it cannot speak, scream, (Enchantment/Charm, attackers to take positions to the rear sing, roar, or make any noise from the Invocation/Evocation) and unshielded flanks. throat or mouth. No cure spells alleviate Range: 0 Hostile images produces the same this effect, but the caster can end the Components: V, S, M number of images as a mirror image spell at any time by silent act of will, and

78 DECEMBER 1997 a dispel magic spell is also effective. The material component is a cylindri- This spell produces the sounds of Undead are not affected by a mute spell. cal drum, about 12” tall and 6” across. loud trumpets blaring a charge. Any of The material component is a pair of the caster’s allies hearing this theme small balls of cotton, which are con- Shrieker Wail receive a +4 bonus to Morale, attack at sumed by the casting. (Alteration) +1 to hit, and receive +2 bonuses to Range: 60 yards damage rolls and saves vs. subsequent Third-Level Spells Components: V, S, M enchantment/charm spells for the dura- Dirge of Despondency Duration: 2 rounds/level tion of the spell. (Enchantment/Charm) Casting Time: 3 The caster can designate up to one Range: 90 yards Area of Effect: One object person per level to benefit from the tri- Components: V, S Saving Throw: None umphant charge. Those who are not Duration: 1 round/level This spell is often used as a distrac- chosen as spell recipients hear the horns Casting Time: 3 tion or to completely clear out an area as a distant but menacing sound. Area of Effect: One 10’-cube per level that the caster must defend against Saving Throw: Neg. intruders. Shrieker wail causes an inani- Protection from light The dirge of despondency creates mate object to emit a loud wail exactly (Abjuration) mournful tunes that seem to come from like that of a shrieker, possibly drawing Range: Touch deep string instruments. The sound in nearby monsters. It might be used to Components: V, S, M affects all intelligent creatures within the bait a trap, draw guards to the wrong Duration: 5 rounds/level area of effect, overwhelming them with part of a castle, or possibly attract a hun- Casting Time: 5 deep hopelessness, as the fourth-level gry (and uncontrolled!) purple worm. Area of Effect: One target Wizard spell emotion. Targets who fail The material component is a tiny Saving Throw: Neg. their save submit to the demands of any silver horn, twisted into a precise shape. The blind wizard Marrol created this opponent—surrendering, fleeing, etc. If It commonly costs about 25 gp. spell. The target and all of his or her not commanded to surrender or leave, equipment become totally black, as the the creatures are 75% likely to do noth- Silent Passage spell repels all light. The lack of color ing each round and 25% likely to (Alteration) allows the target to Hide in Shadows at retreat. As with the hopelessness effect Range: Touch a base 20% chance (or with a +20% to of the emotion spell, this effect countered Components: V, S, M any existing Hide in Shadows ability, by the emotion spell’s hope effect. Duration: 2 rounds/level maximum of 95%). Protection from light Although they have not yet been Casting Time: 3 provides protective benefits by giving documented, other third-level musical Area of Effect: One creature per three the target the ability to make all saving versions of the various emotion effects caster levels throws against light-based spells cast at are widely suspected. Only time will tell Saving Throw: None the eyes (e.g., color spray, hypnotic pat- whether Morion has successfully com- This spell enhances or bestows the tern, and light spells). Willing recipients of missioned such spells. ability to Move Silently. Wizards often this spell need make no saving throw. use it to mask the sounds of a heavily The material component is a black Rumble encumbered fighter or a pack animal. hood, similar to the type falconers use to (Alteration) Silent passage masks the sounds of cover the eyes of their birds. Range: 10 yards/level armor yet allows normal vocal commu- Components; V, S, M nication and spellcasting. The spell Fifth-Level Spells Duration: 1 round enables the spell recipient(s) to Move Echolocation Casting Time: 3 Silently with a 90% chance of success, or (Alteration) Area of Effect: 30’-radius sphere with a +50% bonus to those who Range: Touch Saving Throw: None already possess the Move Silently ability Components; V, S, M This spell causes a loud vibration that (maximum of 95%). Duration: 1 turn/2 levels could be thunder, an avalanche, an This spell is normally used to sneak Casting Time: 5 earthquake, a stampede, or an impend- past or surprise sentries or dangerous Area of Effect: One creature ing volcanic eruption. The sound begins monsters the caster wishes to avoid. Saving Throw: None softly and seemingly distant, then rises The material component is a piece of Another of Marrol’s creations, this to a thundering crescendo near the end velvet, wrapped around and between spell proved useful in the , of the round. Creatures of Non-, Animal, two pieces of any kind of metal. where he vented his rage against the or Semi-Intelligence must make a hated for years of slavery. Morale check or flee for 3d4 rounds. Fourth-Level Spells Echolocation allows the caster or other Creatures with greater Intelligence gain Inspirational Theme spell recipient to emit a constant high- a saving throw vs. paralyzation. Those (Enchantment/Charm) pitched sound that reflects back to him who fail must stop moving and brace Range: 90 yards like a bat’s sonar. The magic of the spell themselves, but the spell effect does not Components: V, S allows the caster to hear and interpret force them to stop attacking, defending, Duration: 2 rounds/level these reflected sounds, allowing him or or casting spells. Rumble can be used to Casting Time: 4 her to “see” up to 60 yards. stop a cavalry charge; if the horses don’t Area of Effect: Up to one target per level This mode of finding one’s way is flee, worried riders might rein them in in a 30’ radius superior to normal vision in several anyway. Saving Throw: None ways. Gaze attacks do not affect the

# DRAGON 242 79 recipient who closes his eyes and relies Named for the famous mage of Oerth Seventh-Level Spells on the echolocation spell entirely. but reportedly not created by him, Otto’s Aria of Peace Darkness, fog, and steam can be pierced triple chime creates a resonant tone that (Enchantment/Charm) repeats twice. At the end of the first without inhibiting the recipients ability Range: 0 chime, every closure (door, chest lid, to find things. Illusions that are not also Components: V phantasms are unseen. The sense is clasps, etc.) in the area of effect is affect- Duration: Special good enough for the spell recipient to ed by a dispel magic, removing all pro- Casting Time: 1 tective abjurations and trap magics. (See cast targeted spells like magic missile. Area of Effect: 60’ radius The spell carries several disadvan- dispel magic spell for details.) The dispel Saving Throw: Neg. tages as well. The spell recipients “line does not affect other magical enchant- When the caster begins an aria of of sight” is only a 60-degree arc. Magical ments or dweomers placed upon the peace, sweet calming tunes of many closures. After the second chime and deafness or silence renders this sense instruments fill the air. The sound useless. The acuity of the echolocation is again after the third, each closure is instantly calms any hostile creature, not great, so the recipient can identify affected by a knock spell, unlocking up compelling it to stop fighting. Elves and people he or she knows within 10 yards, to four closures. half-elves receive their usual resistance but only general shape sand sizes can Although this spell might affect to this powerful charm. be determined beyond 10 yards. Any unwanted targets as well, it is a good Affected creatures cannot attack any- missile weapons used by the spell recip- way to make a large amount of treasure one while under the spell’s effect. No ient are -1 “to hit.” accessible quickly. Cast at a group of hostile moves can be made. Weapons The material component is a bit of enemies, it can pop off their armor by cannot be drawn, those affected cannot bat fur. If the DM’s campaign features unhooking clasps, unbuckling saddles, use violent defense modes (like a wall of other creatures that use natural echolo- or even spilling gold out of previously fire), nor can they move to position cation, their hair (or scales, etc.) can be secured pouches and backpacks. themselves for an attack. Those who substituted as a material component. The triple chime is highly favored were previously engaged in combat or because its great range allows the spell closing for a fight must stand still. Infrared Light used to be against doors or chests from If a creature resists this spell by mak- (Alteration) a distance too great for the caster to be ing a successful saving throw, he can Range: 10 yards/level affected by traps that might be triggered attack others who can defend them- Components: V, S, M by the spell. selves against that creature only. These Duration: 1 turn/level The material component is a set of defenses cannot include area-of-effect Casting Time: 5 copper, silver, and gold keys worth 10 spells that also attack creatures who are Area of Effect: 10’ radius sphere gp, 50 gp, and 250 gp respectively. not assaulting the defender. Hostile Saving Throw: See below creatures must resist the spell every Human spellcasters make frequent Prismatic Shell round they remain within the area of use of this spell, since it can confer upon (Conjuration) effect, making saving throws and/or several recipients the ability to see in the Range: 0 magic resistance checks until subdued dark, as per the infravision spell. The Components: V by the spell, until they leave the area, spell is similar to the light spell in that it Duration: 1 turn/level the caster ends the spell, or the creature can also be cast on an item and carried. Casting Time: 5 is killed or rendered unconscious. If cast at a creature with infravision, it Area of Effect: 10’-radius sphere The spell lasts as long as the caster blinds the creature for the duration of Saving Throw: None maintains it, plus one round per four lev- the spell (saving throw negates). This spell enables lower-level casters els of experience thereafter. Once the All creatures (hostile or benign) within to draw upon part of the prismatic sphere caster ceases concentration, he usually the area of effect during the casting of and prismatic walI spells for limited pro- uses personal persuasive abilities or the spell are afforded 120’ infravision; tection. The caster may choose one shell enchantments to avoid further violence. creatures that enter the area before or of the prismatic sphere spell and place it Evil creatures rarely use this spell. It after the spell is cast are not affected. around himself or herself. The shell is common under a different name The material component is a small remains immobile, is the color of the among sorcerers of Zakhara and might coin, stone, or gem that has once had a caster’s choosing, protects against the have originated in the Land of Fate. light or continual light spell cast upon it, appropriate attack form, and is brought and a hair, nail, or other body part of a down in the same manner as the same creature with infravision. color of shell produced by the prismatic Sixth-Level Spells sphere spell. Because the shell lacks the full visual Lloyd Brown has practiced martial arts as Otto’s Triple Chime effects of the prismatic sphere or prismat- long as he’s been gaming. Recently, he (Alteration, Abjuration) ic wall spell, the shell also lacks the blind- dusted off his uniform and went for some Range: 60 yards + 10 yards/level ing capability of the higher-level spells. real . Components: V, S, M Duration: One round Casting Time: 6 Area of Effect: 10’ cube Saving Throw: None

80 DECEMBER 1997

DM’s Notes ❖ If a talisman is destroyed, use the following table to determine its fate: Roll 1d100 01-50 Servant collapses into useless junk, never to rise again. 51-00 Servant freezes in position. It cannot be revived until a new talisman is made. When a servant is destroyed, a tal- isman disintegrates into use- less powder.

❖ Like other constructed beings, tal- isman servants are subject to wild magic effects (as detailed in Code of the Harpers, pp. 96-99). If this accessory is not handy, a DM can substitute magi- cal items to a servants design instead of assigning wild powers. The table below then applies. Roll 1d100 01-50 The servant can use the magi- cal item as any character would (e.g., a cloak of flying allows a servant to fly). 51-00 Every magical item added to the servant’s body confers an extra 5% magic resistance on the servant to a total of 90%. If the servant is “killed,” the magical items are also destroyed.

that the talisman and the servant could not be separated by more than a mile. If that happened, or if the talisman was lost or destroyed, the servant would not respond to commands. Also, the talisman servant possessed a degree of sentience not normally seen in automatons. Some servants were so aware of their environ- ments that they self activated and ran by Bruce Schmidt amok until their masters could regain illustrated by George Vrbanic control. But the most unnerving danger was that certain aspects of a master’s per-

n 1846 D.R., Netheril was just entering master controlled his arcane servant with sonality would be imprinted on the ser- the height of its glory, and magic was the aid of a talisman. Thus, the creatures vant. For example, if a mage had a strong the lifeblood of the empire. Wizards spent became known as talisman servants. dislike of water, his servant would balk at years perfecting the magical items and The talisman servants had one dis- every river crossing. Such personal quirks spells that would inspire future legends tinct advantage over true golems: they quickly earned the talisman servants and fill apprentices’ spellbooks for gener- could be made from anything, from old notoriety. ations to come. In that year, a new breed wagons to minor magical items, saving When Netheril collapsed in -290 D.R., of magical automaton was born in the both time and money in construction. At many wizards reluctantly destroyed or workshops of the brotherhood of arcane one point, talisman servants outnum- hid their creations to prevent their ene- craftsmen known simply as Mystra’s bered golems in several regions of the mies from turning their magic against Anvil. These constructs were made from Arcane Empire. them. To this day, bards tell of rogue at least two different materials, such as Talisman servants had three disadvan- automatons, while mages search for elu- stone and iron, and they served their tages, however—flaws that eventually sive texts on the construction of the talis- masters in a variety of ways, from carry- doomed them. Their masters soon dis- man servants. ing heavy loads to murdering a rival. The covered, often at the risk of their lives, Here are three of the talisman ser- vants of lost Netheril.

82 DECEMBER 1997 Talisman Servant, Caravan

CLIMATE/TERRAIN: Any Land FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Non- INTELLIGENCE: Semi- (2-4) TREASURE TYPE: Special ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 1 MOVEMENT: 9 HIT DICE: 12 (72 hp) THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-10 SPECIAL ATTACKS: Crush, bite of sharpness, bellow SPECIAL DEFENSES: Wizard Locks, +1 weapon to hit, Immune to mind influencing spells MAGIC RESISTANCE: 15% SIZE: M (7’ at shoulder, 11’ long) MORALE: Steady (11-12) XP VALUE: 7,000

Caravan servants are created by a wizard of at least 15th roar can panic any beast or person not trained for battle with level, who forms the automaton from a variety of sculpted the effect of a fear spell; a successful save vs. spell negates stone, furniture, barding, leather tacking, saddles, pouches, the effect. knobs, spikes, hooks, straps, sacks, and saddlebags for the The caravan servant may be harmed only by weapons of purpose of carrying and/or pulling large quantities of cargo +1 or greater enchantment. It is unaffected by magic that (up to 1,200 Ibs.). All caravan servants have between four affects the mind (e.g., feeblemind, charm, and illusion spells). and eight sturdy clawed legs and a head. Beyond these Many wizards named their caravan servants (e.g., Chamfron, requirements, the wizard’s artistic whims are as important as Lilac, or Bender). This was not an indication of soft emotions functional considerations, making the caravan servant the but rather a means of bonding and recognition between most varied in appearance of all the talisman servants. For master and servant. If a stranger stole a talisman and took example, a caravan servant that belonged to a wizard who command without a proper introduction, the results often favored dragons might have a dragon’s skull for a head, a proved fatal. A caravan servant might ignore the interloper, large trunk as its body, and a length of chain for a tail. The balk at his commands, or even attack. There is one story of talisman associated with this type of servant usually takes a caravan servant who chased a foolish scoundrel through a the form of a whistle, a walking stick, riding crop, or a town before crushing the man against the prison gates. mahout’s goad. There is a 50% chance that a caravan servant will self- activate if someone says its name or it is in mortal peril. Combat: Designed as a beast of burden, the caravan servant Once activated, it yawns, stamps its feet, and begins to look is not a dependable fighting machine. However, in an age of for its master, smashing through doors and walls in its numerous thieves and brigands, the caravan servant is capa- search. ble of protecting its master and its cargo. On the command of its master, the caravan servant can wizard lock every drawer, Habitat/Society: Unlike other automatons, caravan servants saddlebag, or trunk that makes up its body (and only these have a reputation for being amiable, loyal, tireless, affec- containers). Any tampering on the servants compartments tionate, and steady. As such, caravan servants were well without the master’s approval triggers the servants defenses. known and welcomed in many towns. When Netheril was in A caravan servant uses its tremendous Strength (24) and its glory, caravan servants could be found in any market weight to pin, smash, or crush its opponent for 1d10 hp dam- square or livery stable, or encountered in an overland mer- age per strike. Alternatively, it bites with its powerful jaws chant caravan in the company of their masters. In modern with the same effectiveness as a sword of sharpness, also for times, functioning servants are rare, found hidden away in 1d10 hp damage. A natural attack roll of 19 or 20 results in desolate ruins or following an ancient path, bringing the the loss of an opponents limb. bones of its master home. A caravan servant also provides a fearless and solid bar- rier against hailstorms of arrows and can open doors, gates Ecology: As created beings, caravan servants need not eat, and fences which might otherwise be closed (a 7 in 8 chance drink, or rest; nor do they impact greatly on their environs. of success). When a wizard merchant came to a city, he An intact caravan servant usually (85% of the time) has needed a way to alert the guard without straining his voice, cargo when encountered. A cargo may consist of anything thus he gave his servant a voice—a loud one. A caravan ser- from a portion of a dragon’s hoard to a load of manure. vant can deliver a thunderous bellow three times a day. This

# DRAGON 242 83 Talisman Servant, Gladiator

CLIMATE/TERRAIN: Any Land FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Non- INTELLIGENCE: Low (4-6) TREASURE TYPE: Special ALIGNMENT: Neutral Evil

NO. APPEARING: 1 ARMOR CLASS: 0/-6 MOVEMENT: 15 HIT DICE: 16 (96 hp) THAC0: 7 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-20/2-16/2-16 SPECIAL ATTACKS: Berserker rage, poison, bear hug SPECIAL DEFENSES: Magical bracers, +2 or better weapon to hit, immune to mind- influencing spells MAGIC RESISTANCE: 25% SIZE: L (9-11’ tall) MORALE: Fearless (19-20) XP VALUE: 12,000 These terrifying servants are created by a sadistic mage of addition, its bracers act as shields +3. As long as the master at least 18th level. Crafted from stone, leather, and either holds the talisman, the servant will not attack him, even in iron or bronze, this murderous construct appears as a burly its berserker state. However, to prevent his servant from humanoid dressed as a barbarian or a pit fighter. Its head going berserk, a wizard must focus all his attention on the resembles a grotesque helmet with eyes that glow with gladiator. Thus, spellcasting is impossible, and a wizard’s malevolent fury when activated. The oversized jaws and Dexterity falls by two points for the duration of the melee. If fangs are capable of engulfing a victim’s head. A gladiator someone should manage to steal a gladiators talisman servants forearms and paws are sheathed in spike-studded when it goes berserk, one of the following events occurs: bracers and tipped with razor-sharp claws. The talisman Roll 1d6 most often associated with this type of servant is a dagger, 1-3 The gladiator freezes for 1-3 rounds while it bracer, medallion, or spiked glove bearing the symbol of a establishes a link with its new master. violent power such as Bane, Tempus, Loviatar, or Malar. 4-6 The gladiator falls apart due to the shock of the Combat: With an effective Strength of 20 and the reflexes of transfer. All beings within five feet of the servant a seasoned brawler, gladiator servants exist to slaughter for suffer 2-8 hp damage from falling debris and their masters’ amusement. When attacking a man-sized or shrapnel. smaller opponent, a gladiator can trap its victim in a bear A neglected gladiator servant is likely to self activate hug on a natural roll of 19 or 20. From that point, the servant (75%/day left unattended) especially if placed in an area cannot attack with its arms but gains a +3 attack roll bonus where violence has recently been committed, such as on a when biting its victim. If an opponent is too strong for a glad- battlefield. A self-activated gladiator embarks on a killing iator to take head-on, the servant resorts to the unsavory spree until it is destroyed or its master can regain control. tactic of wearing its victim down by throwing whatever or Stories of rampaging gladiators decimating entire villages or whomever it can grab. On occasion (10% per round), the savaging entire battalions are common in bardic lore. gladiator servant actually slips into a berserker rage. While berserk, the servant can attack at twice the normal rate and Habitat/Society: In ancient Netheril, a gladiator servant keeps attacking until all living things within 20’ are dead or could be found anywhere but was most often encountered its master can regain control. For the master to regain con- on the blood-soaked sands of sporting arenas or serving as trol, he must roll 6d10 and score lower than the total of his the backbone of a unit of a wizard’s shocktroopers. In mod- Intelligence and Wisdom scores. ern times, a functioning gladiator servant might be found in As with its mortal counterpart, a gladiator servant pauses the dungeons of a long-buried fortress or city (e.g., just before it delivers the coup de grace to observe a well- Spellgard). Due to its berserker tendencies, this type of talis- known point of arena etiquette: it looks to its master for the man servant must be closely monitored by its master. classic hand signal of life and death. If the master decides to spare the victim, the servant will withdraw but if the master Ecology: As created beings, gladiator servants have no need decides to have the victim killed, the gladiator complies with for food, drink, rest, or air. However, an active gladiator a triumphant roar and gruesome results. A berserking gladi- seems to revel in the devastation it wreaks upon its environs. ator does not pause for this ritual. The bracers of a destroyed gladiator are non-magical, but A gladiator servant is immune to all mind-affecting magic they can removed and refitted for a human-sized warrior. and can be harmed only by a +2 or greater weapon. In

84 DECEMBER 1997 Talisman Servant, Mystran

CLIMATE/TERRAIN: Any Land FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Non- INTELLIGENCE: Average (8-10) TREASURE TYPE: Special ALIGNMENT: Lawful Neutral

NO. APPEARING: 1 or 2 ARMOR CLASS: 0 MOVEMENT: 12 HIT DICE: 14 (84 hp) THAC0: 8 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 SPECIAL ATTACKS: Polearm, gaze weapon SPECIAL DEFENSES: Surprised only on a 1 or 2, +2 or better weapon to hit, spell immu- nity, tracking ability MAGIC RESISTANCE: 35% SIZE: L (7-9’ tall) MORALE: Champion (15-16) XP VALUE: 13,000 Created by a powerful mage and a priest of at least 17th level, the paralytic gaze and the other has the wizard eye. Each abili- this talisman servant is named after Mystra, the Lady of ty is performed at the 14th level of ability. In addition, mystran Mysteries. The mystran is the most refined-looking of all the servants are immune to all illusion, invisibility, fear, and mind- talisman servants. Fashioned from stone and metal (steel, altering spells. A mystran’s hearing is very acute, thus it can be mithril, or silver), a typical mystran appears as an athletic surprised only on a 1 or 2. Only weapons of +2 or greater can humanoid with an animal head. They almost always wear the harm a mystran servant. No mystran pursues a retreating robes of the higher clergy of Mystra or the armor and livery of enemy beyond 240’ of its post or charge, nor can a mystran ancient militia. Two features distinguish mystrans from gladia- break into homes or holy ground. However, if someone steals tor servants. The eyes of a mystran glow with intelligence and the mystran’s ward or the master’s talisman without first determination, and their ears are long pointed, and alert. The destroying the creature, the servant tracks the thief (with the talisman most often associated with a mystran servant is a sil- skill of a 7th-level ranger) until he gives up the stolen property. ver medallion or necklace shaped like an eight-pointed star or Even seeking sanctuary does not stop a mystran with a mis- shield. In the case of a pair of servants, earrings or bracers sion. A mystran can wait decades for a thief, its righteous gaze serve as talismans. In either case, the talisman is embossed looking in through the window every time the rogue looks with the interlocking symbols of Mystra and a protective out. A mystran is the least likely of the talisman servants to power (e.g., Helm, Berronar, or Yondalla). self-activate (5% chance). However, on occasion, a mystran activates and acts on a “hunch,” prowling restlessly in an 240’ Combat: The mystran servant is created to protect a treasure, arc for 1-8 rounds before it shuts down on its own. structure, or person. A mystran never abandons its post. Mystran servants are the most sentient of all automatons. Habitat/Society: Mystran servants served a key role in the They can understand complex instructions, operate manual security system of a wizard’s fortress or priests temple in the traps, and are capable strategists. Mystrans are rarely fooled Arcane Empire. In the present age of Faerûn, mystrans can be and possess an excellent memory, being able to remember found in the North guarding the inner sanctums and trea- thieves no matter how much time has passed since the ser- suries of the few temples of Azuth, Helm, and Mystra fortu- vant last saw them. In addition to their Intelligence, mystran nate enough to acquire them or in Nimbral, Halruua, and servants are always armed with a magical polearm of some Thay where powerful and incorruptible guards are essential. type (+1/+2 vs. thieves). Even unarmed, these servants can If created to watch over a person, a bodyguard mystran might still bite an opponent with their stony jaws. develop a “mother hen” complex which can be most embar- The mystran’s eyes are its most potent defense. Each ser- rassing for its ward and entertaining for onlookers. Aside vant possesses one of two different gaze weapons. The first is from its ward, a mystran rarely associates with anyone other a paralyzing glare. The victim must save vs. petrification or suf- than its partner or master. fer the effects of a hold person or hold monster spell, but the effects last only as long as the servant maintains eye contact. Ecology: Mystran servants have no need for rest, food, drink, The second gaze weapon is a powerful version of the wizard or air. They do not leave much of an impact on their envi- eye spell. While this ability has no combat value, the servants ronment. Not counting whatever treasure it was created to master sees everything his servant sees. The wizard must protect, the mystran’s polearm and its eyes (gems worth at make a system shock roll when the mystran contacts him or least 1,000 gp each) are the servants only treasures. else suffer acute vertigo for one round while his eyes adjust to the new perspective. If a mystran duo is encountered, one has

# DRAGON 242 85 Knuckledragger was well accustomed to the posture, having witnessed it day in and day out during his lifetime as a thrall among the orcs. It was always best to escape notice, especially when living with cruel masters. A slave unseen was a slave not being beaten or tormented.3 Ah, but now sweet freedom! Knuckle- dragger drank in a deep breath, tasting the exotic fragrances as they passed through his muzzle. A dozen different wildflowers tickled at his shiny black nose, vying for his attention. How differ- ent things smelled out here, when com- pared to the stenches inside the orc fortress! Knuckledragger pricked up his ear— his left one, the one covered with a soft, downy fur—as he became aware of the sounds of the forest ahead of him. Birds chittered in the trees, insects droned, and somewhere, a woodpecker drilled a tree in search of dinner. “What are you thinking, asked Scale-face, looking down at his son and calling him by his true name.4 by Johnathan M. Richards “This, its all so beautiful!” gasped Knuckledragger. “If only we could stay illustrated by Steve Bryant here forever!” “If only,” agreed Scale-face. “But you nuckledragger limped toward the so with the knowledge that their family know that we cannot. The orcs are our forts gate, an empty wooden members back at the fort would be put masters; still, perhaps someday this will bucket in his left hand. He hurried to death slowly. The orcs were not not be so.” to catch up to the small party gathering known for their mercy, and to date no The small band trudged into the for- there, not wishing to be left behind. This mongrelman had ever failed to return est. There were six of them in all: besides was a momentous occasion for him: for from these excursions outside the fort. Knuckledragger and his father, there was the first time in his four years1, he was to Knuckledragger fell into line behind Half-Human, so named because, by the be allowed outside the four walls of the his father as the mongrelmen shuffled whims of fate, he had been born with wooden structure that had been his through the gate of the orc fort. Ahead human or human-like features along the whole universe. His father, Scale-face, lay the wide world. Who knew what entire left side of his body; Crab Leg who had convinced the others that he was wonders it held? Knuckledragger had also had a crabman’s eyestalk growing old enough to take part in the duties heard the stories, of course, and could out his face, and who could therefore and responsibilities of an adult. already reproduce the sounds of many look in two places at once; One-Horn, Karg, the scarred old orc that kept forest creatures, animals he had never who always held his head sideways watch at the gate, motioned for the two seen, but whose calls he had heard imi- because of the weight of the minotaur other guards to open up. As they pulled tated by others.2 horn growing from the right side of his open the heavy doors, Karg gave the Once beyond sight of the fort, head; and Little Shorty, whose predomi- mongrelmen their orders. “Be back in Knuckledragger sensed a change in the nantly ogrish facial features looked very two hours. Don’t be late. Remember adults around him. They walked with a out of place on a body supported by your families.” This last, Knuckledragger proud bearing not stooped and hunched stubby little goblin legs. knew, was a thinly-veiled threat—any as if they wished to shrink into as small Once several hundred feet into the who took the opportunity to escape did and unnoticeable a ball as possible. shade of the forest, the band stopped.

1. Mongrelmen, like many other short-lived 3. Mongrelmen prefer not to be seen. They are Other races, unable (or unwilling) to perfect the races, grow quickly. They reach adulthood around well aware that their appearance causes disgust and animal mimicry necessary to pronounce a mongrel- age four or five, and they live to a maximum age of fear (and often ridicule). For this reason, mongrel- man’s true name, often come up with a name for 40. Of course, those held as slaves by other races men are abnormally fascinated with the concept of the mongrelman that they can pronounce. Referred rarely live that long, counting themselves lucky if invisibility, for it not only hides their twisted bodies to by mongrelmen as their slave names, they are they live to see 15 or 20 years. from sight but also aids in their pickpocketing abili- the names by which they are known by other races. 2. Regardless of their facial appearance, mon- ties. To many, becoming invisible is the ultimate goal, Such names are usually derogatory but somewhat grelmen enjoy a wide variety of vocal abilities and and the quest for a ring of invisibility has launched a descriptive of the mongrelman’s physical appear- can precisely imitate just about any noise they hear. few mongrelmen on the path of the adventurer. ance. Mongrelmen do not give themselves slave This includes noise heard secondhand, so once a 4. All mongrelmen have two names: their ‘true names, but they often adopt the first slave name single mongrelman hears a particular animal call, name” and their “slave name.” Their true name is given to them by others, no matter how derogatory. he can pass that call on to all other mongrelmen in most often an animal noise. A mongrelman is given After all, a mongrelman doesn’t really care what his tribe. Animal calls make up a large part of mon- his true name at birth, and it this name by which other races call him—he knows his true name. grelman “music.” other mongrelmen call him.

86 DECEMBER 1997

“Give your bucket to orcs, or all humans look like humans. priests right hand was covered in scales advised Scale-face. Puzzled, Knuckle- We were created by the Hidden God in the same color as those on the left side dragger looked at Crab Leg, who that form and had magical powers: we of Scale-face’s head. Perhaps it was reached out expectantly. “But I thought I were able to take on the shapes of other because of this similarity between the was going to pick berries with you!” he races. If you wished it, you could look elder priest and his father, but Knuckle- complained. like an orc, or an ogre, or an elf, merely dragger took an instant liking to him. will pick your berries by wishing it. “Come inside, We have for you. You will come with and “But our ancestors angered the much to discuss.” me.” Hidden God, and he cursed them. Their and I will be back for you “Where are we going?” children were born looking not like soon,” said Scale-face, holding up his “You will see when we get there. Now, them, but like us, with bits of this crea- bucket and smiling. “We must fill these give your bucket.” ture and bits of that. Furthermore, they for the orcs, lest they grow suspicious.” Reluctantly, Knuckledragger handed could not change their shape as their With that, he and Half-Human trudged his bucket over to Crab Leg. What was parents could, so they were forced to away from the temple, leaving Knuckle- going on? Knuckledragger had looked stay in the misshapen forms in which dragger and the priest by themselves. forward to the experience of picking they were born. So it is today.” Knuckledragger followed the priest berries with the adults, and was disap- “What did they do to anger the through the camouflaged flap and pointed that this was not to be. Still, he Hidden God?” inside the temple. It was dark and was in a forest, experiencing all kinds of “That, no one knows. But there is gloomy, but exciting to the young mon- new sensations. He decided to look on hope. Perhaps one day, the Hidden God grelman, for it was a secret place of the bright side and just be glad that the will revoke his curse, and your children, which his masters, the orcs, did not adults were allowing him to accompany or perhaps your children’s children, will know. them. regain the power that is their birthright. “How long have you lived here?” Crab Leg, One-Horn, and Little Shorty Ah, we are here.” Knuckledragger asked. went off in various directions, gathering Knuckledragger looked around but “Twelve years,” replied the priest. berries and other edibles in their buck- saw nothing unusual. They had been “Twelve years! How old are you?” ets. The other three, however, went in a walking through the forest and were “Thirty-seven. There are a few good different direction altogether, heading now in another part of it. What made years left in me yet!” Knuckledragger’s deeper into the forest. this part of the forest so special? mouth dropped. He’d never heard of “There is much you need to know,” Then he saw it, as if a veil had been anyone living to be so old. Maybe the said Scale-face as they walked. “Things lifted from his eyes. That clump of trees Hidden God gave his priests the gift of that cannot be said in front of the orcs.” over there, with the fallen branch—it was long life. Knuckledragger asked if this “What kind of things?” Knuckledragger actually a small dwelling! Knuckledragger was so. wanted to know. had looked right at it for several seconds “No, no,” chuckled the priest. “So far, “The story of our heritage. The tale of without realizing what it was.5 the Hidden God has remained as hidden our beginnings. The legend of our “What is it?” he asked his father, his to me, his priest, as to anyone. He has Hidden God.” voice dropping to a whisper. given me no powers, granted me no Knuckledragger had not known that “This,” replied Scale-face, “is the tem- visions, provided me with no spells. they had a god, hidden or otherwise. He ple of the Hidden God.” Given me absolutely no indication, in well knew of Gruumsh, the one-eyed A flap opened in the side of the struc- fact, that he’s even there at all.”7 god of the orcs, as well as a few other, ture, and an ancient mongrelman “Is he?” asked Knuckledragger. “I lesser gods his masters respected. But appeared from inside the temple. mean, what if he’s dead or something?” still—a god of the mongrelmen? Was “Greetings Is this your “No, my son, gods cannot die. He is such a thing possible? son?” testing us, and we must be patient. He “Long ago,” Scale-face began, “our “Yes. this is the will present himself when he is ready, people were not as you see us now. Priest of the Hidden God.” and not before.” They were smooth of skin and uniform “Pleased to meet you, “How long must we wait?” in appearance, much as all orcs look like said Knuckledragger, noting that the “As long as it takes.”

5. The mongrelman knack for camouflage is an mongrelmen call each other by their true names, specialized organs within their body, and thereafter be instinctive one. Some sages speculate that it is a logi- regardless of station. Priests, elders, and even the able to transform their bodies into copies of the cal extension of their desire to hide away from others, leaders of free mongrelmen do without fancy titles— humanoid forms on which they had feasted. Utilizing a method by which the slow-moving mongrelmen no “sir,” “madam,” or “my lord” is ever spoken by one this ability, they were able to infiltrate many can escape those who would do them harm. In any mongrelman to another. Indeed, mongrelmen see humanoid societies and serve as spies for the wizard. case, most mongrelmen are able to camouflage them- each other as true equals, as perhaps only the lowest However, the wizard unknowingly created the selves in one turn with materials at hand—usually of the low can truly see themselves. Infiltrators without the ability to breed true to their twigs, branches, leaves, dirt, and mud. The base 7. The sad reason for this is that the Hidden God forms. The offspring of two infiltrators was always a chance of success for their camouflage is 80%, and does not exist. Rather, the legend of the Hidden God misshapen humanoid form showing various, ran- this increases by 1% per additional turn devoted to is a corrupted version of the mongrelmen’s history, dom features of the humanoid forms “feasted” upon the task (to an upper limit of 95%). Mongrelmen are after being passed down verbally from generation by its parents. Thus was born the mongrelman race. not squeamish about disguising themselves, thinking to generation. Alas, mongrelmen today still worship the nothing of rubbing mud all over their bodies if it helps. The Hidden God was actually an ancient wizard Hidden God and pray for the day he will return In addition to themselves, mongrelmen can (whose name, alas, is lost to the ages) who, desiring a them to their “days of glory.” Each mongrelman camouflage stationary items up to the size of small doppleganger-like race able to adapt the forms of oth- society has a single Priest of the Hidden God (in buildings, which are usually undetectable at ranges ers, created beings he called “infiltrators.” The infiltra- slave societies, the priest is often as hidden as their greater than 50’. tors were thin, wiry beings with large black eyes, who god) whose duties are to pray for betterment of 6. Perhaps because mongrelmen all tend to be could absorb the genetic properties of beings whose their lot in life. The Hidden God, of course, never on the lowest end of any social scale, they take pains flesh they consumed. Undergoing a ritual known as answers these prayers, but the mongrelmen are a not to have levels of status in their own society. All “the Feast,” they would eat humanoid flesh, digest it in patient folk, and they are willing to wait.

88 DECEMBER 1997 Knuckledragger hid his disappoint- alcove cut into the wall. “Behold, the blurted out, “I think I would like to serve ment. “So what do you do? As a priest, I shrine of the Hidden God,” he intoned. the Hidden God.” mean.” The alcove, of course, was empty. “You would? But, you’re much too “I pray, mostly. I pray for the Hidden Nonetheless, he placed the candle in young to be a priest. Perhaps in fifteen God’s forgiveness for whatever sins our a notch before the alcove: Together, he or twenty years, when you’re much forefathers committed. I pray for a and Knuckledragger prayed to their god older. Right now, you are a strong young return of the powers it is said our ances- for an intercession in the fate of man in the prime of your life. You are tors possessed. Mostly, I pray for the Knuckledragger’s unborn sibling. They needed by the rest of the community.12 patience to continue on as I have for were still kneeling in position before the Ah, here come the others.” these thirty-seven long years.” empty altar when Scale-face and Half- Crab Leg, One-Horn, and Little Shorty “Why do you live out here, by your- Human returned. came hobbling up from out of the forest. self?” “It’s time to go, he said “Great news, found a The elder priest smiled down at quietly. dead body in the forest, of a species Knuckledragger. “I could not live with Knuckledragger got up, thanked the unknown to us! A small humanoid, with you, among the orcs. The Priest of the priest, and walked back toward the for- blue skin.” Hidden God must devote his time to ests edge in silence with his father and “How small?” prayers and supplication, time I would his friend. “Only about three feet, but we don’t not have as a slave. Here, I have all that “You are quiet, Scale-face know if he was fully grown. We took his I need: a small stream nearby for my observed. arm, just in case.” water, forest plants in abundance for my “Yes, I’ve been thinking. If the Hidden “Where is it?” food,8 and plenty of solitude in which to God returns our powers, what form will “Strapped to leg.” Crab pray for our people.” you take?” Leg passed Knuckledragger’s bucket Could I ask you to say a “I don’t think it will happen like that, back to him, now filled with hunks of prayer for my mother?” my son.” mushrooms and tubers, and lifted up his “Of course, my child. What is your “You don’t?” rotting, filthy robe13 to show a small blue concern?” “No. The Hidden God took away the arm strapped to his inner leg by strips of “She’s going to have a baby soon. power not from the generation that cloth. He smiled, showing reptilian teeth. Could you ask the Hidden God to see angered him, but from their children. I’m “We’ll Feast tonight.”14 that the baby survives?”9 sure that when he sees fit to return our “Come,” said Scale-face. “We must not A look of pain flickered across the old power, it will be the same way. One day, be late.” Together, the six shambled off priest’s face for a fleeting moment. our children will be born as they once toward the orc fortress. Then, in a voice full of weariness and were, and the race will be as it once was.” “Humph!” snorted Karg at their arrival, hope, he said, “We will pray together.” He looked down at his son. “So do not sounding as always, a bit disappointed Fidgeting in a torn leather bag that had waste time hoping to change your body that there’d be no torturing the hostages been tossed into a comer, the priest someday.10 Accept it as the one you will in retaliation for an escape attempt. As pulled out an old piece of flint and steel, have for the rest of your life, and move the mongrelmen shuffled single file back and worked his mismatched hands at on to other things. Besides,” he said, smil- into the fort, he grabbed Scale-face by starting a spark. After a few moments, he ing “you’re not particularly ugly.”11 the shoulder. “You! Scale-face! Your managed to light a yellowing taper candle They walked along in silence for woman is giving birth. You may go to and pulled back the curtain from a small awhile longer, then Knuckledragger her.”

8. Mongrelmen are omnivorous. Free mongrel- Incidentally, the mongrelman love of beauty is 14. Mongrelmen today retain the ability to man grow fruits and vegetables and often supple- much deeper than that of most other races, perhaps “feast.” However, all “feasting does is store the ment their diet with domestic game, partially because they themselves are so far removed from it. humanoids form in the mongrelman’s genetic code because they tend to be below-average hunters. A mongrelman is just as able to find and appreciate and passes that form on to its offspring. Thus, a While many mongrelmen sport teeth designed for beauty in the smooth, even features of a female mongrelman with no ogrish features “feasts” upon a eating meat, they are perfectly happy living a vege- goblin as in the most delicate elven princess slain ogre’s flesh. Later, when he mates, his children tarian existence if necessary. 11. “You’re not particularly ugly,” is a high com- could end up with body parts resembling those of 9. Another sad fact of mongrelman existence is plement among mongrelmen. They are truthful an ogre. Only humanoid forms from four to nine their high infant mortality rate. Even in free mon- enough not to insult each others’ intelligence by feet or so can be successfully “feasted” upon, so the grelmen societies, only about 50% of infants born calling one another “beautiful,” and “not particularly mongrelman makeup will never include halflings or live more than a week. In slave societies, where the ugly” is about as high as they can honestly go. kobolds (too small) or giants (too big). mongrelmen live under much harsher conditions, 12. Call it fatalism, rationalization, or just simple Mongrelmen continue to “feast” for many rea- the infant mortality rate can be as high as 80%. For realism, but mongrelmen, while insisting on having sons. Some believe that the Hidden God requires it this reason, a healthy baby mongrelman is a cause a priest (or priestess) of the Hidden God in every of mongrelmen so that when he restores their abil- for great rejoicing. Mongrelmen have a stoic attitude mongrelman community, tend to reserve the post ity to shapechange, they will have that many more toward those that don’t survive; considering the lives for those elderly members of the community who forms they can adopt. Others believe that only they lead, they often consider them “the lucky ones.” are unable to work at jobs requiring heavy manual when a set number of humanoid forms have been 10. Although appreciation of beauty is an impor- labor. “feasted” upon will the Hidden God restore their tant part of mongrelman society, and they have a fas- 13. Mongrelmen tend to wear dirty, ragged cloth- power. Some simply like the flavor of humanoid cination with polymorph magic, no mongrelman ing. Because of their oddly-shaped bodies they prefer meat. would willingly alter his appearance to hide his ugli- their clothes to be loose, and robes (especially those In any case, “feasting” is a private act that mon- ness. Mongrelmen take their hideous appearance as a with hoods that can conceal their faces) are popular grelmen will not share with others not of their race. fact of life, something over which they have no con- among both sexes. Dirty clothes don’t bother mon- “Feasting is always done in private, and not every- trol, and while their ugliness shames them and caus- grelmen as they aid in their attempts at camouflage. one in the mongrelman community will partake. es them to seek to hide from others, they nonetheless For similar reasons, mongrelmen have difficulty Usually, only those who do not sport features of the believe it is their duty as mongrelmen to remain in the fitting into standard armor. Only rarely will a mon- humanoid to be “feasted” upon will take part, so forms in which they were born until the Hidden God grelman be lucky enough to be able to fit into a set that the flesh can be used only by those able to ben- deems otherwise. To take matters in their own hands, of armor; usually they must make do with bits and efit from it. Children are not allowed to “feast” until they fear, would anger their god and prevent him pieces of different types. Players with mongrelmen they have been initiated into adult society and have from returning their shapeshifting powers. No mon- PCs who wish to wear armor should consult The learned the secret history of the mongrelmen and grelman would put the improvement of his own Complete Fighter’s Handbook, page 111, for rules on their Hidden God. appearance ahead of the betterment of his entire race. piecemeal armor.

# DRAGON 242 89 Scale-face passed his bucket of berries have predominantly orcish features on a sickly yellow, with large tan warts. to Crab Leg and bowed before the orc her face and most of one arm and leg. Ogre-sized lips on the left side merged guard. “Master, I thank you for your kind- “Your mother and sister are fine, into human-sized lips on the right, giv- ness,” he said, then scurried off in the Perhaps you would like to see them.” ing her an artificial sneer. From the dark direction of the slave huts.15 Knuckle- Giving a silent prayer of thanks to the hair covering the back of her hand, dragger hid his concern and went with Hidden God, Knuckledragger hurried over Knuckledragger sensed the same gnoll the others to prepare the food. to the ramshackle hut where his family blood in her that was responsible for his The next hour went by quickly, as lived. Entering the open doorway, he saw own muzzle and left ear. Knuckledragger was caught up in the his mother, Frog Lips, lying back in “What do you think?” asked Scale- daily routine of his slavery. There was the exhaustion on the pile of damp straw that face. food to prepare, the war-beasts to groom, made up her bed. Scale-face was holding Knuckledragger looked up at his the fires to be tended to, and the weapons a small bundle in his arms, wrapped in the father, and smiled sadly. “She’s not par- to sharpen.16 Knuckledragger went about cleanest scraps of cloth to be found. ticularly ugly,” he said, then turned to his duties in a daze, worried about his Seeing his son, he smiled down at him. finish his chores. family, and thinking about his prayer to “You have a sister,” he said softly, and low- the Hidden God. Perhaps this will be the ered her so Knuckledragger could see. time, he thought. Perhaps my little broth- Silently pleading with the Hidden God, er or sister will be the first of the new race Knuckledragger looked at his new sister Johnathan M. Richards says he’s some- and be born with skin all the same color with a heart filled with hope. what of a mongrel himself, being aware of and texture. He was shaken from his She had green scales covering the English, German, Scottish, and American reverie by Not Half Bad, a female mon- top of her scalp and halfway down the Indian (Potawatomi tribe) blood. So far, no grelman who was fortunate enough to right side of her head. The left half was shapeshifting abilities have manifested.

15. There is almost no end to the amount of men access to weapons. There is no chance that the besides being a simple weapon to make and use, it abuse a mongrelman slave is willing to take. Among mongrelmen will use the weapon to try to free is silent and can be used by a camouflaged mon- mongrelmen, mere survival is the greatest accom- themselves from slavery in a bloody revolt, as such grelman without giving away his location. In addi- plishment one could hope for. They remain courte- a concept is foreign to them. Many humanoid tribes tion, it is easier for a mongrelman to remain still and ous and obedient to their masters no matter what the even go so far as giving their mongrelmen slaves hidden and use a blowgun on prey that comes provocation, wishing only to avoid trouble. Sadly, this piecemeal armor and weapons and training them within range than to track and chase down prey, makes them excellent slave material, a fact not many for battle, using them as “cannon fodder.” given the standard mongrelman’s limping gait. The humanoid tribes are liable to overlook. Mongrelmen can be trained to use just about blowgun darts are usually coated in a mild poison 16. Mongrelman passivity is so great that any weapon, but prefer simple ones such as swords that causes paralysis for 1d4 rounds unless a save humanoid tribes need not fear allowing mongrel- and clubs. Free mongrelmen often use blowguns; vs. poison is made at +2. Appendix: Designing a Mongrelman PC

With most PCs, the character’s physi- even perform the simplest of somatic bugbears, bullywugs, and many others.” cal appearance is up to the player, who gestures. Similarly, pickpocketing isn’t Since the creatures specified range in can decide such things as whether or likely to be possible to such a mongrel- size from 4’ to over 9’ in height, only not his PC is a blonde or a brunette and man; he’ll probably end up as a warrior, humanoid creatures within that size what color his eyes are. After all, such and a pitiable one at that, as he’ll be range were added to the table, specifi- details don’t usually make a difference unable to wield the coveted magical cally, the crabman, goblin, lizard man, in how the PC will be played, or alter swords and similar enchanted weapons minotaur, and satyr. If DMs wish to add any of his capabilities. a party is sure to encounter eventually. other creatures to this list, it is easy Unfortunately, the same does not A system is needed to generate the enough to modify the table to suit their hold true for the mongrelman PC, made physical appearance of a given mon- individual campaign worlds. available in The Complete Book of grelman. This appendix provides one Humanoids (see pages 43-46). As its way to do so, by means of Table 1: The Randomly Determining Your very name suggests, a mongrelman is Random Mongrelman Appearance Mongrelman’s Appearance made of differing body parts from a Generator. It also gives some notes on A mongrelman’s body makeup is wide variety of creatures, and no two what additional capabilities and detri- generally split into nine different areas, mongrelmen are apt to look anything mental attributes accompany the mon- each of which might be patterned after like one another. The player wishing to grelman’s specific physical makeup. a different creature. Each of a mongrel- run a mongrelman PC is going to have These notes should be useful even to man’s arms and legs tend to be pre- to know just what his character looks those who opt not to randomly roll their dominantly patterned after a single like before he can even decide on his PCs’ appearances, but prefer to design creature, while the head and torso are character class. After all, some physical them piece by piece themselves. usually an amalgamation of several dif- traits are going to hamper, if not pre- The “Mongrelman” entry in the ferent creatures blending into each clude altogether, various career possibil- MONSTROUS MANUAL® rules states “mon- other. A diagram of these areas appears ities. A mongrelman with two crab claws grelmen are a mixture of the blood of as Illustration 1. Mongrelman bodies are in place of hands is not likely to have many species: humans, orcs, gnolls, seldom symmetrically divided; often the much of a future as a mage, if he can’t ogres, dwarves, hobgoblins, elves, torso body type might run partway

90 DECEMBER 1997 Table 1: Random Mongrelman Appearance Generator (A/B/C) (D/E) (F/G) (H/I) Head Torso Arm Leg Height Bugbear 01-10 01-10 01-05 01-05 7’ Bullywug 11-20 11-15 06-10 06-15 4’-7’ Crabman 21-25 16-20 11-25 16-25 7’-10’ Dwarf 26-30 21-25 26-30 26-30 4’+ Elf 31-35 26-30 31-35 31-35 5’+ Gnoll 36-45 31-40 36-45 36-45 7.5’ Goblin 46-50 41-45 46-55 46-50 4’ Hobgoblin 51-60 46-55 56-60 51-55 6.5’ Human 61-65 56-60 61-65 56-60 6’ Lizard Man 66-75 61-70 66-75 61-70 7’ Minotaur 76-80 71-75 76-80 71-80 7.5’ Ogre 81-85 76-80 81-85 81-85 9’+ Orc 86-95 81-90 86-95 86-90 6’ Satyr* 96-00 91-00 96-00 91-00 5’

*Since only male satyrs exist, only male mongrelmen can have satyr body parts. If rolling up a female mongrelman, reroll any results that indicate a satyr’s body part.

down an arm or leg, or a patch of flesh Claw damage. Mongrelmen with the on the head might continue partway claws of a lizard man can attack for 1-2 Illustration 1 down the mongrelman’s back, but the hp damage. Those born with a crabman’s diagram is close enough to permit close claw can cause 1-6 hp damage, but this approximations of individual mongrel- ability comes at a cost—the claw’s rigidity men’s physical makeup. prevents the mongrelman from casting Roll percentile dice on the table spells requiring intricate somatic gestures above for each of the nine areas of the and hampers thieving skills such as pick- mongrelman’s body, recording the ing pockets and opening locks. A mon- results on the diagram in Illustration 1. grelman with one crabman claw has only Once the rolls from Table 1 have been a base 40% chance of successfully pick- made and recorded, it only remains to ing a pocket (instead of the standard 70% determine the specific oddities of your mongrelman ability); those with two drop mongrelman’s physiognomy. Roll 1d10 down to a mere 10% chance. For these and compare that number to Table 2. reasons, mongrelmen with crabman This shows how many quirks your mon- claws often become warriors. grelman character has. Finally, roll d% Dry skin. Those mongrelmen with on Table 3 to determine the specific body parts of either a lizard man or a quirks, rerolling any duplications. bullywug must moisten those areas at If, when rolling up a specific quirk, least once every 24 hours or suffer the you get a result which isn’t a change to effects of a half-power irritation spell (-2 the mongrelman (for instance, rolling AC and -1 to hit) until they can do so. lizard man teeth when your PC already Extra limb. Those mongrelmen with rolled up a lizard man snout for area C), a partial crabman torso might have one reroll the specific result but not the quirk of the crabman’s smaller arms (player’s itself. In the example above, the player option). Only one extra arm is possible, would reroll on the head column until unless both of the die rolls for the mon- he got teeth that didn’t match those grelman’s torso resulted in “crabman,” in already in his PC’s mouth. which case two extra arms are possible. Once the mongrelman’s features have These extra arms are capable of fine been decided upon, the player must manipulation, adding +5% per addition- determine if his character has any special al arm to the mongrelman’s ability to physical abilities or disadvantages due to pick pockets in certain circumstances. his body’s unique physiognomy. The fol- (The arms must be free to move, not hid- lowing characteristics are possible: den under layers of clothing.) Bite damage. Mongrelmen with the Flexible eyestalk. Mongrelmen with A = right eye, right ear mouth of a minotaur may choose to bite a crabman’s eyestalk can move it in all B = left eye, left ear C = mouth, nose in melee for 1-2 hp damage. Those with directions, making it easier to peek over D = chest, upper back lizard man snouts may bite for 1-6. a wall, around a corner, and so on. If E = stomach, waist, lower back, tail (if any F = right arm, right hand Merely having a few minotaur or lizard severed, an eyestalk grows back in G = left arm, left hand man teeth does not qualify the mon- about a week. H = right leg, right foot grelman for bite damage. I = left leg, left foot

# DRAGON 242 91 Table 2: Number of Quirks this ability; those who do can track crea- tures by their scent with a 50% proba- Table 3: Quirks Roll 1d100 bility of success. Roll 1d100 1-6 One quirk Any special abilities or disadvantages 01-10 Different eye (roll again on 7 - 9 Two quirks should be noted on the mongrelman’s the head column, this eye 10 Three quirks character sheet. replaces the one in area A Other physical traits can be obtained or area B) Horn Butt. A mongrelman with the from examining the MONSTROUS MANUAL 11-20 Different ear (roll again on horn of either a minotaur or satyr can butt descriptions of the various creatures the head column, this ear for 1-4 hp damage. This is less damage whose body parts make up the mon- replaces the one in area A than a satyr or minotaur causes, but mon- grelman. These won’t add any extra or area B) grelmen are generally not in as good abilities (one shouldn’t, for instance, try 21-35 Odd patch of skin (roll again physical condition, nor can they generate arguing that because his mongrelman on the torso column, this the speed necessary for a really good PC has minotaur features on his head, roughly 3” patch of skin is head-butting. In no case can a horned he is immune to maze spells), but they located on the head, mongrelman cause charging damage. can provide some interesting details torso, arm or leg) Infravision. A mongrelman will have about the character. As an example, 36-45 Additional head area (roll 60’ infravision, if he has at least one eye ogres have purple eyes with white again on the head col- from one or more of the following crea- pupils, while hobgoblin eyes are yellow- umn, splitting one of the tures: bugbear, dwarf, elf, goblin, hob- ish or dark brown. A mongrelman with head areas into two small- goblin, minotaur, orc, or satyr. Many one eye of each type will definitely look er areas—A becomes mongrelmen with infravision possess it distinctive. A1/A2, B becomes B1/B2, in only one eye, although this doesn’t Little features like these can also be or C becomes C1/C2) seem to hamper them much. helpful when naming the mongrelman, 46-55 Additional torso area (roll Light Sensitivity. Mongrelmen with at or at least when deriving his “slave again on the torso col- least one goblin or orc eye have a sen- name.” Generically insulting names umn, splitting one of the sitivity to bright lights, including normal (“Ugly,” “Lumpy,” “Freakface”) are most torso areas vertically into daylight. They strike at -1 to hit when in often used in cases where the mongrel- two smaller areas—D bright sunlight or its equivalent. man is the only one of its kind in the becomes D1/D2 or E Lizard Man Lungs. Mongrelmen with group; even a crude tribe of orcs has to becomes E1/E2) the upper torso (area D) of a lizard man use a bit more imagination when deal- 56-65 Additional arm area (roll are able to hold their breath for 2/3 of ing with mongrelmen in any numbers. again on the arm column, their Constitution scores (rounded up), In such cases, the “slave names” tend to this new area runs from as opposed to the standard 1/3. be a bit more descriptive (“Clawhand,” the shoulder to the Ogre Strength. A mongrelman with “Eyestalk,” “Furface”), if only to keep the elbow—F becomes F1/F2 the arm of an ogre has a +1 to hit and individual mongrelmen straight. or G becomes G1/G2) +2 to damage with weapons wielded in 66-75 Additional leg area (roll that hand. The bonuses are not as high Choosing Your Mongrelman’s again on the leg column, as those enjoyed by full-blooded ogres, Appearance this new area runs from but this reflects the fact that only the The other way of determining your the hip to the knee—H mongrelman’s arm is that strong, not mongrelman PC’s appearance is simply becomes H1/H2 or I the rest of his body. to pick and choose body parts. The DM becomes l1/I2) Reduced Movement. Compare the must approve of any “hand-picked” mon- 76-80 Different back (roll again for height of the two creatures indicated grelman body design in the interests of torso, this applies only to when the rolls were made for the mon- game balance, ensuring that the mon- the mongrelman’s back) grelman’s legs (as indicated by the grelman doesn’t have too many advan- 81-85 Different teeth (roll again height column on Table 1). If there is a 2’ tages without “paying for them” with dis- on torso column: 1-4 or more difference, the mongrelman’s advantages. For instance, a mongrelman teeth are of new type movement rate drops down to 6 as a with two ogre arms, a minotaur’s bite instead of what was origi- result of the difference in leg length. attack and tracking ability, 60’ infravi- nally rolled for area C) Furthermore, he will move with an awk- sion (due to one dwarven and one 86-90 Different fingers (roll again ward, limping gait. human eye, bypassing light sensitivity) on arm column, 1-3 fin- Tail. Those mongrelmen with a torso and two extra-manipulative crab arms is gers are of new type (area E) of lizard man or satyr heritage pushing the limits of fair play. A good instead of what was origi- often have tails. Satyr tails are of normal rule of thumb might be a disadvantage nally rolled for F or G) size; lizard man tails tend to be shorter for every two advantages, just to keep 91-95 Different toes (roll again on than those of true lizard man tails, and up game balance. Remember, you’re leg column, 1-3 toes are cannot be used in melee in any fashion. role-playing a misshapen creature of new type instead of However, they can make disguising the ashamed of its deformed body, not a what was originally rolled mongrelman as a normal humanoid superhuman powerhouse! for H or I) more difficult. 96-00 Tail (satyr or lizard man, Tracking ability. Only those mongrel- 50% chance of either) men with the nose of a minotaur have

92 DECEMBER 1997

Mongrelman, Infiltrator

CLIMATE/TERRAIN: Any Infiltrators generally have no treasure of their own, as any FREQUENCY: Very rare (possibly extinct) that they acquire is turned over immediately to their masters. ORGANIZATION: Small groups However, because of the infiltrators’ devotion, wizards often ACTIVITY CYCLE: Any entrust them with the use of magical weapons or helpful DIET: Omnivore items. Infiltrators can use any magical items usable by INTELLIGENCE: Very (11-12) warriors. TREASURE: See below ALIGNMENT: Lawful Neutral Ecology: Infiltrators have an adaptable set of vocal cords, NO. APPEARING: 1-4 allowing them to speak just about any language they hear. ARMOR CLASS: 7 They also have the ability to absorb genetic material MOVEMENT: 12 through the flesh they consume. This process, called “feast- HIT DICE: 4 ing,” allows the infiltrator to break down the organic material THAC0: 17 in a separate stomach-like organ and use the genetic mate- NO. OF ATTACKS: 1 rial gained therein to restructure their own bodies into a per- DAMAGE/ATTACK: By weapon type fect physical simulacrum of the type of humanoid whose SPECIAL ATTACKS: Shapechange flesh they consumed. Gender has no bearing in the flesh SPECIAL DEFENSES: Nil being “feasted” upon; a male infiltrator “feasting upon the MAGIC RESISTANCE: Nil flesh of a female hobgoblin could thereafter shapechange SIZE: M into a male hobgoblin. He could not, however, become a MORALE: Elite (14) female hobgoblin, as gender remains a constant no matter XP VALUE: 270 what form is assumed. Additionally, the assumed form will not be an exact replica of the being “feasted” upon—an infil- Much as dopplegangers, infiltrators were (and possibly trator cannot pose as the specific individual whose flesh he still are) created by wizards as servitors. They have the ate, merely as a member of the same race. Only the genetic ability to shapechange into various humanoid forms, but material of humanoid races from 4’ to 9’ can be successfully their original form is that of an emaciated, hairless being “feasted” upon, as these are the size limits of the infiltrators’ with a somewhat oversized head. Large black eyes cover shapechanging abilities. Animal forms or humanoids outside nearly half of the face, which has no discernible nose and the size limits listed above cannot be adopted. only a thin slit of a mouth. Skin color tends to be a dusty Once “feasting” is complete (the process takes about an white. hour), the infiltrator can thereafter assume the form of that type of humanoid. Shapechanging into a new form takes a Combat: Infiltrators can adopt a variety of humanoid forms single round and heals the infiltrator of 1d4 hp damage. (see “Ecology” for details). While in their natural forms they Naturally, it is in the infiltrators best interests to “feast” upon can attack only with a weapon, but infiltrators spend time as great a variety of humanoids as he can, in order to widen practicing armed combat and are usually proficient in a wide the selection of forms he can adopt. variety of combat arms. In addition, some of the shapes they Shapechanging affects only the infiltrators body, not his can adopt provide them with natural combat abilities, such clothing or armor. For this reason, infiltrators prefer to wear as a lizard man’s claw/claw/bite routine. Infiltrators have all no clothing while in their natural forms. (They have no taboo of the natural combat abilities of whatever form they adopt, against nudity, probably because male and female infiltra- with the exception of skills which must be learned (such as tors are virtually indistinguishable while in their natural proficiency with a flind’s flindbar or a lizard king’s great tri- forms.) Once taking on an assumed form, they will usually dent). When wearing a different humanoid’s form, they gain don clothing, armor, and weapons appropriate to that form. that creature’s armor class and hit dice (add 4 hp per addi- The biggest drawback to an infiltrator’s life is its inability tional hit die of the assumed form—these “extra” hit points to pass on its characteristics to its next generation. are the first lost in combat, and disappear when the infiltra- Infiltrators cannot bear young with other species, even when tor reverts to its normal form). An infiltrator assuming the assuming their forms, and the offspring of two infiltrators is form of a humanoid with fewer hit dice retains its own hit always a mongrelman, bearing the physical characteristics points. of the various types of humanoids upon which the infiltra- tors had previously “feasted.” Habitat/Society: Created by wizards, infiltrators live to serve The original infiltrators have long since died out, leaving them in the role of spy, messenger, and occasionally inter- behind the mongrelmen as their only legacy. However, it is preter. All infiltrators have an innate ability to comprehend possible that the secrets to the creation of the infiltrator race languages that they hear, and can speak those languages as might someday be rediscovered (if it hasn’t been already) or well. Infiltrators are fiercely loyal to the wizards that create independently researched by some wizard exploring the them, treating them with a devotion often reserved only for possibilities of magical shapeshifting. the divine. An infiltrator whose wizard is slain often seeks out a new wizard to serve, for it is service to a master of the magical arts that an infiltrator feels secure.

94 DECEMBER 1997

Cons & Pros 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- JANUARY FEBRUARY Total Confusion, P.O. Box ing must be short and succinct. 403, N. Clemsford, MA 01863. The information given in the listing CONVENTIONS CONVENTIONS must include the following, in this Georgecon Winter War XXV Email mikechambers@juno. order: IL com. 1. Convention title and dates held January 2-4 1998 MO February 6-8 2. Site and location Stafford Inn, St. Louis, MO. The Chancellor Hotel, Con of the North 3. Guests of honor (if applicable) Guests: Jerry Rector (Star of Champaign, IL. Events: 4. Special events offered the new Star Trek series Magic, Vampire, AD&D, Call February 20-22 MN 5. 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96 DECEMBER 1997 ’98 By David Zawitaz February 26-March 1 IL The 1998 Winter Fantasy convention offers an unequaled opportunity to hone your gaming skills. With multiple seminars on a broad range of topics, there has never been a better place to study and practice gaming. There will be fea- tured events to discuss becoming a better gamer, seminars from companies that drive the industry, and other game-related topics. Also being added this year is a full slate of board, card, miniature, and non-Network roleplaying. As always the RPGA® Network will be a main focus of Winter Fantasy, with daily gaming events, seminars, and LIVING CITY events. Contact Winter Fantasy, P.O. Box 13500, Columbus, OH 43213. Email MARCH Texas A&M University, MSC [email protected]. CONVENTIONS Student Programs Box J-1, MegaCon ’98 College Station, TX 77844. Statement of Ownership, Management, And Circulation March 13-15 FL Email @msc.tamu. Title of Publication: Dragon Magazine edu. Website http://cepheid. Publication Number: ISSN 0279-6848 Expo Center, Orlando FL. Date of Filing: 15 October 1997 tamu.edu/aggiecon. Frequency of issue: Monthly except November, then twice monthly Guests: Julie Bell, John Byrne, Number of issues published annually: Seven, Suspended publication Jan., Tony Daniel, Joseph M. Egyptian Campaign ’98 Feb., Mar., Apr., May, Jun. Linsner, George Perez, Don Annual subscription rate: $34.95 March 27-29 IL Complete mailing addresses of known office of publication: Dragon Rosa, William Tucci, Boris Magazine, 1801 Lind Ave S.W., Renton, WA 98055 Vallejo, Mark Waid, and Southern Illinois University, Complete mailing address of the headquarters or general business office of Carbondale, IL. Events: RPGA publication: Wizards of the Coast, Inc. 1801 Lind Ave S.W., Renton, WA Steve Bryant. Events: role- Network events, AD&D 98055 playing, RPGA Network, Publisher: Pierce Watters, 1801 Lind Ave S.W., Renton, WA 98055 game, , Battletech, Editor Dave Gross 1801 Lind Ave S.W., Renton, WA 98055 miniatures gaming, comic Managing Editor Pierce Watters, 1801 Lind Ave S.W., Renton, WA 98055 book artists, CCGs, anime, Warhammer 40K, Empire Owner: Wizards of the Coast, Inc. 1801 Lind Ave S.W., Renton, WA 98055 Builder*, Diplomacy*, Axis & Known bondholders, mortgages and other security holders owning one per- LARP, comics, and gaming cent or more of total amount of bonds, mortgages or other securities: Filed dealers Room. Other activi- Allies*, Magic, Star Fleet Battles, with Post Office ties: board gaming, fantasy Car Wars*, and many other EXTENT AND NATURE OF CIRCULATION art show and auction. board, miniature, card, and Circulation data from October 1997 Contact: P.O. Box 3120, roleplaying games. Contact: Average No. Actual No. Winter Park, FL 32790. Email Egyptian Campaign 1990, Copies Each Copies of [email protected]. c/o S.I.U.C. Strategic Games issue During Single Issue Society, Office of Student Preceding Published Website http://www.blueearth Twelve Nearest to press.com/megacon/. Development, Third Floor Months Filing Date Student Center, Carbondale, Total Copies 52,714 49,000 AggieCon XXIX IL 62901-4425. Email Paid/requested circulation 33,808 31,728 [email protected]. Paid/requested mail subscriptions 15,143 12,435 March 26-29 TX total paid/requested circulation 48,951 44,163 Texas A&M University. Website: http://www.siu.edu/ Free distribution by mail 181 194 ~gamesoc. Free distribution outside the mail 235 241 Guests: , Kerry Total free distribution 416 435 O’Quinn, Joe R. Lansdale, Total distribution 49,367 44,598 Copies not distributed Office use, leftovers 2,036 3,208 Thomas Knowles, Darlene Return from news agents 1,311 1194 Bolesney. Events: dealer’s Total 52,714 49,000 * indicates a product produced by Percent paid/requested circulation 99% 99% room, art show, panels, gam- a company other than TSR, Inc. Most product names are trademarks ing, charity auction, Rocky owned by the companies publishing Horror Picture Show, masquer- those products. The use of the name of any product without mention of its ade ball; costume contest, 24- trademark status should not be con- hour anime room. Contact: strued as a challenge to such status.

# DRAGON 242 97 98 DECEMBER 1997

100 DECEMBER 1997 # DRAGON 242 101 102 DECEMBER 1997

104 DECEMBER 1997 # DRAGON 242 105 106 DECEMBER 1997 # DRAGON 242 107 Old Ones Palladium Fantasy RPG* game supplement One 224-page softcover book $20 Design: Editing: James A. Osten and Julius Rosenstein Illustrations: Scott Johnson, Dave Carson, Martin McKenna, Ramon Perez, Michael Kucharski, and Kevin Siembieda Cover: Martin McKenna Dragons & Gods Palladium Fantasy RPG © 1997 game supplement One 232-page softcover book Palladium Books $20 Keeping my AD&D® campaign fresh published as often as I’d like. (My cam- Design: Kevin Siembieda and Erick isn’t easy, and it seems I’m always paign devours material like a shark Wujcik scrambling for ideas. Official AD&D devours raw meat; we’ve been known Editing: James A. Osten and Julius sourcebooks remain my resource of to go through two or three sourcebooks’ Rosenstein choice, but they don’t always fill the bill. worth of stuff in the space of a month.) Illustrations: Michael Dubisch, Kent Why? Well, sometimes, new ones aren’t And sometimes, my players read new Burles, Martin McKenna, Dave Carson, sourcebooks before I get the chance to Wayne Breaux Jr., Ramon Perez Jr., and use them in my campaign, thus spoiling Role-playing games’ rating Kevin Long any potential surprises. I suspect that Cover: Not recommended a lot of gamemasters—regardless of whether they’re AD&D players or afi- Adventures on the High Seas May be useful cionados of other game systems—share the same frustrations. Palladium Fantasy RPG So where else to go for campaign Fair game supplement material? Well, how about sourcebooks One 224-page softcover book Good written for RPGs other than Your Favorite Palladium Books $20 Game (be it AD&D or whatever)? All you Design: Kevin Siembieda and Erick Excellent have to do is steal—er, borrow—the con- Wujcik The BEST! cepts you like, adapt them to Your Editing: Alex Marciniszyn, James A. Favorite Game, and no one will be the Osten, Julius Rosenstein, and Erick Wujcik wiser. To get you started, here’s a stack Illustrations: Scott Johnson, Martin of contenders, ripe for the plundering.

108 DECEMBER 1997 McKenna, Wayne Breaux Jr., and Peter Though the Palladium Fantasy sup- Simon plements share many of the drawbacks Cover: Martin McKenna of the parent game—stretches of flat writing, so-so graphics—they’re in a Monsters & Animals league of their own, thick volumes Palladium Fantasy RPG packed with mind-bending concepts, game supplement brilliantly conceived and developed. One 224-page softcover Forget the Palladium Fantasy game; if book you’re a fan of any fantasy RPG, these Palladium Books $20 supplements contain enough high- Design: Kevin Siembieda octane ideas to launch your campaign Editing: James A. Osten and Julius into the stratosphere. Rosenstein Case in point: Old Ones, a terrific Illustrations: Dave Carson, Roger sourcebook originally published in Petersen, Aubrey Bradford, and Kevin 1984, but updated in ’96 to conform to Siembieda Second Edition standards. Part history Cover: book, part slasher film, Old Ones catalogs 34 major cities of the Timiro Kingdom, a Kevin Siembieda, founder and mas- sprawling expanse populated by ogres, termind of Palladium Books, exhales knights, and demons. The level of detail ideas like we ordinary mortals exhale is staggering; a typical city entry pinpoints Sebek, the crocodile god, who can carbon dioxide. With Palladium well into more than 100 different locations (tem- regrow a new arm in a week. And we its second decade, Siembieda shows not ples, granaries, tax offices) and provides have my favorite, Apis the Sacred Cow, a smidgen of slippage in energy or dozens of adventure hooks. It’s a grim, the bovine patroness of druids and doc- enthusiasm, doubly impressive consider- vividly evoked world that feels alive; tors. With bonus chapters on elementals ing that Palladium is essentially a one- you can smell the sweat at the Gladiator and alien intelligences, Dragons & Gods man operation. Oh sure, Siembieda gets School, taste the elderberry wine at is roleplaying nirvana, an occasional helping hand from Splash Tavern, feel a pickpocket’s blade High Seas, another winner, sounds talented guys like Erick Wujcik (inventor in your back at the Charm Emporium. like a piracy textbook, but the title’s of the Amber* diceless roleplaying Meanwhile, on an extraplanar realm, somewhat misleading. Sure, there’s system) and C.J. Carella (who dreamed lurk the Old Ones, a mysterious race of plenty of Jolly Roger material, but this is up the creepy Nightbane* game). But near-omnipotent aliens who view mainly a potpourri of odds and ends, Palladium is Siembieda’s baby; he con- humanity in much the same way as we ranging from rules for gladiator combat ceives, writes, art directs, even lays out view a bowl of Captain Crunch. Xy, “the to templates for acrobat player charac- the bulk of the company’s products. greatest of the Evil One,” heads up a ters to an explanation of necromantic With his eye for detail, his dogged decadent hierarchy that also includes magic. Descriptions of islands and determination to get everything right, the sadistic Netosa (symbol of eternal coastal towns take up a good chunk of he’s the kind of guy I’d want for a brain suffering) and Ya-blik (lord of pestilence the book, showcasing a plethora of surgeon. and treachery). True, Old Ones owes a memorable adversaries like the Maggot The Palladium Fantasy RPG, heavy debt to H. P. Lovecraft—Xy seems Demons. The seafaring stuff—the best Siembieda’s oldest and most durable like a refugee from the Call of Cthulhu* of its kind I’ve ever seen—covers the game, illustrates both the strengths and game—but it’s still a dazzler. economics of sea trade, ship-to-ship weaknesses of Siebieda’s approach to Equally dazzling is Dragons & Gods, a combat, and naval equipment. roleplaying. Let’s begin by acknowledg- visionary treatise on fantasy’s most ing that the Second Edition (published powerful entities. These dragons aren’t in 1996) significantly improves on the your run-of-the-mill fire-breathers but First (from 1983), transforming a rather mind-bending monstrosities that look amateurish hodgepodge of warmed- like they were conceived on an LSD trip. over Tolkien into a slick, smart produc- The Lo-Dox sports golden feathers, shape- tion, on par with the best of TSR, White changes into a mermaid, and speaks Wolf, or any other high-profile publisher. Spanish! The Great Horned Dragon That said, Palladium Fantasy is far from consorts with demons, practices black my first choice for a fantasy RPG, owing magic, and is a master of mathematics! to convoluted mechanics like Inner The gods also receive a tradition- Strength Points and a combat system shattering treatment, with Siembieda I’m still not sure I understand, even after combining elements of Tolkien-esque fiddling with it for 10 years. Graphically, myths, Egyptian religion, and his own fer- the game’s about as appealing as a tile imagination to invent a cosmology phone directory. And Siembieda favors a that’s as compelling as it is original. We plain-spoken writing style that results in have Bes the Depraved, a hideous clutter-free text but not much pizzazz; if, bearded dwarf wielding intelligent say, White Wolf is the Fox Network, daggers (one of the daggers suffers from Palladium is PBS. paranoid schizophrenia). We have

# DRAGON 242 109 And lest you think Siembieda hits a veterans, owing to some complicated most of my neighbors just fine, but I home run every time at bat, here’s concepts). Monsters & Animals you can always longed to know what lay over Monsters & Animals, a disappointingly probably live without. Unless, of course, the next hill . . .” Kinda makes you want routine creature encyclopedia, sort of you absolutely, positively have to know to curl up in a chair with a cup of hot like TSR’s MONSTROUS MANUAL™ book, the Structural Damage Capacity of a chocolate, doesn’t it? Second, all of the only without the flair. Each entry chipmunk. game material—every statistic, mechanic, includes physical characteristics, behavior and formula—is confined to the last few notes, and a full set of stats (which Earthdawn Survival pages, meaning you can peruse most Palladium fanatics will be happy to hear Guide of the book without stumbling over a includes Structural Damage Capacities, Earthdawn* game single number Occupational Characters Classes, and supplement Essentially a collection of essays, the Horror Factors, making them compatible One 120-page softcover book Survival Guide strolls from one interest- with the Rifts* game and other Palladium FASA Corporation $18 ing topic to another, all of them loaded RPGs). Too often, however, the descrip- Design: Stephen Kenson with Diane with useful information for fantasy cam- tions are lifeless, even trivial. For Piron-Gelman and Louis J. Prosperi paigns. The “Underground Exploration” instance, here’s the opening to the Editing: Donna lppolito section describes a nailbiting array of Turtles entry: “Turtles are considered to Illustrations: Tom Baxa, Kent Burles, subterranean hazards, ranging from be the most conservative of all the Jeff Laubenstein, and Jim Nelson pockets of poisonous mist to veins of reptiles, both in design and character. All Cover: John Matson liquid fire. “The Tale of the Bone Bell,” turtles have a characteristic bony outer one of many parables from legendary shell . . . Many turtles can withdraw their Throal: The Dwarf explorer Brun Rockstriker, tells of a head and legs into their shells when Kingdom majestic artifact constructed by an elven threatened.” I got a kick out of the fan- Earthdawn game elementalist to keep away monsters. tasy monsters, especially weirdoes like supplement “On The Healing Arts,” the books most the loogaroo (an intelligent vulture) and One 184-page softcover book provocative chapter, delineates dozens the eye killer (a dog/serpent/owl FASA Corporation $20 of arcane maladies and treatments; combo), but way too much space is Design: Robin D. Laws Death’s Caress causes victims to wasted on everyday animals like chip- Editing: Donna lppolito become sensitive to touch, Yellow Jig munks, frogs, and mules. In all my years Illustrations: Janet Aulisio, Tom Baxa, induces random fits of jerky, uncontrol- of roleplaying, the number of times I Joel Biske, Kent Burles, , Jeff lable muscle spasms. Burn your finger? needed stats for a chipmunk is approxi- Laubenstein, and Larry MacDougal Soothe it with a mist blossom poultice. mately equal to the number of people Cover: John Howe But although the Survival Guide is a who think Batman & Robin is the greatest great read, it’s only a so-so reference. film ever made. I can’t say I’m all that crazy about Without an index or a comprehensive Evaluation: Whether you’re a player Earthdawn. The system uses too many table of contents, it’s difficult to locate or a gamemaster, you’ll find a wealth of numbers for my taste, the magic rules specifics; the only way to find, say, data ideas in these books, all of which can be in particular demanding too much of my about explosive gas is to page through adapted (with a little effort) to the system teenie brain. But I adore the supple- the book. Despite a chapter titled “Places of your choice. Dragons & Gods should ments and heartily recommend them to of Legend and Peril,” there’s not a single top your shopping list, followed by Old fantasy roleplayers of all persuasions, map. And at $18, it ain’t cheap; any of the Ones (if you’re in the market for new AD&D aficionados in particular. Don’t Palladium books gives you 100 additional settings), and High Seas, (better for spread this around, but the conceptual pages for approximately the same price. differences between the AD&D game A bit more of a bargain—an extra two and Earthdawn aren’t all that dramatic. bucks buys you 60-plus pages — Throal: Both share many of the same arche- The Dwarf Kingdom takes a comprehen- types (like dwarves and dragons). Both sive look at a dwarven enclave that feature magic-soaked, vaguely medieval wouldn’t be out of place in the settings. And both foster epic adven- FORGOTTEN REALMS® setting. Throal, nes- tures pitting noble heroes against das- tled in the midst of a mountain range, tardly villains and fantastic monsters. teems with political tension and social For these reasons, an Earthdawn source- anarchy; in short, it’s ideal for adven- book can be an idea-deficient Dungeon ture. , a mainstay of the Master’s best friend. Earthdawn design team, describes the If I didn’t know better, I’d swear that kingdom in vivid detail, from the type of Earthdawn Survival Guide was designed clock favored by commoners (the hour to be a generic fantasy supplement, candle) to the number of baths taken by intended for everyone. First, the whim- the average citizen (four per month). sical writing style makes it as inviting as How do dwarves breathe underground? a book of tales. From the introduc- Air sponges magically transmute carbon tion: “The song of the road has called to dioxide into oxygen. Why are Throal coins me since my boyhood in the hinterlands hexagonal? To make them harder to of Barsaive. The confines of Caralle, the counterfeit. An excellent section on eco- humble village where I grew up, suited nomics explains how crude underground

110 DECEMBER 1997 farming operations evolved into sophis- behave. I wanted to breathe the air of ticated trade networks. The culture the Triassic Era, feel the Cretaceous chapter takes a look at unusual sports swamp beneath my feet, know what it’s (like hach’var, where teams compete to like to hunt—or be hunted by—dinosaurs. poke animal hide-covered spheres But no such luck; GURPS Dinosaurs has through holes in a stone wall) and pro- about as much personality as a biology files some of the kingdom’s prominent text. The scenarios are too skimpy. artists (like Javen, who specializes in There aren’t nearly enough illustrations. ornate pots bearing caricatures of the And the book dismisses its most tanta- royal family). lizing premise—dinosaurs as player char- Thanks to a thorough index, Throal acters—in a handful of paragraphs. makes a better reference than the GURPS Dinosaurs is good as far as it Survival Guide. But like the Survival goes; it just doesn’t go far enough. Guide, Throal falls short in the map Ever heard of L. Sprague de Camp’s department. And the campaign outline “Krishna” novels, like The Queen of seems like an afterthought, something Zambra and The Hand of Zei? Me neither. tacked on the end to fill up a few spare But after being charmed to the core by pages. Overall, though, Throal is a first- GURPS Krishna, based on the aforemen- class setting, a history-rich empire that tioned books, I’m inclined to check ‘em any dwarf would be proud to call home. out. A guided tour of the second planet Evaluation: Page for page, these dinosaurs. Imagine a sword-wielding of the star Tau Ceti (11.6 light years from Earthdawn supplements aren’t as idea- warrior going up against a stegosaurus Earth, if you’re keeping track), GURPS saturated as the Palladium books. But or an elven ranger staring down a Krishna is fantasy at its goofiest. This is because of their strong narratives, the Tyrannosaurus rex. Whoopee! a world where women lay eggs, the Earthdawn books go down easier, mak- Unfortunately, dinosaur sourcebooks royalty sports green hair, and diners ing them more suitable for RPG new- are about as scarce as Spice Girls at a have to eat fast before their meals comers. Earthdawn books can be as Mensa convention. I figured that, in the wriggle off the table. addictive as potato chips; if this pair wake of “Jurassic Park,” we’d be flooded The book includes pretty much every- whets your appetite for more, I recom- with dino books, but there’s been nary a thing you need to cobble together a mend Parlainth: The Forgotten City, trickle. In fact, GURPS Dinosaurs is the Krishna campaign, with an emphasis on Skypoint & Vivane, Legends of Earthdawn, only sourcebook of its type I’ve seen in culture and daily life. Designer James and The Serpent River. the past couple of years, making it the Cambias, a relative newcomer who stand-out, I guess, by default. writes with assurance and clarity, GURPS Dinosaurs Not that it’s bad. As a reality-based explains how Krishna maintains a stable GURPS game* supplement reference, GURPS Dinosaurs scores high, culture by outlawing all technology more One 128-page softcover cataloging literally hundreds of prehis- sophisticated than battle axes. Violators book toric creatures in remarkable detail. I are subjected to the Saint-Remy $18 thought I was reasonably well-versed in Treatment, where portions of the brain Design: Stephen Dedman with Kirk dino-lore, but I’d never heard of three- are zapped with electrical charges. (How Tate fourths of these: the dragon-like scu- would a fireball-flinging mage fare on Editing: Steve Jackson, Lillian Butler, tosaurus, the frog-munching limnoscelis, Krishna? Good question—and a great and Susan Pinsonneault the big-as-an-airplane, mean-as-a-cobra premise for an adventure.) Other trans- Illustrations: Scott Cooper, Russel quetzalcoatlus. Each entry includes gressions are resolved by duels; a Hawley, and Pat Ortega complete statistics (in GURPS-ese, trans- Cover: Paul Koroshetz latable to other game systems by resourceful gamemasters), habitat notes, GURPS Planet and special rules (like those for gry- Krishna posaurus head-butting contests). There’s GURPS game supplement also a fascinating section on prehistoric One 128-page softcover humans, replete with anthropological book minutia. We learn, for instance, that the Steve Jackson Games $18 Cro-Magnon women were far better at Design: James Cambias finding food than their male counter- Editing: Sean Barrett parts, and that the language limitations Illustrations: Dan Smith, Terry Tidwell, of early man were due to an underde- Arthur Roberg and Carol Scavella veloped larynx. Cover: But when it comes to putting all this together in a campaign, GURPS As long as I’ve been running my Dinosaurs pretty much leaves you on AD&D campaign—going on ten years— your own. There’s a ton of hard data, I’ve toyed with the idea of sending my but not much about roleplaying; that is, player characters to the prehistoric era we’re told a lot about what dinosaurs and having ‘em go head to head with look like, but darn little about how they

112 DECEMBER 1997 person who declines a duel is marked by Secrets, by Brian M. Sammons. Richard E. Dansky, Robert Hatch, and the Five Mutilations (it’s as nasty as it Inc., $9. Minions, by Paul Len Lemke. White Wolf Game Studio, sounds). After a hard day of dueling and Connell, Jean Lishman, Neal Sutton, $15. Changeling: The Dreaming game* mutilating, citizens relax by racing Nigel Leather, and Chris Dykins. Storytellers Screen, by Roger Gaudreau, gliders and watching reverse strip teases, Chaosium Inc., $11. Steve Herman, and Ian Lemke. White where dancing girls wind themselves up Like most RPGs, Call of Cthulhu* may Wolf Game Studio, $15. in long sheets. seem daunting to first-timers, what with As long as I’ve been writing this col- There’s a roster of memorable char- all the unfamiliar rules and background umn (something like six—gulp—years), acters (Gichak, an alien entrepreneur to digest. Three cheers, then, for Secrets, I’ve been complaining about referee who wears nothing but sunglasses), a list a compendium of novice-level adven- screens, pointing out that anybody with a of intriguing places to explore (Nich- tures that’ll have newcomers feeling like pair of scissors, a bottle of glue, and Nyamadze, a polar region where every- veterans in the time is takes to say access to a photocopier can make his one dresses like Santa Claus), and a “Nyarlathotep.” “A Love in Need” fea- own for, oh, about 50 cents. Well, pub- menagerie of bizarre creatures (the tures a creepy boarding house occupied lishers haven’t been taking the hint, pudamef, a grumpy carnivore with the by extraterrestrial serial killers. “A Cult of because they’re still grinding them out. So neck of a giraffe and the head of a croc- One” stars a repellent villain in desper- I give up. If you want to spend your hard- odile). GURPS Krishna isn’t for every- ate need of a new body. Technically, the earned dough on a couple of slabs of one—if you’re a stickler for logic, you’re adventures take place in the 1990s, but cardboard, be my guest. As for you pub- gonna hate this—but its paradise for they can be slipped into the ’20s with a lishers, if you insist on making this stuff, role-players with a sense of humor. minimum of tweaking. If Secrets still the least you could do is follow the lead Evaluation: Nothing enlivens a dreary seems like more than you can handle, of White Wolf, who’ve made an campaign like an oddball setting, and check out Minions, 15 ultra-brief scenar- admirable effort to add value to their these books showcase oddballs of the ios—most no more than a page or two— screens by packaging them with 64-page first rank. Strip away the sci-fi elements, each keyed to a specific Mythos creature sourcebooks. Frontier Secrets, included ditch the GURPS statistics, and you’re or phenomena, slickly staged and a with the Wild West screen, is a terrific com- left with plenty of raw material for an breeze to run. pendium of new gifts, breed variants, and eye-opening campaign. (Be prepared to adversaries. Book of Lost Dreams, the do some homework; neither book has Quest for Power, by Stephen Ricciardi, Changeling screen bonus, presents nifty anything approaching a developed Thomas Gobuzas, Doug Schonenberg and new rules for cantrips and combat, along adventure.) Incidentally, if you’re in the Steven Samuels. Infinite Imagination, $40. with an intense adventure titled “Capture market for oddballs, you might investi- The gorgeous, meticulously crafted the Flag.” As for the screens, they may be gate the other entries in the GURPS Quest for Power takes its cue from those loaded with tables and easy on the eye, series. Nearly every one of them con- old choose-your-own-adventure paper- but they’re still slabs of cardboard to me. tains oodles of ideas that can be readily backs, which present the player character adapted to other RPG systems. Some of with a series of simple encounters (“You lnstant Adventures, by Timothy S. my favorites, all of which I’ve pillaged find a large mirror in an old storage O’Brien, Peter Schweighofer, George R. for my AD&D campaign: GURPS Places of room”) and a fixed number of options Strayton, Paul Sudlow, Eric Trautmann, Mystery, GURPS Aztecs, GURPS Alternate from which to choose (“Do you gaze into and Floyd Wesel. West End Games, $15. Earths, and GURPS Voodoo. the mirror or leave?”). Here, the encoun- It takes time to save the universe. But ters and options are listed on colorful what if you only have a couple of Short and Sweet playing cards, arranged in a grid to form hours? West End comes to the rescue Ghouls: Fatal Addiction, by Ronni a stylized representation of the city of with this collection of bite-sized adven- Radner and Ethan Skemp. White Wolf Bainetor. PCs wander around the city, tures for the Star Wars* game, each Game Studio, $15. battling monsters and interrogating playable in an afternoon. Best of the The Vampire: The Masquerade* game is strangers until they trigger a climactic bat- bunch: “Agent Nallok is Missing,” an off- always interesting, but it isn’t always tle at a sinister castle. It’s smooth-playing beat mystery that takes place in a scary, which is why aficionados of the and surprisingly challenging, plus it booby-trapped salt mine. Add a set of macabre oughta welcome Fatal Addiction boasts a credible solitaire system. On the 32 reference cards (bound in the back of with open claws. Spotlighting ghouls, other hand, a game this structured lacks the book), and you’ve got a keeper. arguably Vampire’s most repulsive charac- the improvisational elements of a tradi- ters, Fatal Addiction casts players as tional RPG; if I want to shatter the mirror Princess Ryan’s Star Marines, by blood-lusting servants of the undead, will- and fashion the fragments into magical Mark McLaughlin. Avalon Hill Game ing and eager to sell their grandmas to arrowheads, I can’t, ‘cause that ain’t one Company, $55. the dog food factory for an extra pint of of the choices on the card. As a board You’re “Grandma” Marohn, stuck on Type A. The book covers such ghoulish game, Quest for Power gets a thumbs up. the Planet of the Grapes, about to be idiosyncrasies as limb regeneration, But as a roleplaying game . . . well, put it incinerated by a squadron of Suicide blood bonding, and the consequences of this way: how do those paperbacks fare Fappers. In the nick of time, good old overdosing on gore (the ghoul gets sick to against an actual AD&D campaign? “Poodle Cut” Kerske appears in her laser his stomach—really sick). Obviously, this (Information: Infinite Imagination, 19 car and tosses you an electric chainsaw. isn’t for the fainthearted, and it Skyline Terrace, Nanuet, NY 10954.) Obviously, this isn’t your ordinary sci-fi certainly isn’t for kiddies. But if you’re a board game. One part “Star Wars,” one lover of the grotesque, you’ll find this as Werewolf: The Wild West game* part “Monty Python,” the lunatic Princess titillating as cuddling up to a fresh corpse. Storytellers Screen, by Phil Brucato, Ryan’s Star Marines pits the good guy

114 DECEMBER 1997 Marines against the bad guy Black Guards in a race to recover the kidnapped leader of Earth. It all plays out on an elaborate game board (including locales like Dismal Swamplands and A Hill Called Avalon) with colorful, Vegas-quality playing cards representing characters and equipment. The clever Time Clock—sort of like a bank, from which lime Pennies are withdrawn more or less at random to “pay” for actions—keeps pressure on the players; when the Clock runs out of Pennies, the game ends. Combat is exciting frequent, and unforgiving. Despite the goofy premise and simple rules, Star Marines requires both tactical skill and long-range planning; miscalculate how long it takes to breech the Royal Suite, and you’ll be pushing up daisies at the Interstellar Mall. Eat chain, Fappers!

Des Moines, Iowa native Rick Swan has played approximately ten billion different RPGs. Or at least it seems that way.

* indicates a product produced by a company other than TSR, Inc. Most product names are trade- marks owned by the companies publishing those products. The use of the name of any product with- out mention of its trademark status should not be construed as a challenge to such status.

# DRAGON 242 115 can be played alone, or as the conclu- sion of a trilogy that began with Evil Tide and Night of the Shark. It also ties directly to The Sea Devils MONSTROUS ARCANA accessory. $12.95/CAN $16.95 TSR Product No.: 9560 ISBN 0-7869-0772-X of Chaos A DRAGONLANCE® Classics Anthology Edited by Margaret Weis and For fans of The Dragons of Krynn and The Dragons of War, this new short story anthology features brave heroes, dark villains, differing races, and all varieties NEW FOR DECEMBER of dragons from TSR’s most popular fan- DRAGON Magazine #243 tasy world—Krynn. Edited by Margaret Knights & Paladins Pages of Pain Weis and Tracy Hickman, this volume Cover by A PLANESCAPE® Novel highlights familiar and beloved charac- by ters and fills in some intriguing gaps of ❖ He's Got Personality The innermost thoughts and musings lost history in the DRAGONLANCE Saga. By David Brumbaugh of the most famous denizen of the $5.99/CAN $6.99 Charisma is the most important PLANESCAPE multiverse are now available TSR Product No.: 8382 statistic for a paladin, but how do in paperback. Here, for the first time, is ISBN 0-7869-0681-2 you play it properly? the story of the ever-silent and mysteri- ous Lady of Pain, the matron of Sigil. Tribes of the Heartless Wastes ❖ Destriers of the Planes Interspersed with her own words is a A BIRTHRIGHT® Campaign Expansion By Steve Berman story that takes place within perhaps her By Nine magical mounts for knights greatest tool-the Maze, where threats to The savage lands of the brutal Vos, of all persuasions. Sigil are incarcerated for all eternity. laid open at last! This campaign expan- $5.99/CAN $6.99 sion is the last of the five to flesh out the ❖ In a Class by Themselves TSR Product No.: 2627 continent of Cerilia, first described in the By Tom Doolan ISBN 0-7869-0671-5 BIRTHRIGHT® boxed set and continued Battle-casters and street avengers through Cities of the Sun, The Rjurik are only two of the new classes you Scalders Highlands, and Havens of the Great Bay. It can create with just the DUNGEON DRAGON DICE™ Kicker Pack #7 contains new rules, new spells, and MASTER® Guide. By Bill Olmsdahl details about the cultures of the frozen Armies of terrifying Scalders use their tundra! ❖ Treasures of Krynn knowledge of fire and water to shift the $19.95/CAN $26.95 By Stephen Kenson balance of power in the DRAGON DICE TSR Product No.: 3147 The magic continues to return in game toward neutrality. These red and ISBN 0-7869-0773-8 the Fifth Age of the DRAGONLANCE® green “Steam Dancers” add a scorching campaign. touch to the fray! Each pack contains 8 Tymora’s Luck randomly assorted dice of varying rarity A FORGOTTEN REALMS® Novel, Lost ❖ Holy Swords of the Realms drawn from an entirely new set of dice Gods series #3 By Lloyd Brown found only in this release, plus expanded by and An arsenal of blades for both rules. Finder's Bane was set in the FORGOTTEN paladins and darker knights of the $6.95/CAN $10.95 REALMS® universe. Fistandantilus Reborn FORGOTTEN REALMS® or any setting. TSR Product No.: 1510 was set on Krynn, the world of the ISBN 0-7869-0687-1 DRACONLANCE saga. Now, in the conclu- And a new Raistlin story by sion to the Lost Gods trilogy, the intrepid Margaret Weis! Sea of Blood adventurers from these vastly different An AD&D® MONSTROUS ARCANA™ worlds join forces on the planes to res- Plus “Bazaar of the Bizarre,” Adventure cue a god and return their worlds to sta- “Dragon’s Bestiary,” “Wyrms of the By Bruce R. Cordell bility once and for all. North,” “DragonMirth,” “Role-Playing The evil of the sea devils knows no $5.99/CAN $6.99 Reviews,” “Sage Advice,” and more! bounds. Their trail of death and destruc- TSR Product No.: 8583 tion leads beneath the waves and into ISBN 0-7869-0726-6 $4.95 U.S./$5.95 CAN the heart of their watery kingdom. This TSR Product No. 8115-01 adventure is the last of three parts-it

116 DECEMBER 1997 organization. Long have its members Legends of the Lance skulked behind the scenes, serving their DUNGEON® Adventures #66 Issue #1 undead dragon masters and furthering Cover by Stephen Daniele A DRAGONLANCE® Setting their own twisted agendas. Everything ❖ Newsletter about the organization’s history, activi- Operation Manta Ray All DRAGONLANCE fans will want a ties, agendas, secret temples, and pow- By Paul Culotta copy of this quarterly newsletter, erful NPCs can be found in this book. To infiltrate the pirates’ island which includes interviews with the $19.95/CAN $26.95 stronghold, bold heroes must authors and artists working behind TSR Product No.: 9547 survive a grueling series of tests the scenes of Krynn, articles about the ISBN 0-7869-0709-6 to become pirates themselves. A DRAGONLANCE: FIFTH AGE® game, reviews FORGOTTEN REALMS® adventure. of upcoming DRAGONLANCE releases, Mortal Consequences ❖ The Sunken Shadow and other fascinating items exclusive A FORGOTTEN REALMS Novel, to this publication. To receive your free Netheril #3 By James Wyatt newsletter, write to legends@wiz- By A sinister curse besets the crew of ards.com or Wizards of the Coast, The startling conclusion to the the Ocean’s Call. Both the cure and Customer Service Department, P.O. Netheril Trilogy, set in the Arcane Age™: the cause lie at the bottom of the Box 707, Renton, WA 98055. Be sure Mortal Consequences follows the barbar- sea, amidst the wreckage and trea- to include your name and mailing ian Sunbright as he battles a long- sures of a sunken pirate ship. An address. forgotten foe and finds his lost love in a AD&D® adventure. most unlikely place. With the certainty ❖ Enormously Inconvenient of doom looming over the Netherese NEW FOR JANUARY Empire, will Sunbright survive to help By Kent Ertman create a new future for his people? Giant animals run amok! The College of Wizardry $5.99/CAN $6.99 ground shudders with the hoof- An AD&D Accessory TSR Product No.: 8573 beats of gigantic buffalo, and By Bruce R. Cordell ISBN 0-7869-0683-9 Karynne the dryad is the only one The wizards’ guild is a powerful insti- who knows the cause. An AD&D® tution in the major cities of most fantasy Heroes of Hope adventure. campaign worlds. In spite of its impor- A DRAGONLANCE: FIFTH AGE® Dramatic ❖ The Petrifying Priestess tance, little is known about these myste- Supplement By Brian Corvello rious and exclusive organizations. By Duane Maxwell A sacred mace has been stolen College of Wizardry offers a completely Hope fuels the legacy of the departed from the elven temple. A petrified detailed guild of wizards that DMs can gods—the gift to perform mystic miracles cat is the only clue to the identity of drop into their own campaigns. through the faith and compassion of the villains responsible. Journey to $17.95/CAN $22.95 one’s spirit. The unfolding saga of the heart of the Periwood Forest to TSR Product No.: 9549 Dragons of a New Age takes heroes on a ISBN 0-7869-0717-7 quest to find the ancestral crown of the confront the Eyes of Death. An AD&D® adventure. sea elves and reaches a fateful show- JAKANDOR™: Island of War! down with the deadly sea dragon Brine. ❖ Orange and Black An AD&D $19.95 U.S./$26.95 CAN By Kirk Botula, Dale Donovan, TSR Product No.: 9546 By Peter C. Spahn A cursed beast stalks the woods, and ISBN: 0-7869-0707-X STEEL & BONE™: A self-contained AD&D snatching the children of a nearby campaign, usable by itself or as part of The Soulforge village. Can the heroes rid the forest of this unIikely threat? An AD&D® any existing campaign setting. Driven A DRAGONLANCE Classics Hardcover adventure. from their homeland by a dishonorable Novel enemy, the fierce and proud people who By Margaret Weis call themselves the Knorr have made a At last, the co-creator of the AD&D® SideTrek Adventures ❖ Swing Shot! new life on the fertile island of Jakandor. DRAGONLANCE saga tells the story of But now they are embroiled in another Raistlin’s early years, before his Test in By Chris Doyle war, forced to battle hordes of undead the Tower of High Sorcery. Now the A dark chasm with a rickety soldiers and the cowardly necromancers reader sees for the first time the events bridge. Do you dare to cross? who created them. that forged Raistlin into the greatest ❖ Avenging Murik $19.95/CAN $26.95 mage in the history of Ansalon. By Christopher Perkins TSR Product No.: 9511 $23.95/CAN $30.95 Meet two dwarves: one obsessed ISBN 0-7869-0371-6 TSR Product No.: 8379 with the gleam of gold, the other ISBN 0-7869-0645-6 Cult of the Dragon with vengeance. A FORGOTTEN REALMS Accessory By Dale Donovan $4.95 U.S./$5.95 CAN. At long last, here is the definitive TSR Product No. 8203-01 authority on this infamous clandestine

DRAGON #242 117 Magazine, POLYHEDRON® Newszine, and a The DOUBLE DIAMOND POLYHEDRON® Newszine wealth of other AD&D game accessories, TRIANGLE SAGA™ Novels The publication of the RPGA® adventures, and supplements. NETWORK continues its spectacular $24.95/$32.95 CAN This nine-volume serial adventure comeback in February with our TSR Product No.: 2175 begins in Waterdeep, then travels to “Technology and Games” issue, ISBN: 0-7869-0791-6 the uncharted Utter East. After the first covering various techs in and around three volumes in January, the saga con- your favorite roleplaying games. This The Eve of the Maelstrom tinues with a new story each month. issue includes articles on PBEMs, Dragons of a New Age Novel, JANUARY character-generation software, and Volume Ill the beginning of our member-written Book 1 By The Abduction ALTERNITY™ Game LIVING™ campaign! The first epic trilogy of the Fifth Age— POLYHEDRON Newszine is available only the campaign against the great dragons By J. Robert King to GUILD-LEVEL™ Network members, so tyrannizing Krynn—concludes with victo- Someone has kidnapped the join now. For more information on ries and courageous sacrifices, the rise of fiancee of the Open Lord of Waterdeep membership, please visit our website surprising new heroes, and the rebirth of on the eve of their wedding. Now the at: www.tsrinc.com/rpga. Or write to: beloved figures from classic DRAGONLANCE lord, Piergeiron the Paladinson, must Wizards of the Coast, RPGA Network, novels. find out who—but nothing is quite P.O. Box 707, Renton, WA 98055. $5.99/$6.99 CAN what it seems . . . TSR Product No.: 8385 $1.99; CAN $2.99 ISBN: 0-7869-0749-5 TSR Product No.: 8634 NEW FOR FEBRUARY ISBN 0-7869-0864-5 Crucible: The Trial of Cyric the Mad Moonlight Madness Book 2 A FORGOTTEN REALMS Novel An RPGA® Network Adventure By Troy Denning The Paladins By Penny and Skip Williams In this long-awaited sequel to Prince By James M. Ward & David Wise The curse of lyncanthropy has struck, of Lies, Cyric, one of the youngest and Lord Piergeiron has fallen ill. His and a stalwart band of heroes must race most powerful gods in the FORGOTTEN loyal retainers prepare to rescue his the moon to find a cure. Obstacles REALMS pantheon, has gone mad. His abducted fiancee, but their quest lies include hordes of angry villagers, a destructive actions have forced the older far beyond Waterdeep. beaming paladin, and a gaggle of gods to intervene and try to bring this $2.99; CAN $3.99 obnoxious pixies. Have a howling good insane upstart back into line. This is the TSR Product No.: 8635 time with this classic from the archives second sequel to ISBN 0-7869-0865-3 of the RPGA Network. best-selling Avatar Trilogy. $11.95/$15.95 CAN $5.99/$6.99 CAN Book 3 TSR Product No.: 9568 TSR Product No.: 8577 The Mercenaries ISBN: 0-7869-1151-4 ISBN: 0-7869-0724-X By Ed Greenwood A shadowy figure hires a group of Servants of Darkness Hellgate Keep unemployed pirates to aid him on a A RAVENLOFT® Adventure A FORGOTTEN REALMS Setting dangerous mission. But the mission By Steve Miller and Kevin Melka DUNGEON CRAWL™ Adventure has a hidden purpose, and some- Heroes are caught in the middle of a By Steven E. Schend where behind the scenes it connects massive witch hunt, in which both the Deep beneath the rubble of a once- to the kidnapping of a young bride overzealous cleric conducting the inqui- proud bastion lie treasure, dangers—and from Waterdeep. sition and the witches he hunts bring a long hidden evil born of the Lower $2.99; CAN $3.99 terrible darkness to the land. The heroes Planes! Hellgate Keep harbors dark TSR Product No.: 8636 must sort out clues, avoid traps set by secrets and vast wealth for those daring ISBN 0-7869-0866-1 the opposing sides, and save the inno- enough to enter. But the treasures FEBRUARY cents from the mob’s growing fervor. within are not free for the taking, and $13.95/$18.95 CAN one wrong move could unleash the Book 4 TSR Product No.: 9541 greatest evil known to the modern Errand of Mercy ISBN: 0-7869-0659-6 North. By Roger Moore $9.95/CAN $12.95 The paladins sent by Lord Wizard’s , TSR Product No.: 9562 Piergeiron have arrived in a kingdom Volume 3 ISBN: 0-7869-0786-X of the Utter East, only to find the area An AD&D Accessory beset by menacing fiends. The war- By TSR Staff riors are welcomed by the king, but Wizard’s Spell Compendium, Volume 3 he is willing to aid their quest only if continues the monumental collection of they first perform a service for him. every official wizard spell for the AD&D Unless otherwise noted: ® designates registered trademarks owned by $2.99; CAN $3.99 game. Spells were collected from the TSR, Inc. TSR Product No.: 8637 Player’s Handbook, Tome of Magic, ™ designates trademarks owned by TSR, Inc. ISBN #0-7869-0867-X © 1997 TSR, Inc. All Rights Reserved. Complete Wizard’s Handbook, DRAGON®

118 DECEMBER 1997 Clack Continued from page 120 growth of the late ’80s and early ’90s. The GURPS Imperium timeline moves trolled by a Hivemaster player. “Rules Without the groundwork we laid then, only a few years forward from classic cover jumping, crawling flying hover- we might not have had the later success Traveller. Wiseman’s first GURPS Traveller ing, instinct, stingers, web spinners, of Wizards and Magic.” volume will include a description of the colony insects, glue squirters, neurotox- gameworld; GURPS rules for characters, ins, egg sacs, expendable spines, New Marvel SAGA™ RPG equipment and spacecraft; and conver- pheromones, trophallaxis [the transfer TSR plans a summer publication date sion rules between the two systems. of nutritive secretions, i.e., vomit, for a new superhero RPG based on Haring said, “We want players to be able between insects], and much more.” Marvel Comics characters such as to convert any Traveller material to Designed by amateur entomologist Spider-Man, the X-Men, and Captain GURPS right off the bat, and we want Philip Eklund of Sierra Madre Games America. Unrelated to the company’s Traveller players to be able to play in our (Tucson, AZ) and developed by Neal earlier MARVEL SUPER HEROES® RPG, first alternate timeline.” Wiseman is also Sofge and Michael Wasson of Fat published in 1984, the new game will devising a story arc that develops Messiah Games (Los Angeles), Rainforest use the SAGA System rules seen in last through many supplements. “We’re adds butch jungle thingies such as ear- year’s DRAGONLANCE®: FIFTH AGE™ game. gonna have a lot of fun with this before wigs, trapjaw ants, giant Malaysian hon- “Existing characters will be a major it’s over,” Haring says. The SJG license eybees, and insuperable adversaries like focus,” says line developer Mike extends through 1999 with several carnivorous plants, bufonoid toads, Selinker, but “hero creation is a major renewal options. geckos, hummingbirds, and spiny component of the SAGA engine, and will GURPS Traveller is licensed from anteaters. New rules include stink be so here as well. We definitely are Sweetpea Entertainment, a Hollywood glands, sticky tongues, bloodsucking interested in winning the comic-book production company that acquired the fangs, and exploding bugs. audience, so the game will be formatted rights to the game several years ago for The expansion, with 119 cards and in that style: smaller books, lots of art, a possible TV deal that fell through. two pixie displays (Clack just writes what big focus on hot artists and writers, that After the game’s original publisher, they tell us, folks), costs $14.95. lnsecta sort of thing. We believe that experi- GDW, went out of business in 1995, (1-7 players, playing time 30 minutes to enced RPGers will also like the game, Sweetpea decided to resurrect the five hours) is $19.95. Shipping and han- because of the innovations inherent in game. Sweetpea also holds the movie dling $3.50 for orders up to $20; add $1 the card-based SAGA System and the rights to the DUNGEONS & DRAGONS game. shipping charge for each additional $20; emphasis on dramatic action.” SJG has produced many science- overseas orders add $1. (Fat Messiah The design team plans to have over fictional GURPS settings. Most of them Games, Box 341136, Los Angeles, CA 300 characters in print within six rely on the GURPS Space genre book, 90034; [email protected]) months. Scenarios will also be frequent, which in many details closely resembles as well as occasional gazetteers and classic Traveller. In 1994 the company Wildstorm RPG Update new decks of cards. published GURPS versions of White In issue #238 Clack announced that Wolfs Storyteller RPGs Vampire*, Pinnacle Entertainment Group, publisher Steve Jackson Announces Werewolf*, and Mage*, and its GURPS of the : The Weird West* RPG, GURPS* Traveller* CthulhuPunk combines Chaosium’s Call of was designing a superhero RPG based Steve Jackson Games (Austin, TX) is Cthulhu* background with that of R. on WildStorm Studios comic characters. adapting the classic science-fiction RPG Talsorian’s Cyberpunk 2020. (sjgames@ According to Pinnacle’s Shane Hensley, Traveller (GDW, 1977) to its Generic io.com; www.sjgames.com) the deal fell through early this year, so Universal Roleplaying System (GURPS, the game won’t happen. 1986). Longtime Traveller designer Loren Not Making This Up: Wiseman will edit the GURPS Traveller Insecta* Rainforest line and will write the first release, due A press release titled “Bugging Out in in early 1998. the Rainforest” begins, “Welcome to the The GURPS Traveller line takes place jungle, a place where giant hissing cock- Freelance writer and cub reporter Allen in an alternate-history Third Imperium roaches fly and the heaviest bug in the Varney will write DRAGON® Magazine’s that differs from the Traveller 4 back- world roams, the Hercules Beetle. These newly resurrected “TSR ProFiles” column, grounds published by Imperium Games are just two of the insects found in which takes over from “Current Clack” start- (Lake Geneva, WI). SJG Managing Editor Rainforest, the first expansion set for the ing next issue. says, “In our timeline, Insecta game.” Emperor Strephon doesn’t get assassi- Insecta (1995) is a game of bug-to-bug nated” (this was the breakpoint between combat where players build mutant the original Traveller setting and GDW’s insects out of assorted head, abdomen, * indicates a product produced by a company later MegaTraveller) “and the ‘virus’ that and appendage cards “taken from actual other than TSR, Inc. Most product names are trade- was the entire basis for Traveller: The New insects.” Each player can accumulate marks owned by the companies publishing those Era did not devastate the Imperium. Our more parts by eating his enemies. Up to products. The use of the name of any product with- out mention of its trademark status should not be timeline is a continuation of the original six players try to escape from a Hive construed as a challenge to such status. Traveller, though we’ll be taking it in some ruled by enemy wasps, dragonflies, cen- interesting directions.” tipedes, termites, and spiders, all con-

# DRAGON 242 119 © 1997

Garfield Patents In recent years this has been informally When her son, Irving Lee “Bink” Trading Card Games expanded to encompass such abstrac- Pulling II, committed suicide in 1982, Pat In September the U.S. Patent Office tions as software and mathematical for- Pulling became convinced his RPG granted Magic; The Gathering* designer mulae. A patent grants the inventor the hobby was responsible. In her book The a patent for the “trading right to exclude others from making, Devil’s Web: Who is Stalking Your Children card game method of play.” using, or selling the invention without for Satan?, in testimony at murder trials, U.S. Letters Patent 5,662,332 paying a fair licensing fee. This differs and on more than 200 radio talk shows, describes a game of strategy and chance from a copyright, which protects a work she linked RPGs with Satanic worship in which “players construct their own of art (but, significantly, not rules and the ’80s epidemic of teen suicide. library of cards, preferably from trading mechanics) from being copied without Along with Dr. Thomas Radecki of the cards, and play their library or deck of permission; and from a trademark, National Coalition Against Television cards against the deck of cards of an which protects a name or symbol that Violence, and Larry Jones, who produced opposing player. However, the game identifies a product. So Magic: The a newsletter called File 19 for Christian components may take other forms, such Gathering and its distinctive logo are reg- police officers, Pulling belonged to the as a board game, or the game may be istered trademarks, whereas the Magic key triumvirate fomenting the “Satanic played in different media, such as elec- rulebook, card art, and card text are panic” of the ’80s. tronic games, video games, computer copyrighted. This new patent covers For most of a decade, BADD con- games, and interactive network.” Magic’s unique mechanics. trolled public perceptions of roleplaying, The patent claims “an exclusive prop- The Patent Office awards many until designers Michael Stackpole, Loren erty or privilege” relating to games with game-related patents annually, mostly Wiseman, and others began systemati- “a reservoir of multiple copies of a plu- for token designs, spinner mechanisms, cally refuting all accusations. The panic rality of game components” that call for and the like. For instance, game designer lost vigor in the late ’80s when insur- players to construct “their own library of and manufacturer Lou Zocchi holds a ance companies started refusing injury a predetermined number of game com- patent for his “Zocchihedron” 100-sided claims of “ritual Satanic abuse.” In 1992, ponents by examining and selecting die. This hobby’s first patent for game Radecki surrendered his license to prac- game components from the reservoir of rules went to Al Leonardi of Nova tice medicine, in response to charges of game components.” The patent also Games, for his Ace of Aces air-combat unprofessional conduct. Jones’s current covers Magic’s “tap” mechanism of bring- games in book format (the same system whereabouts are unknown. Pulling ing new cards into play by turning exist- used in the later Lost Worlds booklets). became a real-estate agent in Glen ing cards “from an original orientation Most patents last 17 years. Allen, VA, where she was active in to a second orientation.” The complete Garfield, who holds a doctorate in Republican politics. She is survived by text is on the World Wide Web at combinatory mathematics from the her husband and four daughters. . great-great-grandson of U.S. President concerned about the welfare of chil- The patent is in Garfield’s name James A. Garfield (1831-81). Richard dren,” says Stackpole. “Her methods because only individuals, not compa- isn’t the first Garfield to gain a patent; were not quite the sort of thing I was nies, can obtain patents. However, his great-uncle invented the paper clip. taught in college—she did a lot of inventors can then assign the rights to On September 24 Richard and his wife, damnation-by-headline-[but] she was companies, and Garfield (who himself Lily, extended the distinguished lineage clearly very dedicated to her cause. I was never closely involved in securing with the birth of their daughter, Terry firmly believe she went to her grave this patent) has assigned all rights to Linnea Garfield. ([email protected]; ‘knowing’ that games killed her son.” Wizards. He says, “Game mechanics www.wizards.com) Though Pat Pulling caused lasting are important and hard to protect. damage to this hobby’s image, Establishing a precedent with this patent Stackpole credits her with “forcing the is good for the industry and good for Pat Pulling Dies at 49 industry to grow up. She shined one hell designers.” Patricia Ann Pulling, 49, founder of of a light on us, so we had to learn how Patents protect “any new and useful the organization Bothered About to deal with the outside world. Without process, machine, manufacture, composi- Dungeons & Dragons (BADD), died of that, we might not have had the strong tion of matter, or improvement thereof,” cancer October 15 in Richmond, VA. Continued on page 119

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