Dragon 448
Oculon Vol. VI, No. 3
Created by Roger E. Moore
FREQUENCY: Very rare
NUMBER APPEARING: 1
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 7 (30 hit points)
% IN LAIR: Nil
TREASURE TYPE: Nil
NUMBER OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (with considerable cunning)
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil (immune to psionic attacks)
The oculon is an enchanted monster created by a high-level
magic-user to act as an assistant or guardian. The process of
creating one is long and quite involved, but the resulting being is
fairly powerful because of the many special skills it has. An
oculon is humanoid in shape, though only vaguely so, and is 4
feet tall at the shoulder. Instead of a human head, the oculon has
a flexible neck about 3 feet in length with a single large eye at the
end. The neck is 2” in diameter and the eye is 4” across.
There is no rigid internal skeleton; the oculon’s movements
appear somewhat rubbery, and it can flatten into a mobile blob
of matter only 9” high, covering 6 square feet. When flattened
oculons move at one-third normal speed and do not attack.
An oculon can only be hit by weapons of a magical nature. In
addition, the lack of a skeleton allows this creature to take only
half damage from falls and from attacks made by blunt weapons
when in its semi-humanoid form. When in its flattened form, the
cannot be damaged at all by falls or blunt weapons, because the
body will “give” and absorb the impact of the blow.
An oculon will take verbal commands only from the magic-
user who helped create it. It can understand and obey a reason-
ably complex set of instructions and may operate on its own for
a considerable period of time.
54
September 1981 449
Small-sized melee weapons may be handled by an oculon in Dragon
combat, but they cannot use missile weapons. If an oculon
succeeds in attacking from behind it will do double damage to Creation of an oculon requires the services of an alchemist
the victim. Also, the large eye may fire up to seven magic mis- and spells cast from a magic-user of at least 18th level. Many
siles per day at a maximum rate of one per round. These missiles exotic materials are required by the alchemist, and the total cost
do 1-6 points damage each and strike opponents as if launched of his services will be 30,000 gp. The three most important
by a 7-hit-dice monster; they have a 180’ range but there are no substances necessary are a gland from a purple worm, an eye
penalties “to hit” when firing upon a target at medium or long from a beholder, and the brain of a thief. Two to five weeks are
range. required for the alchemist to prepare the mixture, after which
the Wizard must cast these spells upon the fluids, in this order:
Oculons may hide in shadows with 80% success. They can Unseen Servant, Magic Missile, Protection from Normal Mis-
move about in complete silence, surprising opponents on a siles, Geas, Mind Blank, and Wish. The oculon then assumes its
score of 1-4 on a 6-sided die. They cannot be caught in a Web or semi-humanoid form and is ready to take on assignments.
snared, netted, or grasped in any way; treat as if they were
coated with Oil of Slipperiness. The body of an oculon is light grey in color, and slightly
glossy. The cornea of the eye is dark grey, and the pupil of the
Narra eye is black.
Created by Jeff Goelz When not in ethereal form, a narra has
the body of a small bull and the head of a
FREQUENCY: Rare man with small, bull-like horns. The
NO. APPEARING: 1-6 body is white, cream, or tan in color.
ARMOR CLASS: 4
MOVE: 18” 55
HIT DICE: 6x6
% IN LAIR: 20%
TREASURE TYPE: R,X
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-7/2-7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful good
SIZE: L
PSIONIC ABILITY: 80-150
Attack/Defense modes: B, C, D/all
These creatures are extremely and
fervently lawful good. They will succor
all lawful good creatures and will help
them to attain any objective which furth-
ers the cause of that alignment. They will
be kindly disposed to any character or
creature type of good alignment. They
often act as guards or minions for nobles
of lawful good alignment, when no other
mission demands their attention.
Narras can speak lawful good, shedu,
lammasu, ki-rin, and common. They have
the ability to become ethereal at will and
can use some clerical spells with the ef-
fectiveness of a 6th-level cleric. The
spells include:
Up to once per day each —Light, Puri-
fy Food and Drink, Slow Poison, Contin-
ual Light, Create Food and Water, Cure
Blindness, Cure Disease.
Up to 3 times per day each — Bless
(only on lawful good creatures), Cure
Light Wounds, Dispel Magic, Prayer.
Up to once per round, only one spell in
any single round — Detect Evil, Detect
Magic, Know Alignment.
Narra (singular and plural) can per-
form the following psionic disciplines at
10th level of mastery: Body Equilibrium,
Empathy, Sensitivity to Psychic Impres-
sions, Mind Bar, and Telepathy.
Dragon 450
Vol. VI, No. 4
Created by Roger E. Moore rupted form of the brownie language, understandable by 50% of
all brownies) and common. The change from brownie-to bog-
FREQUENCY: Very rare gart is reversible only by a Wish spell. If a brownie was a familiar
NUMBER APPEARING: 1 to a lawful good or lawful neutral magic-user before the change,
ARMOR CLASS: 3 he will become hard to manage (at best) in boggart form and will
MOVE: 12” run away.
HIT DICE: ½
% IN LAIR: 10%
TREASURE TYPE: J, K, L on individual
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-3
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Never surprised; save as
9th-level cleric
MAGIC RESISTANCE: As above
INTELLIGENCE: Average to low
ALIGNMENT: See below
SIZE: S (1½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
When, for any reason, an alignment change
brownie, the formerly lawful good creature is transformed into a
boggart, or “boggie.” Boggarts are solitary little creatures, with
extraordinary senses and dexterity (just as the
they are not surprised and have 18 dexterity with a
capabilities) and may also become effectively invisible in natur-
ral terrain because of their skills at hiding.
Boggarts do not possess the same spell powers as brownies
do; three times a day a boggart may shapechange,
hideous form that will cause a save vs. fear, at +2, for
it. In their normal shape, boggarts are small, hairy folk, some-
thing like a miniature bugbear. They have dark tan
brown fur, with light nut-brown skin on their hands, feet (soles
only), and faces.
Boggarts enjoy creating mischief, but can be
and aren’t very wise at all. A randomly encountered boggart can
be chaotic neutral (60%), chaotic evil (20%), true
or neutral evil (5%). Evil ones may be found as servants of
assassins. Neutral (with respect to good and evil) boggarts can
sometimes be found living with families in cottages, more or less
as pets, occasionally harassing the occupants with (usually)
harmless practical jokes.
Boggarts speak only their alignment tongue, boggart (a cor-
Stroan DAMAGE/ATTACK: 1-6 on plants, meat, and carrion of all types,
SPECIAL ATTACKS: Poison spines but are especially fond of elven flesh. For
Created by Ed Greenwood SPECIAL DEFENSES: Darkness spell concealment, stroan usually remain un-
MAGIC RESISTANCE: Standard derwater by day and emerge onto dry
FREQUENCY: Rare INTELLIGENCE: Average to high land only at night, but they also possess
NO. APPEARING: 1-3 ALIGNMENT: Neutral the power to cast Darkness 15’ Radius
ARMOR CLASS: 5 SIZE: L (centered on themselves) once every
MOVE: 4”//10” PSIONIC ABILITY: Nil three days. Stroan hate even moderately
HIT DICE: 5x5 to 7x7 bright light (such as that caused by
% IN LAIR: 70% Attack/Defense Modes: Nil torches and lanterns) and will seek to
TREASURE TYPE: F, I, Q extinguish such a light source.
NO. OF ATTACKS: 1 plus spines (x4) Stroan are large freshwater creatures
who often dwell in small inland pools or Stroan are mottled green and brown
streams, foraging throughout the sur- (some rare subterranean specimens are
rounding countryside for food. Omni- black), and crawl like insects while on
vorous, stroan dine with equal voracity land. In water, they can creep along the
28
October 1981 the fifth and sixth, a 35-foot-radius Drago4n51
sphere, the oil being so diffused at this
bottom in like manner, or swim by scul- point as to do a stroan only half damage can communicate with adventurers us-
ling with their legs. (1-2 points). ing images of these. Stroan worship a
debased form of Eadro (see the DEITIES
Their sucking bite does 1-6 points of Stroan are intelligent and will hoard & DEMIGODS™ Cyclopedia), believing
damage, but their most feared attack has treasure to lure sentient prey and to bar- the god to be a gigantic, invisible stroan
given them the nickname “fire-stingers”: gain with powerful foes. Stroan com- (“The Father of All Stroan”) who swims
Each stroan has four poisoned, barbed municate by a limited form of telepathy, ceaselessly through bodies of both salt
prehensile spines it can manipulate and which they can mask at will. They are water and fresh water, watching over
thrust with deadly precision. Each spine often familiar with the symbols and con- and judging his mortal counterparts.
does 1-4 points of damage, and injects a ventions of local racial settlements, and Stroan often sacrifice elves to him, cast-
burning poison that does 2-12 points of ing them away into fast-flowing currents.
damage (save at +2 for half damage).
Stroan suffer only half damage from
cold. They secrete a body slime which
will extinguish flames, granting them
immunity to non-magical, low-heat fire.
They greatly fear oil, however, because it
eats away at their flesh. Oil tossed at a
stroan will do 2-20 points of damage for a
direct hit, and 1-12 for a splash. If the
creature is underwater and the water is
still or has only a weak current, each
flask-worth of oil introduced into the wa-
ter will do a maximum of 1-4 points of
damage to a stroan.
Oil poured into water which does not
have a strong current will dissipate fairly
slowly, rising towards the surface and
not readily dispersing into the water. In
the first round, it will be found in a 5-foot-
radius sphere, and will affect a stroan
within that distance from the point of
release; in the second round, the oil ex-
pands to fill a 10-foot-radius sphere; in
the third, a 20-foot-radius sphere; in the
fourth, a 30-foot-radius sphere; and in
Incubus incubi can Cause Darkness in a 5’ ra-
dius and Teleport with no error (as any
Created by Craig Stenseth demon can). They can also become eth-
ereal and shapechange (to a humanoid
FREQUENCY: Very rare form of approximate size and weight).
NO. APPEARING: 1 They have superior infravision, with a
ARMOR CLASS: -2 range of 90’. An incubus can attempt to
MOVE: 15"/21" gate in a Type IV (80% chance) or a Type
HIT DICE: 8 VI (20% chance) demon, but the proba-
% IN LAIR: 15% bility of the gate opening is only 25%.
TREASURE TYPE: Q, U
NO. OF ATTACKS: 2 Incubi have an average strength of
DAMAGE/ATTACK: 2-8/2-8 about 18/70, but his never gives them
SPECIAL ATTACKS: Energy drain any special “to hit” or damage bonuses
SPECIAL DEFENSES: +2 or better wea- in melee. They are quicker and far more
agile than the succubi. Incubi and suc-
pon to hit cubi are very rarely encountered in a
MAGIC RESISTANCE: 50% mixed pair, since succubi sometimes
INTELLIGENCE: Average wish to have their spell abilities backed
ALIGNMENT: Chaotic Evil up by physical might. Any time a succu-
SIZE: M (6’-7’ tall) bus is indicated on an encounter table,
PSIONIC ABILITY: 130 roll d%: 01—65 = succubus; 66 — 00 =
incubus. The proposed experience-point
Attack/Defense Modes: D/G value for an incubus is 2,275 +10/hp.
These very rare demons are the male This can, of course, be altered to suit the
counterparts of the succubi. Lower intel- DM’s campaign.
ligence makes them weaker spell-users,
but they are much more deadly in melee. Description: Incubi in natural form
Any opponent struck by an incubus’ appear very much like largish human
claw receives the stated damage and males with these differences: Small horns
loses a life energy level, this being re- project from the sides of the forehead;
flected in spell use, combat ability, etc. they have a large pair of bat-like wings
extending from their back, and their
hands are typically clawed; they usually
dress in fairly expensive-looking clothes,
and don’t usually use weapons.
29
November 1981 452
Dragon’s Bestiary Dragon
Created by Erol Otus Target secured in position (using rope, of the character’s strength and dexterity
FREQUENCY: Rare spikes, or other devices): +1 to +4 (round fractions down), one limb (vic-
NO. APPEARING: 1 tim’s choice) is freed. A victim can roll to
ARMOR CLASS: 2 (except underbelly, Target in precarious position (clinging try to partially escape once per round,
to cliff wall, etc.): -1 to -4 but no more than two limbs can be pulled
which is AC5) loose in this manner. The spider will at-
MOVE: 18 *12 The strands of the devil spider’s web tack at +2 “to hit” against a victim in the
HIT DICE: 13 are very strong. Any particular strand web, and the victim (if able to fight back)
% IN LAIR: 75% will be broken only if it takes 10 points of will be at -4 “to hit” as long as he is in the
TREASURE TYPE: H damage in a single round, from one or web.
NO. OF ATTACKS: 3 more hits on the same spot. If a web
DAMAGE/ATTACK: 1-10 and 1-10 (2 strand takes less than 10 points of dam- A devil spider is reasonably intelligent,
age in a single round, it will be able to and its course of action will always be
claws) plus 2-12 (bite) absorb up to 10 more in a subsequent dictated by circumstances rather than
SPECIAL ATTACKS: See below round, because the attacker(s) is not instinct. However, the creature is some-
SPECIAL DEFENSES: Nil able to hit precisely the same spot with what predictable. It will always begin a
MAGIC RESISTANCE: 25% attacks in two different rounds. It takes combat situation by making repeated at-
INTELLIGENCE: Average 40 points of damage to sever a web at the tempts to push a target into its web, as
ALIGNMENT: Lawful evil intersection of two strands, where the long as a target is available. Then it will
SIZE: L (10’ legspread, 5’ high) material is much thicker, but damage to assault the victim, trying to kill or weak-
PSIONIC ABILITY: Nil a web intersection is cumulative over en it so it cannot escape. During all this
more than one round. time, the spider will generally ignore at-
Attack/Defense modes: Nil tacks on its body, but if its hit points are
This creature’s true name — if it has Blunt weapons do only half damage to reduced to less than half of the original
one — is unknown. It has come to be the web. It is fireproof, but takes double number, it will either turn to take on the
known by the name “Devil spider” be- damage from cold-based attacks. ones doing the damage, or it will attempt
cause it certainly is some type of spider, to flee (depending on its estimation of
and because it is devilishly evil in its at- The web strands are coated with a the strength of its enemies). After it has
tempts to capture prey and treasure. clear, glue-like substance. A character captured one victim, it will not attempt to
The devil spider usually makes its lair whose body contacts the web will be push another one into the web until the
in a chasm or large pit, or in an open area immobilized by the sticky goo, but may first victim is killed or freed.
near a well-traveled path or under a pull one or two extremities free. If a roll
bridge. It will spin a web which spans an of d20 is equal to or less than the average
open area (minimum 10’x10’, maximum
100’x100’) and will then lurk nearby,
waiting for a potential meal to arrive on
the scene. A spider may attack from
ground level, or may descend on a victim
from above, suspended by a single strand
of webbing material.
The web is made of non-glossy, nearly
transparent strands which cannot be de-
tected by torchlight from farther than 5
feet away. And if a victim gets close
enough to see the web, the spider will
automatically attack. The devil spider
will surprise an adversary on a roll of 1-4.
If at least one character or creature is
no more than 10 feet away from the web,
the devil spider will not usually make a
normal attack but instead will attempt to
shove the character nearest the web into
the strands. If it has a choice, the spider
will go for the target which is smallest or
looks weakest. On a result of 11 or higher
on a d20, this “push attack” will succeed.
The die roll is modified by the following
factors:
Target smaller than man-sized: -2
Target larger than man-sized: +2
Target surprised: -2
DDragronagon’s Bestiary 453
5KH?DKH
Vol. VI, No. 5
Created by Jeff Brandt slimy, brownish-green tentacles. These
FREQUENCY: Very rare tentacles range from 6-8 feet in length,
NO. APPEARING: 1 depending on the creature’s body size.
ARMOR CLASS: 2
MOVE: 6" The mouth of a surchur doesn’t have
HIT DICE: 5-7 teeth, but is lined with rows upon rows of
% IN LAIR: 60% sticky cilia that secrete a chemical which
TREASURE TYPE: U,V,W,Z digests the flesh of humans and demi-
NO. OF ATTACKS: 1 humans. Two stout horns protrude from
DAMAGE/ATTACK: 5-20 the middle back of the beast. They are
SPECIAL ATTACKS: See below not unlike those of a bull, but somewhat
SPECIAL DEFENSES: See below larger. The horns are composed of an
MAGIC RESISTANCE: 20% ivory-like material which is generally of
INTELLIGENCE: Average good quality. Each horn can be sold for
ALIGNMENT: Neutral 100-600 gp, depending on its quality and
SIZE: L (9-10' tall) the size of the surchur it came from.
PSIONIC ABILITY: Nil
The surchur will typically attack first
Attack/Defense Modes: Nil by trying to grab a victim in its tentacles;
This loathsome creature has no re- if an 18 or higher is the result of the
deeming physical features. Vaguely hu- monster’s “to hit” roll, the victim is
manoid, the creature’s body is light caught and immediately takes 5-20 points
brown to tan in color. Protruding from of damage. During the next two rounds
the upper front of the body are eight the surchur will attempt to pull the cap-
tured victim into its mouth. The victim
may attempt to break free in each round,
with a base chance of 20% for success,
plus 10% for each plus “to hit” the char-
acter may have due to high strength.
While the surchur is holding a victim it
cannot attack another figure.
A victim which is dragged into the sur-
chur’s mouth will take 2-8 points of dam-
age per round from the digestive juices
until the victim or the monster is dead.
A surchur cannot put more than one
victim in its mouth at one time. However,
it prefers fresh food if it has a choice. A
second victim can be grabbed and held
while the first is in the mouth. When the
tentacles have immobilized another vic-
tim, the first one will be expelled from the
mouth cavity even if it isn’t dead, and the
new victim will be engulfed instead.
If the surchur does not succeed in
grabbing a victim, it will still do damage
to an adversary within range of its tenta-
cles by hitting with the tentacles them-
selves. A surchur which is not injured
will be able to effectively attack with a
bunch of five tentacles at once, with
each tentacle considered to do 1-4 points
of damage on a successful hit. Any blow
which is aimed at a tentacle, hits it, and
does at least 3 points of damage will sev-
er a tentacle. A surchur with fewer than 5
tentacles intact will do correspondingly
less damage from a strike, and a surchur
with fewer than 4 tentacles will not keep
its grip on a victim as easily; the chance
to escape per round is increased to 60%
against a surchur with 4 tentacles, +10%
for every tentacle less than four.
If a surchur is very hungry, it will con-
tinue to attempt grabbing victims as long
as it is able. If its appetite has been at
least partly satisfied, it will attempt to
flee when seriously injured. A surchur’s
lost tentacles will grow back in 3-6 days.
The typical climate in which surchurs
are found is jungle-like, but they can be
found in just about any environment ex-
cept extreme cold.
November 1981 454
Dragon
Dyll scrolls, or inscriptions, for these are
obscured. Such a swarm will always con-
Created by Ed Greenwood tain at least 30 dyll and perhaps as many
as 100. Groups of more than 100 dyll are
FREQUENCY: Rare extremely rare, and if such a large group
NO. APPEARING: 30-300 attacks it will always form at least two
ARMOR CLASS: 7 swarms.
MOVE: 6'/18"
HIT DICE: 1-3 hit points A swarm can hamper as many as three
% IN LAIR: 45% human-sized victims at a time, if they are
TREASURE TYPE: See below within 5 feet of each other. Within the
NO. OF ATTACKS: 1 swarm, from 2-24 dyll will attempt to
DAMAGE/ATTACK: 1-3 strike at each victim every round. Soli-
SPECIAL ATTACKS: See below tary dyll will attack only motionless (i.e.,
SPECIAL DEFENSES: Nil sleeping or disabled) creatures.
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal A dyll is covered with thousands of
ALIGNMENT: Neutral microscopic, hollow spines. Using these,
SIZE: S (4-8 inches long) it sucks 1-3 hit points worth of blood
PSIONIC ABILITY: Nil from a victim each round. The initial
strike of the dyll does 1 point of damage
Attack/Defense Modes: Nil as it attaches itself. It begins draining
The bloodsucking swarms of the dyll blood on the round thereafter.
occasionally descend upon herds of cat-
tle or small settlements, and are greatly A dyll gains strength from the blood it
feared. Dyll are small, leech-like crea- ingests, at the rate of 1 hit point for each
tures. Teardrop-shaped and glossy silver 2 points of blood-draining damage it
in color, they wriggle in the manner of causes. It will remain attached and con-
worms when on the ground, but prefer to tinue to drain blood until it is killed or
fly upon their rubbery “wings,” darting until it reaches 9 hit points, whereupon it
about with great maneuverability (Flight will loosen its grip and fly away.
Class A).
Dyll locate their prey by sensing vibra- Dyll typically lair in rocky areas or
tions, by, smell, and by homing in on caverns, usually near water where crea-
sources of heat. These senses act in tures come to drink. Such lairs often
combination, and are effective up to a contain the drained husks of past vic-
range of 6". Dyll swarms will attack crea- tims, and any treasure borne in by those
tures of any size, surrounding their vic- unfortunates.
tims in a blinding, hampering cloud.
Creatures in the cloud attack at -1 “to One dyll in every 10 creatures will be
hit” and are unable to read spell books, able to cast a Sleep spell affecting crea-
tures with up to 3 hit dice when attacking
a victim. If its initial strike is successful,
the spell is cast. Sleep spells cast by dyll
striking in the same round are cumula-
tive; thus, a pair of dyll may strike and
sleep a creature of up to 6 hit dice, three
dyll can affect a creature of 9 hit dice,
and so on.
61
Dragon 455
Poltergeist Vol. VI, No. 5
Created by Craig Stenseth
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -3
MOVE: 12"
HIT DICE: 6
% IN LAIR: 20%
TREASURE TYPE: C, Q x 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLlGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: S (3'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense modes: Nil
Poltergeists are the spirits of chaotic gnomes from Limbo and
Gladsheim sent to the Prime Material Plane to spread the influ-
ence of chaos. They enjoy jokes and tricks, and their magical
nature makes it difficult to do anything to stop them. And when
they are provoked by someone trying to spoil their chaotic fun,
they become as single-minded in their purpose as a berserker.
Poltergeists can use several spells of an illusionary nature. At
will, they can perform the following feats of magic, at the 8th
level of spell-use ability: Audible glamer, Hypnotism, Invisibility
and Ventriloquism. They have infravision (60') and can teleport
with no chance of error up to once per turn.
The creatures are immune to cold-based attacks and are unaf-
fected by charm, hold and sleep spells and attack forms. A
poltergeist only takes half damage from electrical and fire-
based attacks, which is reduced to one-fourth if it makes a
successful save.
Poltergeists will be armed as follows: 15% with club &sling,
30% with club & spear, 40% with short sword, 15% with short
sword &spear. There is a 15% chance for any poltergeist carry-
ing a club or sword that the weapon is magical (+1).
The chaotic nature of poltergeists makes it difficult to des-
cribe them in terms of general characteristics. They tend to
show hatred for the same creatures that gnomes hate (goblins,
kobolds and orcs in particular), but will not hesitate to attack or
beleaguer any character they encounter.
Poltergeists cannot be forever slain when encountered on the
Prime Material plane; one whose body is killed will have its
essence banished to Limbo or Gladsheim for a time and will then
be able to reappear.
62
Dragon 456
Vol. VI, No. 6
Shroom
Created by Lew Pulsipher ment tongue of chaotic neutral. Although paws, usually attempting to subdue. A
FREQUENCY: Rare of low intelligence, shroom are cunning. successful hit causes real damage 25%
NO. APPEARING: 2-8 They capture creatures throughout their of the time, while the rest of the time the
ARMOR CLASS: 6 40-year life spans, and have a fund of damage is only temporary. When the to-
MOVE: 12” traditional tricks and tactics to draw tal of real plus temporary damage is at
HIT DICE: 4x3 upon, so that they often seem to be more least equal to the hit points of the target,
% IN LAIR: 25% intelligent than they actually are. it is unconscious. Victims are normally
TREASURE TYPE: C tied up with strong, flexible vines, though
NO. OF ATTACKS: 2 A shroom trained from birth can be a the shroom sometimes use rope taken
DAMAGE/ATTACK: 1-6 loyal, though stupid, servant, if well from captives. In their lair the shroom
SPECIAL ATTACKS: Surprise on 1-4, treated. Even cold-hearted dopplegang- lock captives in windowless “rooms” —
SPhEuCgIAL DEFENSES: None ers have been known to treat shroom caves, hollow trees, or whatever is avail-
MAGIC RESISTANCE: Standard kindly, for the shroom can be of obvious able. When the victim awakes (1-6 turns
INTELLIGENCE: Low help by capturing characters whom the after becoming unconscious), the tem-
ALIGNMENT: Chaotic neutral master can then imitate. porary damage is gone.
SIZE: M
PSIONIC ABILITY: Nil On the other hand, the trained shroom A shroom may dimension door once
knows none of the traditional tricks of per day (leading to speculation that there
Attack/Defense Modes: Nil his species, he will not obey anyone but is a distant relationship to the unicorn).
A shroom (plural: shroom) has a body his original master. However, no shroom Normally, a shroom will knock out a vic-
like that of a small, thin bear. When more than a week old can be trained. A tim and then carry it off using dimension
standing on two legs, as it often does, a captive, pregnant, female shroom will door. If both paws hit the same target in
shroom is about 5½ feet high. It weighs kill her cub immediately after birth. the same round, the shroom hugs the
about 250 pounds. Instead of bear-like Though the shroom delight in capturing victim. This causes only 1-3 additional
jaws, the shroom has a small, dog-like others, they hate captivity themselves. points of damage, but it enables the
mouth and snout. Shroom have limited shroom to dimension door with the vic-
color-changing ability, the fur ranging The shroom attack with two slapping tim in hand and still conscious, if the
from a dirty green-brown to black de- 60 shroom so desires.
pending on the surroundings. When
moving on all fours, a shroom is silent, Shroom rarely use their dimension
surprising enemies two-thirds of the time. door power before they have knocked
The shroom prefer to capture rather out or grabbed a victim, but occasionally
than kill their larger, more intelligent vic- some will dimension door into or behind
tims, while they eat smaller creatures a party of adventurers, causing enough
such as dogs, rabbits, and squirrels. If confusion to allow other shroom to rush
forced by hunger, a shroom will even eat up on foot and carry off victims via di-
plants, but they are basically carnivorous. mension door.
Shroom hold victims for ransom, or
sometimes to eat later if they become Shroom are sometimes bold, some-
bored or hungry — the outcome is un- times cautious. Capture is for them an
predictable. Sometimes a victim is used enthralling sport, but not a necessity of
as bait to trap more creatures. The life. If a “snatch” is not working out, the
shroom make eccentric ransom de- shroom will flee rather than fight to the
mands, either in person or through a death.
note written by the victim or an associat-
ed creature. They may require large Shroom females can bear one cub per
amounts of honey, for example, refusing year. Since there is no mating season as
any substitute. At other times they will such, only 2% of any cubs encountered
want gems or coins, at others seemingly will be less than a week old. The shroom
useless objects like sacks or jars. One social structure resembles that of some
can rarely negotiate with the shroom, monkeys, with one dominant male. The
who are liable to forget all about a deal “number appearing” refers to adults
and eat the captive if they become bored found together away from the lair. When
with the proceedings. It is best either to in the lair, which may be underground, in
comply or attempt a rescue immediately. mountains, or in thick brush or hollow
While shroom can rarely (20%) read trees, there will be twice as many adults,
common, and have no written language plus one cub per two females (the num-
of their own, they can often (50%) speak ber of males and females is roughly
common, and all can speak the align- equal). Cubs fight at reduced hit dice
and damage according to age, and can-
not dimension door. Shroom mature in
one year. The lair may (30%) contain a
captive of some intelligent species, not
necessarily human.
December 1981 Drago4n57
Colfel
Created by Richard Lucas to those of the greater undead. The first continua/ light (6 HP); faerie fire (1 HP
is complete immunity to cold- or ice- per level of caster); pyrotechnics, fire-
FREQUENCY: Rare based attacks of any form. (Colfel con- works form (12 HP); dancing lights (1d4
NO. APPEARING: 3-10 (20-50) sider brown mold excellent food, and if HP); co/or spray (2d8 HP); prismatic
ARMOR CLASS: 4 they find a patch they will nurture it care- spray (4d6HP additional damage); sun-
MOVE: 12” fully. There is a 5% chance on any en- burst, as from a wand of illumination
HIT DICE: 7x8 counter with colfel that a bed of brown (6d6HP); and prismatic sphere (or wall)
% IN LAIR: 30% mold will be nearby.) The second undead- (1 HP per segment if within 10”). Each
TREASURE TYPE: G like attribute is a low-strength energy spell except the prismatic sphere or
NO. OF ATTACKS: 1 or 3 drain that draws life energy equivalent to prismatic wall is absorbed and negated
DAMAGE/ATTACK: 6-16 or 2-5/2-5/1-12 1,000 experience points from an oppo- when a colfel enters its area of effect.
SPECIAL ATTACKS: Energy drain nent each time the colfel scores a hit with
SPECIAL DEFENSES: Immunity to cold one of its physical attacks. Proximity to normal fires is also dam-
MAGIC RESISTANCE: Saving throws as aging to these creatures; torches (2 HP
Colfel also have several weaknesses each), lanterns (4 HP each), and bonfires
21st-level magic-user which, like their strengths, are related to (3d4 + 3 HP) are quenched and simul-
INTELLIGENCE: High their association with the Negative Mate- taneously injure a colfel when it ap-
ALIGNMENT: Neutral evil rial plane. In direct sunlight or its equi- proaches within 5 feet of one.
SIZE: M valent, they suffer 1 point of damage per
PSIONIC ABILITY: Nil round they are exposed. For this reason Physical description: The colfel is a
they venture out of doors only at night, large quadruped, about 6 feet long and
Attack/Defense Modes: Nil and are always found underground or in standing 3 feet high at the shoulder. It
The colfel, a native of the Negative the deepest, darkest jungles or forests. has black. slimy, furless skin that ap-
Material plane, has appeared on the They take one and a half times normal pears very much like gangrenous flesh.
Prime Material only rarely in the recent damage from all kinds of fire, Its eyes are midnight black with star-
past, probably due to summonings by white pupils, and the nose is tipped by a
powerful magicians desiring greater and Colfel also suffer damage directly from pair of sharp prongs. A row of spikes
more powerful servants. These creatures the following spells: light (3 hit points); runs down its knobby back.
often compound their strength by band-
ing together into large groups. Rarely
will fewer than four or five be encoun-
tered. Also, they are highly intelligent,
and attack and react accordingly, so
they are very dangerous monsters even
when fighting vastly superior opposition.
A deadly tactic they often use is that of
ganging up on just one member of a
group of opponents, and attacking until
this victim is dead before moving onto
the next. Up to four colfel can attack one
human-sized creature at the same time.
Colfel usually attack first by charging
into a melee and spearing with their
horns. The second and subsequent at-
tacks are claw/claw/bite routines.
Colfel have several attributes similar
Gem Vars % I N LA I R : 30% but obscure formula which may be found
TREASURE TYPE: 1 in an old wizard’s spell book (an old
Created by Michael C. Reed NO. OF ATTACKS: 1 book, not necessarily an old wizard), or
DAMAGE/ATTACK: 1-10 or by weapon perhaps as a page in a magical tome
FREQUENCY: Rare SPEtCypIAeL ATTACKS: See below found in a treasure trove. The procedure:
NO. APPEARING: 3-78 MAGIC RESISTANCE: 25% An appropriate gem stone (diamond or
ARMOR CLASS: -7 (diamond) or 1 (ruby) INTELLIGENCE: bow ruby) of at least 10,000gp value must
MOVE: 9” ALIGNMENT: See below have cast upon it, in this order and con-
HIT DICE: See below SIZE: S (2-4 feet tall) secutively without interruption, these
PSIONIC ABILITY: Nil spells: stone to flesh, enlarge, animate
As their name implies, these creatures dead, infravision, and strength.
are physically composed of the appro- Attack/Defense Modes: Nil
priate gem stones. They are humanoid in A gem var will be aligned neutrally
form, being bipedal with two arms. They which makes the eyes visible to other with respect to law and chaos, with its
can see in total darkness for as far as 200 creatures or characters from up to 30 outlook on good and evil determined by
feet, and their eyes glow in the dark, feet away in near or total darkness. They the alignment of the creator. Thus, a gem
have no ears, and a total lack of muscle var will either be true neutral, neutral
tissue and body hair. good or neutral evil.
Gem vars are created by a fairly simple Gem vars are totally loyal to their crea-
61 tor until that character has died or the
Dragon 458
gem var is released from service. While Vol. VI, No. 6
under the influence of their creator, gem
vars serve effectively as minions or hirel- Being endowed with great strength,
ings, though they will not willingly put gem vars are limited in weapon use only
themselves in obviously dangerous posi- by their size. They prefer to use long
tions unless a substantial reward of gems (two-handed) swords, battle axes, javel-
or jewelry is promised. At any given time, ins, spears, and light crossbows.
a magic-user can manufacture and have
under his/her control one gem var for
each point of intelligence currently pos-
sessed by the caster.
Individual gem vars that have become
“unemployed” will seek out others in
similar circumstances, intending to be-
come a member of a small band. A group
of gem vars released at the same time
from the same creator will always form
their own band and will not accept oth-
ers of their kind (singly or as a group)
which were released from a different
creator, unless the two groups are of the
same alignment.
Independent gem vars may sell their
services for gems and jewelry, which
they prize above all else, even magic
items. Gem vars are able to find any ac-
cumulation of gems or jewelry (more
than 4 pieces) within 12” of them.
For combat purposes, gem vars are
treated as 8-hit-die monsters; however,
they do not have a prescribed number of
hit points, nor do they take damage from
physical attacks the way most other
creatures do.
Edged weapons are ineffective against
gem vars, and they cannot be killed in-
tact when attacked with blunt weapons.
Any time a single physical attack on a
gem var causes 15 points of damage or
more, there is a 30% chance the creature
will be killed, shattering into 101-200 (d%
+ 100) pieces. If it does not shatter, it will
fight at half effectiveness (i.e., as a 4-die
monster, then as a 2-die monster, but
never lower than 1) thereafter. Any time
a single strike does at least 5 points of
damage, there is a 20% chance the blow
will cause 1-4 pieces to be chipped off
the creature’s body.
A non-physical (magical) attack which
causes a certain amount of hit-point
damage will affect a gem var (except for
the immunities noted below) similarly to
a physical attack. However, a spell attack
which does 15 or more points of damage
will kill the gem var without shattering it
(unless, of course, the shattering is a
natural effect of the spell), and a spell
attack which causes at least 5 points of
damage has a 50% chance of reducing
the gem var’s effective hit dice in half.
Gem var pieces are worth whatever
value a jeweler will place on the size of
the gem stone. A 4’ tall ruby specimen,
killed intact, is worth 71,000-90,000gp
(d20 + 70). A 4’ tall diamond specimen,
killed intact, is worth 81,000-100,000gp
(d20 + 80).
Gem vars are impervious to charm and
sleep spells. They are also immune to all
fire- and cold-based attacks.
Dragon 459
Vol. VI, No. 8
Sull
Created by Ed Greenwood
FREQUENCY: Rare
ANROM. OARPPCELAARSINSG: :9 1-6
HMIOTVDEI:CES:ee3, b4e,lo5w, or 6
% IN LAIR: Nil
TNROE. AOSFURAETTTAYCPKES:: N2il
DAMAGE/ATTACK: 1-4/4-16
SSMPPAEEGCCICIIAALLREDASETIFTSEATNCASKNESCS:E: N:GiSlatsancdlaorudd
[immune to charms]
ASPINILSZATIIEGOtEt:aNLNLcLMIkCIG/EDNEAeNTBfe:CInLEsINTe:eYAMu:tvroNaedilrleas[g1:e2N0[i]Hl [iAgh, ]D / F, I]
Sull never crush opponents beneath sraocmeestimoresofwiinllduivniddeurasltsan(dsetehebeslpoewe)c,hbuotf
Sull, or “floaters,” are nomadic crea- tinhgeirthbeulhka, rbdu,trwubillbrearm-likinetoedvgicetimofst(huesi-r they cannot shape words. They have
tures who float silently in midair by bodies rather than the more resilient top ettlhidneggiresosowaunnnddlasnh.guSumeapngseooforytfhcaelricedkaisisncg-alirakoneudnbdwohdthiyse,-
dmigeeasntsiveof obrugoaynasntangdassetsorcerdeaintedthien ctheeni-r aansdthbeoyttocmansumrfuascteesr) awnidth reabsomunudchafwoarcye. and around the mouth beneath, give the
tcroanl thruomllepdoinf ttahekebaondyd. eSxuhllamusotvoefbthyetshee TThheis Sauttlal’sckbidteo,esif i1t-i4s paobilnetstoodfrdoapmdaogwen. Sull normal (6” range) infravision. It also
vgearstiecsa;llythtehryocuaghn tmheovaeir,abtuat oranltye6o”fh1o8r-” puopionnts aonf ddaemnagguelf. a victim, does 4-16 thhaesseresceenpsteosrsafroernsootuancdutaenadndsmoenllly, obpu-t
izontally (unless aided by air currents). e(wraittheinw2it”hodfetpheencdraebatiluitrye)a.t short range
areDeFslpigithet tChleairssslAowinmreovgeamrdentot rmataen, eSuuvl-l When engaged in battle, Sull will emit
erability; not needing to turn about but gaseous clouds from orifices spaced A few Sull (10% chance of encounter-
mreecrtieolny. sStoupllpignrgeasthlyorfteaarndWrienvderWsianlgkedris- aedroguen;dthtihsegausn,daerdipgaersttiovef tbhyeprboodduyc’ts, fienrgenscuecsh)ohf athveesepsciorenaictuarebsilitwyi.thThreegdarifd-
ahnadvesinmoiladrecferenasteuraegsaoinf stht ethaeira, ifrotrutrhbeuy- chlaoundgss. CinretahtuereasirbainttlibnglinadinSgu,ll idrroitastoinagt to magic resistance, intelligence and
lenScuellthaersee obmeinnigvsorcoauns,craenadte.consume -o4nl“ytoahtit-”1ififthtehegyasmaufsfetcctsonthteeinr deymese,rebulyt opnsiiocnFicloaabteilritsyaalwreagysivehnavine tbhreacmkeintso.r Pdsisi--
prey with great jaws located on their un- wpoitrh. Aitssutchcicekslsyfuslwsairvliengv,s.opbosicsuonri,nogr vthae- ciplines of Detection of Magic, Empathy,
dcaenrsiedxet.eFnrdoma sbuectwkienegntuthbeeirtjoawtaskteheiny tuastieonoftomtahgeiceaylepsr,olteescsteionnsttohepr-e4vpeennt airlrtiy- aBnoddyECSoPn,traonl danthdeTmelaejpoarthdyis.cTiphleinyevsaoryf
liquids. to -1. 6inthpsleivoenl.ic mastery, but are typically of
Floaters can understand Common, and Sull are occasionally captured and
8 trained to serve spellcasters as aerial
tmphlaaotnrfeotrhomaf stt.hineTdihrivemiydautsaytlpemirc’saalyplyrrimeuanaldirzyeerl,satanangndudawfgaielrl
always recognize their master’s voice
acinled, cSoumllmaarendnso.tAwltihllionuggsheurvsaunatlslyadnod-
moaWdtuhamsneidtrnibssootefeurMcercaodegnbitcoryofMlaleeislWdesiclaebtnrsyid.capolaf siLnhi,gohctytknp,inicogarlolayr
truPesinoeniuctrSaul llawligilnl omnelynts,earvnedmwaislltecrosmo-f
amreunwicealltetrewaittehdt.hSemull thealevpeastheircvaeldlyaifs thbaety-
atlemloenadgerwshfoormthtehedyervaisrehetsreoafttehde adesserert-,
spected friends.
460
February 1982
Beguiler A Beguiler always sees with True Sight;
si.eee.,ni,nvainsdibliellucsrieoantsuraerseonrootbsjeecetns acnadn bdeo
Created by Ed Greenwood not have the intended effect. The crea-
tmuaretchcatnhecchoalnorgaetiotnheofhiutse soufrriotsunfduirngtos
FREQUENCY: Very rare ftoiorn1le-s4studrunrsingantdhartetmimaein, haibdsinoglutinelyshmado--
T%ANHMRROIOTIEMN.VADOEALSI:RPCAUPEI1RRCE5:E:L”A24ART0SIY%NSPG:E:9: 1-4 othhawievsfe. wm(Sitaohimntteahiensepsdeulloccacrsertesecsrsreoaaftreeadr1uth2mitsohr-aelbedivliettoyl
L, N, Q in the cured pelt of the Beguiler.)
DNOAM. OAGF EA/TATTATCAKCSK:: 61-2 (x4), 1-4, and 1
or by weapon type (see below) The Beguiler’s most spectacular and
ASMINLPATIEGGECNLICILMAILGRENEEANSTT:ICTSEANT:CAeAuNKtvSCrea:Erla:IlglSuestaitonondshairgdh most feared (once it is discovered) abili-
SPISZAIEtOta:NcSIkC/(D2Ae’ BfloeInnLgsIT)eYM: Soedeesb:eNloiwl tgSiylluhuiaislsediorotnhwciesatMp.nooDwncisfeafterestrrteosSnpctpeaeilsnlcstdtirialvalusildsauiFoaon2lrss0c.tehoA-fleaBtvnheede-l
tTreheeshaanirdlewsso,opdreenhestnruscilteurteasil owfitthheeaBsee-. sinpgecthiees uvsaeryoifnfrsopmellc4a-1s6tinsgupchowsepresl,lshpaev-r
The Beguiler is a small, plump quad- tgouitlherroawidsanind/oclrimwbieinldg,waenadpcoanns btheeussiezde dthaey.BSeugcuhileilrluwsiiollnss, bwuiltl ictenaeseedwnhoetnceovne-r
rMuopuesdealikbeouint tahpepesaizreanocfea, ist mhaasll ldaorgge. ofTaheshcorretsawtuorerd’sofrousrmsaelltesr.of claws each centrate to maintain them.
glistening black eyes, large ears, and a do 1-2 points of damage per attack, the
pblouiinsthe-dblascnkoufut.r Itht aist schoevdesrewdawteirt,histhsicilkky, Bineflgicutil1erp’sobinitteodfodeasm1a-g4e, abnyd itthseelft,aiol rcabny Beguilers cannot be attacked by psio-
—to tchoemtomuacnhd, sanhdig—h pwricheesn. properly cured -wh2eel“adtpooohrnittht.y”rpoewnif obnyethise uBseegdu.ilAenr’ys wtaeilaipsoant cnriecast.eTahecironpteincuuoliuasr m“scernatmalbplinrogc”eesfsfeecst
tileBeclgauwilse,rsenpaobslisnegstsheraczroera-tsuhreasrptorectrliamcb- which makes psionic activity impossible
within 4” of the creature.
braBiengsuailreershiagrhelyopmrinzievdorboyusa.lcBheegmuiisletsr
aunadblsepeinllgcaresdteiersnat liikne,sfeovrethraelyiamrepoartvaanl-t
magic items and potions.
9
Dragon 461
Vol. VI, No. 8
Magenta’s Cat
Created by tcmhoeemsnetm. Ioottnhiset9ro0nth%grueleeik,elaalynngtdhuaa6tg0ae%tslewlaikisleltlboyentehthaoetf ttcahotemiopcnlaeittse(lruyanrinelelysosnuesiterowdu,anbsdu.kt MiellexopdlelcaouinulastrriwgAhhgtyi)-
Roger Moore another will be elven. the homes of known cat-haters some-
whMatacgoennctaei’tsedC; athtseyaraell saeloeomf atondfeeslotmheey- tpEimlgeeybspetbilaiuenrvnecdathot-iwgsnoisdindtehexespsvl,iceBanbaglesyat.,nMocroesaot fplikteheoe--
ANMFRROOEM.VQOAEUPR:EP1NCE2CAL” ARYS:INSVG:e:7ry1 r(a5r%e chance of 3-6) acrreeavtuarset,lyasltuhpoeurgiohr tthoeyanayreotnhoetr gthivineknintog minded deity. Magenta’s Cats probably
%HITINDLICAEIR: :1+S1pecial “broadcasting” their powers. It is likely knAowmadigffiecr-eunstelyr.of true neutral or part-
TNROE. AOSFURAETTATYCPKES:: 1Special wthaattcahneydMwaiglleanctat ’lsikCeaat anwoarmreailt cisabt,eninogt rneecuetirvael aaligMnamgeennttaw’shoCahtasfopr saiofnaimcsilimaraiyf
DAMAGE/ATTACK: 1-4 troevoerailsinfgorictsedtrutoe. nature until it chooses the spell Find Familiar is cast success-
SSMPPAEEGpCCIsCIIAAioLLRniEcDAsSETIFTSEATNCASKNESCS:E::PHsSiiotdaninnicgds,arsdilence, aloTnheo,ugithisthpeossesicbrleeattourerusnuisnutoallay strmavaelll tfuylplye aonfd faamblialicakr craetciesivineddi.caTtehdeabsatshee
SAPINILSZTIIEGOE:NLNSLMICIGENEANTB:CILEINT:eYu:Etr1xa7cl0e-p2ti2o0nal group of them, all adults, who have ga- clehvaenlceofisex5p%e,ripelunsceanofadthdeitiomnaagl 1ic%-uspeerr
Attack/Defense Modes: All/all tomhnealryteekd. nStooinwgenlxyctoohrainninhggearboiniutfoptorsmw, tnahtseiosanen, dcfeacetisdti,easroe.r onveeurtrtahleafliirgsnt.mFeonrt,athmisagcihca-unsceer ooff struuce-
Litters have 3-5 kittens, with only a 10% c2e%ssfroismuthnemfoigduirfeieda;rrihvoedweavt eifr,thseumbtargaicct-
naSmeevderMaal gceenntaturbieegsanageoxpaerWimieznatirndgestos chance of each offspring having the user is neutral good, neutral evil, lawful
try to produce psionic ability in her famil- Tspheecciahlapnocweeisrsthoef tshaempeswiohneicthpearroennet(so)r. onef uottrhael roarlicghnamoeticntsnewuitlrlanl.otMbaegiac-bulseetros
imMaraid,knainiglgahrtMg. eTidhbnoliaguchgkthpcssahitoecnawiclla,esadns(upucrnecidenistcestnafudblelyidn) boTthhepaprseionntsic aproewpesrsionofica. Magenta’s Cat find a Magenta’s Cat for a familiar even if
side effect caused the cat to be released tairoensasoffollIonwvsis:ibEialictyh, hBaosdtyheEMqiuniolirbDriuevmo,- theIny aardediptisoinontioc.the normal powers of a
fersocmapietds.obligation as a familiar, and it tCioenl.l AThdejussetmpoewnet,rsanadreMuoseledcualtatrheAgsietav-- mblaakceks ctahet fmamagiliica-ur,sethr eimMpoasgseibnleta’tso Csuart-
ewniltlholnelvyebl eofumseadstaersy.aPlassiotnriecsIonrvtisifibtihlitey pporiisnetsatnoditcsamnaasdtedr’sitsinpsmiounltiipclestpresniogntihc
Though Midnight was never found cat’s normal methods of staying out of operations. The magic-user may like-
aabglaeinto, itbrweoeudldwistheeomthethrsatofthtehecantorwmaasl sight fail. Body Equilibrium explains why ewxisteenaddditshipsoowrehresr, pbouint ttshetomthaegcica-tu’ssetor
variety and produce psionic and intelli- bMuailgdeinngtas’sanCdatcslifofsfteton elesacappferopmurhsuigith, awsillhnisotograhinerthoewcna,to’sr pvsicioenivcedrsisac.ipIflinthees
tgheenset opfofswperrisnga.reTrheecessspievec,iaalngdetnheuss tfhoer tsoinpceretvheenyt ahraermab, laentdo asllosow ethxepilradinesscwehnyt Magenta’s Cat familiar is killed, the
sperosbsatbhielitpyotwhaetrsanoyf ictsatantocdeasytowr iilsl pvoesry- vneolwerawndill trheepnorat sceoenifnugsead bpleaacskanctatorwtaralk- nmmeaanngtlyiyc,-huaisntedproaiilmnsotmsloeasdseiasthteaellyl coalfotshheisasdotr,whpiceeerrmpasasi--
lowAl(lsokmnoewthningplsikieon1icin c1a,0ts00). aCcerlol sAsdjausltamkeenot rrepmonovdesanadnynodtagmeatgweetto. onic powers forever. Like all other famil-
r(ceapluletdedMtaogebnetao’sf tCheatss)amaree
deepest black color as the 10 stciahaaresvsti,.nFtghienthdMroaFwgaevmnst.ail’imsaraCgasictpgewelhltseinsa
tohreigsineacl.aAtsboaurtetwfeomthailred.sAolfl There is a 5% chance that a
ahlalovewinegxctehpetimonatol nsiegeht wveisliloinn,
anensysth, ianngdbvuetryabsesnosluititveedhaerakr-- aMsagaefnatma’siliaCraitf ewnillcobuenatectriendg
ing. These senses make the normally. If so, it will be
cTahtes similepnocsesiwbliethtowhsiucrhprthiseey. al1int8ektheledlevtveoellar(adWn8dizo+amr1dl0y,)otfwo1hg1oethnwetirol-l
lmowovse thaendm thtoeirsudraprrkisecooloprpaol-- breleacitf whiitshoarll hpeorwfearms iplioasrsiis-
nents on a 1-5 in shadowed cthhraenacteentheed.cTathwerilel bise awefaari-r
areMaasgaenndtaa’st nCigahtst.are intelli- einngchaajnetwede)lecdol(laarndofpocosnsisbidly-
gapepnatrienntthlye ceoxmtremmunei,caatned wcaitnh erable value, as determined
oafll afeslinoert ocrfelaimtuirteesd beympmaetahnys/ byAthMeaDguenngtae’sonCMataasctetirn.g as
ttuhepeletopfaethtlihrneyee. Tltaohnnegguyuamgeeasaynbsedpseidthaeeks aitsfammailsiater rwoilrl bmeisvtereryssn,eoarr ttoo
language of neutral align- Athseidheofmroemotfhtihsastocrht aorfa“clateirr,.”
Magenta’s Cats have no lairs
and collect no treasure.
March 1982 462
Dragon
Bleeder most always hunting prey). Spending 1 tacle absorbs more than one wound in a
charge enables the bleeder to heal 1 hit round. This instinct does not respond to
Created by Ed Greenwood point of damage to each of its 10 tenta- damage suffered by the central body or
cles and 1 point of damage to its central other tentacles. A tentacle will continue
FREQUENCY: Rare body (but not its eye). The healing ability to drain blood if it is doing so when the
NO. APPEARING: 1 can be used once per round, and the central body reaches zero hit points.
ARMOR CLASS: 4/6/8 creature can attack as usual while the Tentacles not attached to a victim at that
MOVE: 9” regeneration is going on. time are incapable of further activity.
HIT DICE: 77-84 hit points
% IN LAIR: 40% Bleeders prefer to float above surfaces A tentacle will remain imbedded in a
TREASURE TYPE: See below rather than resting upon them, and move victim until the bleeder retracts it, or until
NO. OF ATTACKS: 10 by means of Levitation. (An organ locat- it is torn free by the victim and/or com-
DAMAGE/ATTACK: 1-8 ed in the upper half of the rubbery, rades exerting a total strength of 22. A
SPECIAL ATTACKS: Blood drain, ram spherical central body is a valued ingre- victim freed from the tentacles forcefully
SPECIAL DEFENSES: Regeneration dient in magical potions and inks con- will suffer 1-6 points of damage per ten-
MAGIC RESISTANCE: Standard cerned with levitation and similar acts.) tacle as the barbs come loose. A bleeder
INTELLIGENCE: Average to high A bleeder may, however, “shut itself will voluntarily retract a tentacle only
ALIGNMENT: Neutral evil down,” remaining motionless and insen- when its victim is reduced to zero hit
SIZE: L (6’ dia.) sitive on the ground, and in that state points, or when its central body is down
PSIONIC ABILITY: Nil remain alive for long periods. To awaken to 5 hit points or less (30% chance, check
from this hibernation, the creature re- each round when applicable).
Attack/Defense Modes: Nil quires an influx of electrical energy, or a
The bleeder is a fearsome monster physical shock caused by a fall, blow, Bleeders have been known to ram or
found in caverns or ruins. Its spherical wound, or heat. crush opponents with their bulk. This at-
body resembles that of the dreaded be- tack does 1-8 points of damage, and is
holder, but the “eyestalks” of the bleeder The bleeder’s 10 tentacles are retract- often made purposefully while the body
are actually bloodsucking tentacles. ed into the body when not needed (re- is turning and its tentacles flailing, so
Bleeders favor a diet of humans and sembling eyestalks up to 4 feet in length), that victims are dislodged from ledges
horses, but will attack anything having but can lash out to a full stretch of 20 feet and precarious positions. The creature’s
blood (including such things as bloated with blinding speed. All 10 tentacles may tentacles each have 6 hit points and are
stirges). act separately, or they may strike a sin- armor class 6. The central body has a
In the bleeder’s digestive process, gle human-sized target in concert. The hard, rubbery skin and is AC 4. It has
blood is used to generate energy which initial strike of a tentacle causes 1-8 11-18 hit points, and bears a large eye
is stored within organs in the body and points of damage as the barbed tip at- (AC 8, 6 hp, 12” infravision). If its eye is
tentacles (1 hp worth of ingested blood taches to the victim. Sucking orifices destroyed, a bleeder may still locate op-
becoming 1 charge). The creature uses within the barbs will drain blood at the ponents within 1” by smell and sensing
this energy for motor activity and heal- rate of 2 hp per round (per tentacle), vibrations.
ing. The transformation from blood to beginning on the round after the hit was
energy takes 1 round. made. Bleeders often meet in mid-air strug-
A bleeder expends 1 charge every 2 gles to the death. The loser’s body is left
turns in motor activity (and thus is al- If a tentacle attached to a victim is to become the breeding ground for off-
damaged but not destroyed by any sin- spring. The central body is covered with
gle blow, it will instantly and automati- a fluid secreted by the victor, and within
cally drain from the victim’s body suffi- 1 day, from 1-4 young are “hatched.”
cient blood (in hit points) to restore it- Each offspring is 50% as powerful as an
self. Note that this reflex effect occurs adult in all respects, and matures in one
after every non-killing hit, even if the ten- month.
21
Dragon 463
Vol. VI, No. 9
Stymphalian
birds
Created by Michael Parkinson
Author’s note: Throughout history,
creatures and characters from classic
myths and legends have stirred the imag-
ination. The ADVANCED DUNGEONS &
DRAGONS® game would be a lesser
game if it lacked legendary monsters
such as vampires, medusae, and uni-
corns, to name a few such creatures.
Another formidable and fearsome crea-
ture of myth not included in the official
AD&D™ monster list can be taken from
the legend of the sixth task of Hercules
— to destroy the carnivorous birds of
Lake Stymphalus.
FREQUENCY: Very rare
NO. APPEARING: 2-12 (in flight)
or 30-180 (in lair)
ARMOR CLASS: 4
MOVE: 6”/18”
HIT DICE: 4
% IN LAIR: 20% (but see below)
Spriggan Individual spriggans have the thieving
abilities of a 1st-level thief, with the ex-
Created by Roger Moore ception of the band’s leader, who has the
abilities of a 5th-8th level (d4 + 4) thief.
FREQUENCY: Uncommon The leader of the spriggans is also able
NO. APPEARING: 3-18 to bring down a curse one time per
ARMOR CLASS: 6 month. The curse takes effect when the
MOVE: 9” leader touches a victim or is hit by the
HIT DICE: 1 intended victim. Once the leader first
% IN LAIR: 15% employs the curse power, he will be
TREASURE TYPE: K on individuals; “charged” for 10 rounds thereafter and
will try to affect as many enemies as he
P, Q, Y in lair can in that time. The leader will usualIy
NO. OF ATTACKS: 1 only use this ability if the spriggans’ lair
DAMAGE/ATTACK: 2-5 (2-16) is raided and their spoils taken. Typical
SPECIAL ATTACKS: See below spriggan curses include penalties (-1 to
SPECIAL DEFENSES: Silver or magical -4) to saving throws, “to hit” rolls, or the
like. Such a curse has a duration of 4-12
weapons to hit rounds depending on its severity, with
MAGIC RESISTANCE: 10% weaker curses having longer durations.
INTELLIGENCE: Low to average The effect may be negated by a Remove
ALIGNMENT: Neutral evil curse or a Limited wish.
SIZE: S (2’ tall)
PSIONIC ABILITY: Nil All spriggans are capable of Enlarge
Self, a special spell that increases a
Attack/Defense Modes: Nil spriggan’s height to six times normal,
Spriggans are small humanoids, each generally up to about 12’. This height
of them having a distinctive, grotesque increase gives the spriggan the attack
appearance. Differences between the power of a hill giant (2-16 damage/round,
members of a band of spriggans are or +3 to hit and +7 to damage). This pow-
considerable; no two ever have the same er lasts 4-9 (d6 + 3) rounds and can be
clothing, facial appearance, or height.
Spriggans form small raiding bands and
ravage the country near their lair, much
as brigands do.
22
March 1982 464
Dragon
NO. OF ATTACKS: 1 that, is rendered upon large targets such lee with a hunting flight or within 100
DAMAGE/ATTACK: 1 -8 as horses. This attack can be made only yards of the lair, fight at -2 to hit (or at -1
SPECIAL ATTACKS: See below once a day by any particular group in if a saving throw vs. poison is made).
SPECIAL DEFENSES: See below flight. Similarly, any spells attempted by a spell
MAGIC RESISTANCE: Standard caster under these conditions have a
INTELLIGENCE: Animal When it lands on a victim, a Stymphal- 20% chance of failure (only 10% if the
ALIGNMENT: Neutral ian bird will attack with its claws (doing caster makes the saving throw vs. poi-
SIZE: M 1-6/1-6) instead of its beak. If both talons son), in addition to any saving throws vs.
PSIONIC ABILITY: Nil strike, the target is knocked prone un- magic that the birds are entitled to. This
less he rolls less than his strength on is because of the nausea and distraction
Attack/Defense Modes: Nil 4d6. caused by the acrid fumes. A new saving
These man-eaters dwell in the midst of throw vs. poison must be rolled for in
malarial marshes in damp, temperate to These foul birds are carriers of (roll every round when the stench is present.
tropical climates, but will plague the sur- d6): 1, blood disease (acute, terminal); 2, The odor and noise these birds exude
rounding areas up to 10 miles away. cardiovascular-renal disease (acute, ter- make it hard for them to gain surprise.
Their weed-choked, stagnant swamps minal); 3, connective tissue disease
are inevitably girdled by thick vegeta- (chronic, severe); 4, gastro-intestinal It may be possible to panic the birds
tion, hence often the birds’ lair is access- (chronic, mild); 5, gastro-intestinal (a- (even an entire colony), depending on
ible only by air. Colonies in such places cute, terminal); 6, any two of the above the method employed and the Dungeon
are densely populated (30-180 adults diseases. Master’s discretion: for example, Her-
and 10-60 non-fighting fledglings). cules used a device fashioned by the
The Stymphalian bird has an ibis-like The birds can only be damaged by Goddess Athene.
body with an extended neck; grasping magic weapons or spells. A special con-
talons and a fell beak, both of brass; and coction of hydra blood, when smeared These savage birds will greedily try to
barbed feathers. on the blades and points of magic wea- attack any humanoid or demi-human.
When flying overhead, a group of these pons, will kill the bird unless it makes a Because the Stymphalian birds eat the
birds can loose a rain of feathers which saving throw versus poison; of course, local citizenry and peasantry, kill ani-
will cause damage on any character or the creature must be wounded (by a mals with their feathers, and spread dis-
creature below equal to a roll of d4 plus successful hit) before the poison can ef- eases, any party attempting or offering
the victim’s effective armor class. Dou- fect. A successful saving throw vs. poi- to destroy or rout an established colony
ble damage, or perhaps even more than son indicates no additional damage (the might be rewarded (or promised a re-
toxin did not enter the bloodstream). ward) by those who are grateful. The
birds themselves do not collect treasure.
Stymphalian birds have such a violent
stench that their opponents, when in me-
used once per day, usually to scare op- hilly regions. They often set up house- spriggan children are as ugly and foul-
ponents into fleeing or surrendering their keeping in a lair once occupied by hill tempered as their parents.
valuables. It takes two segments for a giants. One of their other major occupa-
spriggan to grow to its enlarged height, tions in life besides robbery is kidnap- Spriggans have a wide variety of skin
and the creature need only make a sim- ping; spriggans have been known to colors; individual complexions are usu-
ple somatic gesture (placing thumb in steal the children and babies of dwarves, ally some shade of brown, gray. or yel-
mouth and puffing out cheeks, as if blow- halflings, and gnomes, and either hold low-white. They speak their alignment
ing up a balloon). them for ransom or bring them up as language, the common tongue, and their
their own, training each child to be a own language. The leader (and only the
Their use of this power has led many fighter or a thief. Differences between leader) knows the thieves’ cant, since he
peasants to believe that spriggans are spriggan babies and babies of other ra- may have occasional ties with a local
actually the ghosts of long-dead hill ces will be obvious to anyone, since thieves guild to sell some of the sprig-
giants, and some folk may use holy sym- gans’ stolen goods.
bols or holy water when confronted by a 23
spriggan band — for good reason, and
with good effect. Though spriggans are
not undead, they are repelled by holy
symbols and will flee if splashed with
holy water. Some sages believe this hap-
pens because spriggans are said to have
originated on a lower plane. Holy water
does not do actual damage to spriggans,
except as it affects their morale.
Spriggans gain no bonuses for dexter-
ity or racial type when using the thieving
tables for pickpocketing, hiding in shad-
ows, etc. They have a -25% penalty to
their chance to climb walls, due to their
height. They cannot use thieving abili-
ties when in giant form.
These creatures are usually found in
465
VALLEY GIANT ce2s: tChehavrimctiUmn’sdeinrsteizlleigdeBneceingan—d Redu-
Written by Michael Nystul charis-
FREQUENCY: Extremely rare ma by 2 points each, and a stricken vic-
ANROM. OAPRPCEALARSINSG: :-21 tim will farm for the giant until dead.
MHIOT VDEIC:EO: c9casionally sthpe3em:ll Patooffley3mc’6tos” rapbnhedinStghpserintoevaecFrtain4rmg’2e”a,rsr—eadCuThcaihnrimgs
% IN LAIR: 100% Undersized Being.
ASSMSTINNRLPIPOAZTIEEEG.GEEACCON:lLCSIlMAFRALULeLIERRAGaNEDTElAETTbSETNTiA:TgIFSYCCAETPNKECNAEeS:KS:Nu:OSEtCSr2na:SeEle:Se:-SterbSeaeectealbkonebwmdleoaliworndwd ma4t:eBrioaxl u—p tEon1a0b,l0e0s0thgep Giniawnetigtohtb. o(Ixt
PSlONlC ABILITY: Nil takes 10 turns for a victim to escape the
vaTllehye. TVhailslelyairGiisanatnalawcativyes fdawrmeilnlsginarehais. obouxt ,obf ythwehvicahlletiymebyhethehasspebellednesshcripibpeedd
The Valley Giant always has other crea- below.)
tures in his lair to act as workers. These 1,05:00TemleeptoerrtsBdoixsetadnMcea,tenroialch—anUcpe otof
workers are all less than four feet tall. error.
wThheeier lbwaeraropwosnswahriech+1prhoodeusceanadndmahguircl The Giant’s special treasure is 100 to
1-10 giant corn kernels every three t1o0,2000,000b0oxbeosxeosf yoefllloitwtlevseqgueatarebleosr,an2g0e0
rounds. vegetables, 150 to 15,000 containers of
round green vegetables, and 250 to 25,000
Unlike other giants, the Valley Giant boxes of all of the above combined.
has spells unique to himself: Because he appears apparently from
nowhere, the Giant has a 99% chance of
1: Sonic Boom — Upon utterance of surprise.
the words “Ho, ho, ho,” this spell causes greDeenscsrkiipnt,iohna:ir,Tahned Veayelles.yHGeiawnetarhsasa
aanvdicltoimset1o ptaokinet 6o-f3i6nteploliignetsncoef. damage shirt of leaves (AC -2) and has the unus-
ual habit of standing at all times with his
tmurany Dbloancaklednghriesefneafothrearstfuorrn,aatufrinre, bbaultl hands on his hips. The Valley Giant’s one
uDnohnaarldmewdil.l then return to normal and be weakness is that if someone asks, “What’s
new, Giant?” he will immediately filibus-
Donald usually wears a blue sailor suit ter for ten minutes and can be easily at-
amnidg,htwehxilpeehcte frpoomsseasssaeisloar,ll hteheisskainllsinodnife- tacked during that time,
ofenrelnatnds.aiDloornaatldbeosftte, nprdeefelirgrhintsg itno prelamyianign
WDOalNt ADLisDneDyU’sCK tricks and practical jokes. He does not, which often sends him into a quacking
Written by Tom Moldvay thuornweedveorn, thaimke. Hkiendhlaystoa hhaaviri-ntrgiggtheer tetambpleesr fbuornyu. sEvbeonthwtohehnit baenrdseornk,dahme ahgaes dao+n2e
10th-level fighter/berserker D(hMen’sceditshceredtuioanl stotatdiseticcisd)e. Iwt hisenlefDt otonathlde
ALIGNMENT: Neutral good goes berserk.
HIT POINTS: 138 anDdomnoauldnteasinpelicoinaslly. Odniselikoefsthcehiqpumicukneksst
SAHDMNTROAIOTRMM.VEBOOEANO:RGFGN1ETACU2/HTAL”ST:AT:AST1+CSA71K:CoS4Kr::+313-6 (+1 or +3) wararoyws taottuhrimn hoirmthbreorwsesrkomisettohinsghoaott hains
INTELLIGENCE: 9 dhuecakd!” and then shout: “Hey, Donald,
WISDOM: 6
DEXTERITY: 18
CONSTITUTION: 19
CHARISMA: 13
DuLcikkecmanannoyt crearatollyonbechkairllaecdte. rWs, hDeonnareld-
duced to zero hit points, he loses interest
ninevtheer bmaattklee aansdawvianngdethrsroaww,aayn.dHaettnaecekds
cwhheicchkinregqfuoirrehaslaf vdianmg athgreowonsly()evneenveirf
succeed against Donald. They might
produce a visible effect; e.g., poison may
54 APRIL 1982
466
THE TASMANIAN DEVIL NDOAM. OAFGEA/TATTATCAKCSK:: 22-20 cioTuhse, Tbeaasmdya-neiyaend,Deevviill-tiesmapemraendgby,ruvtei-
Written by Steven Sullivan SPECIAL ATTACKS: Whir/wind that will eat anything — especially rab-
FREQUENCY: Very rare SPECIAL DEFENSES: Regeneration bits. (It also has a fondness for duck.)
NO. APPEARING: 1 MAGIC RESISTANCE: Standard
%ATHMRRIOTIEMNVADOESLIRCUA: EIRC6R:E”L:/11AN26TSi”lYSPi:nE4:whNiirtlwind INTELLIGENCE: Low neutral This ferocious creature attacks twice
ASILZIEG:NSM(E3’NtaTl:l)Chaotic ppeerr arottuanckd,todoainngyo2n-e20it phoitisn.tsIt ocfandarmegaegne-
PSIONIC ABILITY: Nil werhaitceh 3it-3d0oehsit npoothinintsginelsaeny(ifroituinsdniont
dperiasde)d. Itorwiilfl iatlmtaoksetsaalwalayrsgedoatmhiosuifnst uorf-
damage from any non-melee attack.
tbeeeTrtshheearknD,detucvrlianlwinasgl.soiAnsthoaaaswlithvhiirnelwgainwbdhi,liirtitylwmtinoodvgeoosf
each round in a random direction. In this
fthorromugthheaTnaysthminagni(ainncDluedvinilgmmaeytabloroer
stone) in its path except a magical barri-
ethreofwshomirlewtinypde.wAillchtaakraect6e-r6in0 tpheoiwntasy ooff
dthaims awghei.rlTwhinedTaatsmanaynitainmeD,ebvuil tmmaayysntoopt
attack until a round later, when it regains
its bearings.
The Tasmanian Devil is slow-witted,
aantidngcaanTbaesmtraicnkieadn bSyhea-nDyeonveil. iTmhpiesrscoann-
tboesehoavseilyaabcecaormtrpalpishinetod hbiys oarnyhoenr emoaubtlhe
and flash a charming smile.
Despite its low intelligence, the Tas-
manian Devil can speak a few simple
saesn“tWenhcyesforinyothuedcoomthmatotno tmoneg?u” e, such
Chuck Jones’ and Warner Brothers’ hydrated martians (treat as long-nosed
THE MARTIAN green ogres) which will grow to full size
upHonalfapopf ltichaetitoimn eo,f t2hedrMopasrtoiaf nw’satfelyr.ing
Written by David Cook saucer will be ‘in the vicinity of the en-
A7HtLIhTI-GlePvNOeMlINEfTigNSh:Tte:1r0L5a(rwafcuel unknown) counter. This device may carry one per-
evil soofnup(antod 1h,i0s0o0r mheprhe,qHuiopwmeevnet)r,atthsepeceodns-
ARMOR CLASS: 2 trols are such that only the Martian may
NO. OF ATTACKS: 1 fly it in safety. All others attempting to
SMDHPINTISAOTTRIMVEOEBELANNOL:GIGINCG9ETU”E/HAASN:TB:CTI+9ELA2I:TCYK1:8: N1i-l3 pilot the craft will head in a random di-
rection (in space) for 1 to 10 hours, until
they arrive at a far different location from
their starting point — possibly a different
plaTnheet.Martian wears tennis shoes and a
WISDOM: 8 helmet which are magically animated,
DEXTERITY: 10 thus making it virtually impossible to de-
CCOHANRSITSIMTUAT: IO15N: 19 termine when he is dead. When his hit
wpoililnctsovaerrethreedbuocdeyd (toor zwehroa,t trheemahienlsmeotf
staAnltthlyouscghhepmuensy,tothitsakliettleovcerreathtuereEacrotnh-, it), and the shoes will attempt to carry
trheelagtivaelalyxyp,ooorrafnigyhthteinrginelmsee.leAelthcooumgbhata, him to safety. The Martian evidently has
hRee-pinotessgerastsoerspaistpool.wTehrifsulwDeiaspinotneghraatsora/ access to sophisticated revival and res-
range of 1”, and any target hit must save toration devices, for no matter what hap-
vHso.wweavnedr,sif(atht e-2s)eottrincgruims breleveinrstoedd,utshte. pens to him he always areNtuercnksl.acTehoef
tcaorngdeittiowni.llHbee wreillsatolsreodhatoveits10p-1re0v0iodues- helmet also functions as
AtEHhdaieTsrathhpsaeotpaiutMptsineroaodlnrft,a.ioacafnhltthiinisosnusnygehomldrmohumesailcmley.nachyoeubrneatlednreeeaddrbboyny.
DRAGON 55
467
BASEBALL BUGBEARS clehaagncueetchhatamanpyiogniv,einn tweahmichisctahesecuerarecnht
team member has an extra +1 to hit with
Created by Karl Kesel bbooAtyhl,l btweaathsmosanwhdailvlbeacloalstn. tleinausat lolyneskuopbpollyd bthaet-
and Tom Richmond team with new weapons. This kobold,
hboawtseavreer,swwiullnugsuinalblyatrtulen. aOwnacyeoankcoebaonldy
FREQUENCY: Very 9r,aorer 18 if two teams binadtebpoeynbdeegninces tforosmhohwissitgenasmo, fbwaasnetbinagll
NO. APPEARING: bugbears will hold a large feast in his
are in a playoff, plus one coach and thhoenomr,aiunsucoaullyrsew.ithBatsheebaklol bbouldgbbeaatrbsohyaaves
ebleveenn aknndowdwnatorverani,dvhilluamgeasni,nasnedarecvheonf
ARMOR CLASS: 5 (catchers: 3) new batboys when a fresh supply of ko-
MOVE: 12” boAldllsbisasneobtarlel abduiglybaevaarsilahbalev.e proficien-
%HITINDLIACIER:: 1S0p%ecial wcyayinsbaotttahcbkawtsithanbdasbeabllasl.lsTfhreoymwaildl iasl--
TREASURE TYPE: 1-4 diamonds tpaonnceen,tsswcitocmhiengwtiothibnatrseawchhe. nThtheeitreaomp-
uwsillehaatveanayt lgeaivset n9 mwooomdeenntb, aatsndre1ad0y-6t0o
NO. OF ATTACKS: 1 balls. If the baseball bugbears are male,
DAMAGE/ATTACK: Softball 1-2; they will use hardballs. A female team
Hardball 1-4; Baseball Bat 1-6 w20illwuisllebseofftobuanllds.cHaorrwyienvgers,oomnee otefabmothin.
SPECIAL ATTACKS: Nil Aballsteebaamllsmwititlls hoarvegloavnesa.mTphleesseupgplolyveosf
SINPTEECLILAILGEDNECFEEN: SLEowS: Nil wmoaoydbeen ushseiedlda, smaankinegqutihvealeanvtertaogae sbmasaell-,
ALIGNMENT: to average bisalilnbuusgeb.eaMritatsrmmorayclansost 4bewwhiolernthwehmeintt
abareFtsotrraegraeatmebdeeiapnsugr3pe+om1sephsloi,tybedadics.eebmaloI nbsutgerbse.aIrns
SPISZIEO: NLIC(7’A+BtIaLllI)TY: Nil baFllobruegabcehatreawmill ebnecoaunptietcrheed,r o(+n1e tboasheit- battle — regardless of how much or how
with baseballs, +1 damage), one will be a tliettalemdmamemagbeerthweiyll hbaevekilsleudffeareudtom—ateicaacllhy
These creatures travel around in tight, catcher (armor class 3, 75% likely to after being hit three times: Three strikes
nomadic bands. If they are encountered -cc1oaattccohhha(istnliyagnhmdtlyis-1osildldeea)r,maaanngddeaownbietithwoavinlelyrwbtheeiingtghh)et., and they’re out!
in their camp, practice ball-throwing and The coach’s team will listen explicitly,
hitting will undoubtedly be going on. If anTdhoenlrye,sttoohfimth.e group will be normal
ttheeayma-traelkmaentdwchailseuawlacnadtecrhiningg, ggeanmereasl phliagyheerrs,maalthyonuoghticae dtrhuaidt voaf r3iorduslevteeal mor
will be happening. Baseball bugbears members seem to hail from different
are unusually rowdy and will usually at- hareeaavsy,ofotfhf-esecaosuonntryt,radduiengmtahiantlyotcocuthres
tack anyone for any reason. They will between teams. For each team of base-
always attack any person disrupting a obanlel bpulgabyeearrsh,atshearebaisttain1g0a%vecrhaagneceotvheart
practice session, and death is too good w.4i0th0a, gbiavsinegbahlilmba+t.2Atlosoh,itthaenred idsaam1a0g%e
fgoarmsoems!eBoneecawuhsoeboref athkesiruplooundenpaftuthreei,r
nbeansetsb,aallndbucgabneaurssuanlelyvebreshuerparridseaogpopood-
distance away. They have uncommonly
high morale, and surrender or retreat
only in the most unusual circumstances.
WEREBEAVER round head. It may be noticed that he bodies and clothing are various shades
bhaesavbeurciks taeestlhig.hAtlcycoomldpearnbyoinygwtihthe cwuerrlye,- osifbwlehitthe,agt raeyc,earntadinblaidcekn. tAiflisaob,leit itshepmose-
Written by Jeff Goelz light colored hair. This boy is named music will be heard whenever the were-
Wtheayllyc.aTnhbeeir ecalostilhyindgistisingouuitsdhaetdedb,yatnhde beOavnecreistheenwceoruenbteeraevde.r is encountered,
AMNFRROOME.VQOAEPRU; PE9CE”NLACARYSIN:SG:U:n6i1que fact that they have no coloration. Their wheillwteillllathppeepaar rttoy,g“eWt hnyervdoouns’,t yaondu gWuayllsy
leave before I start to think you’re a
HIT DICE: 4+2 Ybuonuchguoyfscbreeettpesr woratgcohonosutoorrsIo’llmteetlhl imngy.
% IN LAIR: Nil dheaadrsanwdordhse’ollf ctlhoisbbseorrt,yothue.”wWerhebeenavheer
TREASURE TYPE: Nil wWiallllrye.sYpooun’rde bnyotssauycihnga, b“Gadeeb,rotthhaenrkasf-,
NO. OF ATTACKS: 1 ter all.”
DAMAGE/ATTACK: 4-16 terIfWthaellywhearsebiessauveedr ihsisstwillatrhnrienagt,etnheedreaifs-
SPECIAL ATTACKS: Nil a 25% chance per round (cumulative)
SPECIAL DEFENSES: Silver or magical ftehlalotwt,heansdtrheesswwill iltlraonvseforcrmominetothaewliettrlee-
AMINLATIGGEwILNeCLaMIpGREoEEnNNSTnCIS:eEeTC:dAheaNAdoCvtetiEocra:gghoeSitotadndard bIfeeaivtehrerahnde oatrtaWckallwyitihs haitstapcokwede,rfuhlebwiteill.
SIZE(c:hSao(tMic evil in were form) tartaenlys,foarnmd iwntioll btheeewxtererembeelayvhear ridmtmoegdei-t
in were form) under control.
PSIONIC ABILITY: Nil
edThine hwuemreabneafvoerrmis. Huseuaalplypeenacrosuanstera-
young boy with short, dark hair and a
56 APRIL 1982
468
Firetail ed elsewhere by diverse means, and gaottoadc.kTthheemy hoantesisgahlta.mFairnedtaerilss aanndd fwiriell
tfsPhiroleeamitnraeeiolswhSa(nhivniweftahtthirgmaervo,meuflosplere)dlgovrneteocsaetoaetpnrhedefrirr1edp-taa6layil.nlseesmssaeoyrf eleGmreeanttearlsfitreentadilstociagnnourseeetahcehfooltlhoewri.ng
Created by Ed Greenwood mcasapbisneotdelvl,rsesM,),coaRafzseteht,meaFosi1rve4tehthToCrulaeugpvrhes(lea:thl,Pl eHloaynencwaeele,SprFheeeirfstedp(baseleyell)e--,
Such groups are short-lived (thus acandstinFgir,ebthaelly(ocnacnetapkeer tnuorno).thWerheanctisopne.ll-
NFROE.QAUPEPNECAYR: IRNaGre: 1/ -v6e/1ry-2rare swptlhraainmnedsain)n,gdfolienr sdfseireperetanfiirdlseetnaacirlese. icUnresuuanatuflalryemssiloiaolirf-
%TAMHRRIOTIEMNVADOELSIA:RCUIE(RRCf:lE:iLgN4AhT+itlSY4)PS/91E:+4:69”/N/21il9/” Gems only tary, they prefer the company of their Firetails take no damage from heat-
(25% chance) ocawsniokninadllytothtehaytwoifllotathkeer acrecaotmurpeasn. iOonc,- adniedafidred-itbioansaelddaattmacakgse, bfruotmsuwffaetre+r-3apnedr
NDOAM. OAGFEA/ATTTATCACKSK:: 2/4 magic twuhreic. hFimreatayilbsehaalvmeoasctcaonmypsaonriet dofocthreears- ccaonld-bbeasdeisdtuarbtteadck(psr.eTvehnetiirngfietrhyembofdroiems
1-6/1-12 better of their kind, pegasi, sylphs, elves, and smfbipeyaergysllictcroaaorslnatGignn,gugessotutrdoofdaeWbttnlauincewkd-i)iwnn.ghdTishftoee(r,ysuovbanclaheryziearnosgfurotnhinmde)-
SSPPEEuwCCseIIeAAaLLpoDAnETtFToEAhNCitSKESS: :HNeila/t/H+1eaot,r fervieenndsh,umfiraentsa.ilsAltmhoauyghsutdhdeeynnlyeviegrnoforergeat tceonlsoirtay,tihounea, steammpeeraatnusreo,facnodmpmatutenrincao-f
MINATGEILCLIRGEESNISCTEA:NACvEe:ra4g0e%/ /G9e0n%ius ftuarmniliwairthboeuint gd,isdceeprnairbtleforreaastiomne, oarnedvreen- tion. Their flames do 1-6 or 1-12 points of
SALIZIGE:NSME(2N-4T’: Chaotic neutral abrneaokppooffnceonmt.bat and attempt to befriend tsdauaccmth,aaganesdp(dwaerilcplheigmnndeiitnnetgfaloannmd mtcylpaoebth)le.umpoantecrioanls-
long) anFdirmetaayilswtreenadk tgoretaaktehsaivdoecsoinr dcoonmfliuctcsh,
Once every three rounds a firetail may
PSIONIC ABILITY: Nil oblnaezeofinittesnasettlaycfkosr ian ftehwatsreocuonnddsd, oseosthaant
Attack/Defense Modes: Nil agrdedaittiohneaatl d1a-1m2agpiongintasll oitfemdasmwaitghein, ½its”
that fail a saving throw.
feyThcreeafitruerteailoaf plivpiengarfslaamsea, wfrhoilcichsolomopes, PlinlaSgnoegmehmeasvf,eirteeatnacdciluisnmgountloattehtadekePhorsaitmordneseMsofoafttwefirieniarky-l
and darts dazzlingly in the air and is re- color which catch the light.
eprutfeirdetatoil,e” morpltosyhamlaa(gliisct.eOdntoly tthhee r“igghretaotf- maWnh-yeenartsh)e, yfirreetaaiclsh bvuerrsyt,opldroadugcein(g4010-
ttuheallsylacsahstmsasrpksellisn, tbhuet ttahbeletwaobosvpee),ciaecs- 4 lesser firetails, or (20% chance) 1-2
areThoeutfwireatradillyoirdigeinntaicteasl. on the Elemen- greater firetails.
tal Plane of Fire, where it is Uncommon/
Rare, but some few have been transport-
Umbrae shUadmobwraseuappopneawraallss, hfluomorasn,oaidn-dshoatpheedr Curse is cast upon the body within one
surfaces, wherever they can find light dttuaorcUnwk.mss baorgfaaweineasarteptohuneniaorfrffoesrcpmtee;ldlsobnaylyttdathicrekescstwhaaitl--l
Created by Theresa Berger (utnhedebaridg;httehreitrheorbigeitntesr)a. nUdmmbroateivaerse anroet harm them. Thus, a warrior would have
soubgsgceusrtea, tshoouurcgehonthethier cNheagaraticveterMisattiecrs- thois“sotrrikhee”r asnwourmd,barandwaithmtahgeeschoaudlodweno-f
NFROE. QAUPEPNECAYR:INVGe:ry1-r6are ialUPmlabnrea.e “feed” upon humanoids by sWnaerbe. Waneuampobnras dwoithnothrme aslhdaadmowagoef aif
%TAHMRRIOTEIMNVADOESLIRC:UA1ERICR8:EL”:4ANTSiYlSP: E3: Nil striking a victim’s shadow with their their shadows hit, but no strength bo-
SSNDPPOAEEM. CCOAIIAFGALLEA/DTAATETTATTFCEAAKNCCSSKK:E:SS2:2:S-5Seeeebebleolwow “shhaanddows”soorfwwitehapwohnast. aTphpeeyaartttaocbkeatsheif fnpoulyrsm.eUswmohbricrmaheadgaoicreeaslinmdoamtmucanagesettaobosanhnuaysdeaostwtaacopk-f
SAMIPNLISAZTIIGGEEO:NILNCMLMIICGRE(4NEEA’SNT-B6:ICIS’LENtTIaT:AelYlu)NN:troCaNnEl-il:etSovitlasenmdai-rd tawtCiahmnolreogpduaetrladkoot’rvnsggoeleiyAfvtteCmDhhinaiasstoodpg(libia8ac.eec)ab.en.l,aEmeosBfareietcr,ndahatbecruhxmewtitrtoeos+uurr2ilpotcdyoAflanrbrDsmaosteihosnfoeereufonsv1treshi0cesea-, itself.
tim’s shadow damages the victim and tuimnOfeapmspuoilfnifaeerrnitatyspwfeaitnchianltgthyeuomnf e-b4crae“etsosfoahrirty”thdaeutteafirctsokt
Atttaockp/sDioenfeicnsaettacMkosdes: Nil/lmmune c(aanuseefsfehcitswohr ihcehrlsahsatsdouwnttiol thfaedevicsltiigmhtilsy forms, and will inflict only “accidental”
bh(aeenacdloemldif)ee.)AaisnnycuohnmusbmurmaaneoudindbleywsahsnoasuemRsbehrmaadowoviwell adpapmraogaechu. nOtipl pthoenyenretscoimgnpirzoevethbeyp+ro1peinr
48 MAY 1982 euancthil nsoucpceeendainltgy iesnicnocuunrtreerdwoitnh tuhmebfriafteh,
and subsequent encounters. (Monks ad-
469
tanhnoedrmsTparuhlleye.rSeDeaiesnipndgelwsItliollulpsbiteohnea,beMlfefeinctdotsBaoltfatanthckke,
lTigehlet ppaatthteyr.n, as does the use of a Helm of
coOlonrecde-ltihgehtcarettaatcukr,ethbeergeiniss otonlyusae5i%ts
cdhisacnocnetinpueer rothuantdfothremreoaffteartttahcakt.itTwhiell
creature has the ability to maintain the
opratatenrynddaemsapgitee iatlltaaktetascskhsodrtireocf tdeedaatht.itI,f
the lights are negated by some means or
tthhee wmoormnstceerasweisll itmo mmeaidnitaatinelytherestuprhnerteo,
sbpithinegreorofitliwghillt doinsceengeavgeery. I1t 2gehnoeurrast.es a
Light worm +1 on first bite, then -2 for each addition- terIef dm, oarnedthmanoreontehalinghot nweorumseiss tehnecocuonl--
saTizolhenebP,irteeoa,ilsitshcouonnmuosguphlkaentlSiolvslweo)awnroearPneodtfiiifsdeeoocnitnteiva1efno-.8dr tmNheiinsuutptreaosli--. oinrgedt-hlirgohwt satatagcakin, svticetaimcsh smpuhsetremoakf eligshatsv.-
If a victim is affected by more than one
Created by Willie Callison The bite, however, isn’t the creature’s sapreLheigrcheu,tmewualoacrthimveas.t full strength, the effects
cmhoansctepopteernrtouwnedapthoant .thTeheligrhet iswoarm35w%ill are immune to Sleep,
FREQUENCY: Very rare create a sphere of colored lights around
ANROM. OAPRPCEALARSINSG: :61 (75%) or 1-3 sitpshveicretimiss.2T0hfeeedti,amanedtetrhoef mthoisnshtyeprncoatinc
MOVE: 6” cfiarsstt titharetea rroaungnedsofo1f2it0sfeueste.,Daullrining tthhee ssCtthureannrmtght,ehHcoroerldaf,oturarmend.foSIrlnlu1as-k3ioenrsoustopnedSlslts,iccokasfncawenilly-l
SS%THNDRPPIOATIEEEMN. ACDCOASLIIIAFCGAAULELIERRA:/ETD:AA4T4ETTTA0TFTY%CEAAPKNCCESSKK::ES:I1,S:1:YS-6Seeeebebleolwow aroffuencdt,edcuamreualataivree).diIznzyro(u-n2d“sto4haitn”dpe5r,
tthhaet vnioctfiomrms swoillf hatatavcekbaerceopmosessiboled, iaznzdy Clinogldt-haenldighhet apta-bttaesrendinatutasceksatdtohedotiumbele.
it will be a struggle merely to keep their damage if the creature fails a saving
fpeoestu. rAeftteor tshixe rloiguhntsd,stohof sceonatfinfeucoteuds ewxil-l wthorormw’,snmoarmgicalrdeasimstaangceeodthoeerswnisoet .aTpphley
fall unconscious for 11-20 minutes, dur- to cold- and heat-based spells, or to
IMNATGEILCLIGREESNICSTEA: NSCeEm: i-75% (see below) ipnrgeywihf ilcehftthunedliisgthutrbweodr.m will devour its sgpiaTenhlltseswlnigahhkictehw, bnouermtgtahltoeeorekthsaevreleigrsyhetmvpeuarcatthledrliniks.etina-
ASPLISZIIGEO:NNLMICE(7NA’-T1B:0IL’ NIlToeYnug:t)rNalil lowAedsadvuirninggththreowfirsvtsr.osupnedllosf athte-2wiosrma’ls-
Attack/Defense Modes: mental attack; those who make the save guishing features, The worm’s coloring
wfinirigslltsptuehfnrfeeaerltioernosluy“nttodhseh,itd.w”iziAtzhyftienthrgetehcfrfeoeercrtersosuopnfodnthsde,- bisanbdlasckofovnioltehteaunnddeligrshitdebluaendonaltteorpn.aTtinhge
Nil they will shake off the hypnotic effects of head is that of a normal snake, except for
These creatures are usually found tmwaoyshmaavlel bbuemenpsoramboavyeytehteeveoylevse tihnatot
snienagnlysienttdinugnsg.eTohnes laignhdt swimorimla’rsspurbintecirpraa-l thwoornrso.wAsloonf gsmthaell sbteuabsst’wshuicnhdearrseidaeppaarre-
wmeuaspt omnaikseaavsearyvipnogisthornoowusvsb.itpeo. iVsoicntim(ast ently the vestiges of some sort of “feet.”
just more rapidly due to their training;
ethnecyousunftfeerr, oannldy ano-2ppeennaaltyltythoenrethaeftierrf.i)rst
strUikmeb,raaendinnfleicvtedrasmimagpelyownlhyewnhtehne tvhiecy-
tim’s shadow overlaps an umbra. Such
tchounst,acutmcbaruaseecsadninsoctomhidfoertintoththeeshvaicdtiomw;
Tohf eay lhivaivnegacr1e0a0t%urcehawnictheooufthaidleinrgtiningthite.
sshuarpdroiswe oofn aan1i-n5a.nimate object, and they
Generally, umbrae will not attack un-
tlheessy adrisetinhcatrmshleasdsowinsaarereasporefsceonmt,palentde
cdaarnknaensds woirll dfoiflfluoswedintliegnhdt.edHovwicetivmers, uthnetiyl
caownetilnl-uliteatroeaatistarcekacuhnetidl .itAhnausmebnratirweliyll
consumed a shadow (and slain the vic-
stiumr)v,ivoirngunutiml ibt risaekiallered,8i0n%whlikicehlyctaosefleaen.y
umDberasepitaerethneeivregr refoautndaffainboitvyefogrroluignhdt.,
DRAGON 49
470
Tybor
Created by Jeff Brandt possible. Tybor are able to employ tsypbeollrsc(naon scaavsitngboththrowHafosrteeiathnedr tSylpoew)
imtya.gTich-uesyercaspneullsseatntihnee 210stth-lelevveell sopf ealblsil,- four times a day.
FREQUENCY: Very rare eight 2nd-level spells, seven of the 3rd tybItoirsarruemmoraegdictahlaitnthneatfueraet,hbeurst oonf ltyheif
ANHMRIOOTM.VDOAEIPRC: PE4CE8: AL”1AR0SINSG: :01 tlehveel6,tshi,xthofretheeo4f tthh,efiv7etho,ftwthoe o5ftht,hfeou8rtho,f epnluccokuerdagferodmtoamliavkeecsreoamtuereo.f (thDeMfseaatrhe-
%TNDROAIEMN.AOASLGFAUIERAR/ET:AT2TT0ATY%CAPKCESK: ::I,3S2,-8T/2-8/3-18 danady.o(nSepeolflsthseh9otuhldlebveel ddeurtienrgmainneydgrivaenn- ers small magical tokens; for instance, a
SSMPPAEEGCCIICIAALLREDASETIFTSEATNCASKNESCS:E:S: Se5ee0e%bebleolwow cdroematluyreb.)yInthaeddDitMionfotor tehaecshe sinpdeilvlsid, uthael ftoeouautthsteehreamaHiggahisntteggrssapinedtlel t-3heeftifmeocwetsn. eaBr uwthteeenkaobwt iilatihtlyl-
AINLTIGENLLMIGENENT:CEN:euGteranlius feathers from a single bird should be
SPISZAIEtOta:NcMIkC/D(6Ae-f7Be’InLtsaITell)YM: oNdiles: Nil maTghiceatl.y)bor have their own language,
thaTth, ewthyebnorruanreniangraactemofaxfliimghutmlessspbeierdds, but never use it in communication with
stteoerueecmdh,itnaognd“filtof.eamMt” aaallebesosvaearertehaelnwegarvoyesurnsdeonlwictaiotrhuyo.nu-t oolifmthaeitllrebdcirrfedoasrtmuarneodsf.ftleyTilnhegepyaretkhpntyiolewws,htheaenredtbohynagtvhueeeyas
can communicate with most humanoids.
The tybor attacks physically with its theIfrethies tayb6o0r%iscehnacnocuenttheerered winillhebre la1i-r3,
tswhoarcplabwesakanisd +a3bteoakhits.laHsohw. Ietsvemr,aigticparelly- emgagrske(wt)oirnthth7e,0n0e0sgt.pTahpeietcyeboornwtihlleleotpneon
fers to use its spell-casting ability in ounnteil ndeeaartht.he eggs, defending the nest
combat (or to avoid combat) whenever ThTehemtayjboorrityhaosf athpeurbpoledycrfoewanthaenrsd taariel.
orange with a sprinkling of green. The
ahnedadaibsribdlguee owfitghrereend aabroouvnedthtehebeeadkg.es
50 MAY 1982
471
Vol. IV, No. 10
from Jean Wells
Question: Must all characters that can use magic record Answer: Any items that are rechargeable have to have one charge
their spells on books or scrolls in order to remember them? left in them to be recharged. To recharge them, you cast spells at them.
One major problem with such items is that one is never sure how many
Answer: If the characters are spell casters, yes; some of them must charges they have.
record their spells on books. Only Clerics and Druids get theirs each day ***
through prayer and meditation. Magic-Users and Illusionists must keep
one or more spell books. Some people like the idea of all spells being Question: If you keep using a Ring of Invisibility, will you
contained in one book, while others, including myself, like the idea of slowly become invisible forever?
one book for each level of spells. How many spell books you will have Answer: My stars, no! That would make the ring too powerful. For
and what size they will be is up to*th*e D* M of the game you play in. something to bestow permanent invisibility to a character is making it
much too powerful. Just go around doing anything you want without
Question: Can a Paladin put someone to death if the victim ever being seen? No, no?
is severely scarred and doesn’t want to live? ***
Answer: Absolutely not! The Paladin would try to find a reason for QUESTION: If a party comes across a magic item, should
the person to live, if not with the world, then shut away doing religious one tell them it is magic? Would it feel magical?
work where those who benefit from the aid would not care what he
looks like. The Paladin would also do all that he could to see that the ANSWER: Only tell the party that something is magic if they throw
character did not succeed in taking* h*is*own life. a Detect Magic spell on it. The only other way to find out is to pick it up
and try it out. That might be dangerous, but that’s the way it goes
Question: I am a 12th-level Paladin and I want to start a sometimes. Never, NEVER, tell them, “Oh gee, it feels like a +2
lineage. Is this possible? Can my Paladin get married, and if sword.” Make them work to find out what it is, never just give anything
so, can he have children? away. * * *
Answer: Well, most believe that Paladins practice celibacy. I firmly QUESTION: We had a bit of trouble last week with this
uphold this belief and will not allow my Paladin, Guinivere, to marry. problem: A lawful good Ranger was in our party and we came
This is a personal decision, or it can be made by your DM for you. Even if across a wounded Wyvern. He and the DM said he had to
they don’t marry, I am quite sure that Paladins are capable of having protect it from the rest of the party until it attacked him. What
children. happens now?
***
ANSWER: I don’t see what the problem is. If your DM said that the
Question: How does a first-level Magic-User get spells in Ranger will protect the Wyvern, then I guess he will. All you can do is
his first-level spell book? Also, what obligations does he have wait and see if the Wyvern attacks him or anyone else in the party.
to his master for his spell book? Simple matters similar to this are the sole responsibility of DMs. If a DM
Answer: A first-level Magic-User gets his spells placed in his spell writes and asks this question, then I would give him an answer slightly
book by himself or his mentor by way of a Write spell. This is the way he different from yours. Otherwise, the DM is the final word in matters of
places all his spells in his spell books. As to his obligations to the his or her own campaign. * * *
Magic-User who was his master, that is between them. I myself am
cleaning up after a 10th-level Magic-User’s young black dragon twice a Question: Does the spell Resurrection require a Constitu-
week in return for a book of third-level spells. tion percentage roll? If so, does the character lose a point from
*** his Constitution?
Question: Why can’t demi-humans be Sages? Also, en-
closed is a check for an order. Answer: Yes, to both. However, some DMs don’t make you lose the
Answer: Demi-humans can be Sages. However, they are not as point. They only want you to keep track of how many times you have
readily available as humans. Demi-humans are especially not interested raised, and once you have been raised as many times as you have
in answering adventurers’ questions. As for the check for the order: DO Constitution points you can no longer be raised. This way, you don’t
NOT SEND ME ANY ORDERS OR MONEY. I may work for TSR lose the benefit of extra hit points*if*yo*u have a high constitution.
Hobbies, but I don’t handle any money. If you have an order for The Question: Why can’t half-orcs be raised, especially if
Dragon, send it to TD at POB 110, Lake Geneva VJI 53147. If it is an they are 90% human as the Players Handbook says?
order for The Dungeon Hobby Shop, send it to 772 Main Street, Lake
Geneva WI 53147. Answer: The Players Handbook does not say that half-orcs are
*** 90% human. It says that 10% of them (from which player characters
are drawn) resemble humans enough to pass for one under most
Question: In the Dungeon Masters Guide it says that re- circumstances. Genetically, a true half-orc is always 50% human.
chargeable items can be recharged and yet it says elsewhere
that once they are used up, they can’t be recharged. Please Half-orcs cannot be raised simply because they do not have
clear this up for me. souls. I went right to the top for the answer to this one, and according
to Gary Gygax himself, “Half-orcs cannot be raised-period.”
12
472
All about the druid/ranger
A classy explanation, better late than never
by Frank Mentzer
Editors introduction tually unchanged. So here, without further balance to the other, with life necessary for
Both elven and half-elven characters can delay is the rest of the story death, happiness for suffering, good for evil,
order for chaos, and vice versa. (See
be druid/rangers, or can be triple-classed as Though the druid/ranger is permitted in DMG, page 23.) The druid lovingly tends
druid/ranger/magic-users. the AD&D® game rules, an alignment the balance of all things, epitomized by
conflict is obviously present. But the combi- Nature herself, while accepting the undeni-
Little did we realize the uproar that nation is equally obviously logical; both able fact that Nature is sometimes cruel
would follow the publication of that single classes are woodland-oriented. Then again, survival of the fittest, and all that.
sentence in issue #96, near the end of Gary why should high-level rangers gain druid
Gygaxs article on New jobs for demi- spells, even when their alignments are The actions and beliefs of a druid in the
humans. As scores of people have pointed radically different from those of the deities game are good not in the alignment
out to us since then, the job of druid/ranger who grant such spells? sense, but in the common meaning of ben-
is impossible to qualify for under the exist- eficial. Strictly within the druids milieu,
ing AD&D® game rules. First, allow this multi-class combination the druid considers his or her actions as
only for characters of the Neutral Good good (more precisely, best) for all
It quickly became obvious that an expla- alignment. For a rationale, consider the things everywhere.
nation was in order even if it had to be behavior and philosophy of each class in the
after the fact. This Eager-to-Please Editor context of the campaign. A ranger, on the other hand, is required
imposed upon Frank Mentzer to prepare an to have a Good moral alignment: Each
essay that would describe how and why this Druids, on the whole, minimize their creature is entitled to life, relative freedom,
illegal class combination could and association with civilization, usually and the prospect of happiness. Cruelty and
should be possible. Frank was more than shunning the settlements of humans and suffering are undesirable. (Again see
happy to comply, and Gary also gave this humanoids for their beloved wilderness. To DMG, page 23.) This moral perspective of
piece of writing his stamp of approval the truly Neutral druid, each thing exists the ranger, who deals with civilized areas
tacking on the final paragraph which ap- as a part of the whole, one as a check or much more often than the druid, is closely
pears here and leaving the remainder vir-
DRAGON 9
tied to relationships, and to the welfare of In regard to the current debate over the impor- 473
other beings. In relation to Nature herself, tance of the official rules, I offer the following
the rangers outlook is very neutral- words of Mr. Frank Mentzer, TSRs Creative changes in the system. You may wish to borrow
oriented. The balance of Nature is a Aide to the President, from POLYHEDRON from other games, from other gamers, and from
good thing (lower-case g, as opposed Newszine #9: other sources of literature. By all means, do it.
to Good alignment). The primary diver- But at least know what its like to play without
gence between the ranger and druid philos- An emphasis on role playing comes closer to the changes you and your players wish to install
ophies is in their attitude toward suffering the original concept of the game than does an in the game. It will make the changes that much
individuals: The ranger will always try to obsession with details. Gary [Gygax] doesnt run more rewarding.
help, while the druid might look on, believ- a straight AD&D® campaign; hes too creative to
ing that even suffering has its place and feel comfortable in that rigid system. You say you One note: If the AD&D game does seem too
purpose. are, too? How many games, modules, and artic- rigid to you, try the D&D game. It is a good
les have you written lately? Have you given the system in itself which allows a more freeform style
The Neutral Good ranger may thus be system, as published, a chance? Have you tried of gaming. It is designed to be added to by indi-
considered nearly true Neutral when func- the D&D® game, a flexible and adaptable frame- vidual DMs in a manner that cannot be done
tioning in the realm of Nature. Player- work, instead of the far more complex and regi- with the AD&D game.
character druid/rangers are thus permitted, mented AD&D system?
if of that alignment. Druids and Neutral Michael D. Selinker
Good rangers can be quite friendly toward The letters in the Forum in DRAGON issue Seattle, Wash.
one another the druid considering the #98 all extol either a nitty-gritty rules fixation,
ranger as a soul nearly saved, and vice a more flexible interpretation of the word offi- Although this letter isnt about an actual part
versa. cial, or a combination of the two. Unfortunately, of gaming, I think some people will be familiar
none of the correspondents mention gaming with this story. I first began playing the D&D
As to rangers of other alignments experience or creativity, two factors which I feel game about three and a half years ago. Im not
Chaotic Good and Lawful Good one can cannot be ignored in this discussion. I use my really sure if you could call it playing, since I was
only speculate as to the reasons why they own experiences to illustrate this point. in the sixth grade at the time; in my area, that
are granted druid spells. The druid deity (or was the time when everyone played the D&D
deities) might consider any rangers respect I started my first D&D game eight years ago, game and no one played it right. Everyone
for and good treatment of the realm of having no experience with the rules or even played in a Monty Haul campaign, but no one
Nature as deserving of such boons. If so, RPGs in general. Back then, all we had were the had even heard the term.
the thoughtful ranger should realize that his classic blue book and D&D module B1, In
or her actions in variance to the true Neu- Search of the Unknown. Beyond that, we made All through seventh grade, players slowly
tral ways will be balanced, in the long run, our own dungeons, in which yellow mold lined thinned out and the remaining players I gamed
by someone elses converse actions per- the only passage into an orcs chamber and with decided to reform. We had long meetings
haps those of the local druid, repairing the nobody said anything. How did the orc get its for our D&D club in which we ended up either
damage caused by excessive Law, Chaos, food? Nobody wondered and nobody cared. watching TV or fooling around outside. Our DM
or Good. said hed never done enough of his world for us
Since then, I have almost doubled my age and to play in it, although he cant really be blamed
Moral extremists those rangers who have grown in all respects. I am not the same for it since no one else had the initiative to be a
are notably and constantly (i.e. excessively, person I was then, and I dont play the same DM. As expected, this finally ended in the late
to the druid) Lawful or Chaotic might be game. Today I play a highly modified form of the summer after seventh grade, with the group
denied spells by the DM, having strayed too AD&D game which is nonviolent. Very few parts splitting in half.
far (again, from the druidical perspective) of the game are unchanged from their published
from the balance of all things. If the DM form, yet enough has been salvaged so that the At this point, I finally gained enough initiative
excludes rangers of certain extreme align- game is at least recognizable as an AD&D game. to become the DM. I was inspired by an excellent
ments from spell acquisition, the players DM who was a counselor at a camp I had gone to
should first be informed of this, whether Eight years ago, I would have laughed at that summer, and I was the DM all through
their rangers are of low or high level. anyone who suggested that I play a nonviolent eighth grade. By this time, I realized that many
game. We played the D&D game for its wonder- people who used to play the D&D game no longer
As a final note, research into the ways of ful combat system, and giving that up would be did. Im quite sure (lets face it, folks) that the
ancient druids can help flesh out the class like removing your left arm, if not your heart. reason is that D&D gaming is not considered cool
and its campaign activities. Druid beliefs But even if I had the inclination to create a to a majority of kids starting into the eighth
were historically anchored in a gnostic nonviolent game, I still could not have pulled it grade. While Ive been lucky enough for it not to
monotheism, the worship of a Great Mother off. I simply did not have the knowledge or skill have happened to me, many kids that play the
of All (known by different names in differ- to manage a game like the one I play now. D&D game are considered nerds.
ent times and places). Druidism evolved
from an early matriarchal stage, limiting One of the most important steps in the creation So, what finally happened was this. I was
the priesthood to females only (and hence of my present campaign was the switch to AD&D playing D&D with two other kids, I was using
giving rise to the woodland females, dryads gaming in one $50 swoop. The game was some- characters while I was DMing, and we had 17
et al.), to the later more open stage, allow- what overwhelming in its scope, but we played it characters between the three of us. Characters
ing males. Traces of druidism were found as exactly as published for some time. As we pro- were reaching 4th level after one adventure.
late as 1874, in Russia. Acorns and oak gressed through our campaign, we began to Now, I know the Gary Gygaxes and the Lenard
leaves are still used in wreaths and harvest notice flaws in the game and started to create Lakofkas are screaming Blasphemy! at this
decorations, and many towns hold seasonal ways to change the game to our own ends. The moment, but instead, I think more people are
ceremonies at great oak trees. To some eventual outcome was our current campaign. The shocked to realize that other people are in the
extent, the remnants of the ancient religion campaign will end soon, and the game will same situation that they are in. You have to
persist to this very day. change further. realize how hard it is for a DM to be a good DM
with only two other players. Finally, my two
Of course, AD&D gaming seeks only to There is no question that the AD&D game, as players began to lose interest, probably for three
base its fantasy upon historical actualities, published, is both complex and regimented. reasons. First, they were a little worried about
and it in no sense suggests reality or the re- But it must be fully comprehended to be altered. their image. Second, they were never as serious
creation of supposed pagan practices. A Otherwise, the results of change will never be about playing as I was. Third, my campaign was
sound knowledge of history, however, and noticed. The only way to understand the game is not all that good, and if there had been better
an understanding of ancient and medieval to play it, at least for a short amount of time, as it
culture, will certainly enhance the enjoy- is written. After some experience with the game, (Turn to page 98)
ment of a campaign and enable the DM to you may feel your creative impulses suggest
add much to the milieu.
10 AUGUST 1985
474
Arcana update, part 1
Repairs, reasons, and even more new rules
by Kim Mohan
with ideas and aid from Gary, Frank, and Jeff
Now, dont get a bunch of swelled heads typesetting changes. Errors that require Racial Preferences Table
or anything, but you people are very good explanation or justification will be explained Now that theres so much more genetic
proofreaders. or justified in this article. Are we going to
address every point youve spotted? Well, variety in the half-elf, its sometimes diffi-
We spent a few months working to pro- not right away. Since Gary and Frank and cult to generalize about this race. In the
duce Unearthed Arcana, and it took you a Jeff and yours truly sat down in late August matter of their reaction toward other racial
fraction of that time to find many of the to deal with the original batch of I found a types, weve reasoned that half-elves of dark
errors that we carefully concealed inside mistake letters, a few new questions have descent would certainly feel differently (in
those 128 pages. (I said many, not all. No- come in. Be patient, and well try to do this most cases) than other half-elves do about
bodys that good.) again within an issue or two so we can get the races in the AD&D game multiverse.
the book really fixed up. (What? More So, we produced an extra line for the Racial
Okay. . . we didnt hide the errors mail? More you guys messed up letters? Preferences Table (p. 12) for dark half-elves
they hid from us. What difference does it Aaarrgh....) and we changed the current half-elf line in
make? Anyhow, the way I figure it, leaving the columns for the six strains of full-
things in the book that needed fixing was Comeliness blooded elves.
actually a wise business move on our part. The list of penalties and bonuses on page
Now we get to use up page space in the Franks rationale for the new line goes
magazine to acknowledge and correct those 6 now includes valley elves, wild elves, and like this: Half-elves of dark elf ancestry have
things, plus spend some money to make dark elves. Note that dark elf males and attitudes toward other races similar to those
corrections to the book itself before we print dark elf females are listed separately, unlike of pure dark elves, but slightly mollified;
any more copies. (What? We didnt need any other race. Also, valley elves and wild most reactions are one increment more
this to fill? We dont like spending money? elves are not of the same race for pur- favorable. However, they share the full-
Okay, I wont make any more business poses of effective comeliness; this concept blooded cousins antipathy toward all half-
decisions.) only applies to halflings vis-a-vis humans lings, and are tolerant of half-orcs.
and gray elves vis-a-vis high elves.
Yes, we will fix the book. We can insert Once dark half-elves were split off as a
corrections and supplementary material in Character races separate entry on this table, that necessi-
lots of spots without having to redesign A half-elf player character can operate in tated a new look at how all other half-elves
large chunks of type, and were going to do view full-blooded elves. The revised table
as much of this kind of repair as possible. any class not specifically prohibited to all now says that non-dark half-elves view dark
But all you proofreaders who already have half-elves, so long as the PC comes from a elves and wild elves with antipathy, and
the book dont despair. On pages 48 and strain of elven stock for which that class is they feel goodwill toward other elves.
49, youll find a collection of all the pieces legal. In concrete terms: Only a half-elf of
of type well be plugging into the text, plus dark, gray, or high elf descent can become a Alignment requirements
some new information that were going to cavalier or a paladin. A half-elf of wild elf A cavalier does not have to be good (as
try to squeeze in somehow. With a photo- descent cannot become a cleric, a ranger, or
copier, scissors, tape or glue, and a dexter- a magic-user. originally specified), but must be of a non-
ity of 6 or higher, you can fix your own evil alignment when beginning in the pro-
book page by page. Or you can simply The last sentence in the text introducing fession. A thief must be of a non-good
fasten these sheets of corrections and addi- Character Race Table II (p. 8) now refers to alignment to begin with, but may switch to
tions on the inside back cover for easy refer- a hill dwarf assassin instead of a dwar- good later on (just as some cavaliers turn to
ence, if you dont want lumpy pages. ven assassin, since the book says it is possi- evil). Likewise, an assassin must be aligned
ble for gray dwarves to be multi-classed toward evil as a beginning character, but
Other errors (and here I use the term assassin characters. may become neutral or even good later in
very loosely) cant be tended to by simple his or her career. (For an example of a non-
evil assassin, think of James Bond. As Gary
12 NOVEMBER 1985 put it, Assassins kill people as the result of
orders or directions from someone else.
That makes James Bond an assassin, even if
hes not evil.) The footnotes added to the
entries for the druid and ranger are only to
allow for the very rare occasions when a
half-elf or elf wants to become a druid/
ranger.
Thieves created using the rules from the
Players Handbook were allowed to be neu-
tral good at the start of their careers.
Among other things, the above changes to
the alignment rules explain how a medium-
or high-level good-aligned thief PC could be
present in an ongoing campaign. You didnt
think we were going to make all those good
thieves and guilds change alignment,
did you?
Character Classes tables certain magic items upon attaining a certain 475
Table I now lists a druids maximum experience level (potions at 2nd, weapons at
3rd, armor at 5th, etc.; see p. 20), peaking DRAGON 13
number of hit dice as 15, making the entry at 10th level, when a barbarian can use
conform with the text about the Grand most magic items available to fighters.
Druid on pp. 16-17.
Not so, says Gary, who points out that
In Table II, the entry for an assassins use high-level barbarians werent all that
of a shield now reads yes, with a note viable before. This is a good example of
explaining that a shield is prohibited when what sometimes happens to rule text after
the character is in the act of committing an the publication of official material in
assassination. An assassin can carry and use DRAGON Magazine and before it comes
a shield while battling with the guard out- out in final form. The final rules for the
side the dukes bedroom, but does not bene- barbarian class are different in many ways
fit from a shield during the round(s) in from what was published in DRAGON®
which he actually attacks the duke. issue #63 (July 1982). In fact, a followup
piece indicates that the seed of change had
The Cavalier germinated way back then. Gary had this
Change the heading on Cavaliers Table I to say at the end of an article on the barbar-
ian in issue #67:
(p. 15) to read 10-Sided Dice for Accum.
Hit Points as stated on p. 12 and In all truth, the sub-class is not too
strongly implied on p. 14. powerful. It is, in fact, under-powered
unless some very good rolls are gained in
The age of a beginning player-character the areas of strength, dexterity, and
cavalier is determined as for a cleric of that constitution. To have real prospects for
race 500 + 10dl0 years for an elf, long-range play, the character must have
40 + 2d4 for a half-elf, or 18 + 1d4 for a 18, 16, and 17 respectively. That is why
human. they are given 9d6, 7d6, and 8d6 for
those categories. A low-level barbarian
The retainers of a cavalier, although they has a better than average chance for
are themselves cavaliers, are non-player survival without such high rolls, but at
characters and as such cannot have their higher level he or she is not going to do
own groups of retainers; only player- well unless strength, dexterity, and con-
character cavaliers have the opportunity to stitution combine to give high hit points,
gather such a retinue. low armor class, and superior punish-
ment potential.
The Fighter
Why take weapon specialization away
from the cavalier and give it to the fighter?
asked someone. Well. . . when weapon
specialization was first mentioned, in
DRAGON® issue #66, it applied only to
fighters, excluding all sub-classes. Then
along came the cavalier article in issue #72,
which described how weapon specializa-
tion worked for that class (which was, at
the time, a sub-class of fighter). The use of
the term weapon specialization in issue
#72 was inappropriate. The cavaliers abil-
ity to get real good with certain weapons
isnt the same as the weapon specialization
that an ordinary fighter can acquire. The
distinction is made clear in Unearthed
Arcana, where the cavaliers skill is de-
scribed in terms of weapons of choice,
and the weapon specialization label only
appears where it belongs in the section
on The Fighter. The cavalier didnt lose
anything; all we did was polish up the
nomenclature a bit.
Multi-classed fighters cannot use weapon
specialization; this special skill is the prov-
ince only of humans and demi-human,
single-classed fighters.
The Barbarian
The age of a beginning player-character
barbarian is 14 + 1d4 years. (To keep things
in their proper places, this rule and the one
above for the age of a cavalier should be
slipped into page 74 between the sections on
Creating the Player Character and
Character Abilities.)
Some readers expressed concern that the
barbarian class was made too powerful by
the stipulation that a barbarian may use
476
The 9d6 system for ability scores first 22) should say that barbarians of level 6-10 in pick pockets, open locks, and find/
described in the barbarian article evolved get 3/2 attacks per round, not 2/3. Some- remove traps. Second, a thief-acrobat does
into Method V for character generation (see times its hard to notice when two charac- gain the ability to decipher magical writ-
UA p. 74). The system requires that the ters get transopsed like that. ings and utilize scrolls at 10th level, just as
player select the class of the character before regular thieves do (see Players Handbook,
rolling for ability scores and you only get The Thief-Acrobat p. 27). And for virtually every thief-
one roll for each specific ability. If the bar- Some of you pointed out that the dexter- acrobat, advancement in the abovemen-
barian misses an 18 on the best-3-of-9 roll tioned thieving skills does not stop when
for strength (which is more than 80% likely ity adjustments for pole vaulting (Table III, they split away from the main profession to
to happen), hes out of luck. Because the p. 25) were given in percentages, although become thief-acrobats. A thief-acrobat with
chance of it happening is so small, its un- the Thief-Acrobat Function Table lists pole 17 dexterity acquires 7th-level ability in
reasonable to expect a barbarian to have an vaulting distances in feet. This is a good pick pockets, open locks, and find/remove
18 strength in order to remain viable at example of something that should have been traps when he reaches 7th level as a thief-
higher levels. One way to build some power changed between the official and final ver- acrobat; one with 18 dexterity can gain 8th-
into the class, then, is to gradually give the sions, but wasnt. The original thief-acrobat level ability in these skills at 8th level, and a
barbarian access to magic items as the article in issue #69 had the same figures in 19 dexterity allows 9th-level ability when
character rises in levels. Experience, in this the same places, and to the best of our the character reaches 9th level. (Since the
context, represents the barbarians experi- recollection no one called the problem to minimum dexterity for a thief-acrobat is 16,
ence in learning to suppress his inborn our attention at that time. Well, heres the these benefits apply to the majority of all
detestation of magic, and learning how to fix. Change the entries in Table III to 1, characters who could qualify for the class.)
use magic items to his benefit even if he 2, and 3 respectively.
may not understand or appreciate the force When does the split from thief to thief-
that powers them. The text on pole vaulting (p. 23) has been acrobat actually occur, and when must a
changed to reflect the newly discovered fact character decide which path to pursue? The
Contrast this with the barbarians atti- that the distance of a vault depends on the decision must be made before the character
tude toward magic-users, which never really length of the pole, not the height of the accumulates more than 42,500 experience
softens. A magic item can (usually) be vaulter. A 6th-level dwarven thief-acrobat points and it can be made as early as the
controlled by the possessor, but a magic- with 18 dexterity can make a 9-foot vault, start of the characters career. But a thief
user is like a magic item with a mind of its but only if he tries it with a 6-foot (or cannot split off until attaining the 6th
own and its asking too much for a bar- longer) pole. We changed the rule after level of experience, and may do so at any
barian to put up with that sort of thing. hearing from a high-level halfling thief- point between 20,001 and 42,501 experi-
(For the same reason, a barbarian probably acrobat who tried to make a 15-foot vault ence points. After the switch, and the requi-
wouldnt be too crazy about owning an with a 7-foot pole and fell . . . short. site six weeks of training, the character is
intelligent sword, even if he was able to effectively a thief-acrobat of 6th level, keep-
control it.) Nobody brought up the issue, but we ing all the experience points and hit points
decided to do something to help out thief- accrued in the thief class and needing to get
The Attacks Per Melee Round Table (p. acrobats. First of all, every thief-acrobat can
and does achieve 6th-level skill (not just 5th)
14 NOVEMBER 1985
to 45,000 experience points to qualify for ciate the simplicity and speed that the new 477
7th level. Note that an early decision can be system delivers. In fact, its so simple that it
changed; a 1st-level thief who decides to can easily stand this little bit of complexity: dwarves, dark elves, deep gnomes, half-
become a thief-acrobat is not committed to Allow a saving throw versus death magic for orcs, and half-elves of dark descent. As Jeff
doing so, and could later elect to advance as a stunned pummeling victim to escape points out, An assassin in a good-aligned
a 7th-level thief instead of branching off. being knocked out. If the save is made, the race tends to be a loner and who wants
But once you switch, if you switch, theres victim is stunned for 1 - 10 more segments a loner for a player character?
no going back. (counting from the time that the second
stun occurred) but remains conscious. This The list of allowable multi-class combina-
Other stuff save versus knockout applies whenever tions is pretty liberal, but it doesnt permit
No character with exceptional strength an already stunned victim is stunned again. every matchup thats theoretically possible.
For instance, a PC hill dwarf can be a cleric
(18/01 to 18/00) has the ability to use a two- Think of the Quiver of Ehlonna (p. 102) or a thief, but not a cleric/thief; a surface
handed sword in one hand or do anything as a specialized sort of bag of holding, not a gnome can be a cleric or an assassin, but
of similar nature. The main factors here are quiver of whatever you want. The quiver not a cleric/assassin. Monster Manual II
the size and mass of the weapon and the will only give forth an arrow or other mentions that wild elves can be druid/
wielder, not the wielders strength. The two- weapon upon command if that particular fighters, but that combination is not open to
handed sword is not necessarily too heavy item was placed within it. The quiver is player characters of that race. Three-class
for a powerful fighter to swing about with magical because of how many weapons it combinations are only permitted for elves
one hand, but its bulk and shape make it holds, not because of any ability to create or and half-elves, and only if all three classes
impossible for the fighter to use with normal otherwise magically produce the weapons. are among the basic four (cleric, fighter,
effectiveness. (If Bruno the Slow insists on magic-user, thief). In no case can a player
trying, let him swing it at a hefty penalty to NEW RULES! character be a member of a class and one of
both his hit chance and damage result. that classs sub-classes at the same time.
Either hell get the idea, or he wont last Multi-class possibilities
long anyway.) With all the new racial strains available Armor for multi-classed thieves
With one major exception, multi-classed
As noted on page 7 of the book, a player- for player characters, its high time we had
character cleric can be of any alignment some once-and-for-all definition of which characters may use any armor and weapons
including true neutral, which had previ- multi-class combinations are permissible for available to any one of the classes in ques-
ously been available only to members of the the various demi-human races. Jeff came up tion without affecting the characters per-
druid sub-class. What we didnt say is that with Character Race Table III (see page 49) formance. The exception is a multi-classed
any non-evil cleric should be treated the to define who can become what. thiefs use of armor when attempting to
same as a good cleric for purposes of deter- perform thieving functions or acrobatic
mining the success and outcome of attempts All combinations including the thief class skills.
to turn undead. also apply to the thief-acrobat split class, so
that an elf (for instance) could begin as a When attired in anything other than
Consider magical barding to be effec- cleric/fighter/thief and later become a cleric/ leather armor, a thief is required to apply a
tively weightless for the purpose of deter- fighter/thief-acrobat. modifier to any attempt at using one of the
mining encumbrance, the same way that classs special skills. As it is, Thieves Table
magic armor is treated. A note of caution regarding multi-classed II (p. 22) is sufficient for single-classed
assassin characters: Combinations with the thieves, who have a limited selection of
The simplified rules for weaponless com- assassin class are given as permissible for armor. However, fighter/thieves and cleric/
bat given in Appendix Q not only can, but several racial types, even though we have thieves can use any of the armor types
should be used in place of the pummeling, reservations about some of them. (In partic- available to fighters and clerics, as long as
grappling, and overbearing rules in the ular, Frank isnt crazy about non-dark elf they accept the consequences. Indeed, a
DMG. You can use the original rules if magic-user/assassins.) Wed recommend fighter/thief can wear plate armor but he
youve gotten used to them and you like limiting multi-classed assassins to only those shouldnt expect to get very far up the wall
them, but we think most people will appre- races with a disposition toward evil gray hes trying to climb.
(From page 6) wyrm incapable of flight. The thief throws his two Weve expanded Thieves Table II to
thief has a ring of feather falling and is saved + 5 daggers but misses with both of them. The account for the armor types a multi-classed
from harm. The fighter falls 600 to his death. fighters spend this round drinking their potions of thief can wear, and weve drawn up Thief-
(He would have survived if the old falling damage storm giant strength. Round 2 is over. The Acrobats Table V to set forth the armor
system had been used.) Seconds after hitting the dragon has 40 hit points left. modifiers for thief-acrobat abilities. If a
ground, a raise dead followed by a heal spell from characters modified chance of success is
the two clerics restore him to perfect health. The The dragon is getting desperate now. It uses its 0% or lower, the indicated activity cannot
other 2 fighters both hit the dragon with + 5 breath weapon on the three lighters. They all be successfully performed. It may still be
arrows fired from + 5 bows (they cant miss). make their saving throws (with their + 5 rings of attempted, but the effort will certainly fail
Round 1 is over. The dragon has lost 64 of its 160 protection, they cant fail!) and take 80 points of with possibly perilous consequences: If a
hit points. damage each. They each have over 40 hit points thief wearing plate armor fails to open a
left. Another hit by the breath weapon will kill lock, he wont necessarily get hurt, but if
The dragon now begins attacking the charac- them, but theyre not worried. They know that the same character tries to walk a tightrope,
ters on the ground. It lands on top of one of the the dragon wont survive this round. They charge hed better have his insurance paid up.
clerics, doing 40 points of damage. The cleric into combat with their + 5 two-handed swords.
doesnt even try to avoid this attack, choosing By some miracle, two of them miss. The one that Only cleric/thieves, fighter/thieves, and
instead to strike back at + 4 to hit and do double hits does 20 points of damage. The cleric with the triple-classed thief characters can use metal
damage (with her gauntlets of ogre power and a + 4 mace and gauntlets of ogre power also hits, armor (except for elfin chain, which can be
+ 4 mace, she needs a 4 to hit). She isnt worried doing 14 points of damage. At this point, the worn by any thief fortunate enough to
about the damage she took; she has 43 hit points mage decides to end the combat and casts another acquire a set). Illusionist/thieves, magic-
left. Meanwhile, the magic-user hits the monster magic missile spell. The dragon dies, evil is user/thieves, and others are restricted to
with his magic missile spell; twelve magic missiles conquered, and the heroes start looking for leather, studded leather, padded armor, or
strike the monster. At the same time, the other treasure. elfin chain, just as a single-classed thief is.
cleric scores a hit with his staff of withering,
destroying the dragons wing and rendering the The Companion-level dragons are powerful A thief attired in anything other than
monsters and would be an excellent challenge for leather, studded leather, padded armor, or
16 NOVEMBER 1985 characters of levels 12-14. Against 25th-level elfin chain does not receive the thiefs cus-
characters, however, they are hopelessly out- tomary bonus to hit and damage when
classed. attacking from behind. . . .
Richard Silva . . . .And thats all for now.
West Roxbury, Mass.
478
Vol. IV, No. 7
Smoothing Out Some Snags
In the AD&D® Spell Structure
Lenard Lakofka
I sent a series of questions on AD&D to prospective Dungeon Gary says that a Magic-User can counter with a simple spell like
Masters prior to GenCon XII. I did this not to find any “correct” Shield to prevent this damage. What he overlooks is that the opponent
must take a round to cast the Shield and in that time the spell caster is
answers to the questions, but to see how much thought the individuals beset by fighters, et al. I find it too unfair to “monsters” that a single
had given to the game. I felt that some spells leave a great deal unsaid FIRST-level spell can be this powerful. Therefore, I have modified the
(or they say too much), and thus individual rulings are often necessary spell in the following ways:
to prevent abuses and to make the game fair and equitable for players
and “monsters” alike. In this article I would like to touch upon various 1. There is still no saving throw if the target is surprised, immobile,
spells and their problems. Some of these I discussed with Gary Gygax walking or prone and is at least the size of a Kobold.
as I helped edit the Dungeon Masters Guide (along with a score of
others) and some are rulings that arose as my campaign progressed. 2. Figures in melee, figures running (except those running right at
Gary did not agree with me on all of the following, and thus my rulings the spell caster), figures evading, behind (or moving behind) significant
are not to be considered “official” AD&D. Yet I feel strongly enough cover, or casting a spell obtain some type of saving throw. This saving
about them to offer them for your consideration. throw is their normal one with modification as follows:
EnlaIrhgaev/eSfhoruinndk that making the Magic-User select whether he or she
will enlarge/shrink a living being or his or her equipment saves a lot of A figure casting a spell obtains a s.t., but at -4.
time and trouble. Remember that equipment obtains a saving throw on A figure in melee obtains a normal s.t. but adds +1 for every
a piece-by-piece basis. Since this saving throw is not defined in the opponent above the first one he/she/it is fighting (unless the size
saving throw matrix and since the raw material of the item(s) is not differential is so significant that the opponents do not get in the way—i.e.,
germane, I suggest a s.t. of 11 on an item-by-item basis. Magic items 6 dwarves against a hill giant would allow the giant a normal s.t. Missiles
gain a s.t. of no more than 9 while taking into account additional pluses that MISS their target might hit others in the melee! Select a figure and
to hit/damage/defend or a very powerful magic nature. Thus a Sword then give him/her/it a normal s.t. to see if the stray missile hits or misses.
+2 would gain a s.t. of 7 instead of 9, a Staff of Power might be given a In the above example, the dwarves would not be hit.
s.t. of 5. Remember that items that shrink must fall off instead of harm, All saving throws are on a missile-by-missile basis.
thus a shrunken ring would not cut a figure’s finger off. But remember Missiles fire at a rate of 1 every 3 seconds. Thus, a figure moving
also that a cursed item, like a Ring of Contraryness, would NOT fall off behind a wall might not be hit by every missile in a barrage of Magic
since Enlarge/Shrink is no substitute for a Remove Curse! Thus the missiles.
players cannot be allowed to “get around” the rules by using a first- A figure with over 50% cover (who then presents a target size of ½ a
level spell to replace a higher-level spell. In such a situation the DM kobold) always obtains a s.t. of from 16 to 20 depending upon cover
rules that the Ring of Contraryness is immune to the Enlarge/Shrink and his/her/its actions. This prevents firing through an arrow slit some
magic. hundred feet away to hit some poor guard.
IdenOtnifcye an item is identified it will NOT give any other impressions if a I have found it necessary to rule in this way to stop Magic-Users
subsequent Identification is attempted by the same or another Magic- from Magic Missiling everything that walks because of the broad
User. The item would have to be left alone and apart from others for a language of the spell text. Magic Missile, as written, is too powerful and
period of at least a year before the effect of the Identifying would be must be toned down.
eliminated. Failure to observe this rule will mean that an item is ex- ProtIefcatfiiognureFrsoomproEtevcitled goes up to an opponent which is not allowed
posed to multiple Identifications. Also, “impressions” about an item a physical touch because of the spell, and starts to beat on him/her/it,
should be vague and cloaked in visual imagery. that opponent is NOT prevented from returning the blows! But as soon
LighTthe DM guide says a figure will be at -4 on “to hit,” saving throws as the figure ceases and backs off, assuming the spell is still in effect, the
and even armor class. I find that to be too drastic of a penalty; I’d Protection again applies. This ruling was agreed to by Gary Gygax
suggest -2. Also, I think the effect wears off since the figure can move when we discussed Will-o-the-Wisps and Protection from Evil. Natur-
away; it is like a flash bulb going off in your face. The effect wears off in ally, a protected figure could discharge missiles or spells and still be
1-4 rounds without resorting to magic. The eyes are not damaged in protected from physical touch.
any way!
MagGicaryMGisysgilaex and I have gone around in a circle on this spell for WriOtebviously, a figure will want to use this spell to pen in known spells,
some period of time. The controversy, in my opinion, lies around the since it will save him/her a terrific amount of time! Unfortunately, this is
fact that there is NO SAVING THROW and that the missile goes in the scope of the spell, though not stated, but it is very unfair to all
“unerringly” to its target. Why is this so annoying to me? It is unfair other spell-casting classes, which cannot obtain this “shorthand”
because it allows players to foil most opposing spells by putting a Magic method of authoring spell in their books. It should be noted that a
Missile into the opposing spell caster, it allows Magic Missiles into melee Magic-User cannot author an Illusionist spell, nor may a Scroll be
regardless of the size difference and quantity of ‘friends’ in the melee, authored by the use of Write in ANY circumstance.
and it allows for shots that would amaze Robin Hood with their
accuracy! ConTtihnisuaslpelLligdhamt ages the eyes of someone/something at which it is
$
479
January, 1980
thrown. This “damage,” however, should be considered semi-
permanent. It will make the figure -4 “to hit,” -4 on saving throws
that can be affected by sight (a figure saving versus polymorph or stone
can be blind or not blind—the s.t. would not change, but saving versus
a fire ball or lightning bolt would be more difficult if the figure could not
see it coming as well as he/she/it normally could), and -4 on armor
class in melee situations, since defense is more difficult.
This “damage” to the eyes does wear off, and a figure should
obtain a s.t. daily to throw off the effects. Of course, Cure Blindness or
even Cure Serious Wounds (or any better cure, not Cure Light
Wounds, however) will remove the effects at once. If Continual Light
actually caused full blindness it would be a fantastically powerful spell,
since it has a range component. What cleric would ever choose to cast
Cause Blindness by touch when he/she could do it at a 120-foot range?
Remember that if the target makes its saving throw, the circle of light
still goes off behind him/her/it. Aiming at a figure’s eyes implies the
ability to make a smaller, more concentrated sphere of light for this one
circumstance, but if the s.t fails the small sphere expands to full size. If
this were not true, people would be partially blinded every time they
entered a circle of continual light. Continual Light from a lantern can
blind as in a Light spell (see previous ruling on Light) only if the lantern
is opened right in the face of an opponent (10-foot range or so).
Invisibility
While violence causes the instant negation of Invisibility, I think that
other magics do so also. I rule that if a Magic-user is invisible he/she will
become visible in the segment during which he/she discharges a magic
item or begins to cast any spell. Also, an invisible figure can not receive
another spell without negating the invisibility. Thus a figure can be
enlarged, strengthened, hasted and then made invisible, but Invisibility
MUST be the last spell throw or it is negated at once! Note that a figure’s
“gear” is not equivalent to another figure. “Gear” above and beyond
normal encumbrance will not become invisible and will spoil the effect
of the entire spell. Lastly, “gear” can not be passed around to others
and remain invisible. The trick of giving all weapons to the Magic-user
to hold while Invisibility is cast and then passing the invisible weapons
back to the other players is unfair. Invisibility can be used to make an
individual weapon, its scabbard (holder) and belt invisible, of course.
Drawing the weapon will negate the invisibility.
Stinking Cloud
A person is not absolutely “helpless,” either in the cloud or if
he/she/it fails a normal saving throw. The figure cannot cast spells, but
can defend his or her person with a weapon at -2 to hit and -3 from
effective armor class (all dexterity bonuses are lost in addition). A figure
emerging from such a cloud is more easiy surprised. The duration of
2-5 turns is far too long, in my opinion. I use 2-7 rounds, though figures
(monsters) with 2 or fewer levels (hit dice) are RELATIVELY helpless
for 3-12 rounds. Thus, a figure in the cloud or one who fails the saving
throw cannot attack while suffering from the cloud’s effects.
Web
A non-corporeal figure can not be webbed. A figure with access to
another plane can easiy exit the web. A figure with multi-plane simul-
taneous access can also get out of the web as if the web were half
strength. I do not allow for the possibility of suffocation in a web—if this
is allowed, Web and Stinking Cloud as a combination are absolutely
lethal! Burning Hands, Produce Flame, a Flaming Sword, etc. are
superior defenses versus this spell. If they are used as the web is forming
there is no effect and no burn damage. A Web can be thrown at a flying
figure to tangle its wings, but if a saving throw is made the web
completely misses. Large beasts will not be affected by Web even if
they are flying.
A figure in a Web cannot just be slain. First of all, weapons used to
slay figures must make a s.t. or be caught in the material themselves!
Second, a figure has both a small amount of mobility in a web and a
chance to draw a weapon. Thus a webbed figure has a 50% chance to
cast a low-level spell that has no material component, but only a 25%
chance if a material component is involved (unless it is in hand when
the figure is webbed). A webbed figure can defend at -6 effective
17
480
Vol. IV, No. 7
armor class and is -5 to hit (50% of the time he or she will have a much of this spell is my invention, I feel I can speak on it accurately. The
weapon free; the other 50% no attack is allowed), always striking last! DM must remember that Enchant an Item will never be found on a
Thus, webbed figures can not be killed like Sleeping or unconscious scroll and will never be sold/traded between Magic-Users. While many
figures can! items are clear-cut in their necessary enchantments, some are more
FireIfBthaell/fiLgiugrhetmniankges Bhoisl/th/eCr/oitsnesaovifngCothldro,wetthce.n carried items, if you complex. This will be discussed in detail at a later time.
choose to expose them to the spell, should gain a saving throw bonus of BlesIsr/uClehtahnatt/tPhersaeyesprells are NOT additive.
at least +4. CurOesnly one cure can be effective per round; thus, multiply enchant-
HasIteh/aSveloawlways been opposed to a spell with no saving throw— ments cannot all work at the same time. A figure cannot be cured of
especially Slow, which can be so devastating to a figure. I prefer to blindness or a disease and also gain back hit points all at once.
allow a saving throw versus these spells but to increase the area to 6”x6” FeaTr hTeoreuicsha saving throw allowed the target creature.
to make up for this bonus. GlypEhlecotrficaWl ashrodcikngis cast by a 5th or higher level Cleric.
Ice NSottoermthat items which must make a saving throw must have been
exposed to the spell. An item(s) in a back pack, e.g., need not make a Explosive is cast by a 7th or higher, paralyzation by a 9th or higher,
s.t. blindness by an 11th or higher and energy drain by a 16th or higher
PolyImmoardpehsomOtehcelrearer rules for this spell since it is so often abused. level Cleric.
First of all, there should be some level/hit die parity between the target
and the resultant monster when the result has more hit dice than the SticSknsakteosShnaavkee2shit points/level, and every 8 h.p. = 1 H.D. for the
target. Thus, an orc polymorphed into a red dragon will yield only a purpose of attack. Movement is 6”/round, Armor Class is 6. 1 H.D. or
baby, or perhaps a red egg! less can do 1-4 points of damage, 1 + 1 H.D. to 4 H.D. 1-6 points of
damage, and 5 H.D. + can do 1-8 points of damage. Saving throws
When extradimensional or undead creatures are polymorphed, versus poison snakes are at +2, +1 and 0, respectively for the three
they keep their essential nature. Thus, a Wight into an elf will produce a classes of snakes.
large man and will summon the god to seek revenge for using his name EntGanragslsees allow for some movement of a held creature if it is above
in vain, regardless of alignment similiarity. A figure can not gain psionics ogre size (weight about 600 pounds). Those of 21+ strength or over 1
by being polymorphed, nor can extra abilities be gained of a magical ton in weight are not held by grasses at all.
nature. Thus, a Troll into a Demon Type I will produce the form but not
the demon’s magical abilities or the magic resistance. However, a ***
Demon Type I into a cow would still have a magic resistance of 50%! I am sure that most Dungeon Masters have found one or more
spells that are abused by players in some way. It must be understood
Shapechangers can “flip back” into another form after one round, that the general intent of the spell and its level are what must be
so a vampire, succubus, ogre mage, etc., which was changed into a maintained by the DM. This does not mean that creativity should be
beetle could change back on the next round. stifled, but enterprising players can turn the intent of a spell around and
PolyAmgaoinrp, iht iSseimlfpossible to change into Amos the Druid by means of make it lethal! You might be surprised what some people have tried to
this spell. An exact end result is not insured by use of this spell. do with Create Water, for example! As long as the DM rules on what a
CloTuhdekiMllagic-User can move behind the cloud at his/her NORMAL player tries to do with a spell based upon the intent in the game and not
movement rate. If he/she runs (or is hasted), the cloud might inad- the letter of the law, he or she will not get into too much trouble.
vertently be overtaken and the Magic-User might stumble into his own The object of the game is to be fair to players and “monsters” alike.
death trap! I set this chance at 4% per inch of movement using a base Give both an even break in all cases. As the Players Handbook says,
rate of 12”/turn. A flying figure has double this chance, compared to a the DM has the last word and may interpret a spell as he/she sees fit.
base rate of 9”/turn. A figure who wants to cause the cloud to turn must However, a DM should inform a player of his/her ruling when the spell
take active control of it and can perform no other action in that round. is being learned/selected.
Once the Magic-User stops moving, the cloud immediately slows to a I have always played that Clerics (Druids) learn their prayers just as
rate of 1”/round. Magic-Users learn their spells. Wisdom is not used like Intelligence,
however. Just because a figure knows that the spell Spiritual Hammer
A flying figure who tries to control a Cloudkill is 40% likely to lose exists does not mean he/she can cast it! He or she must be taught the
control per round. An invisible figure (even if using a Ring of Invisibility) precise prayer. I believe all Clerics begin with the spell Cure Light
cannot control a Cloudkill’s movement. Once control is lost, it can only Wounds and all Druids with Predict Weather, just as all Magic-Users
be reestablished once. Once a figure allows a cloudkill to slow to have Read Magic.
1”/round, it can only be accelerated once! Attempting to control or
move the cloud twice will not work; instead, the Magic-User will walk
right into it!
MagTihceJraanrge allows for no intervening stone or metal but allows for up
to 1” (real dimensions) of wood, cloth or leather within 5’ of the jar.
TeleVpieowrting through a Crystal Ball counts as “Viewed Once” for the
purpose of high/low calculations.
EncIhpalnatn taondoIteanmentire article on magic item manufacture soon. Since
&
March 1981 Drag4o8n1
Elementary ideas
for elemental
adventuring
(Editor’s note: The article which follows is a condensed ver- elemental planes; in fact, some spells don’t work at all on certain
sion of two letters to E. Gary Gygax, publisher of planes.
DRAGON magazine and president of TSR Hobbies, Inc. Al- Among the spells that won’t work on the elemental planes are
though Mr. Gygax’s introduction pertains only to the first letter those that employ an element not found on that plane— such as
that follows it, Steven Kienle’s second letter was received by Mr. an Earthquake spell on the plane of water. Some spells would
Gygax in time to be included in this article. Although Steven work, but should be outlawed anyway, such as a Cone of Cold
admits that some of his ideas are undeveloped, these letters on the plane of fire. The spell might do double or even triple
offer a wealth of suggestions for playing on the other planes of damage if employed, but the casting would also attract every
existence. We look forward to receiving more articles on the other creature in that plane toward the caster, bent on his destruction.
planes from writers who are motivated by agreement, or dis- An indication of which spells are not usable on the plane of
agreement, with the ideas presented below. — KM) water can be gotten from the Dungeon Masters Guide, page 57,
The Adventure (Underwater adventures). A specific list of spells
INTRODUCTION which would not work on the elemental plane of water is given
BY E. GARY GYGAX below, along with lists for the other elemental planes. The list
The following letter from Steven Kienle was sent to me in includes only those spells which simply will not function; other
response to a past article (DRAGON magazine #32) regarding spells might actually be able to be cast, but would have no effect
play on the Elemental Planes. After reading it, I was so im- in any event.
pressed as to wish to share his thoughts with all readers, and ask Magic-User spell (level) Unable to be cast on plane of:
their opinions as to what is right, wrong or incomplete regarding Fire Water Earth Air
this matter. The Elemental Planes have many possibilities for Burning Hands (1)
AD&D™ adventuring. I would like to share the develop- Pyrotechnics (2) :::
ment of these areas with all interested players. Please read
Steven’s comments, so that you will be able to make contri- Fireball (3) :::
butions of your own. I hope you enjoy what he has to say as
much as I did and will be motivated thereafter to make such Flame Arrow (3) :::
substantial contributions yourself.
Gust of Wind (3) :::
by Steven Kienle
Dear Mr. Gygax, :::
Water Breathing (3) : : :
In your Sorcerer’s Scroll in DRAGON #32 you asked people to Fire Charm (4)
send in any suggestions for the other planes of existence. What Fire Shield (4) :::
follows is not a complete treatment of the outer planes nor the
elemental planes, but it does cover some ideas for play on the Fire Trap (4) :::
elemental planes and a little on the outer planes.
Wall of Fire (4) :::
The first point to be considered is that humans and other
creatures that live on the land in the prime material rely primarily Airy Water (5) :::
on air for their existence, whereas fish and other aquatic orga-
nisms are primarily “water-based.” Our “air-based” nature is Conjure Elemental (5) : ::
demonstrated by our ability to move through air without trouble.
By the same standard, Xorn and Earth Elementals, for instance, Wall of Stone (5) ::::
are earth-based, because they move through the earth with the
same ease we move through the air. Since we are air-based, the Invisible Stalker (6) ::::
plane of air will be the least hostile to us of all the elemental
planes — but a prolonged stay on any elemental plane will cause Lower Water (6) :::
some damage to any foreign life form because of the plane’s
innate hostility to creatures from the prime material. Each char- Move Earth (6) : ::
acter or creature visiting the planes of earth, fire or water will
take 1-2 points of damage each day from this general hostility; Part Water (6) :: :
on the plane of air, the damage is always 1 point per day. This
damage is recorded regardless of any magical protection the Delayed Blast Fireball (7) : ::
visitors may have which enables them to withstand the elements
of the plane in the first place — a Ring of Fire Resistance on the Incendiary Cloud (8) :::
plane of fire, for example, or a Helm of Underwater Action on the
plane of water. No protection created by an object or spell Meteor Swarm (9) :::
originating on the prime material is perfectly effective on the
:::
Cleric spell (level) Fire Water Earth Air
Create Water (1)
Create Food & Water*(3) : ::
Lower Water (4)
Flame Strike (5) : ::
Aerial Servant (6)
Part Water (6) : ::
Stone Tell (6)
Earthquake (7) :::
Wind Walk (7)
:::
*Water portion only
: ::
:: :
:: :
:::
Druid spell (level) Fire Water Earth Air
Faerie Fire (1)
Purify Water (1) :::
: ::
9
Dragon 482
Vol. V, No. 9
Create Water (2) x x xx xx
HFPireroeadtuTMcraeeptaF(ll2a()m2)e (2) xx xx xx
WPyartoetrecBhrenaictshin(3g) (3) x x xx xx
WPraoldl uocfeFiFreire(5()4) xx xx xx
CFiorenjuSreeedFsire(6)Elemental(6) x xx xxx xxx
FCiorIennjuSardteodrEimtiaorn(t7ht)oEtlehmoseentsapl e(l7ls) which x simplyxx not able to be cast
are
aonthderthsopseellswmhiicghhthhaavveenthoeeirffpeacrttiecuvelanrsifcthhaenygeadreocnaosnt,ecoefrttahien
sepleemll(es)ntwalopulldanbeesc.oAmlseo,lefsosr aelflfescptievlel-ctahsetefarsrtheexrcethpet Ccalesrtiecrs,trtahve-
tehliss frruolem; tthheecplorismereamCalteerriciagl eptlsantoe.thCelehroicmseaprelanaenoefxhcies/phteiorndetoi-
thyu,Tmthhaeenogmirdooruleipfepoo(fSwpsepereafulkllswawnitdhhicpAhontieamnllaotlwsth,seScpCoelmearmkicuw’snitimhcaaPtgiloaicnntbswe,ictAhonmnimeosna.-l
Friendship, Animal Summoning, Monster Summoning and oth-
ers) would generally still operate on the elemental planes, but in
some cases the definitions of plant, animal and monster will
thhaePvseleantodt:ebAfeinnicytioofnonsrsmidaeroreef:dlifewinthatriveesptoecat to the plane. In rough form,
plane of existence that can
exist on that plant away from and apart from other life on that
aplliaAgnnnemi.meanlt: (Awnityh froersmpeocft ltiofethneatnivaetivtoe aplapnlaen)eanthdawt iisll nkielluotrnalyl iinn
seMlf-odnefsetnesr:eAonryfofor rfmoood.f life native to a plane which does not
pmlaeneet twhehicahboisveredseidfiinngitioonns,ororvisaintiyngfotrhme polfalnifee innoqt uneasttivioen.to a
Visitors to the plane of water and the plane of earth will be
srelospweecdtivteolya, omf athxeimir unmormmaol vreatmese.nEtxocfeoptnioen-shatolf athnisdrounlee-fothrirthde,
plane of water would be fish and other creatures which normally
move underwater, and creatures (such as nixies) who have
smpeencti.fieEdxcsewpitmiomnsingtomthoevemmoevnetmraetnetsreinstaridcdtioitinonontothlaendplamnoeveo-f
earth would be few, but would include creatures such as the
purple worm, whose normal means of locomotion is burrowing
tRhirnogugohf tFhreeeeaArctthio.nMoorvesmimeinlat rremstarigcticio.ns would be negated by a
Communication by speech with natives of the elemental
planes would be all but impossible. Some types of elemental
creatures which have visited the prime material plane (i.e., the
ones in the Monster Manual) might know the common tongue,
wbuout ldcrehaatvuereasnneantitvireelytofothreeigpnlamneeaannsdofuncaobmlemutonictarativnegl. fUronmlesist
communication is established by magical methods, it will take
some time for a visitor to the plane to learn the plane’s common
tongue, either through study and observation of the natives or
from being tutored by a creature which knows both the elemen-
talAsnpyeechcahraacntedroourr ccroematmuroens ttohnagt utrea.vel to other planes through
ganenienrtearlpelaffneacrtsorofinhteorsdtiimliteynasinodnatlhegarteestwriocutilodnboef immomvuenmeetnot tohne
the elemental planes — as long as they stayed within the area of
tthraeveglaleters’sweofufeldctss,tilAl bgea“tceoinsnwechteerde” tewnooupglahnteosthceoepxriismt,esmoathtee-
rial to withstand the hostile environment of the other plane.
Dear Mr. Gygax, Second letter
I read through Mr. Lakofka’s article “The Inner Planes” (Leo-
mund’s Tiny Hut, DRAGON issue #42) with not an
10 uninterested eye. The article is very good for some of the me-
March 1981 483
Dragon
chanics of ethereal travel. While the encounter chart could be plane of air, where the native life form does not have a solid body.
eevxperayndpeladnew,itthhemaortrieclemiosnwsetellrsdeasnigdneindt.elIliwgeilnl tnoctretoautucrhesonfrtohme IcnretCealrtleuigraeetnsucroeerswcnhoaautrliadvcemtetroossotfrtlohikmeerlytphelcaonpnersimsideae,nr mdthaoetfmeraisavelelv—reasgaestuolepraehsriitogurhnetotril
smuabgjieccatsndhemhagaisc, ibteumt sI’donlikoethteor sptlaarntews.ith some points about something happens to change their minds. A creature of anoth-
piteaSmrtypoetrcraiwavelealeinpffgoenctotssh,aonsuopldtehcbeieralpcpalarunerefpu.ollFyseorrse,veieaxwanmdedpblebo,ynuathsesewsDoMordf ifawithm’sicahingiiacs eaprnlaIdfnpelawasno,peuaaldrlwltyoaoulfweldtnahycensoeuNvbnePertCewurastnrrdayaei.trnerosoltnlism-pa(DltaeuynaegrepoconhteanMrtaiaacsltteethrrsreoaGnt,utihdheeo,winepvnaegerer,
+1, +2 against Magic-Users and enchanted monsters would only 100) are conducted as usual. On the outer planes, alignment of
be a +1 weapon against an earth elemental on the elemental amnenetnocfouthnetepreladneNPitsCelfi,s olirmtihteedatloignthmreeentpoonsesibreilmitioevse:dThfreomaligthna-t
plane of earth, but the same sword would be +2 against any of alignment in either direction (see Character Alignment Graph,
tthoeMthvaainstyitpinslgapnepella.srtmy,ussitncbee they were enchanted in some form to get Players Handbook, page 119, and The Known Planes of Exist-
carefully examined by the player and the ence, PH, pages 120-121), The only exception to this is absolute
DM to determine whether their characteristics and effects would
change on another plane. A Phantasmal force of a monster from neutral creatures, who can be found on any of the outer planes.
the prime material plane might seem totally ludicrous to a crea- Natives of the elemental planes need not be entirely alien and
ture from another plane, unless that creature travels the prime original; but might be adaptations of creatures found on the
omtahteerriapllaonret.hAe crereaal tfuorremcoofntfhroentileludsiboynasryucmhoanslutedrictrroavueslsillutositohne wproimulde ampapteearriaal.sFaorbeaxllaomf pfilree, waitshpeidigehrtntaotnivgeuetso othfeflapmlaenestoicfkfinirge
might get a +1 or +2 bonus on its disbelief roll. out of it. Most undead creatures would appear different on an
Play on other planes gives the DM a chance to introduoe new elemental plane, since they would be the undead form of a
mmaagteicriaitlemwosrlidn,toptehrehacpasmpaaltiegrninwgitthhoeuirt “cohvaerralocatedriinsgti”cstheorprthimeeir creature native to that plane. For instance, a skeleton on the
plane of fire would appear as a network of flames instead of a
effects to conform with how they would operate in the alien structure of bones. Demons, devils, gods and demigods can be
environment. encountered on any of the inner planes, or on any outer plane
Because of the strangeness of our appearance to natives of not more than one removed from their alignment.
other planes, aattecmhaprtasctteor’scoCmhmaurinsmicaatewoourlddebael reduced by from Odds and ends: The use of a protection from good/evil spell
1-3 points in with the creature on an evil/good plane would be easily noticed by inhabitants of
(but never going below 3). The amount of the reduction depends that plane — and the act would probably antagonize them. It is
monighhot wbed-is1soimnitlaher tehleemtweontcarlepalatunreeotyf peeasrtha,reb;ecfoaruisnestbaontchel,ifeit fproomsshibisledfeoirtyatoCbleeriecngdooiwngedtowaithpmlaonreeopfoowpeprfousIinspgeallsligthnamnehnet
forms have solid bodies, but it would be greater on the elemental wcrouusladden.orHmiraelllyingrsecweiivlle,nebveecraugsoetohisangoothderlopolkasnek,inadnlyd ohnenscuhcmhean
must make their morale throw to accompany a party willingly.
Seek, but don’t expect to findThank you, and keep your sword high.
Steven Kienle
by Karl Horak crweaoslcuuuldlltaobtifeoantshfeepwrcohhvaoidnuecrdessosoof fmgseeuocsmcimeestprsly?e aTfnohdre- eeavlelyn. when carried out astrally or ether-
The Assassin had no choice but to muIas that can be applied to other cases, Armando enlisted the aid of Rith in
allow Balthrad to leave through the Gate revealed that Balthrad could evade an
of Rith; he had sworn an oath upon his o“euxthtahuesltiimveita” tsioenasrcohf leaargseil-ya,reaandsepaorcinhteesd, cloowrdeorntienrgmoinffustheofisthlaendgathtea.t Nweaxst thhee
alignment to not slay Balthrad. Surely qlouoickkinlygsfuorrvepyleadcetsheofsucrofancceeaolfmtheenti.slFanadil-,
sEiruomi ,thweasKiwnda-tchheianrgtetdh,emde,mreigaoddy toof dEelys-- 11
atrgoayinthset mthesohtohueldr. Aonrme arnadisoethheisChlaenridc
then suggested, “Is death for Balthrad
revenge enough? Let us find him and
sell him into slavery in the North. Assas-
sin, with the power of your psionics you
can place him in a trance, not to awaken
until you command.” So they agreed
that this they would do and the Assassin
told Armando to meditate and use his
powers to find the fugitive Balthrad.
Within 30 minutes Armando was pro-
jected astrally and seeking out his
quarry.
In the past I would have simply set an
arbitrary probability and rolled d%. But
the serious consequences of Balthrad
failing to hide from Armando’s astral
search deemed that I should be more
objective. How long would an astral
search of an area require and what
Dragon 484
ing that, he would conduct a search of Figure 1. An idealized Vol. V, No. 9
the various subterranean lairs, caves, search path of an area
shafts, and tunnels. L x L. The searcher be searched falls off to 13.3% of the orig-
would start in the lower inal, which would take about 5 days. By
One can derive a formula for the sur- left and finish in the frequenting water holes in arid regions,
face search by idealizing the area to be lower right. looking for fires or magical light at night,
searched and the path to be covered as and similar maneuvers, the chances of
in figure 1. If L is the length of the side of the assumptions produces a search path success will be higher.
the area to be searched (the square root 171,000 mi. long. At 200 mph this would
of the area) and W is the width of the take almost 36 days to cover and only The lesson to be learned is that char-
search path (W must be in the same units have a 1% chance of success. Slowing to acters attempting to search an area of
as L, usually miles), then LP is the total 100 mph would increase the probability any great size by flying, astral projection,
length of the search path. The formula is to 10% at a cost of an additional 36 days. or Oil of etherealness will have poor luck
the number of sweeps times the length It’s no wonder that Armando failed to unless they specify the details of their
of each leg plus the sum of all the short locate Balthrad in the few days he had search behavior. For the luckless search-
(connecting) legs: available for the search. er on foot or horseback, the chances of
In the event that Armando was intent successfully sighting the target are very
LP = ( ) (L-W) + (L-W) on pursuing the search underground, I high, but V is so low (compared to 50 or
was prepared with the following simpli- more mph) that T is prohibitively high.
Since L is many times greater than W fied formulas for a volume search: No attempt has been made here to ac-
in most cases, one can substitute L for where L is the cube count for moving targets. A quarry could
(L-W), yielding: LP = ( )( ) root of the volume to easily precipitate an encounter or com-
pletely avoid it with timely movement.
LP= +L and be searched in miles Another assumption of this model is per-
Dividing LP by the speed of the search- fect navigation so that no area is search-
er, V, gives the time, T, required for the T= ed twice or overlooked. These ineffi-
total search. Dividing by the number of ciencies could add 10-30% extra effort
searchers yields the time per character. Since a traveller passing through solid or reduce the probability of success.
DM’s using the formula must remem- rock and earth has a much more limited
ber that values for L and W are to be set range of senses, the probability of suc- Dungeon Masters should realize that
by the player as he or she feels fit in cess is reduced to 1% or even 0.1%. This the chances of finding a creature other
order to attempt the search. V and its reflects the fact that the searcher would than the target are very high, consider-
associated probability of success fall miss the target entirely if he was off by ing the numerous sweeps and the need
into the domain of the DM. The simpli- only a few inches. Again, this value is for the searcher to be seen in order to
fied formula should only be used in the arbitrary and should be modified to suit see. Even astral and ethereal searchers
event that L is about 1,000 to 10,000 individual needs. will be subject to this hazard, since 6
times larger than W, in order to keep basilisks are far easier to encounter than
errors under a few percent. Depending The results of this type of search are a well-hidden fugitive.
on the size of the search object (whether staggering. Assuming Armando tight-
single man or long ship), W will affect ened the pattern (W = 10 ft.) and went There is one type of search that ap-
the chances of success, as will V. For the 500 ft. deep, LP = 6,900,000 mi. and T pears feasible. That is the large-area
DM to get an idea about the interrela- becomes almost 4 years. Armando’s search for a target that is easily visible,
tionships of the variables, let us follow search appears to be fruitless. such as a boat at sea. In these instances
through with the example from the first W can be very large, weather permitting,
paragraph. Of course, intelligent searches can and the probability of success can be
In the case of Balthrad versus Arman- eliminate much of the drudgery and very high, even approaching 100%. But
do, the surface area of the island is 75 increase the chances of success by limit- for most attempts at finding a fleeing
hexes, each 5 mi. across, for a total area ing the search area and seeking specific character after evasion, there is little
of 1624 sq. mi., so that L =40.3. The value clues. Armando merely specified that he hope for rapid success.
for W was set at 50 ft. A certain amount of would search the surface of the island
subjective judgement is unavoidable in and then the labyrinths beneath it. If he
determining V. Astral travel is at the had checked only the nearby mountains,
speed of thought, yet the senses would the most likely hiding place, the area to
get only a confused muddle at such vast
speeds. Even when speed is reduced, 12
how much can a person sense when
moving rapidly? Let us assume that at 50
mph a person can detect the search-
object with a probability of 25%; at 100
mph this probability drops to 10%; and at
over 200 mph the probability of recog-
nizing a man-sized target is only 1%
These probabilities can be changed to
suit the needs of any particular case.
Adjust them upwards for large or poorly
concealed targets and downward for
small or well hidden ones. Balthrad had
taken shelter in an abandoned dwarven
silver mine, which I consider about aver-
age for a place of hiding.
Plugging these values into the equa-
tions and waving my hands to explain all
485
The Kindly Editor of this publication the author’s prose — changes which do ovaf rmiouysstpiclaanneds. sSaimvailnart,ly,intvheetesruabte-clpalsasneasr
allowed me to read the following article not alter the meaning of what was written
prior to its printing. I have taken the liber- wanitdhinarteh,efoterxtth.)at reason, not indicated travelers all, have not been fully devel-
atyndofamddaikninggsoenveeroarl two minor insertions oped as of this writing. Only these cir-
notes where neces- Although Mr. Moore calls the attention cumstances prevent me from being able
sary. Without these, the Learned Author of the Gentle Reader to the “unofficial” to place the “official” aegis over Mr.
had compiled a work of notable clarity nature of his offering, I must add that it is Moore’s superb effort. This in no way
and excellent definition for the AD&D™ about as “official” as is possible at this diminishes it, for the Worthy Author has
gMnaifrmi.ceaGnsytygsiatnexsmea.rtr(ieKoninpsdrilnaytneEdddaiitnloter[’ristaatlniioconttesy:pferSoiimgn-- time. A considerable amount of material devised much from little. Better still, he
side brackets]. Both yours truly and Mr. is currently in development. Steve Marsh, has done so in a manner befitting the
Gygax have also made minor changes in Eric Shook, Skip Williams, and this game and the spirit of the rules. What
Humble Writer are developing modules more needs be said? Read, enjoy, and
and/or rule materials pertaining to the then employ!
and is much feared by travelers in the such. Creatures of any alignment may be
Astral Plane unless they are of godlike met traveling along the plane going to or
level and talent. The Psychic Wind may from the Prime Material. If there could be
cause a vortex to disconnect from one said to be a particular philosophy or
The Astral Plane is a superdimension- plane and reconnect with another, stir- ethic associated with the Astral Plane, it
ring up the contents of the vortex so that might be the spirit of travel, the seeking
al space that permeates every point of they are randomly distributed or lost. of knowledge, and the use of gateways
the three-dimensional Prime Material Severe manifestations of the Psychic to new worlds. Several deities concerned
Plane, which inhabitants of AD&D™ Wind may even cause silver cords (see with travel, knowledge, and gates are
w(coonrltdasiniknngowplaansetsth, ewpohrldyss,icsatlarusn, ivgearlasxe- below) to break, unless the traveler to known to live on the Astral Plane.
whom the cord is attached can resist the There is no solid material in the Astral
ies, etc.) From the Prime Material, the magical stresses. Plane aside from the wayfarers within it,
Astral Plane extends out to each of the usIet btheecoAmsetrsaloPblvaionuesfothramt obveiinnggsabmoauyt some random bits of debris, and s[atrufecw-
first (or upper) layers of the various within their own universe or to parallel with] built
Prime Material Planes, as well as visiting small “islands,” some
Outer Planes, but does not touch any tPhleanheosm. eTshoef mthoesgt ocdosmomnotnhley Ouusetedr tures. To those passing through it, the
other layers besides these. [The Astral methods of traveling the Astral Plane in- Astral Plane appears to be a blurred
Plane also touches (or contains) certain clude the use of spells (Astral Spell, wsielvreerysucsoploerndaelldarwoeuingdh,tleasss ifwtihtheintraavgerleearst
PPlaarntieasl.]PAlasntreasl, Demi- Planes, and Semi- Plane Shift, or a spell like Gate or Wish), silver atmosphere. Mists may be seen at
psionic disciplines (astral projection or
space is filled with great probability travel), and magical devices
currents of energy and matter that flow or artifacts. Some beings and monsters times, and sometimes star-like objects
between the various Prime Material and aarsecienrntaatienlydecmapoanbsle, sohfeadsutr,ael ttcra. vTehl,esmuceh- are seen in the distance. Other strange
Outer Planes; aside from these currents, thod of travel being used by an encoun- phenomena have been reported as well.
or vortices, the Astral Plane is literally tered being or beings may well deter- Objects in astral space are weightless
filled with nothing. The contents of a vor- mine the group’s size, composition, pos- but still have mass and can cause dam-
tPelaxnme’sayfirstrtalavyeelrtoanadnodnefroormmaonre OPurimteer sessions, and so on as detailed in the adgwee.llIitnigsscoonnctehiveabAlsetrtahal tPtlhaenree bmuailyt bbey
Material universes; nothing may enter section on encounters below. great wizards, clerics, or godlings; in a
the “nothingness” outside the vortex. weightless environment these buildings
At various times for unknown reasons, The Astral Plane has no alignment as craounlddobmelyoffaronmy sOhauptee,raPndlamneightot wOaundteerr
the energy flow within a vortex may
change its direction or its rate of flow; Plane, or across the various Prime Mate-
such an event is called the Psychic Wind, rial universes.
2 7D R A G O N
486
be with magic-users. Those directly
casting athnoAssetraul sSipnegll will be of levels
18-23; a1n1-1A8s.tral Spell
scroll will be of levels
Once in 20 times (5%), the encoun-
naVtiveerytofetwhecAresatrtaulrePslaanree; aksnoswtantetdobbee- vary widely from race to race or individ- AtS1[ess4partee-vr1aaldl,n9l tasS].pnipfTedehldlll-oeiusrfesicllelceruortvsllyeiwlo.lnicl1lias0bts-et1win5ialglnifbaeuilnlsuoisnfAigolesnvtariesantll
finogre,thnreoaurglyh.”evBeercyaounseethoefretheis gjuresat t“pnausms-- ual to individual. aainnrgeSy pP9pel5laal%nlnceealSsikwtheeiitflrhtysototuaotrreehaaasncsvoihesttat2lhink-ec7eelAc.yosCttmorlaepgrlaicoPnsliiaonunntsoes-
ber of creatures that could be encoun- wmiethn tahnedmth, etwroesotfbweihnigchalwlieildl bcehahraecntecrhs-.
tmmeorigenhdsttetlhirkseerfertoo, macnrtedhaebteeOcauanteudrsuePslaseontemhsee,iraDnoMwa’nls- Prime Material creature — Some Prime Henchmen will be of a level determined
ternative to the Astral Encounter Table Material Plane creatures have a sensory oafs apelervtehleeqDuMaGl t;oatlhlieedcclehraicr’asclteevrselwmillinbues
ginetshteedDubnegloewo.n EMaacshteresnGcouuidneteirs styupge- awareness of beings passing “close by” three, plus 1d4 (thus, a 15th-level cleric
should have its own subtable of specific in the Astral Plane, and have the power would have allies of levels 13-16). All
creatures, set up by each DM. to harm such beings as well. Common other particulars of the spell casters,
d% TraobllleEnOcnoeu:nAtesrtrtaylpEencounters examples of such creatures include the hmeinnecdhmfreonm, athned CahllaiersacstehrouSludbtbaebled,etAepr--
basilisk, catoblepas, cockatrice, gorgon, pendix C (Random Monster EunscinogunAtestrrsa)l
01-60 Out(einr tPralannseits) creature aunnddomuebdteudslay;cerenateterpmrisoinreg mDoMn’sstecorsulodf of the DMG. All spell casters
61-75 Mis(icneltlraannesoitu)s creature this sort. Creatures like these that can Spell will be 90% likely to have 2-5 com-
76-90 Prime Material creature project their influence into the Astral panions, 2 of which will be henchmen of
91-95 Ch(aornacPterirmeenMcoautenrtiaelr Plane) Plane can likewise be attacked by beings the spell caster; all particulars of the
960-099 DNeoitny-leivnincgourenltiecr oPnrimtheeMAatsetrriaall cPrleaantuer,esthooruogbhjencots octohueldr group are determined as above.
Explanation of results: Obenlayffaescttreadl tbrayvaenleyrtshiwnghoinaarestr“aaldjsapcaecnet”. Device — Any class, race, or level of
ryOinuctelurdPelsanaelsl bcereinatgusreo—riginTahtiisngcaotnegaon- tmooarneoftuhlelyr lpaltaenrein(athtiseramrtitcoleb)eweillxphlaavineeda
Outer Plane, who happen to be in astral chance of meeting these creatures. All character could be encountered while
space going to or from the Prime Mate- orothlleedr tfiomreass,trtahletreanvecoleursnteifrthmisusptabrteicurlea-r using a magical device that permits trav-
rial Plane. Common examples of such category is indicated. el to or through the Astral Plane; it is very
beings include demons, devils, daemons, aucntleikrselyw,illthboeumghe,t bthecaatulsoewoefr-tlheevedlancghearrs-
ki-rin, lammasu, titans, and shedu. Dun- Character encounter — The vast ma- of astral travel. Some typical devices that
geon Masters could include other crea- jority of characters met on the Astral could be used to reach the Astral Plane
tures, such as those which have been Plane are likely to be human, but some are the Amulet of the Planes, the Cubic
featured in various issues of DRAGON™ demi-humans or part-humans may be Gate, the Well of Many Worlds, or some
Magazine, as well as a smattering of ran- teenrcsouubnttearbelde (aTsawbelell.TAwos)peiscinael eendceodutno- like device invented by the game referee.
domly generated beasts from the lower determine the method of astral traveling DM’s should develop subtables listing
planes using tables in the later editions employed by a character group, which the different sorts of devices being em-
olofptehdebDyMthGe, DaMndpseorsmoenacllrye,attourfeillsoduet vaen- may determine the group’s size and some ployed, since there is such a wide variety
eAnnycobuenintgesr sfruombtaabnleOufoterrthPilsanceaateregolikrye.- other characteristics. toefrtsheemncaovuaniltaebreled. Dweilvl ibcee-ubseintwgecehnar7atch-
ly to be on a mission for their deity, or on d07T%11a--b9r7lo5e0llTDSCuwephsoveae:irlcrla,Mec([ects(etlamhervoraigisdcnrct,oe,o]u[lfmloaparnystsertitalroilcauvu,lse]siltmoeramndaviasegvgtlii)acic:- and 18th level (d12 + 6) with classes de-
personal missions as determined by the termined as per the Character Subtable
DM, related to the alignment(s) of the item or artifact) in the DMG. Note that some devices
being(s). Deities (including the two sin- 96-99 Psionics permit use by one person only; these
gular dragon types, demon princes, arch- 00 Special brave souls would be of a generally
devils, and so forth) should not be on this ingSpbeyll m—agEicnaclosupnetellsrsawreith85b%einlikgeslytrtaoveble- choiguhledr, aletvtehlethDanM’ussuoapltio(1n5,thh-a1v8eth)maonred
subtable. with persons who directly cast such a magical items or special characteristics
Miscellaneous creature — This cate- spell and 15% likely to be with those who than normal.
gory is for assorted astral wanderers like used a scroll to cast the spell. The dis- The category of devices also includes
intellect devourers, rakshasa, aerial ser- tinction is important because scroll-users the use of artifacts; DM’s may set a 1%
vpasniotns,icisnvoirsisbpleellsstatolkegros,aslitcrhael,sanudsinagll will probably be less powerful than cast- chance of any device-using group actu-
those other creatures not easily charac- emrisn.eIfthaescplealsl-susaenrdisleivnedlicoafttehde, cdaesteter-r ally possessing and using a plane-shift-
terized. Berbalangs and astral searchers according to these guidelines: ing artifact. An item of this sort could be
(from the FIEND FOLIO™ Tome), for ex- Half (50%) of all encounters with the Codex of The Infinite Planes, or a
ample, could be listed in this subtable. astral spell-users will be with clerics wandering ship or tower as described in
Other races besides those used as player [mystics], of a level determined ran- the Elric sagas by Michael Moorcock.
characters in the AD&D game could be domly: 11-20 for actual spell casters Party size in an artifact-using group
einscluhdaedd,mifagsoicmael oinrdpivsidiounailcs aobf itlhitoiesse praecr-- or 9-12 for scroll-users. Of the actual schoouuldldvbaerymawdideeulyp,parinodr tothpelsaey agsrosuppes-
mitting astral journeying — mind flayers, wspillelhl acvaestuesresd, calePrilcasneofSlheifvteslspe1ll1a-1n5d cial encounters.
for instance. Reasons that miscellane- those of higher level will be using an Psionics — Of all psionics-users en-
ous beings have for astral travel would Astral Spell. Of the clerical scroll us- wcoituhnt[eerlveeds astrally, [90%] will be human,
28 NOVEMBER 1982 ePhralsav,ne7ee5Sm%hpilfwot,yileal dnhdaavnteheAussotretahdleSarp2esl5lc%rsoclrwloolill.fl
Slightly less than half (45%) of all having a 5% chance of being
encounters with astral spell-users will ma e2t,%] dwchaarnvcees aofndbehinaglflienngcsouenatcehrehda, vainndg
487
the remaining 1% being random other Referees should use common sense and caution
races. Class and level should be deter- in having the group meet a deity; some deities
musininegdtraasvepleerrsth. eSogmuiede5l0in%esoffoarlldpesviiocen-- would have no business on the Astral Plane
ics-users in the Astral Plane will be using and should be excluded from encounter lists.
Tashteralrepsrotjewctiilol nhaavned be traveling alone.
probability travel; the
level of the psionics-user will determine wcaourkseed oouf tthaeheiradcoomf ptimleexibtyy. tChehaDrMacbteer- stiuocnhaansdsodcisiactreestioisnleofft tuhpe troeftehreeeim. agina-
how many persons can be brought into roles (as always) should be played force- Rfoeulincd—whFiilneatlrlay,vevlainrigouthseitAemstrsaml Palyanbee.
the Astral Plane with this power. One or fDuMlly’sbyowthne cDhMa,raacsteirfs.the NPC’s were the This category of random relics could in-
two persons with the psionics-user will clude lost treasures, bodies [The time-
be henchmen, the rest will be allies; de- Back to the Table One explanations:
tails are worked out as per the section on Deity encounter — A deity of any sort lessness/all-time nature of the Astral
spell casters. The psionics-user should is probably the worst (as in most dan- Plane allows revivification at a ratio of
ihnavoerdeart lteoapsetr4m0itpassitoranlictrsatvreelnagsthwpeollinatss agneyrwohuesr)et.hRinegfeorenees csohouuldldhmoapkeetoupmteheeitr 1,000 years to 1 day, assuming no exten-
phsaSivopeneiccoitaahltet—ar cmkTahajionsrdisadneadfecnmastiecn,ho-raanldldisccwaiptilellignaoelsrsoy. own lists of possible encounters of this
for those living persons who have be- sort, including the various arch-devils, uating circumstances.] of monsters or
come lost or trapped in the Astral Plane demon princes, and unique dragon-types characters slain astrally, constructed
bHmyoalaeyn-ByhaaogvneeofboHfeoealndninucgmaubeegxrhpotlofisnmioeana,nPcso.urtrTashbeeldey fProlamnethitemMaoynsbteerpMosasnibuleal.toOmn etheet aAlmstorastl dlinwgesl,linagnds fsoor fworitzha.rRdse,feprreieesstms,aoyrmgaokde-
by a deity or magic-user, hit with an any deity, though lesser deities may be up lists of things like these to confuse,
enemy’s Plane Shift, attacked while dmeomreigocdosmmmoorne tchoamnmgorenatthearnoneeithsearnodf amuse, or abuse player characters find-
under a Duo-Dimension spell, caught in the others. Referees should use com- oinfggtehneemr.alAlynylowtreawsourrtehs, wfoiuthndocshcoauslidonbael
a Sphere of Annihilation-Gate cataclysm, mon sense and caution in having the high-value or cursed/trapped items ap-
cast out of the Ethereal Plane by an Ether group meet a deity; some deities would pearing. [Matter “islands” range from a
sCaycolornseim, islatornbeedaswt,hiflleunagsttrhael rbeybya amemdaul-- have no possible business being on the
functioning artifact, inside a aPnodrtawbalse Astral Plane, and should be excluded few cubic rods to several miles in ex-
Hole that failed a saving throw from encounter lists.
sdpeesctiraolyaendd, manady sboe fcorertaht.edEaacnhd caarbsietraits- As with character encounters, the re- tent.] Constructed dwellings [whether
ed by the referee as desired. Because faruaclnltyiod.noGsmooldyfs,dweainitlildenssoshthoooufutldeldnbngeootrbooeluetc-hpoelfactyhkeeeddir on “islands” or alone] should be ex-
people do not age or starve in astral way to do anything when encountering a tremely rare at best!
space, such lost souls could have been group of adventurers, unless provoked,
lost for a very long time before they are bored, or of a similar or opposite align- The reactions of any living creatures
rescued. They might express their grati- ment. Demogorgon might try to kill ev- woniththecaAutsiotrnal aPnladnewawticllhfaulwlnaeysss.bReetfaeinreteeds
tpuladyeefrocr hbaeriancgtehres,lpwedorbkiyngrefwoar rtdhienmg ,thoer eernysolanveinhgeemveeryeotsn;eA; sBmahoadmeuust mmiigghhtt atrsy- cmoauyntewra, ndtetsocrciboimngpiltehenoreteassoonns efaocrhsuecnh-
po[Inuntstiaanlgnigintkymnievcneotsulaidnndcthooemtihreebraicnckotosns(ipddleearpyae.t]niodnAins)lgl. sist (if good-aligned characters are pres- fbiresitnpglsacteo (btreavineltinhge oAnstaraqluPelsat,ngeoiinngthteo
tl“oeysuappItvtseeeibcdeieeathcrnls”eoc.meoAnuescsntortaouelbnrPsvteiloarssunhesowtuwihllliadthntoobautleltbchehceaaalprrbaelcfferutoelmtlroy- enDt),eaitniedsssohfoourtlhd., whenever possible, visit associates or friends, planning to
thhaevme awhreotiwnuilel foofllolewsstheer ircrreualeturr’sesevweitrhy rob or kill other astral travelers, search-
whim; these followers may be sent ahead uinsgefothrissommaettehriniagl worhesonmreoolen-ep,laeyticn.)g athnde
ttohechfeigchktionugt aonrytgarlokuinpgs.thTehyemneaettu, rteo doof NPC encounters.
tbeenOetnbiovvnioeouryfsltgyh,eisnmeaurractilhc; lheooftwothegivsievrem, ariteteifserirtaehleehsianas-
chance to work out their own ideas of
wlikhea.tEAvsetrrayl cPalamnpeaiegnncowuilnl thearsveshdoifufeldrebnet
deities, monsters, and other particulars.
tfohrrmoutgohgeathesrin. gTlheesbilovdeireys caorerdaltlolinthkeedir
smtraettecrhiainl gboindfiiensit;eltyhefrocmordthies cParipmaebleMao-f
terial to an Outer Plane. Once in the As-
Astral space is strange and dreamlike. AsCtrhaalroaprcrtoeArjsestcrutasiloinSngp(eepliltshieornoicf )these means tral Plane, the group members may pull
Adventurers from other planes find that to go astral should find secure places on apart, move around, engage in combat,
they do not get tired, sleepy, or hungry, the Prime Material Plane to house their aonnde smoafyortehnatesr thaenyotphleeraspel.anHeowfreovmer,thnoe
and everyone is generally alert. There bodies and their possessions that will be
are no day/night cycles astrally, so time’s vleofyt abgeeh.inTdhwehpehnytshiceairl sbpoirditiessmoankethtehier Astral Plane unless he/she is touching
passage is difficult to measure. A char- home plane will go into suspended ani- the spellcaster or touching someone
acter or creature can feel a sense of mation and require little care while the else touching the spell caster (the group
movement whenever he/she/it concen- spirits are gone. Travelers using Astral should join hands before entering an-
trates on moving (travel through astral Spell should hold hands in a circle with other plane). Anyone not so linked to the
space is a function of thought), but one their spellcaster, who then goes through spellcaster when he or she enters a new
gusouinagll.y hNaos loittnlee idaegaesof how far one is amllemthbeerristutaolsenatnedr acsaturaslessptahcee ginrosuppir’sit plane will be stranded astrally; the strand-
ed character can return to the home
[except at the plane only if slain, in which case the
1:365,000 rate, as noted] in astral space
for any reason, even by magical means. material body reawakens (see the sec-
The various means of astral travel are: tion on Movement and Combat).
Astral
2 9D R A G O N
488
Few spells may be cast across plane boundaries, aMnaottehreiar lpolannee., TehitheesrpaenllcOaustteerr oorrapsPiorimniec
either to or from the Astral Plane or any other, character may purposely try to lengthen
and only certain rare magical devices can affect tphlaenveo; yeaagche sbuecfhoraettreemapcthilennggtthheenosththeer
creatures on other planes. tarnipotbhyer3e-6nchoouunrtse,r cahnedckmbaeyinregsmulat dine
(see below). The return trip from another
prerosjpeecctitosn, eisxcseimptiltahrattoonAlystroanleSppeelrlsionnaallt twhiell gnroowupbewaillbsletiltlobevieinwacslteraalrlsyptahceee, nbvuit- plane will take another 7-12 hours.
a time may travel by means of this power. ronment of the new plane. If it is another PrPoTlbahanebesieliStymhieftttrha(ovsdeplseo(lplf)st,iroaonvriecl)d,aerveicseimilar in
When using either of these forms of Prime Material Plane, this point is as far several ways. If a group of persons is
astral projection, characters will find absutthneotgeronutepr cthaen pgloa;nteh.eIyf acannOlouotekr aPblaonuet, amboledetos,trtahveeyl mtougsetthjeorinuhsianngdosnbeeofofrethethsee
that all non-magical items on their per- has been reached, the group may then power, spell, or device goes into effect.
sons will be left behind on the home (while still linked together) cause their Group members will be transferred at
apllaonneg;, oannlyd mmaagnicyaloiftetmhessmeawyilblehabrvoeugahl-t spirits to form material bodies on the once, along with all of their equipment
tered capabilities as decribed in the last new plane, and will bring all magical (magical or non-magical), to another
section of this article. Because this may items with them. Note that those items plane; if going to an Outer Plane, the
mean that spell components, armor, and which (for some reason, as detailed in a group will not pass through astral space.
weapons, not to mention mundane things wglaohteeinrntoseeancnttieoOrninu)gtebrethPcealamnAees,tfrbuaullltyPmnlaaonyne-bmewaitlgal ikcneaonlt However, these travel modes may simply
like decent clothing, will not be had, back to the Prime Material. When a take a group to astral space if this is
ssppeelllcl alsikteers may use or develop a wsimhipclhe group is “adjacent” to another plane, desired. Once the desired plane has
their presence may only be detected by been reached, the power, spell, or device
Nystul’s Magic Aura, highly intelligent or powerful creatures transporting the group ceases to work,
makes an item magical without giving it (as per the DMG), or by the use of such and the group may split up and move
dtataoolnuloytarhwanestpiiOopteenlucamitnaiesselr]npt.PoooTlwatphneeainrexssgsc.sseoStehtulhrdocoaehnutdggabh[aepdsarcwisootethrrmoaetmolessegpnproeoaiwlncnl’igesl-l things as a Detect Invisibility spell or daobnoeutinasthdeessairmeed.mLaenanveinrgustheed ptolaanrerivies
magical in astral space or on an Outer Dust of Appearance. Few spells may be at the plane.
Plane, should this spell wear off, will not cast across plane boundaries, either to strIatnisd cohbvairoaucstleyrspoosnsiobltehefrorplsaonmeesounseintgo
sbpeelcl aisrrieredneinwteod.another plane until the or from the Astral Plane or any other, and any of these travel modes. Stranded
The spellcaster will receive an instinc- only certain rare magical devices can af- characters will not be able to leave the
tual warning when he or she has arrived fect creatures on other planes. It is con- plane they are left on unless given as-
at the point where astral space connects ceivable that a deity may cause certain sistance, or unless they possess spells,
with the Outer Plane or Prime Material sections of an Outer Plane to be “opaque” powers, or devices to help them leave.
Plane desired. At this point, when all tra- so that no one may spy on that area from No silver cords are formed using any of
velers are joined together again, the tdheeityAsatrnadl Pmlainnieo,nsa)ndmnaoy eonneter(etxhcaetpat rtehae these travel modes; instead, the charac-
spellcaster can will the group to move from astral space. ters’ bodies have been brought along.
“adjacent” to the new plane; at this point veAl sfotrraslloympero7je-1c2tinhgoucrhsarbaecftoerers rweailclhtirnag-
tjehrcWeteihoenenn(cauossutirnnatgel rperciothhjeeeccrtkifosonramoreroArfosaltlresadtlraSdlpuperirlnol)g-, planar travel will undergo one encounter asTtrahlevPoysaygcehiacnWd ipnrdodmucaeymleonregthenecnouann-
the journey. One is made immediately at cahndecaknuotphoenr cahrreicvkingevaetrythfeouAr shtoraulrsPolarnseo, ters. There is a 5% chance (non-cumu-
the start of the voyage, to see if any be- thereafter until they leave the plane. plaetivrep)laonfeecnrcoosusnetedri,ngincthluediPnsgycahlticerWnainted
ings are “adjacent” to the Prime Material tPrarivmeeledMtaot.erTiaol dPelatenremsi,neorthseoleafrfescytsotefma
Plane at this locale; it may be possible to An encounter check is made using a Psychic Wind, roll a 20-sided die and
setnecrsou(nlikteer ccaetrotbalienpaPsr)imwehicMhatcearnialpmroojenc-t 2ca0t-essidethdatdiaen. Aenrcoolluonfte1r ownillthoeccduier, iannddi- alopofwopnril11eyn-32g1a-t-h212dlie:60sd:tiTt:aidBorpaanlpoyvarwseol plne(rsoniaolcnotfoeefwucenreoedtneuscrurboslytceuh;fn3reotp-ce6makrrhtcrtyoohhlueleleorcdssfko;.tl-
magical attacks into the Astral Plane, if the specific type of encounter should every 4 hours, but no Prime Material
any are nearby. Another encounter check then be rolled. carerget1aua7irnt-nu1.r9teo:stBhcleaowinrnpbheoyffmsicecoatu)lrasbeno,ddbietuhsteanwnitmdhutnrsoyt
is made near the midpoint of the voyage, pdrooIwjfenca,tiosanpnewlalicldlasdsitttiheoernaovlroeypnascgiooenuitncoteubrseicnhsgeloacwskteriadsl extension of travel time; a random
deep into the Astral Plane (no Prime made for every four hours the journey is
tMoabtleerpiaal smwonilsltebres leiknecothuenmteerdeudsaaroorucnad- lengthened (see the section on astral parlraivneedbaot.rdering the Astral Plane is
here), and the last check is made when pmraoljeacntiodnm/Aosdtriafiel dSptrealvl,elabtimovees),. for nor- 20: Psychic Wind storm; travelers
the group comes “adjacent” to another
plane. If this plane happens to be anoth- The Psychic Wind is not a ‘wind’ as such: when it
er Prime Material Plane, then obviously occurs; the . . . characters will be in virtual darkness
medusae and the like may be met, if any all around, but will feel no actual wind blowing.
exist on that plane.
Characters using any other form of
30 NOVEMBER 1982
489
vwtrsah.lomSapaergelilcmu(sfuoinsr gtthmaesatskrapelelpal rcosajeascvtteiionrngorothrprsAoiows-- and must return to the starting point The Psychic Wind is not a “wind” as
nit), or the silver cord snaps and all wwhheoreartehenirotpahysstricaallly bpordoijeesctainreg. wTihllobsee such; when it occurs, the silvery atmo-
are slain irrevocably. If the save is alofstetrfobre4a-b4l0edtoayusseanadswpiellllo, nploywtheer,reo-r sphere of astral space darkens consid-
made, the group or person will be lost dtheevictuerbtoulleenacvee tinhethpelanpela; nbeefoprreevtehnents, erably. During a Psychic Wind storm, the
for 4-40 days (make one encounter such travel. characters will be in virtual darkness all
check every 4 hours during this time) around, but will feel no actual wind blow-
ing. Light spells will function normally
during this time, however.
date. LPolnagnerafnogr emsisasrielesexotfeanndyedsoornt, the
Astral be-
cause of the lack of gravity; short and
medium ranges remain the same. The
maximum range of any missile weapon
acMcoomvepmlisehnetdthbroyugchontcheentArastteradl Pthlaonueghits. since it takes place in a weightless, is doubled, so a longbow (for instance)
Fhaosr, eavemryaxpimouinmt ooff i1n0te”ll(igyaerndcse) paerbemining- three-dimensional space. A detailed woSumldahrat vpelaayelorsngmraayngfiendofit1in4”te-4r2e”s.ting
ute (melee round) may be moved; thus, a siunismgeusaluarthfieoaxncaegoof(nwthaitlihsoowruost qutueldarrrpaer-ignorbifdaedbaeltdyurbpeelassy).t- and helpful to develop special tactics for
acphesarfrasaescctteoarnsdw3.it6Iht0dafoe1ee2st nipnoetterlmlmigaeiknneuctesee,cnoasrne6mtofoetveryet Paper counters could be used to show astral combat, such as surrounding slow-
to measure the distance from one place tfhaoocwseimfsauorlmaatebeoonaveethooirrrdbsedolimomweetnhthsineiognp.ilsaCyliooncuganstteeudrrs-, er opponents and setting up defensive
t(othaenowthaeyr,wains dthbelopwlasneairtosuelnf dis amfolyviinngg could also be used for each character sphliniegldasndagpauimnsmtetlhineg faarseteproosnsiebsle. Gasrtarapl--
bpirreds)saenddinsuccohndviesntatinocneasl ctearnmnso.t bMeoevex-- icinlaovrmoltvboeadttheignaotmhneeesmu;setelhedee.indTihmffiisacunsylytysoteucmtoemri-ssepssaimcine- ly, but not overbearing.
ment rates are useful in working out me- thaanvciensg tboetcwaelceunlattweotripgooinnotsmeintritchrdeies-- Astral characters take damage as usu-
tleheaSsnigonhrotirnemgxpaldloiirsnattaitohnnicssepsinlaanarees.trmaSluusrcpphraicsgeer.eraotlelsr dwimoreknsbieonsatlfosrpascuec.hTghaemsecsalemitghhatt bmeigthot al in AD&D melee combat. Those who
are made as usual; unsurprised charac- ghaavmeehsecxaelse)owr istqhueaarecsh 3m0ofveeettaakcirnogsson(ine deenvtiecree, dorthaenyploatnheerbmyeGthaotde, iPn lawnheicShhtihfte,
tinegrss amtaayrasnegee loafrg5e0r--5th0a0ny-amrdasn,-saizneddmbaen-- amisniumtep.leIrf tthwiso-pdriomveensstioonoaclosmysptleemx, tmheany physical bodies of the characters are
sized or smaller beings at 30-300 yards. be used, ignoring the height/depth fac- brought along can be wounded and slain
AEnovrsamusriaoplnrissimegdhatyipnagbretryaanhtgtaeesmtopontetlyhdeoairnfteoe-prtpesonignthhetntinhtsge. torThoonutghhe tphelayAinsgtrasluPrflaancee.has no sourc- in combat; their bodies and equipment
an opponent, and is automatically suc- es of gravity, combatants are not thrown can be recovered afterward, and attempts
cessful if the least intelligent member of sopffebllas,laanncde bsoy sfowritnhg, inbgecsawuosredsa,llcmasotvineg- yamesaayur-sbtoue-a1ml-da[Sadeyeertaoptrireoav.i]is.oeuAstnhnyeomctehfraoornmatchttheeer1d,w0e0ha0od-
tlihgeenet)vatdhianng tphaertymiosstsminatertleligr e(nmtomreeminbteel-r mmeennttaalnedffoorrite; ncthaatiroanctaerres gfiogvhet,rnmeodvbey, enters the Astral Plane by a form of astral
coofuthrsee,pfuorrsauipnagrtypatortys.plIitt iusppsoossthibatleo,nolyf and act as if each were moving along a projection, psionic or magical, and takes
pitusrssuloewrse;rhmowemevbeer,rsifwsiollmbee bceaiunggshtabrey astcatebrles nsuerefdacaep.pOebavriotousbley,mnoovtinwgo aclhoanrg- sufficient damage in combat to be slain,
joined together by holding hands or oth- tahleonsgamjuest“sausrfawceel,l” uapnsdidoen-deocwonuldrelmatoivvee will be immediately returned in spirit
tehramt oefanthse, tlheeaisrtsipnteeelldigewniltl nbeoitnegx.cSeuedd- to everyone else in the party. form to his or her home plane. The earth-
adennd strtoapvselearnsd wtuilrlnnsoatrebepossusbibjelectatsotraalnlyy, coTmhbeaot inslyinpurosibnlgemmitshsailtewwilel aopcocnusr oinr ly bodies of these “slain” characters will
form of motion sickness no matter what thrown items. Because everyone is used not be immediately awakened, however;
theEyndcou.mbrance affects a character’s ttoo atadkjuesitnintog amcicsosuilenst tohretherffoewcntswoef agpraovnis- the psychic trauma of being slain sends
movement rate: for every 100 g.p. (10 tfyin,dpethrseoirnsaimwhpoofoirreeroratthfriroswt. mMiissssilieles fwiriell the body into a coma lasting 2-5 days,
slmblosow.v)eewdmebeigynh1tt0raafecteehtafproaercr ttrehoruaintsdc.chaSartrrryeainncggtte,hrth(oiser whiitll”;ineiatiaclhlysbuebsmeaqdueenatt ma i-s6sipleenfiareltyd “btoy from which the character cannot be re-
lack thereof) does not affect astral en- the same character will gain a +1 modifi- awakened without use of a wish. A sys-
cumbrance at all; intelligence is the limit- etyr i“storehmit,o”vceudm. uHlaotwiveevley,r,uonnticlethaisppeernsaonl- tem shock roll must be made during this
oinnge fwachtooris. Anontucnocnocnenstcriaotuinsgpoenrsmoonveo-r ilesafvoersgothtteenAsatnradl Pmlaunset ,btehis“rea-dljeuasrtmneedn”t dtiimese,wahnedn itfhtehecormoall feanildss,,thTehechchaararacctteerr
smoendtemsairyedbe, acatrrtiheed bcyararnyointhgerppeerrssoonn’sif upon re-entering the plane at any future cannot then be revived by any means
emnocvuemmbernatnrcaeteo(fwtihthe abudreddeunctbioeninfgorctahre- short of a wish. If the system shock roll
ried). Magical items have no effective succeeds, the character will regain con-
wbueitgohnt lyfoirf tahsetryalareencsutimll bmraangciceapl uinrpaossteras,l sciousness, possessing but 1 hit point
spCacoem. bat in the Astral Plane is peculiar, upon awakening, and healing progresses
tneorrmreaglalyin. sUnmtiol rseucthhatnimhealaf softhheischoar rhaecr-
lost hit points (by normal healing, po-
tions, ointments, etc.), no spell casting is
possible, movement is reduced by half,
and attacks are made at, a -4 penalty “to
hit” because of weakness.
asTtrhaellymparogjieccatlinigtemchsarpaocstesreswsheodisbyslaainn
on the Astral Plane will be returned to the
Prime Material with the character’s spirit
Though the Astral Plane has no sources of gravity,
combatants are not thrown off balance by swinging
swords, casting spells, and so forth, because movement
and orientation are governed by mental effort.
3 1D R A G O N
490
if they: 1) still retain some magical prop- bheelpu.nIat bisleimtopolessaivbelet,hbey pthlaenweawy,itfhooruat unless the spell caster or psionic initiat-
erties on the Astral Plane; 2) were physi- cdhifaferraecntet rfrotomahsissuomrehear pnhoyrmsicaal,l esahrathpley ing the travel can make a saving throw
tchaellytimweoronf o“drecaathrr”i;eadnbdy3t)hme ackhearaacstaevrinagt body when entering an Outer Plane. vros.ll mfaailgsico. nIf ththee fdiresittys’sevmearginicg-reasttisetmanpcte,
throw vs. magic. All other items of a non- cuTthaerseilvaerrecvoerrdy. fAeswmcreenattiuorneesdaibnlethteo sreuqbusieriqnugeantnorothllesr msuacycebsesfmula“dteo hwiitt”horoultl
magical nature will be left behind on the tDhEeITDIEuSng&eoDnEMMIaGsOteDrSs™GuCiydcelo,ptehdeiaPasnyd- against the silver cord.
Astral Plane, but may be recovered by chic Wind may tear the cord loose, but
other characters. tdgheeisrmoiuisgsoaodrpaopreor ngheoandptspmeanasitnyrgae.llylTehcaetretmodoecsiuttietdstah;nea- Any character wounded while on the
jecItfinthgecheaarrathcltyerbiosdsylaoinf awnhialestrthaellycphraor-- silver cord of a group, and can do so by tAaimnsyteraloilssPtshlpaitennpetowitnhitlesl,rneno.ot[Omnboavrtimtoeurashllylyo, whreolwcooenvgveerar,
asucntedreriesdinanads]trtahlescphaacrea,c[ttehre’ssilsvpeirrictovrdanis- mhionvdintgheadgjarocuepnt, tmoathkeingcoard“ttroaihlinitg” rboel-l
ishes at once, leaving all material pos- athgeadinesittyA’sCm0a,gaicn-rdessiusctacnecsesfrualtliyngro. lTlihnigs after 365,000 days of relative rest a nor-
sessions behind. The character is irre- will automatically sever the cord and mal character would regain 1 hit point.]
svolacinabalyftedretahde.cIhf athraectmerahtearsiaflobrmodeyd ias permanently slay the group members,
tneerw(wbiothdywohnateavnerOpuotesrsePslasnioen,sthhee cohrarsahce- Only the use of magical devices or spells,
has at that time with the new body) will omrentht,ewpilsl iaolnloicwdtihseciprelicnoeveorfycoelfl laodsjtuhsti-t
live on in the new form but will, of course, points astrally. Once a wounded charac-
ter leaves the Astral Plane, wounds may
be naturally recovered from at the nor-
mal day-to-day rates.
Infravision, which relies upon detection
ogfohoefaft nseoxutrcteos,auscehlaesras.ctAerF, iraenbadll ifcotuhled
character was just outside the area of
ferfofFemicretth-hbeeasaoetrtdascshkpe.elwlsouthldat naortefecealstthaet heat
As has already been mentioned, many find they have but one opportunity to bod-
spells will not have their normal effects pray or study for new spells after casting
when cast upon the Astral Plane. Some spells on the Astral Plane, and that sub- ineos eofffewcat;tetrheoyn wthilel bAestsraml oPtlhaenreedwililmhmavee-
of these spells for various reasons will sequent attempts to recover spells will
have no effect at all, while others will tfahiel bpelacanues.eColefrtiches wmiallgfiicnadl tphroaptecretiertsaionf diately. Any fire spell that strikes a body
wmoarnkneorn. lyA pfeawrtiaspllyellosrwinill annot uwnoerxkpaescttreadl- of ice will usually have no other effect
ly but will not be forgotten when cast; AsitupsaterlallslHP—alamnmeCeoumrnml—eusnswet,hileDl invciolnetaritcwio’snordkaeniotdynlSitvpheiers- than to melt the ice down into water, im-
these spells may be re-cast at a later time mediately extinguishing the spell. Be-
(after the caster returns to the Prime cause all objects on the plane are effec-
Material Plane, or perhaps travels to a on that plane. tively weightless, flame sources will
different plane) when they will take nor- muUsntlersesmoathinerwstisaetiosntaatreyd,oan sthpeell Acsatsrtaelr appear circular; even though one would
mal effect. Spells cannot be cast in any expect an open flame to be extinguished
case from the Astral Plane to any other Plane when casting a spell; he or she by its own waste gases if held immobile,
coparlassntpeeth,llsraon(uadgshvnicoGetaetdveseinrasTnaSd; Rths™iemymilacoradnudnleeovtQicb1ee)s, cannot think about moving around and this does not occur in astral space.
since the true distance between the perform magic at the same time. Spell Astral travelers, though they will soon
tpprlaraeUlncSnealpseuestleisloxwnacseills,epdraeesnlslyutchlatetrsaintsevpreleelhilanla’svgsinrtdagaonknbgeeeen.hsbinpydecAaiasl-ll chaursrtiiendg,upasininanayll motahnenrecr,asaensd,ifcaansnpoetllbies discover that they apparently do not
material components for spells, reduc- snuesecdeptotibblreeatothaettiancaksstroaflpsopiasocen,ouasregsatsil,l
ing the spell caster to using only those interrupted, it is lost. Spells may be cast fdorroewignninmg,aatenrdiaslowfiollrftihn;dthites pwoaisyoinnotousthoer
spells with verbal and/or somatic com- from devices and scrolls in a normal
ponents alone. manner, as detailed later in this article.
Those spells that normally affect a flat, respiratory tract and do physical dam-
Once a character enters the Astral planar area (such as Balfefescst aandspHhaersictea)l age. These attacks will affect even astral-
Plane, spell recovery (regardless of the will, when cast astrally, ly projecting characters, though as not-
ammooreundtifoffictuimlt.eCslpeernictsaastnradlldy)rubiedcsommaesy area with a diameter equal to the normal ed before this will not actually kill the
not recover any spells except first and spell’s smallest dimension in area of ef- affected characters, but will cause their
second level ones — unless the deity fect. Thus, Bless affects all within a 5” spirits to return to their home plane.
they worship normally resides on the As- diameter sphere, Haste and Slow affect Following are listed those spells that
tral Plane, in which case they may recov- all within a 4” diameter sphere, Tongues yield unusual results when cast on the
er any spell levels. Any spell casters will aafnfedctssoaflol rwthit.hiTnhais6d”odeiasmneotet rasppphlyerteo, Astral Plane. When possible, reasons are
spells such washicHholwdePreordtael,siKgnnoecdk,toanadf- ngeivwenspfoerllswahrye aenscpoeulnl tmeraeldfuonrctciorenast.edIf
by characters, the DM should arbitrate
Wizard Lock,
fect flat surfaces. the effects on the Astral Plane, noting
The Astral Plane is a poor conductor whenever possible the effects of any sim-
of heat or cold, making some spells like ilar spells listed here.
animated objects have an effective intel- environment exists astrally.
ligence of 0; it could, however, wrap intCCoroeanatctreoonlWWtaaietneaer:trh,Uearn:lleassergseeCthsoepnhjsueprreeelAlonfisiwmcaaatlessr.t
around or strike beings it was next to. will be formed (hovering in the virtual
enAsergiaalteSetorvaenlet:mNeontaelffpelcatn;eno(Armir)a, lly op- wPriAtiCmhsoetmdraemlMiStuyanp.teee:lrli:aNNlooPeleaffnffeeecc.tt;; must be cast on weightlessness of the plane). To calcu-
Animate Object: Any object animated requires contact late the size of such a sphere, note that
the volume of a sphere is 4/3 r³, that one
will have no ability to travel on its own Conjure Animals: No effect; no natural
unless it is thrown or pushed, since all
32 NOVEMBER 1982
491
gallon of water is about .1337 ft3, and Astral travelers, though they. . . do not need to breathe
have a calculator handy. Pi ( ) is about in astral space, are still susceptible to poisonous gas,
3.1416. A sphere of water will do nothing drowning, and so forth; the foreign material will find its
else in astral space except float. If struck way into the respiratory tract and do physical damage.
by a sharp-edged weapon, it will be un-
damaged (the blade passes through it)
for the most part; strikes, with broad,
blunt weapons will split the sphere into or associated person traveling via an As- slow an astrally projecting party’s pro-
2-5 smaller spheres of roughly equal tral Spell, it will (if successful) hurl the gress through the Astral Plane by four
size. Though water spheres are interest- affected persons to their own plane. It hours, resulting in one extra encounter
ing to look at, they are hazardous as well; will not do this to persons who arrived on check while in astral space, but not ne-
anything touching a water sphere for the Astral Plane by any other means, ceLsoswareilryWdautreinr:gTthhies spell’s duration.
longer than one second will find the wa- ipcsoionnaicsoilrvemr acgoircda(l.ofCaanstainsgtraDlliyspperloMjeacgt-- spell will cause all
ter adhering to it and flowing over its free-floating water within its area of ef-
surface until the water completely cov- ing traveler) has no effect. vfaomeepcarrptalsotteeaossiotomterffaotlsehvpfeimfseeaoecswvdtpeaeiemnylqle,fdurnRarotalmawaitsolitelnhotgewWheaswanpctaceeatelresl.,rtcehTadra’hsisrsteeenrctrhotealrey--t
ers the touching object. Living beings must Divination: see Commune.
make a saving throw vs. breath weapon Esoarlitdhq, unaoken:-liNvoingefofebcjtecutnloefsseacrathst, upon
or choke on water in their respiratory a clay,
systems; failure to save means uncon- or stone.
sciousness one round later and death in tsapeplcrafetinenallerdnsw. TeTilthnlhoeteeranrPgneaoacbteishleq:iuanIaftiocs5ctk0ratlah%ysleltytcioAmhpsarmttornhajceeel ecdiPrtiitalnahdtgnaeeetlscy,oihrtnaeahlrfdiys-- toward the caster at the above speed.
2-5 more rounds thereafter unless the dTrhoewsneinsgpeclhlsarcaocuteldr be used to save a
water is removed somehow (such as by
Destroy Water). Those who make their (see Create Water).
terPasrpthWeareter(:sTeheisCrsepaetell Wwialltecra)utsoesaepwaar--
saving throws may leave the water sphere one encounter check (the usual initial ate into two equal-sized spheres (smaller
on the following round by moving out of than the original) separated by 1”/level
it at full (mental) speed. The possibilities one) will be required before reaching the
of using water spheres as weapons are other plane; in any event, only one “ex- of the caster. This spell may be used to
obvious (with Telekinesis, especially; the tra” check will be required at the worst, save a drowning character (see Create
Telekinesis-user would have to roll “to and the entire voyage is shortened by 1W5Ra%taeirsc)eh. aDnecaed:thIfatusaendaastsrtarlalslye,artchheerer (isseae
hit” with the water sphere as if using a four hours as well. This spell, of course,
missile weapon, with medium and long would have to be cast upon the leading
ranges determined by dividing the max- gsproeullp ctoasbteerefofefcativneAfosrtrtahleSmp.ell- using the FIEND FOLIO™ Tome) will possess
imum range of the Telekinesis spell into the raised body. Alignment and person-
thirds), as are the disadvantages. Flame Strike: This spell will create a 1” ality of the character are randomly
Detect Evil/Good: Functions normal- diameter sphere of flames, much like a tchheanpglaeyde;r tuhseerethfeerecehamraacyterelaesctetfofechtaivvee-
ly, though the plane itself radiates no Fireball, centered on the desired loca-
alignment. tion within the spell range; it will do nor- ly a “new” character, or may run the
Detect Magic: The entire plane radiates mal damage. character as an NPC. If the creature is
magic, making this spell useless to all Gate: No deities will appear through exorcised, then another attempt may be
except those who know the proper made to raise the body and true spirit.
changes to exclude the “background ra- the Gate unless the Astral Plane is their Resurrection: There is a 5% chance
diation” from detection. Such changes home. Any other creatures gated in will that an astral searcher will possess the
may be discovered on a 5% cumulative wknillowleaivmemiferdeiqauteirleydwtohefrigehtthaeycraearetu,reanodr DboeSdapdyefoaofkrthfWuerittrhhaeisrAenddiemtcaahillsas:r.aTctheirs. See Raise
chance after each unsuccessful casting party whose experience-point total is spell will
of this spell. two or more times greater than the gated
Dispel Evil/Good: This spell will affect creature’s own value. No gated creature work only with normal, non-fantastic
any creatures encountered on the Astral wsoilrlt.hTahnegoareroticuanldly,toonfieghotr amdoereitypeorfsaonnys animals brought with a person or party
Plane of the appropriate alignments, in- into astral space. No animals naturally
cluding those from other planes. How- ccroeualtdedpbayssa shpuerrllieadnldy gtohrdoiuregchtlyatogaantey occur on the Astral Plane.
ever, when used against aerial servants Spiritual Hammer: see Commune.
and invisible stalkers (and neutrally other plane of existence, but the per- True Seeing: There is a base 100%
aligned creatures summoned from other seonnc(es) owfoaulddeailtsyo-cblaesdsirebcetliyngin, athnedptrhesis- chance, less 10% per level of the viewer,
planes) there is a chance (1 or 2 on d6) that the awesome reality of astral space
that this spell will not work, because the could prove not to be advantageous. as seen via this spell will overwhelm the
neutral creatures were not in the act of fecHt oalyll/UcrnehaotulyreWs owridth:inThitiss asrpeaellofweilflfeacft-, viewer and cause him or her to remain
performing a good or evil deed. Though iOntahcetrivweisefoirt twhiell dfuunrcattioionnnoofrmthaellys.pell.
all good or evil creatures and characters innecalurdlyinagll the spell caster’s party. Since
from other planes will be affected by this beings except some deities are Wind Walk: Aside from causing the
spell (no matter the method used to snhoot unldormwoarllky afrgoaminsthteviArtsutarallyl Palnayneb,etihnigs spell caster and associated persons to
bring them to the Astral Plane), no neu- become misty and transparent, this spell
trally aligned (lawful neutral, true neu- encountered, and will cast its victims wmiollvenmotenatfrfaetcet inaacshtraalrascptaecre’sasnodremtear-l
tral, or chaotic neutral) characters will back to their home plane without further
be affected unless they are on a mission injury (regardless of how the creature mined by intelligence. However, persons
that would directly benefit the forces of got to the plane). carried with the spell caster will move at
good or evil. (Assume that this spell will Insect Plague: see Conjure Animals. the caster’s astral movement rate, not at
affect neutral characters only if the ma- noor Ltdohecelaalptyein/oOgr bhtshinceudirreerjoOcuhbrnajeeracytc:tteoTrhsoitsihneshrpuperllralynwineiglsl their normal speed. This spell makes it
jority of their associated party is good or difficult to see the affected persons
evil in alignment.) aangdainssigt hthtiengbadcisktgarnocuensd toof sausctrhalcshpaaracec-,
theDiisnpheelreMnatgimc:aTgihciasl spell will not affect through astral space, since the distance
nature of the Astral to other planes is beyond the spell’s ters are reduced to 10% of normal.
Plane, but will affect spells cast by char- range. poWrt oardcroosf sRepclaalnl:eNs.o effect; cannot tele-
acters. If this spell is cast at a spell caster Lose The Path: This spell will work to
DRAGON 33
492
astrally as the druid normally could (ac- Produce Flame: See Fire Seeds, if the
cording to his or her intelligence). druid attempts to cast a produced flame
at an opponent.
A great many druid spells will not work Conjure Earth Elemental and Conjure lesTsracnassmt uutpeonRoacksoTliod Mmuads:sNoof reocffke;cwt huenn-
in astral space because the items that Fire Elemental: No effect; normally op- it turns to mud, the rocky object will as-
they function with and affect (plants and ens gate to elemental plane (Earth/Fire). sume an almost perfect spherical shape
animals) do not naturally exist on the in one turn if entirely transmuted by this
Astral Plane. There is no such thing as Create Water: See cleric spell Create spell. Anything coming in contact with
weather (as we know it) either, making Water for relevant comments. such a “mudball” for one turn or longer
sbplee.llIsf areplalatendt otroatnhiamt arleiaslmbroaulsgohtuwnuithsaa- will find themselves facing a problem
cthreenatsupreellosrmcahyarbaectcearsitntuopoansttrhael, pslpaanct(es), Detect Magic: See cleric spell Detect similar to that caused when one touches
or animal(s) and will function normally. Magic for relevant comments. a water sphere (see the cleric spell
For example, if a group in astral space Create Water). Obviously, conscious
has a dog along, for whatever reason, a Dispel Magic: See cleric spell Dispel persons will be able to easily avoid
druid could cast Invisibility To Animals, Magic for relevant comments. drowning or suffocating in a mudball,
SFpoer athkeWmitohsAt npiamrat,lsh,oewtec.v,esr,uscuccehsssfpuelllyls. unless they are unconscious or other-
will be wasted. Spells summoning ani- Feeblemind: A feebleminded victim wise incapacitated. Mudballs will not dry
mals will not work, since no creatures has an effective intelligence of 1, and out in astral space. This brings to mind
able to be affected by the spell occur that character’s movement through the wsoemapeoinnteorreastfionrgmusoef sexoefcautmiound; bpaelrlhaaspsa
wnahticuhraflalyll oinntothoeneAosftrtahlePselacnaet.egSopreielsls, Astral Plane will be likewise reduced se- dsoermineg amduvdebnatullreorns,theencAosutnratel rPinlganae,wmaany-
and are useless for that reason, are the riously (30’/round). find something at its center. . . .
following: tsheeeTrsdeeritu: wiTdihlliinsutnosdpaoeultlbretweeidl,llybsuuthcticnaeknsyistofuonldleydwttuhhraont
Fire Storm: In astral space, this spell a tree should be floating around in astral
Animal Friendship, Animal Growth*, creates a sphere of flame similar to a space, and will automatically be very
Animal Summoning (I,II,III), Anti-Animal Fireball of the appropriate volume. All suspicious of it — unless the creature
Shell*, Anti-Plant Shell*, Call Lightning, other details are as per normal. seeing it has an intelligence of 7 or lower,
Call Woodland Beings, Commune With in which case the viewing creature might
Nature, Control Temperature, Control Fire Seeds: See commentary on throw- tphoiTssrsispib:plySeilbnl ecwefootrhokel,erdea.nisdnsoingcreavmityotvoemmaeknet
Weather, Control Winds; ing missiles in astral space, in the sec- doesn’t depend upon feet, this spell will
tion on Movement and Combat. not work on the Astral Plane.
Creeping Doom†, Entangle, Hold An- Wall of Fire: In astral space, this spell
imal*, Hold Plant*, Insect Plague†, Invis- Hallucinatory Terrain: This spell will creates a hollow sphere of flames around
work as far as creating the illusion of a the druid with a radius equal to ½” per
ibility To Animals*, Locate Animals*, large forest, but who will believe it? Only level of the spell-caster. The hollow
those creatures of low intelligence or sphere moves with the druid. Damage is
Locate Plants*, Pass Plant, Plant Door, less (7 or below) will even, consider this as per the normal use of the spell, as are
Plant Growth*, Predict Weather, Repel as possibly real; all others will know all other aspects.
lnsects†, Speak With Animals*, Speak better. One might believe
With Plants*, Summon lnsects†, Trans- Water Breathing:
port Via Plants, Wall of Thorns, Weather Obscurement: This spell will form a this spell useless, but imagine a druid
sphere, not a cube, with a diameter equal wWhaotecrreBarteeasthainhgugoen ghliombeseolff/hwearsteerl,f,caanstds
Sum* m—onTinhge.se spells will work only on to the length of a side of the cube normal- then enters the water sphere when con-
plants or animals that have somehow ly formed. Other effects are as normal, fnroonwtedvirbtuyalalystriaml mopupnoenetontsa.llTfhiree-drerulaidteids
been transported into astral space. except that (as with Wind Walk), the spells, and any creatures who grapple
Ot†he—rwisItemthigeyhtabree suuseplpesoss.ed that a sighting distance to the druid using this
dernuoidugwhhcoowuladsmdaekteermeifnfeecdtiv(oer ucsraezyo)f spell is cut to 10% of normal when
these spells if he/she brought several viewed against the astral background.
beehives into astral space, but this is
extremely unlikely. Pass Without Trace: There is nothing
to pass over, no tracks to cover, so this
Animal Friendship will not work, even spell is useless in astral space. the druid (or try to) will find themselves
on animals in astral space, because the covered in water (see Create Water in the
success of the spell depends in part Produce Fire: This spell works only if cleric spell section) and possibly drown-
upon the affected animal having an ap- cast upon a solid, non-living object in ing. . . . Interesting, no?
petite — which does not occur on the astral space; the resulting flames will af-
fect anything within 5 feet outside the
area of effect, even if the surface of the
solid object used is curved or irregular.
For example, Produce Fire couId be cast
upon a large rock accidentally discov-
ered in astral space; if the rock had a
surface area of 144 sq. ft. (equal to the
spell’s usual area of effect), then every-
thing within a 5-foot radius of that rock
would be affected by the flames it would
give off. The formula for calculating the
surface area of a sphere is 4 r2.
Astral cPolnacneeiv. aCblayll wWorokodiflathnedreBewinegres
would
such beings in the spell’s area of effect,
but this is so remote a possibility as to
make the spell useless. Other alterations cleArisctraslpSelpleollf: See the comments for the spAelnl tci-aMsateg?ichSimhesell:lf No effect, since the
to the effects of druid spells are as the same name. or herself is not from
follows: Airy Water: A magic-user with this astral space — technically making the
noAinnimtealltiegeRnoccek:aNndo tehfufescct;anthneotrmocokvehains spell will be immune to having water magic-user a “summoned monster?’
spheres adhere to him or her, and will be Audible Glamer: Magic-users should
astral space (see Animate Object above). aSfuberlteehettohr epcaodsmrsumiidnensatnpsde. lol uWt aotfeor nBerewaitthhinegasfoer. carefully consider their environment in
Animate Rock does not make rocks wrap oasrdtrearllyt;o ilmluasikoensthsehobuelsdt ubeseaosf btheilsievsapbellel
aarpoCpuehnaadrr,iocatrnedoaftwuSrileluscs,atarcrrhyreatn:hgeTehdersuhidacphaeansrdi,otueptwc.tioll
Animal Growth: Not generally usable; as possible to be effective (see the com-
see the commentary at the start of the tmheendtsruriedgsaprdeilnl gHavlilsuucainlaitlloursyioTnesrrauinn)d.er
eight others, but will move only as fast section on druid spells.
34 NOVEMBER 1982
493
Bigby’s Hand spells: The Interposing If Dig is cast on an object, the object will slowly
Hand will stop all opponents who have disintegrate into a huge cloud of dust particles. . . .
an intelligence equal to or less than the Needless to say, anyone within the radius of the cloud
spell caster, and slow the forward move-
ment of all others by 50%. is going to be in dire need of a bath.
The Forceful Hand will either push
Clone: Clones will not grow in astral Dig: This spell will be effective only
away, stall, or slow opponents, depend- space; this spell is useless. against solid, large objects of earth, clay,
ing on the difference between the cast- Cloudkill: This spell will form a 2” di- or mud; the only such objects likely to be
er’s intelligence and that of the oppo-
nent. If the opponent is less intelligent
than the magic-user, the Forceful Hand wamillemteorvespinhearestoraf igphotisloinneouaws agyasfreosmththaet astrally encountered are [rare “islands”
pushes the opponent away at a rate of and] mudballs (see druidic spell Trans-
steplleigeednceequsaclotroest.heOdpipffoenreennctse einquthaellyir ians- spell caster at a rate of speed equal to the mute Rock to Mud). If Dig is cast on an
intelligent as the magic-user cannot get caster’s intelligence times ten, in feet per object, the object will slowly disintegrate
round. Since there are no natural winds into a huge cloud of dust particles that
cslmosaerrtebrutthwaonn’tthbeempaugshice-dusaewramy.aTyhaosde- in astral space, the cloud will remain un- spread out in a hemispherical shape
broken unless it strikes a very large ob- from the digging point. Every cubic foot
vance at a rate equal to the difference ject (Wall of Force, for example) that has of dug material will expand to fill a vol-
between the opponent’s and the M-U’s a diameter of 1” or more, in which case it ume of 1,000 cubic feet around the dig-
intelligence. For example, a magic-user will break up on the following round. In ging point. Within this area, all living
with 16 intelligence casts a Forceful three-dimensional space, the cloud is creatures must make a saving throw vs.
Hand at a berserk aerial servant (intelli- not too doiffficCuolltdt:oIfevthadise.spell wands every round or be blinded for the
ogef n1c2e” (41)2; 0thyeasrdesrv,aonrt3is60refpeeeltl)edpeart raournadte. strikes a entire round; victims must also save vs.
Cone
water sphere (see cleric spell Create Wa- breath weapon or choke on the small
The Grasping Hand can hold motion- ter), it will freeze the outer surface into particles for the full round, and be un-
less any creature with intelligence equal solid ice, to a depth of one inch per level able to move, attack, defend, or take any
to or lower than the magic-user’s. It will owfattehresmphaegreicf-ruoszeenr csaoslidtinwgillthneotsmpeelltl.oAn other action. Both saving throws are
repel creatures (if desired) at twice the trheemaAisntsraaltPthlaenece; niftearnoyf tuhnefrsopzheenrew,attheer rolled at the start of each round follow-
rate of speed of a Forceful Hand, and ing the round in which the Dig spell was
slows the more intelligent opponents by cast, continuing through the round after
5Hap0ubaOns%odhpv;eepodtohf cunatohswe,eunaltytdhrsaeatbsteaet2uea4nrhli”lanoelpewldesderedrmbrvoybaounytnatidoth.mnCeleelenfsnotsircoc,hneeeofuddrl ice sphere will melt from the inside out at the spell duration expires. Visibility with-
a rate of one inch of thickness per turn. A in the dust cloud is reduced to 30’.
Cone of Cold striking a mudball (see Beyond the cloud radius, the dust is thin
druid spell Transmute Rock To Mud) will enough so as not to affect anyone. The
cause the outer surface to harden to cloud dissipates on the round following
Fist cannot move astrally during that rock-like consistency; as with an ice expiration of the spell duration. Need-
time; this spell will not necessarily slow sphere, a frozen mudball could either less to say, anyone within the radius of
or stop opponents otherwise. A Clenched stay frozen or return to a muddy state, the cloud is going to be in dire need of a
Fist will hold, repel, or slow opponents at depending on whether any unfrozen mud bath. Note that the spell’s range (3”, or
tmheagsica-museetrimdeesaisreist.crushes them, as the remains at the center. A crust of only 90 feet) puts most magic-users who
one-quarter inch thickness per level of might cast the spell well within its area of
GrTashpeingCrHuasnhdin, gexHceapntdthaatctist isjudsetsiagsnead twhiell mfoarmgico-unsearmcausdtbinagll,thmeaCkoinnge iotfvCeorlyd effect; this would probably lead to abrupt
to grasp any opponent, regardless of in- termination of the spell unless the magic-
likely that large mudballs will always de- user is otherwise 2p/r3otected.r3 The volume
telligence, and will crush an opponent frost themselves eventually. of a hemisphere is the cloud’s
for the stated amounts of damage. No Conjure Elemental: No effect; normal- radius can be calculated from this formu-
Hbuantdit swpiellllhwoivllelreaavtethietsbmouaxnidmaurmy orfanthgaet, ly opens gate to tPehlleeamnEeet:nhteNarloeappllaoPnwelasen.res, la, since the volume of the hemisphere is
theCoAnsttaraclt POlathneer, on already known.
praonngeenitf.bAesinmg eenmtipolonyeeddintothreepsepl eanll doep-- the Dispel Magic: See the comments for
Positive and Negative Material Planes, or the cleric spell of the same name.
scriptions in the AD&D bitotoakkse,sadnaymHaagned any Elemental Plane can be reached. Distance Distortion: No effect; not only
spell is dispelled once oPnoeweprlasnoenrethmeoPverdim. e Material count as is there no terrain to be affected, one
equal to the hit points of the magic-user cannot get an earth elemental, either.
who conjured it; a Hand has the same Control Weather: See comments under Drawmij’s Instant Summons: Note the
armor class as the magic-user casting it the druid spell of the same name. changes that must be made with regard
had on the round the spell was begun. Death Spell: This spell is ineffective to the distances between other planes
Cacodemon: Because of the problems against undead and beings from the As- and the Astral Plane. Items can be sum-
involved in casting this spell on an effec- tfMroaraDltteoehrrteieaOclctulPeEtelravircnilP/esGlsaponemoelldsao:.yfSTbterhaeeeveatslhfeafeermsccetfeorodnmm.ammPeer.inmtse moned from the Elemental, Positive Ma-
tsiuvemlymwoneiingghtalecsaspptilvaenede, mit oisnu. sRealtehsesr,init terial, and Negative Material Planes, but
will attract the attention of one or more would have to go through the Ethereal
and Prime Material Planes to reach the
powerful demons in the Abyss, who will Detect Invisibility: No ethereal or out- Astral Plane.
doubtless find it amusing to seek out the of-phase things will be seen, but the Duo-Dimension: No effect; must be
summoner and eat him or her as soon as spell functions otherwise as written. cast on an Outer or Prime Material Plane.
possible. Referees should send 1-4 de- Once a new plane has been reached, be- Enchant An Item and Enchanted Wea-
mons of either Type IV, V, or VI, each ffoorrmeeadstnraelwly bporodjieecstinangdchaarerajucstet r“slohokaivneg pthoen:ANsotraelffPeclat;nteheefmfeacgtivicealyl p“rroupbeortuiet”saollf
with 8 hp/die, arriving within 1-4 rounds
after the spell is cast. around,” this spell may be used to see spell effects.
Charm Plants: This spell will work only any nearby invisible, hidden, ethereal, or Feather Fall: If cast upon a missile in
if a plant or plant-related creature is en- out-of-phase beings or objects. astral space, the missile will not slow
countered in astral space; this is unlikely Detect Magic: See the comments for down but will do no damage if it strikes,
in the extreme. the cleric spell of the same name. and will bounce off targets as if made of
3 5D R A G O N
494
paper. If cast upon other non-living ob- of the spell will not age one year as a witIhmpthriissosnpmeellnits: Any creature struck
jects, it will reduce their total mass (as ereffseucltt odnuemteotatbhoelispmla.ne’s “neutralizing” immediately teleported
per the spell description) and make them to a random location within the endless
easier to push or carry astrally (see the Hold Portal: Generally a useless spell; reaches of the Astral Plane, and ren-
previous section on encumbrance). If there are few “portals” in astral space. dered unable to move of its own volition.
cast upon a living being in the astral Ice Storm: If cast in the first form (hail- Thus, the creature is effectively lost
realm, that person will be able to carry storm), this spell will cause a large num- forever upon the plane, but a Freedom
(without penalty) an additional mass of ber of hailstones (some 60-600) to ap- spell will return the creature to the spot
material equal to the person’s normal pear within a 4” diameter sphere. The where that spell is cast (when performed
body weight, for the duration of the spell. hailstones will average about one pound upon the Astral Plane). Any being struck
druFiedebspleemllinodf: See the comments for the ampoievicneginwhweenigthhte(ymaapspse),aar.ndAnwyillcnhoatrabce- by Imprisonment will not die during the
the same name. tnimotehsapveentagloesdt unpoomn athtteerphlaonwe,loanngd wheil,l
Find Familiar: The creature summoned ter or creature caught within the area of
by this spell will be a minor Outer Planes effect will be unharmed by the appear- she, or it is lost. There is a chance, how-
qcrueaastiut.reThseimcilraeraitnurpeowwiellrbteo oafnthimepsaomr ae ance of the hailstones, but will not be ever, that a Freedom spell will fail to
able to move faster than 2” (60 feet) per work. [Why? This seems too final a pen-
tahliegnvmareienttyaosf thcreeastpuerellscathsatetrc. oBueldcabueseeno-f orofutnhde wefifthoirnt itnhveoalvreeda ionf teryffiencgt tboecaavuoside alty overall] This chance starts at 1%
and increases at a cumulative rate of 1%
countered, the specific effects of this colliding with the hailstones as they ap- per year until a maximum failure rate of
spplaenlel wtoillpvlaanrey. from case to case and ipoeuasr pthlarcoeusg.hoSupteltlhecassptienlgl dwuitrhaitnionthein avraera- 99% is rAeawcihshedusaeftderin98coyenajurnscotiof nImwpriitsh-
of effect is possible, since no hailstones
onment.
theFlyA:sNtraol effect; the movement system of a Freedom spell increases the chances
Plane makes it useless. If cast, will strike a stationary person. The hail- tohfeareswucillcaelswsafuylscbaestaing1%bych2a0n%c,ethoof ufagilh-
the spell will not be forgotten and may be stones will not disappear after the spell
re-cast later. duration expires, and may be used as ure no matter what.
Fumble: If the victim of this spell makes missiles hurled by physical force or by a Incendiary Cloud: This spell will form
a saving throw, he or she is slowed in all wspitehll r(esgeaerdthteo sheucrtlieodn oornlaausntrcahl ecdommbisa-t a spherical cloud of 100 times the vol-
respects except movement (which de- ume of the available flame source, with a
pends upon intelligence, which is not dsiole1s-)4. Apoipnhtsysdiacmalalygehutorleadnyhoanielstitosnterikwesil,l minimum size of 20 feet in diameter. All
slowed). Those who fail to save will be other spell effects are as per normal.
unable to make any attacks (because plus the caster’s strength bonus to dam- wdoilIlenbsfreanvuoisstieotrnlea:snsBs.meTcihtaehuesAeasttrtoahrlePcolAaldnse,trtahisliswPselapllnelelitl
gthraepyplainrge adtrteomppptisn,gewtce.)abpuotnsca, nmdisesfeinngd age (“to hit” bonuses for strength and
dexterity are also factored in). Note that
themselves. Further, any actions under- very weak persons might possibly do no by a diffuse light anyway, so the spell
taken that involve manual coordination damage when hurling a hailstone, even if would not be needed at any rate.
wduilrlabtieonc.ompletely muffed for the spell’s it strikes a target. If a spell like Telekine- opIennvsisigbaleteSttoalekelerm: Nenotael fpfelacnte; n(Aoirrm). ally
sis is used to move the hailstones about
Gate: See comments for the cleric as missiles, the hailstones will do 1 point forJutmhep:sTahmisesrpeealsl ownillthneotFwlyosrkpeallstwraolnly’t,
spell of the same name. of damage for every 1”/second (10
theGumstoOvef mWeinndt: oTfhiasnsypienltlewlliigllennott, alivffiencgt yards/second) of velocity they have; work, but it will not be lost and may be
thus, a hailstone moving at the maximum re-cast at a later time.
creatures on the Astral Plane, but may velocity of 1024”/round (30720 ft./round, Knock: See the notes on the magic-
push [relatively] small, non-living ob- or about 170 yards/second) will do 17 user spell Hold Portal for relevant com-
jects [such as spheres of fire, ice, mud, points of damage to an opponent it ment. This spell could prove useful for
dust, or water]. Since objects are weight- strikes. As mentioned elsewhere, ice oilaprentainsgks,lohcokws,evuenrt.ying knots, and sim-
less in astral space, things pushed away does not melt in astral space (unless ex-
by this spell will continue to move away posed to a heat source, of course). muLsetobmeunuds’esdSoencrPertimCeheMsta:teNrioal effect;
from the caster even after the spell’s du- sSptoIhfremcraesstopifenlsliltuwssishlleyccodanruodspefloeratmsnt(o8sl”efoedrti)ma, m.an[eTthIeciesr Plane,
ration ends. They will move at a speed of and contact with Ethereal Plane required.
1” (10 yards) per round per level of the Leomund’s Tiny Hut: Useless; there is
caster who used the spell. sclouushld/wcaotenrcgeloibvea.b] lyAnbye compacted into a no need to regulate temperature or gain
Hallucinatory Terrain: No effect; no protection from weather astrally, and the
terrain in astral space exists that could creatures caught aopsatrqaul ebaficekldgrisouhnigdhl(ypovisssibiblelyaagtatirnascttitnhge
inside the area of effect will be effectively wandering monsters).
be so affected. This spell is not like the blinded for the entire round, and all at-
druid version. tacks by them will be made at -4 “to hit.”
Haste: This spell will not increase a Movement through or out of the “sleet Levitate: Though this spell will not af-
character’s movement through the As- tsyppheesrpee”lliscapsotswsiitbhlien athseuasreuaalo. fAenffyecfitreo-f fweicllt amlloowvetmheenutsethrrtoougcharraysatrnalasdpdaitcioen, ailt
tirnatlePllilgaenen,cesi,ncwehmicohvetmheenst pdeelpl ecnadnsnoont a “sleet sphere” will do only one point of amount of mass without being encum-
“hasten.” It will affect other abilities and sdpaemllangoermpearllyforcaeuascehsd, iaenodf wdaillmcaregaetethae bered, up to 1,000 g.p. (100 pounds) per
actions as usual, most notably the num- level of the spell caster.
ber of attacks per round in a combat sit- heavy mist (zero sighting distance) of a theLocclaetreic Osbpjeelcl t:ofStehee the comments for
uation. (See the comments below for the diameter equal to 10 feet for each die of same name.
Slow spell.) Interestingly, when Haste is damage the spell normally causes. This Lower Water: See the comments for
cast upon the Astral Plane, the recipient misty cloud will dissipate in 2-5 rounds. the cleric spell of the same name.
turMnatghicatJaarn: There is a 10% chance per
Because the Astral Plane does not transmit heat astral searcher will possess
or cold, an Infravision spell will be useless. The the spell caster’s body while it is vacant.
Astral Plane is well lit by a diffuse light anyway, The magic-user cannot force the crea-
so the spell would not be needed at any rate. ture from the body alone, and exorcism
is required.
(Continued on page 43)
36 NOVEMBER 1982
495
Magic Missile: Ignore(Fthroemppeangaelt3ie6s) If Trap the Soul is used against an astrally projecting
applied to hurling or launching missiles person, the material body will die on the Prime
astrally; magic missiles do not miss.
Massmorph: This spell will work, but Material Plane, >KJ the character’s soul will still
live within its prison.
see the Tdrreueidfosr preellelsvaHnatllcuocminamtoernytsT, er- ubuset rlacragnermoonvees wthiell rmesaitsetriiat.l Tinheotmheargdici-- tdheemcohnannacmeeodf imn eseutcinhgaasnpyelpl abryticauclcair-
and
rain
Maze: This spell will entrap the victim rections (left, right, up, down) as desired. dcheanntcies tehxetrdeemmeolny lmoiwgh),t tbheeroenisanaoguotiondg
winaslilds,e aap5p-efaoroint-gdiaamroeuntedr cthuebechoaf rfaocrtceer Otiluke’s Freezing Sphere: In a manner
tsoChiromelmdis,lauptrdhebiltsloaslslttsrphiekainiltlnagcdsaewtnsraacftlrreiesbrepewzadeiclleuwf.nraeAdteeenzrryesCfopaohrnmteoerteaooslff with some friends — they will not be af-
where he or she is on the Astral Plane fected by the spell, and might express
when the spell is uttered. The spell’s du- vthaeriior udsiswplaeyass.ure with the spell caster in
ration depends on the character’s intel-
ligence, as per the spell description. The mass of 50 cubic feet per level of the spell Stinking Cloud: This forms a 2” diame-
character cannot move about astrally caster; this ice will not necessarily melt ter cloud, which cannot be moved [by
until he or she is free of the miniature unless in contact with a heat source or the spell caster]. Creatures may move
maze; the character is also incidentally unfrozen water. wothuhrtoilowef ictnhaenthnceolotcudldoo,ubdauntoyritfhotihnnegytheeflasierlotbhuuentdsmaavofitnveegr
fproromteacltleadttafocrktfhoermdsurtahtaiot na of the spell Part Water: See the comments for the
cleric spell of the same name.
Wall of Force
will resist. A Disintegrate spell will im- obPjeacst,swgaelln: eUraslelyfulusoenlleyssonaastrlaalrlyg.e solid leaving the cloud.
mediately remove the maze without Symbol: Unlike the cleric spell of the
harming the victim inside. Phantasmal Force: See relevant com- same name, this spell must be cast upon
Monster Summoning: Unless the DM mentary under Audible Glamer. ainsscorliibdesduirnfatchee. “Calier”riocfalassytrmabl oslpsaccaen. be
sfhittaessrwScirutehmaintmedtohnoeinr pgdaissrpcaoemvllee(rtIee-drVsIaIo),fmoeonanlcsythethrMothosnae-t twinaPgllh. aBssooemthDeosoopnre:ellSseomer icsgoohmtmmbeeethnhitenalrgpyfuofoluritnPogafsesta--
summoning spells that have a chance of mudball (see the druid spell Transmute cuploseTesrseircilbeslskpeipeneuelllsslIeicsCse: rSeSoaetfoteerthmtWihsfeaostrecproseolmal.mnmOdeentniehntetsegarmfeollosar ntgitnhicoge-f
bringing a creature from an Outer Plane Rock To Mud).
will work. Examples of this include Mon- Plant Growth: Generally useless; see water weighs 3.45 lbs. This spell works in
ster Summoning I (which will bring only the text at the start of the section on aallliwvianygs, acsondsecsicoruibsedo;pipf oenmepnlot,yethdeaogpaipnos-t
manes), Monster Summoning I (bring- druid spells.
iVnIg(blerimnguinrgese),rinayneds).MRonesgtaerrdlSeussmmofonwinhgo Power Word Blind: Affects a 3” diame- nent will be slowed until the movement
casts the spell, only creatures from the ter sphere. rate of the spell exceeds the opponent’s
Power Word Kill: Affects a 2” diameter movement rate, at which time the oppo-
lower (evil) Outer Planes will be sum- sphere. pneonnet nist actatnhecocnatsinteure’stomreersciys.tA(ms ethnetaollpy)-
moned by this spell on the Astral Plane., Power Word Stun: Any creature so
Mordenkainen’s Faithful Hound: The stunned will be unable to move until re- the spell’s effects, subtract the foe’s
hound will circle within a 3” radius about covered, and cannot attack or defend. nmlaonoTrdvmeeloeamnpleomnirstt:orrvNaeetqoemuieteroefnfdegt.certTta;httehaisefsrseoopflmfeiedllcttswihvuieelrlfassnpcpoeeet elbltd’ose.
the magic-user who cast the spell, look- Repulsion: This spell will function
ing for anyone who enters the area of much like Boipgpboyn’seFnotsrcdeefupleHndanindg, in that
Teinfhfeerachntog(uaennd(yeowxncilelepaltattratghceekr than a house cat). it will repel on the
caansytoenr)e fwrohmo bcoemhineds difference between the opponent’s and forgotten, and may be re-cast later.
amreaagiocf-uefsfeecrt’sisinate1l”liwgeidnecceylsincdoerreass. lTohnge follToewnstheer’scaFsltoeartianbgouDt,iskre:gTarhdelesdsisokf wthilel
or from one side; it will warn away in- acosutlhdecsopneclel nrtarnagtee;oonbvmioouvsilnyg, ospidpeowneanytss
truders beforehand with loud barking craadsituesr’ssprhaetereo. fWmhoevnemtheenstp, ewllithduinraatio2n”
wdahreynotfhethyegaertewaitohfine3ff0ecfte. eAtllofotthheer bcohuanr-- out of the spell’s area of effect, making it ends, anything tshuesdpieskndweads carrying will
acteristics of the hound are as per the of limited use in a three-dimensional be left behind, and motion-
normal spell. fight. Creatures of low intelligence (7 or less. Inanimate or non-intelligent “car-
Mordenkainen’s Sword: This weapon less) will not immediately think of using go” cannot move independently.
can be used to attack opponents on oth- such a tactic to counter this spell, and so Transmute Rock To Mud: See the
ePrlapnlaen; eitscwahnerneawciehldinetdouepiothnerthae PArsitmrael may be pushed away easily on the first druid spell of the same name.
try; they will learn to go sideways after ditiTornasp TahpeplSicoaubl:leNotote pseormsoensof cthaeptucroend-
Material Plane or to the first layer of any the next 1-7 tries. [Based on intelligence,
Outer Plane only. The sword-user is not i.e., 7=1, 6=2, etc.] by this spell when not on the Prime Mate-
made subject to attacks in return, unless rial Plane. If used against an astrally pro-
the opponent is capable of bringing this Rope Trick: No effect; the extradimen-
sional space is outside the Astral Plane. jecting person, the material body will die
about. Sleep: Sleeping beings will cease cohnatrhaectePrr’ismseouMlawteilrliastlilPl lliavneew, bithuitnthites
Move Earth: This spell will affect mas- movement for the duration of the spell.
Slow: This spell will not slow down a cpariussoen.thIemirpgriesmon-perdisocnhatoramctoevres,coarnontoh-t
ses of soil, dirt, clay, or mud (see the
druid spell Transmute Rock To Mud) in victim’s movement, since that depends
the same manner that the cleric spells tohnisinstpeelllli)g. eOntcheer(wmhaincuhalisanc’ttivaitfifeesctweidll bbye erwise affect their environment. If re-
Lower Water and Raise Water affect affected, including attacks. leased upon any plane other than the
masses of water astrally; all soil, dirt, and Astral Plane, the soul will form a new
mud within a 4” diameter sphere will Spider Climb: Useless, since objects tbhoedyfo(rhmaevirngbondoy’psocshseasrasciotenrsi)stwicisth; aifllreof-
either be drawn toward or pushed away on the plane are weightless to begin
from the magic-user at the same rate of with. leased upon the Astral Plane, the soul
speed as the magic-user normally moves Spiritwrack: While this spell would be wEtilhVleaprneeiarsilshh:PlaNatnoeoneicsffee.rcetq;ucireodn.tact with the
in astral space. Small rocks (under 1 lb. ecoffuencttievreedagaatinrasnt daonmamasetdradlleym(tohnouegnh-
in mass) can be moved with this spell,
4 3D R A G O N
496
Ventriloquism: See the comments for A Rod of Absorption could easily absorb (and cancel
the magic-user spell Audible Glamer. out) an Astral Spell; if used against the magic-user
who cast the spell, all persons in the astral party
Wall of Fire: This works very much like are hurled back to their home plane.
the druid spell Wall of Fire, except that
the hollow sphere of flames has a radius may be that part of the wall will not be ruler of dthireecptleadneatghaaitntshte acnaystedreiistyonin;
of 1” + ¼” per level of the spell caster. affected and will drift to the center of the
mud ball. wishes
Wall of Force: The surface area of a general are sure tickets to disaster if the
sphere (the best defensive shape in three- Web: This spell requires anchoring intent of the wish is hostile. Referees
dimensional space) is 4 r2. points in order to form a true web-like should arbitrate this spell very carefully
structure; at best in astral space, it may in any event.
Wall of Ice / Wall of Iron / Wall of be directed at a single opponent, who tchhaWensiztHsaorodldrLPcooocrnktat:al,Tinahesisrsits. pmeallyisbemocarestuuspeofunl
will become entangled in the mess of Write: No effect; ink will not flow
Stone: Any such walls created will ap- webbing and be unable to attack or pull through a pen in a weightless environ-
pear in astral space and be immobile, free. If a saving throw is made, the oppo- ment. [If a special, forced-ink pen is de-
doing no harm to anyone. A Wall of Ice nent has escaped all contact with the vised by the experienced planar traveler,
will not melt in astral space unless put in webs. Suffocation is possible, as per the the spell can be used.]
contact with a fire spell or other heat regular spell.
source, at which time it will form a water
sphere (see the cleric spell Create Wa- Wish: No Wish spell will ever affect the
ter). A Wall of Stone may be struck with
Transmute Rock To Mud, at which time it
will form a large mudball (see the druid
spell Transmute Rock to Mud), though it
Any illusions and phantasms cast upon spells previously described. These spells tohfethcehavriactcimterocfatnhestsilpl epllhyissiucanlalyffemctoevde,
tshideerAesdtrainl Porladneer tsohobueldefbfeecticvaer.efIuf llaynciollnu-- (and the section in which each is elabo- through astral space. However, the arms,
sion depicts something that a viewer or rated on) are: hands, feet, mouth, etc., cannot be
oseppeounpenotnwthoueldplnaonten, otrhmeanllytheexpseacvtintgo mH((mcaaAlealglsugritcicricc-aiun)-l;usaSestDoerperreyt)sel;lpcTe(tRecllMorlserpaarei(gincmic)T;a(rd(igccCrkliuecoir-n(diumcju)s).r;aeegFri)iAcr;s-nutMi-msleaeavzrle)es;l moved, and attacking or defending by
tahurotowmsaftoicraollpypmonaednet,sawnidll abeboconnussidoefreudp physical means is not possible.
thoos+t4ilem) vaiyewbeersg.iven to any other (non- Other illusionist spells with altered ef-
fects on the Astral Plane are: Summon Shadow: No effect; normally
Some illusionist spells are essentially cmhaAaCgrlotaielccor-treuRrsSseeparrcaliasytynp::neSSollttueWnemnisocehvod.emoumrnetuilnntrcseocnfoosvcreirotehudes. opens a gateway to Negative Material
the same in intent and effect as other Plane.
Paralyzation: Because the intelligence
True Sight: See comments for the cler-
ic Vsipsieolnl:TNruoecSoenetaincgt. may be made with
deities or powers on the Elemental
Planes, Positive or Negative Material
Planes, or the Ethereal Plane.
Withering will not age astral beings who
areMsistrcueclklawneithouits. Magic Items: Some
Potions: Those potions that duplicate work at all, being dependent upon a dark general statements may be made on the
spell effects (such as Climbing, Flying, environment (night) on the Prime Mate- effects of using miscellaneous magic
or Speed) will have the same result when rial Plane. If a resonating field is created items on the Astral Plane. First (and most
Susoemdeinpaostitoranlsspwailcleobasviothueslsypbelel citosmelfe. between two Rings of Spell Turning, obviously), if such a device duplicates
freecadtsaallsrroolllslsoof f9881-0-097fo. rPrsoutbescetiqounernitngesf- the effect of a spell mentioned in this
useless until taken to another plane are modified in effect as described in the article, then refer to the text for appro-
where their powers may take effect (e.g., following section on Weapons, Armor, priate comments. Any device that sum-
Oil of Etherealness). Gaseous Form will anRdoPdsro,teScttaivveesD, eavnicdesW. ands: Any such mitiovnesocrreNaetugraetsivferoMmattheeriaEll,emorenEtathl,ePreoas-l
make the imbiber hard to see, as per the devices duplicating spell effects have Planes will not work at all. Artifacts and
cleric spell Wind Walk. Potions of Lon- the same effect astrally as the spell does. relics are completely unaffected in any
gevity and Speed will not affect the age AdeRitioeds oofrRmuleinrisohnips hwahsononoermffeaclltyornesaidney
eofffethcet itmhebibAesrt,radul ePltaonteheh“anseuotnralliizviinngg” on the Astral Plane, just as it cannot af- operation by being in astral space. Cer-
fect any deities or their minions when tain devices will obviously be useless
meStcarboolllissm: Ss.croll spells work the same as aocufagseAnadcbinesosolntropttuhthitoee)niramcnhoaoAugmlsidcetr-aeuOlasuSestpireleyrwllaP;hblioafsniotceria.sbsAut(asRtnehodded (e.Agn., Apparatus of PKlawnaelisshw).ill
normally cast spells on the Astral Plane. spell, all persons in the astral party are Amulet of the transport
hurled back to their home plane. Rods of the user to any of the first layers of the
If someone using an Astral Spell con- Lordly Might lose their third (direction- Outer Planes or back to the Prime Mate-
tacts or is caught within the area of effect finding) mundane ability on the Astral rial Plane, but not to the Ethereal, Pos-
of a Protection from Magic scroll, the SaPsmlaiatninegw;,ethahapissonrao,ltdae,sreadfluoranthbgeilirwtieditsehtawtihhleeednRinoudstehodef itive or Negative Material, or Elemental
person (including the scroll rSepaedlle)ri,sifimhe- following subsection on Weapons, Ar- Planes from the Astral Plane. A Book of
or she is also using mor, and Protective Devices. A Staff of oInnfinaitneoSthpeerllspwlaonne’.t work if the user left it
Astral
mediately cast back to the home plane
adunRpdliincthagetse:psArposetellfcoetrifofpenocttsisopnewslli,llisthhoacsvaeenctrehinellgessda.tmhaet plaCnuebifcroGmataesstrmal asypaocpee, nevgeantethsotsoeannoyt
normally (by other means) reachable.
effect astrally as the spell does. Djinni Danecveicefrsomreqdueiriitniegsco(CnatancdtlewoitfhInovroacsastioisnt,-
Summoning rings do not work, being
unable to open the gate to the Elemental Incense of Meditation, Necklace of Pray-
Plane of Air. Shooting Stars rings do not er Beads) will not work unless the user’s
44 NOVEMBER 1982
497
deity normally resides on the Astral If an item has only a +1 bonus, it be- have their enchantments moved one step
Plane. Iron Flasks will capture player comes non-magical and loses all its spe- toward zero (making the -1 shield non-
characters or other creatures not origi- cial powers on the Astral Plane (so luck magical in all respects); if a cursed item
nally from the Astral Plane, but will not blades have no usable wishes). Items is made non-magical, the curse is lifted
affect beings native to the Astral Plane. with multiple enchantments lose one so long as the item is not brought back
When in astral space, certain devices “plus” from each type of enchantment; a into the Prime Material Plane. Protective
that use extra-dimensional spaces to flame tongue sword would be non-mag- rings, cloaks, and so forth have their
store items in will either expand abruptly ical for most purposes, with a +1 vs. re- powers reduced by one “plus,” but Brac-
so that the exterior of the container con- generating creatures, a +2 vs. cold-using ers of Defense and similar items will re-
forms to match its interior capacity (Bag creatures, etc. main unaffected. All other spell-like
of Holding, Portable Hole), or will cease powers of such items will be affected as
functioning (Mirror of Life Trapping). A Obviously, any items that normally al- described in the section of this article on
Phylactery of Long Years cannot slow low the user to go ethereal or use any alterations of magical spells. [Savants
aging, since [normal] aging doesn’t take other similar powers will still have their
place. A Well of Many Worlds will open a protective enchantments (reduced one have ways and means to overcome or
passageway to any plane, just as a Cubic step), but those powers will not be usa-
Gate does. ble. Cursed items with negative enchant- alter such magical losses, but that will
ments (-1 shield, missile attractor) also
A Talisman of Pure Good (or Talisman have to await publication of the AD&D™
of Ultimate Evil) will cause its victims to
be lost permanently (Wishes notwith- game expansion. . . .]
standing) in astral space. A Chime of
Hunger will stun all nearby for 1 round
only, with no other effects.
Weapons, Armor, and Protective De-
vices: When such items are brought into
the Astral Plane, the enchantments upon
them are lessened, since their enchant-
ments are so closely connected to the
Prime Material Plane. One “plus” is sub-
tracted from such items’ bonuses, on “to
hit,” damage, or protection scores. Thus,
for example, a +2 sword becomes a +1
sword, a +3 ring of protection becomes
+2, etc.
DRAGON 45