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Published by mr.odd.rogers, 2021-06-15 10:26:12

Best of Dragon Magazine Volume 3

Best of Dragon Magazine Volume 3

wilderness, but the game needn't exclude Summon insects: In an underground medium is 3"-5", and short range is up to
them from the dungeon. A well-played environment, the chance for flying insects 3" {30 feet).
druid in a campaign will multiply the being summoned drops 10 50%.
options for DM and players alike, both Scythe: A scythe designed for use in
underground and aboveground. Character age and aging combat weighs 110-140 gp. It is capable
The druid player character's initial age of doing 2-8 poinis of damage to a S- or
Suggested rule changes M-sized opponent, 2-7 against opponents
Some of the rule changes below detail should be 22 + Id4 yars, not 18+ Id4, of L size. The length of a scyihe is
because of the time needed to gain a great approximately 5 feet, and a minimum of
possibilities for the druid character that amount of knowledge concerning Nature four feet of space is required for its use.
weren't covered in the ADfeD rules thor- and her works. Also, treat the druid as
oughly enough, and several others (no- five years younger than his actual age for AC adjustments for new weapons:
tably the spells) make a clearer distinction the purpose of determining age category. 10 9 8 7 6 5 4 3 2
between the effectiveness of the various For example, a human druid would
varieties of mistletoe. Some of these rules remain mature until age 45 instead of 40. Blowgun +4 +3 +4 +3 +1 0 -1 -2 -3
(e.g., aging) imply that other classes be The druid loses this benefit, for obvious Scyihe +5 +4 +5 +3 +2 0 -1 -3 -4
restricted similarly. It is also helpful to reasons, if any of the following events
remember that the druid gains +2 on his occur: the druid catches a major disease Gaining of spells
saving throws vs. fire and electricity, and which incapacitates him for longer than 1 The druid, when praying for his daily
that there are more spell adjustments for week; the druid fails a system shock roll;
underground situations given in the the druid loses a point (or more) of con- replenishment of spells, may not always
Players Handbook, stitution by any means; or the druid lives get the spells he desires. Nature will
within a major city or town for longer answer in the following manner to a
Druid spells than one-quarter of his adult life. druid's prayers:
Predict weather: If greater mistletoe is
Sage ability On a roll of 7-12 (on 2d6), Nature will
used as part of the divination, the knowl- respond by granting all of the asked-for
edge gained is good for an additional Due to the great amount of knowledge spells.
hour for every two levels of experience of gleaned in training, even a young druid
the druid above the normal time of two has a small chance at knowing the answer On a result of 4-6, Nature will respond,
hours per level. For example, a Sin-level to a sage-like question, but only in the but will consider each prayer separately
druid casting this spell would have exact categories of flora and fauna. The chance and may choose to grant only some of the
knowledge of the weather for twelve to know the answer to a general question spells. (The DM can simulate this by
(10+2) hours. is a base 10%. beginning at 2nd level and assigning a chance for each spell to be
advancing 2% for every level thereafter granted, and then rolling as many times
Shillelagh: The shillelagh is unable to through 8th level. The chance for answer- as needed to determine the outcome of the
hit creatures who can only be hit by mag- ing a specific question is a base 5%, again druid's original requests.) If any of ihe
ical weaponry (e.g. wraiths, lesser de- beginning at 2nd level and advancing IS originally requested spells is denied, the
mons, etc.) unless greater mistletoe is for every level through 8th. At 9th druid should immediately ask for differ-
used in the enchantment. through 11 th levels, the druid would ent specific spells to replace those that
know the answer to a question as if the were originally asked for but denied —
Speak with animals: Due to the druid's same question were put to a sage out of and those "second choices" will be
teachings and beliefs, he is able to com- his field. Above 11th level, the chance to granted.
municate with animals better than an know would be as if it were put to a sage
average cleric; therefore, the duration on with flora or fauna as his minor category. On a roll of 2 or 3, Nature will either
this spell should be 3 rounds per level, The usual limits and time requirements choose to not give the druid any spells
but only if mistletoe (any type) is used in that apply to any sage also apply to that day, or will give the character a ran-
the casting. druids, if they wish to use this aspect of dom selection of spells (the choice is up
their abilities. to the DM).
Cure light wounds: With this spell and
other cure wounds spells, if the material Loyalty of hirelings and henchmen Note thai a worshipful druid will
component is holly instead of a type of As explained earlier, druids automati- rarely not get the spells he asks for, but a
mistletoe, the spell is only half effective. druid who spends too much time in the
Oak leaves cannot be used as the material cally gain the loyalty bonuses for firm dungeon or otherwise ignores or post-
component for these spells. and fair discipline and just and invariable pones his prime responsibilities may fall
treatment. These bonuses raise the nor- into Nature's disfavor. To reflect this
Fire trap: If greater mistletoe is used in mal loyalty base to 70%.The druid does condition, the DM should assign modifi-
the setting of the trap, an additional not incur alignment-difference penalties ers to the 2d6 roll as appropriate.
point of damage would be done, if the to the loyally base, either. If there is any
trap were sprung, making the total dam- change in the druid's alignment or treat- The druid gains his original knowl-
age 2-5 points plus 1 point per level of ment, an immediate loyalty check must edge of spells available to him through
the caster. be made for all of the druid's hirelings, studies with his mentor, and will acquire
ignoring the above bonuses, but not any information about the existence of other
Warp wood: With this spell, a 3rd-level others gained since the hiring. types of magic in the course of his adven-
druid can seal or spring a wooden door, turing, or as part of the iraining required
and a 5th-level druid can do the same Weapons to advance to a higher experience level.
with a wooden reinforced door. Blowgun and blowgun darts: The
Miscellaneous magic
Call lightning: The lightning bolts blowgun itself weighs 10-20 gp, and each Bag of beans: If a druid is present and
will do the full damage stated (2d8 + 1 die dart weighs approximately & gp. Each
per level) if a type of actual mistletoe is dart is capable of doing 1-2 points of casts a hold plant spell (using greater
used in the enchantment. If holly is used, damage to an opponent, regardless of the mistletoe) on me beans while they are
the damage is only Id8 + 1 die per level of opponent's size. The blowgun is 4-7 feel being planted, the growih of the beans is
the druid. Oak leaves cannot be used as long, and requires at least that much halted for one round per level of the
the material component of this spell. space to use. It can be fired once per druid casting the spell.
round. The blowgun has no long range;
Neutralize poison: A type of actual mis- Bag of tricks: If a druid possesses the
tletoe must be used with this spell. Fail- bag and casts an animal summoning
ing to do so by using holly or oak leaves spell on it before pulling out the animal,
will reduce the power of the spell so it ihe druid may name the animal that he
acts as the cleric spell slow poison. wishes to have, providing that the animal
is within the range of possibilities for
50 both the bag and the spell.

BEST OF DRAGON

It's not easy being good

Restrictions and rewards of paladinhood

by Roger Moore

There's a custom-made T-shirt in my of paladinhood in the game. They couple of types of traditional paladin
closet that depicts a red dragon, clutching shouldn't be, no matter who is the DM, adversaries, cannot be hit with non-
a full stomach and in some distress, with either. Using hallucinogens destroys the magical weapons, so acquiring magical
the caption "Paladins Cause Heartburn," clarity of the mind and its attachment to ones is important and necessary in the
This phrase has more meaning for me as reality, leaving the paladin open to inad- long run. But having magical weapons
a Dungeon Master and as a player in vertently committing an evil or chaotic for their own sake, just because one wants
AD&D1" games than just as a sight gag. In act, or being unable to deal with an to look as decorated as a Christmas tree in
my years of gaming, it has been a rare emergency. Casual sex, of course, is cha- front of all the local peons, is wrong.
thing for me to see a property character- otic and to be avoided (though I've
ized paladin, or even one that's done at known several paladins who would give A related problem that will be run up
least reasonably right most of the time. their holy swords to get away with it). against by nearly all paladins is the limit
Unlike the situation with other character on die number of magical items that may
classes, the restrictions on the paladin Law implies permanence and few be owned by them. This rule gets violated
class give it a wealth of special problems changes, and it further implies long-term all the time. I looked over one person's
in play. relationships and love when connected to character sheet (for a paladin) and noted
good. Law also implies obeying the rules something on the order of twenty-odd
Certainly no one would enjoy being a of society and working within a system to magical items. When I asked him why he
character that is so hemmed in by regula- make things work out for the better. had so many when he was only allowed
tions and restrictions that he comes across Paladins can and should break laws that so few, he replied, "I only use a few of
as humorless, dry and nit-picky about violate the tenets of lawful good, like them. The rest are out on loan,"
details. Paladins can be friendly, jocular, slavery and the "right" to torture prison-
and basically happy people (and probably ers. In good societies, though, paladins No dice. I gave him five minutes or so
should be), but there are limits. It's in the would be expected to go along with the to dump all but his "legal" amount of
nature of the game. People who don't rules of their church and state, as long as magic, or else become a normal fighter.
care to play paladins (or other lawful they don't conflict with each other. Things worked out after that. Excess
good characters) as the rules outline them magic should be given to other lawful
should really choose another class more There is a small chance that a paladin good characters or donated to the nearest
suited to them, and consider the reasons character will be confronted with a situa- temple of the paladin's religion.
for doing so. Few people respect and like tion in which many of the members of his
to game with persons who cheat — and a or her church actually turn away from Constant association with neutral
paladin who is greedy, refuses to take being lawful good; the paladin is not characters is an abused area; sometimes
risks, lets danger fall on everyone else, then obligated to follow the rules they an entire party, with the exception of the
and has twenty-eight types of holy swords hand down that aren't lawful or good, paladin, may be neutrally aligned. In
is definitely cheating. DMs can and but is still required to be lawful good cases like this, another character should
should penalize this sort of behavior. himself. In all cases like this, the pala- be substituted for the paladin unless there
din's deity can and should back up the is something really monumental to deal
Some of the basic questions about paladin's actions as long as they are cor- with (tike a quest to save a church, a high
using paladins as player characters rect, though the deity's help might prove priest, or a holy artifact). This is part of
involve what sort of things should be to be indirect. the breaks of being a paladin. The com-
approved of, what should be avoided, and pany you keep will reflect on you.
what kinds of actions constitute evil or There are lots of other ways in which
chaotic acts. Perhaps the greatest enemy paladins can become ensnared in chaos or Associating with evil characters in any
of paladins in the game is cultural rela- evil. Conceit is one ("Boy, I'm hotter than way in a friendly manner is EVIL.
tivity. Maybe anthropologists can study a a salamander's pitchfork now! I'm really Period. If a paladin character becomes
tribe of cannibals and find their culinary something else!"), and it's one of the
practices reasonable, at least for the can- most common pitfalls. Humility is the From issue #51, July 1981
nibals, but paladins of any religion virture that should be nurtured. Paladins
would have to disapprove. The killing may be more powerful and more effective 51
and eating of human beings or any other than most other members of an adventur-
intelligent beings, even ores, is not a good ing party, but they should have a sense of
act by AD&D standards. It at least borders their own limitations, and their place in
on being evil, depending on the situation. the Scheme of Things. Related to this is
the tendency seen in a number of pala-
Please remember, too, that this is a dins to become arrogant ("Get outta my
game, and it postulates the existence of way, peasant! Do you know who you're
fundamental absolutes like Good and dealing with?") And an excessive display
Evil, Law and Chaos. There are few of either conceit or arrogance is a trans-
"gray areas." Smoking or taking halluci- gression and merits severe penalties.
nogenic substances, indulging in casual
sex, and going against the grain of The hunger for power and more mate-
society, regardless of what the person rial wealth is another of the many deadly
playing the paladin thinks of those temptations in paladinhood. There's
actions, are in no way a part of the world nothing wrong with desiring a better

VOL. Ill sword; demons and devils, to name just a

aware (hat one of the party members is in which, for example, the lawful goods punch them in the nose and settle things.
actually evil in alignment, then a con- have slain all the males of a tribeof Again, the sword might be a reasonable
frontation is inevitable.The paladin will werewolves, and all that's left are the answer.
be required to have nothing to do with females and young, who cower in the
the evil person(s), with the possible rocks and refuse to fight. Civilization is As for what paladins do believe in and
exception of taking someone into custody hundreds of miles away, and no means practice, ihey like friendships, law and
if that person commits an evil act. exists at the moment to render the cap- order, charity, sharing personal dedica-
tives free of lycanthropy. If released, the tion to high goals and standards, chains
Paladins meet evil persons all the time young will grow up and terrorize the of command, obedience to orders, honesty
in their daily business, even just walking neighborhood again. If they are kept as and truth, and taking joy in being alive.
down the street, but don't associate with captives, the party will be hampered and Paladins want to find more allies of law-
them. There's nothing wrong with com- may meet new monsters at any moment. ful good alignmeni and establish assur-
piling all the information one can gel on ances of mutual aid in case of danger to
local evil sons, and on evil-aligned char- Killing the captives could well be the one or the other of the involved parlies.
acters, for future reference in crimefight- only alternative the paladin is left with, Permanence, tradiiion, and predictability
ing. One can use informants, direct ques- yet if this is done the DM might say it are pursued. If you feel the need of a role
tioning, and judicious surveillance and was evil and remove the player's align- model in figuring out what else paladins
spying (though this last endeavor might ment and status as a paladin. A touchy might approve of, think of John Wayne
prove questionable if done too often). situation, right? The DM should keep (making .some appropriate substitutions
well in mind how he or she would react if in taking him out of the Old West), or
Note again that a confrontation will be placed in the same situation in the game, read Three Hearts and Three Lions by
inevitable between a paladin and another essentially trapped with no way out. It Poul Anderson. This book could have
evil player. Once a paladin is aware that isn't fair, and the players will know it formed much of ihe basis for pulling
evil exists, he cannot turn his eyes away and resent it. If captives must be slain, it paladins into the ADfeD game; the char-
from it; that's not just cowardly, it's should be done quickly, without torture, acter Holger Carlsen is a paladin if he is
wrong. On the other hand, a paladin and with the assurance that there was no anything. Other examples, like King
cannot just slay every evil person he way to avoid it. Arthur or Sir Lancelot, might help as
meets. That's wrong, too, unless every well.
evil person one meets is trying to kill the If a paladin does have prisoners and
paladin or someone else. But somehow, they can be disposed of by turning them Finally, the DM can make use of sev-
in one way or the other, the ends of evil over to other authorities, and this won't eral methods to bring paladin characlers
unreasonably endanger innocent people, inio line with their alignment, if such
must be undone. then killing them out of hand could rate nudging is needed. Reduction or with-
Killing is a difficult topic to address as an ungood act. The DM is the final holding of experience points from an
arbiter of such matters. adventure; being unable to use lawful
with regard to paladins. This article good-aligned swords without some diffi-
doesn't attempt to deal with the question As far as using poison, killing innocent culties (like back-talk from the weapon if
of whether all killing in real life is evil or people or beasts, or torturing goes, any of it is intelligent); negative reactions from
not. In an AD&D game, however, there that means doom for paladtnhood. If a the paladin's horse, henchmen, or hire-
are many creatures whose whole existence radically evil act is committed by a lings; or direct warnings from the pala-
is evil and cannot be undone by the paladin, I roll percentile dice for the dei- din's deity can be effective means of dis-
means short of a wish (and even that may ty's reaction, giving a 5% chance that in suasion if the paladin contemplates an
not be possible). Undead of any son, evil addition to removing paladinhood, the evil or chaotic act.
dragon types, and all demons, devils, and god kills the ex-paladin as well. One
daemons deserve (from a paladin's point paladin has gone out this way while I The DM should bear in mind the diffi-
of view) no other fate than utter and abso- was a DM, after butchering some were- culties involved in playing a paladin, and
lute destruction. Allowing such creatures boars who were having a carnpout with should make an effort to not make ihings
to live, unchallenged, is evil. Sometimes the party. He vanished in a bolt of light- worse for the player by selling him up for
little more can be done than to send the ning. So much for that. defeal in some sort of morality trap.
creature back to its home plane, in the Remember that being good isn't being
case of demons, devils, and daemons, but In dealing with neutrals, it would be stupid, either, and paladins should not be
if the situation permits they should be better for the paladin to focus on using made to lake on more than ihey can bear.
slain by whatever means are at hand so ways other than killing to accomplish "Banzai" attacks without hopeof
that no further harm may be done by goals. One paladin in our group encoun- accomplishing anything (like attackinga
them. There is no quarter given, and no tered a dryad who tried to charm some of Type VI demon with a pocketknife) are
prisoners are taken. the players right after the group had ridiculous. Low-level paladins should get
rescued her from being ravished by a challenging, low-level monsters to fight;
Other beings, like beholders and mind bunch of nasty, unwashed ores. The retreating from tougher monsters is smart
flayers, will also fit pretty well into his paladin punched the dryad in the nose, and good, if the player plans to come
category. No amount of polite talk and and she fled. back and smash the villains when he gets
reasoning will convince an intellect tougher later on.
devourer to be a nice guy. The sword is While the group (and myself, who was
the only answer. When ores, trolls, and so the DM) was shocked by this, in retro- I've had a lot of misgivings in my gam-
forth are encountered, the same applies. spect it might have been a little strong ing experience about having paladins in
They are evil, there are deities who make but it was right. She had her life and a lit- ihe game at all, but in general a well
a living at keeping them evil, and there's tle bloody nose to show for attempting to played paladin is about the best character
not much more to say. Perhaps the only kidnap party members. By lawful good thai the ADBcD rules have to offer. It is
exception would be if the evil creatures standards, she could have come out of it a also the hardest to play, and ii takes a lot
surrendered; the paladin could then tie lot wrose. Though I had the paladin of dedicaiion 10 play it well. The guy
them up (or whatever)and march them chastised for this, I think now I shouldn't whose paladin punched ihe dryad in the
off to the nearest authorities to stand trial have and should have let it stand. (Per- nose played the best paladin I ever saw;
or be imprisoned. haps I should have congratulated him; he though he would "toe the line" adjacent
had a vorpal sword and might have used to chaos or neutrality from time to time,
Not all of the problems paladin player it, but that response would have been loo his paladin was basically a good one.
characters encounter in this area of strong and not good.) Of course, when
whether killing is right or not are the confronted by a band of wild bandits or And that is perhaps the highest com-
fault of the player running the character. buccaneers {all neutral) you can't just pliment a paladin can get.
Sometimes a DM will set up a situation
BEST OF DRAGON
52

He's got a lot to kick about

Monks deserve more than they have

by Philip Meyers

Of all the character classes in the The multiple attacks with open hands aside from opening a few locked doors
ADfcD™ game, the class of monks is the that are supposed to be the monk's forte now and then, does nothing besides
most difficult to qualify for, A monk are still negligible at 5th level, becoming siphon off experience points from more
must have exceptional strength, wisdom, appreciable only at 6th level, where the deserving characters. Neither of these
and dexterity, and — if he wishes to sur- monk receives 3 attacks every 2 rounds. situations is wholly satisfactory.
vive for very long — constitution. Fighters are, however, quick to catch up;
at 7th level they also acquire this ability. Of course, one can always argue that,
The odds of rolling up such a charac- once the monk finally does make it to the
ter, even using the various "cheating The spell-like powers of monks are upper levels, the long wait was worth it.
methods" listed in the Dungeon Masters laughable when compared to the spell An 8th-level monk is just about competi-
Guide, are not favorable. Given this, one abilities of clerics or magic-users. Just as tive with 8th-level characters in the other
would expect a monk to be a powerful the 6th-level magic-user is acquiring a classes, and is clearly superior to an 8th-
character indeed. At first glance this second fireball with which to destroy the level thief, or even a 9th-level thief.
would appear to be true. The Grand Mas- enemy, the 6th-level monk is learning to
ter of Flowers can reasonably claim to be feign death. However, it is by no means certain that
the most powerful fighter around, able to the monk character will ever get to 8th
inflict 128 points of damage in a single The ability to stun or kill an opponent level, even should he honestly earn the
round. This superiority, however, is more is next to worthless at low and middle 200,001 experience points required. This
theoretical than real. In actual practice, levels because the monk's chance of doing is due to the requirement that a monk of
the monk is the weakest of the character it is so small, and because the monk's this level or higher must fight and defeat
classes, not the strongest. awful armor class and hit points prevent the present title holder in order to
the character from spending too much advance in level. Thus, every time the
The sources of a monk's weakness are time in melee. Also, monks advance more player-character monk tries to advance in
many. First, monks are severely handi- slowly in level than members of any other level beyond the 7th, the character must
capped in armor class. The Novice starts character class at middle and upper levels. run a basic 50% chance of losing and fail-
at AC 10, is denied the use of any armor, ing to achieve the level,
and receives no armor class adjustment Practical experience with monk charac-
for dexterity. This situation fails to ters reinforces the conclusion. In this Worse still, the price of defeat is a full
improve for a long lime — at 5th level the level's worth of experience points, just as
hapless monk is a "mighty" AC 7. author's experience, there seem to be two if the monk had been energy-drained. A
ways for a monk character to survive to wealthy fighter who has been struck by a
As for hit points, the average Ist-level reach upper levels. The first is for the wight can pay a large sum for a restora-
monk with a 16constitution has 9 hit monk to acquire a powerful magic item tion spell. The defeated monk has no
points. The extra hit die at first level is that offsets one or more of the monk's such option. In effect, this limits the
not enough to allow the monk to keep up weaknesses, like a ring of regeneration, monk to 7th level, or at best means that
with clerics, fighters, or even thieves for bracers of defense AC 2, or a cloak of dis- the monk will ultimately need 2 or 3
very long. At 5th level the monk with a 16 placement. The other way is for the monk times as many experience points as listed,
constitution has an average of 25 hit to cower at the back of the party, avoid- since the luck of the die will invariably
paints, while the cleric has S2W, the fight- ing combat wherever possible. This cause the monk to be defeated a number
er 37M, and the thief 27W at the same level. means the monk is generally useless and,
(No one should try to play a monk with a
constitution of less than 16; the figures 6-sided dice for accu-
become humiliating for the monk.)
Experience points Level mulated hit points Level title
From issue #53, September 1981 0-1,500 1
VOL. in 2 2 Novice
1,501—3,000 3
3,001—6,000 4 3 Initiate of the Rudiments
6,001—12,000 5
12,001-25,000 6 4 Initiate of the Elements
25,001—40,000 7
40,001—70,000 8 5 Initiate of the Principles
70,001-110,000 9
110,001—160,000 10 6 Brother
160,001—220,000 11
220,001-400,000 12 7 Disciple
400,001—650,000 13
650,001—900,000 14 8 Disciple of Secrets
900,001-1,150,000 15
1,150,001—1,400,000 16 9 Disciple of Mysteries
1,400,001—1,650,000 17
1,650,001—1,900,000 18 10 Immaculate
1,900,001—2,200,000 19
2,200,001-2,500,000 20 11 Master
2,500,001—2,800,000 21
2,800,001+ 12 Superior Master

13 Master of Dragons

14 Master of the North Wind

15 Master of the West Wind

16 Master of the South Wind

17 Master of the East Wind

18 . Master of Winter

19 Master of Autumn

20 Master of Summer

21 Master of Spring

22 Grand Master of Flowers

of times. Worst of all, the monk may have Level Effective MONKS ABILITY TABLE Open hand Special
to stand off challenges by NPC monks, 1 Armor Class damage abilities
and who can say how many Superior Open hand 1-4
Masters will be out looking for the char- 2 6 1-6 A
acter who finally makes it to Master of 3 5 Move attacks/round 2-7 B
Dragons? 4 4 15" 1 2-7
5 3 15" 1 2-8 C
In essence, then, the monk is a useless 6 S 3-9 D
character at lower and middle levels, and 7 2 16" 1 E
is extremely difficult to maintain at 8 2 3-9 F
upper levels. The player with visions of 1 16" 3/2 2-12 G
Bruce Lee or David Carradine dancing in 9 1 17" 3/2 3-12 H
his head is in for a big letdown when 10 17" 3/2 3-12 I
such a player tries to run a monk 11 0 IS" 2 4-13 J
character. 12 0 18" 2 4-16 K
13 -1 19" 2 L
The idea of a character class of martial 14 -1 ZOf 5/2 4-16
artists is undeniably a good one, and 15 20" 5/2 5-17 M
monks deserve a place in the AD&D sys- 16 -2 5-20 N
tem. But how, then, can monks be made -2 21" 5/2 4-24 O
competitive and (if possible) more 17 -3 22" 3 4-24 P
interesting? 18 -3 23" 3 6-24 Q
19 -4 24" 3 5-30 R
It is possible to cure the defects in the 20 -4 8-32 S
present system without changing the 21 -5 25" 3 6-36 T
nature of monks at all, as the following -5 26" 4 U
suggested system demonstrates.
27" 4
First, in place of Tables I and II on
page 31 of the Players Handbook, use the 28" 4
revised tables given herein.
29" 4
Special abilities 30" 4
A: The ability to feign death, as the
O: Mind bar, as the psionic ability, otherwise very large, and against crea-
present monk ability D. 100% chance of success, usable once a tures with a natural armor class of 0 or
B: The mind-masking ability (resis- week, maximum duration 1 hour per better.
level of the monk.
tance to ESP), as present monk ability B. 2: A monk's thieving abilities are
C: The speak with animals ability, P: Object reading, as the psionic abil- limited to moving silently, finding (but
ity, once a day, not removing) traps, hiding in shadows,
present monk ability A. hearing noise, and climbing walls.
Dr The self-healing ability (present Q: Dimension walk, as the psionic
ability, 1 hour per each 2 levels the monk 3: Single combat as a meansof
monk ability E), plus immunity to dis- has attained, usable once a day. advancement is not required until the
ease (present ability C), also including monk reaches 12th level, and then only if
immunity to haste and stow spells. R: Astral projection, once a week, as the title is occupied (see below), A monk
the cleric spell, but only the monk may so who loses a challenge loses 100,000 expe-
E: Body equilibrium, as the psionic travel. rience points and cannot challenge again
ability, except that it can be used but once for 1 year.
per day, for 1 round per level of the S: A premonition of death or serious
monk. Also, the monk obtains mind over harm occurs to the monk 1-4turns before 4: At 10th level a monk's hands and
body, usable for up to 1 day per level. the harmful event, 90% of the time. feet become the equivalent of +1 weapons
for purposes of determining what crea-
F: Empathy, as the psionic ability, but T: The monk acquires the ability to tures they can do damage to. At 18th level
usable only once a day. generate a tower of iron will or an intel- they become the equivalent of +2 weap-
lect fortress about himself, duration 1 ons, (Moral: You can't karate-chop an
G: Invisibility, as the psionic power, round per level of the monk, usable once iron golem.)
but usable once a day for 1 turn per level a day. The monk must concentrate to use
the monk has achieved beyond the 6th, this power, and cannot do anything else Upper-level advancement options
besides walking slowly. If the monk's Monks can be either lawful good, law-
H: Molecular manipulation, as the concentration is broken, the defenses
psionic power, usable against inanimate disappear. ful neutral, or lawful evil. The Players
objects only, once a day. Monks are Handbook makes no mention of separate
limited to the 8th level of mastery in this U: Plane shift, as the cleric spell, twice monastic orders for these alignment
power. a day. types; it follows that all monks are part of
one big brotherhood, whether they be
I: Resistance to charms, hypnosis, etc. Note on quasi-psionic monk abilities good or evil. In many respects, this does
as present monk ability G, plus 18 intel- The powers in the above list that refer not make a great deal of sense. For
ligence for purposes of telepathic and instance (and this is a relatively minor
mind blast attacks, as present ability H. to the psionics section of the Players point), the title names for monks sound
Handbook should be played as though like they were designed for lawful good,
J: Retarded aging, as though the monk the monk were psionic with regard to or lawful neutral, monks only. An evil
were using a phylactery of long years, computing level of mastery, range, etc. Grand Master of Flowers? Not a very
plus immunityto poison (present ability Instead of expending psionic strength appropriate name, one might say,
I), and immunity to geas and quest (pres- points to use the abilities, the monk
ent ability J). simply abides by the usage restrictions Either we must do away with evil
given above. If the monk character is monks, which would be a loss, or the sys-
K: Body control, as the psionic ability, actually psionic, attack/defense strength tem can be altered to more appropriately
once a day for a maximum of 1 turn per and modes may be used normally, but the account for them.
level of the monk beyond the 10th. psionic monk never receives disciplines
other than those inherent in the class's One solution to this problem is to
L: The quivering palm, same as pres- special abilities. allow the existence of separate, parallel
monastic orders, at least three of them
ent ability K. Other suggested changes and perhaps more. There could then be
M: Dimension door, once a day, as the 1: Open hand damage done is halved, more than one of each of the upper-level
monks, but only one per title per order.
magic-user spell. rounding up, when the monk is attacking
N: Speak with plants, as a druid, pres- a creature 10 feel or more in height, or

ent ability F. BEST OF DRAGON

54

Each order would then decide how to
solve the advancement problem. Lawful
neutral orders might opt (or the present
system, as modified by suggested rule

change (3) above.
Lawful evil orders might insist that

combat be to the death, thus solving the
problem of the rematches that constantly
plague upper-level figures.

Lawful good orders might forbid
advancement by combat and instead insist
that candidates wail until a vacancy
occurs. When, for instance, the reigning
Master of Winter dies, all the masters
beneath would be allowed to advance
when they obtained sufficient experience
points. A panel of masters would decide
whom to promote from among the three
Masters of Dragons and the current

Superior Masters.
Advancement by default should indeed

occur on a fairly regular basis in any sort
of monastic order, if only because the
reigning Grand Master of Flowers is
probably close to death (being old),
divine ascension (being powerful), or
both. The following probabilities are
suggested for such events:

Chance of vacancy total to continue to increase but deny the strength of a monk flows from the mind
monk the actual attainment of the new — that it is a sort of psionic power. After
Lvl. Title (per year) level until a vacancy occurred. The monk all, no degree of skill or knowledge is
could then save up experience in advance, going to allow a human being to fall an
12 Master of Dragons 3% but would be limited in this endeavor to a unlimited distance when within 8' of a
total which is 1 point short of two levels wall and take no damage when finally
13 Master of the North Wind 1% beyond the monk's current level. hitting bottom at terminal velocity.

14 Master of the West Wind 1% No matter how it is managed, there Also, the damage done by open-hand
must be some form of restriction on attacks of upper-level monks is hard to
15 Master of the South Wind 1% monk advancement beyond the 11th level. explain on the basis of physical skill
Unrestricted advancement in a campaign alone. Can you imagine Bruce Lee killing
16 Master of the East Wind 1% where experience points are easy to come a purple worm in one melee round with
by would mean the monk character four mighty karate chops? According to
17 Master of Winter 2% would become extremely powerful too the present rules, a high-level master can
quickly and too easily. Also, monkish do exactly that. The half-damage rule
18 Master of Autumn 2% combat in the ADOcD game has become proposed above is designed to partially
traditional, and many players may be cure this situation, and even with that
19 Master of Summer 4% loath to give it up. some form of magical mind-power is the
only way to account for the things monks
20 Master of Spring 6% Rationale for rule changes can do. Also, the present monk powers
Certain salient points of this alternative already closely resemble the related psi-
21 Grand Master of Flowers 10% onic disciplines. The new powers given
system need more explanation. It is sug- above are simply an extension of this
Naturally, figures like these will vary gested that monks receive six-sided dice principle, designed to make the monk a
from campaign to campaign. Slumbers for their hit dice instead of four-sided reasonably powerful and versatile charac-
are given here only as an example of how dice. This would cure the monk's hit- ter even at low and middle levels.
such a system should be set up. The point disadvantage.
chance given for each master level should The thieving abilities of removing
be rolled for once per year, so that 10total Armor class, attacks per round, and traps and opening locks weredeleted
rolls are made. These chances do not take damage have all been made better for the because it is not clear how or why monks
into account possible deaths resulting monk at low and middle levels, should have such abilities. For what pur-
from challenge combats. The DM will pose does a monastic aesthetic learn to
have to establish how often each master The new intermediate experience levels pick locks? Surely not all monks are
will be challenged. Each of the Masters of allow the monk to rise as high as 11th adventurers; why, then, do these monks
Dragons could be challenged as often as level before advancement by combat learn skills usable nowhere else but on an
2-8 limes per year in a lawful neutral becomes necessary. This is an important adventure?
order as described above. There would be change, for it allows the monk who has
relatively fewer challenges in a lawful evil been unsuccessful in challenging his or In game terms, it is no longer necessary
order. her superiors to go on an upper-level to make the monk act as a second-rate
adventure. Also, it makes the rank of thief so that the monk will have some-
In a lawful good order that does not Master a good deal more formidable, and thing to do on an adventure. The monk
advocate advancement by combat, a DM puts it on a par with the "name" ranksof as redefined in this article is a first-rate
might contrive to say that the Grand Mas- other classes, such as Master Thief, Lord, warrior and scout (if an infrauision spell
ter of Flowers always rules for 1 year or Wizard. is used), and no longer needs such addi-
only, and at the end of that time passes tional abilities.
on to become a divine being on one of the The new special abilities and powers
Outer Planes. This would ensure a steady are based on the premise that the inner 55
stream of vacancies.

A lawful good monk would never lose
experience points under this system. Such
a monk would either have his or her total
"frozen" at some point (say, 1 point short
of the level held by another), or the DM
could allow the monk's experience-point

VOL. in

Singing a new tune

A different bard, not quite so hard

by Jeffery Goelz

(A conversation between a DM and two NPC's: Jake Armaged- from scratch and design an entire new class, perhaps having only
don, a half-ore fighter/assassin, and Jake's brother A Iphonse, a its name and a few of the most basic characteristics in common
cleric! assassin.) with the official version. In the end, the path chosen lies between
the extremes but ends up closer to the second one than the first,
DM: Guys, I'm glad you could come. I want your opinion on a
particular subject. I chose the Welsh version of the bard as my source, for several
reasons. First of all, the bardic heritage of the Welsh people is
Jake: Go ahead, boss. Whatcha wanna talk about? rich and continues even to modern times, with annual gather-
DM: Urn... bards. ings at bardic festivals. More importantly, the version is readily
(The two valiant half-ores immediately run into the nearest available to most people in Evangeline Walton's version of the
corner, cowering and whimpering.) Welsh Mabinogion tetralogy.
Alphonse: Ach, sss, it hurts uss. It hurts usss, nasssty DM.
DM: Don't worry, I'm not going to bring one here right now. I Similarities may be found between this version and the version
just wanted to talk about them. in the Players Handbook. (After all, they both describe essen-
(Jake and A Iphonse apprehensively come back from the tially the same thing, only from different perspectives.) When
comer.) there was no evident reason to change a characteristic or attri-
Jake: Boss, bards are just plain mean! Me and Alphie will bute, that item was kept fundamentally the same. Differences
probably be in the runnin' for guildmaster pretty soon now, but will be noted, including but not limited to those mentioned
these bard guys could lick the tar out of both of us. above.
DM: Which ones are worse, the old-type bards or the newer-
type ones? It is easy to see how thieving abilities could he introduced into
Jake: Well, I'll tell ya, I'd rather run into a division of Sher- a non-Welsh version of a bard, but not in the bard as viewed by
man tanks than one of the old ones, and the newer ones are just the Welsh themselves. Welshmen had a somewhat poor reputa-
as bad 'cept nowadays there sure are less of 'em, 'cause it takes tion in the eyes of other British peoples. The concept of "welsh-
them so long to become one. ing" on a bet is derived from the Welsh people. Also, there is a
A Iphonse: Ach, sss, nasssty bardsses. British saying that equates Welshmen with thieves. If the Welsh
DM: Jake, where did you learn about Sherman tanks? . . . bard is assumed to be the prototypical bard (the Irish may have a
quarrel with this), non-Welsh writers may have understandably
There is one great drawback to the bard class as described in included this thievery aspect in their literature.
the ADfeD1* Players Handbook, that being that you have to go
through 10 to 16 levels as something else before you may become The "illusionist connection" is demonstrated well by Walton's
a bard. The modified bard class described in the article which works, such as the incredible illusion that the bard Manawyddan
follows removes this inhibiting factor; the bard class, as rede- created at the court of Caswallon in The Song of Rhiannon.
fined according to the author's experience and opinions, is one
which a beginning character may enter without having to gain This description certainly portrays a bard differently than the
fighter and thief experience first. It is also a class which, unlike Players Handbook — but no claim of superiority is made for it.
the official ADfeD bard, does not possess thieving abilities — but The differences arise from different perceptions, probably derived
does have limited power in the use of illusionist spelts. from a difference in sources, I can slate that this bard is better for
my purposes, and I believe that it has more versatility and fewer
In planning a revision of the bard class, a path could have restraints than the official bard. I hope other players will find it
been chosen toward one of the two possible extremes: either to useful as well.
rework the material in the Players Handbook without altering
any of the basic structure underlying the class, or to literally start Bard abilities and characteristics
A bard must have certain minimum ability scores. These are:
Dragon
strength 9; intelligence 15; wisdom 12; constitution 6; dexterity
From issue #56, 16; and charisma 15. A bard does not gain 10% to earned expe-
December 1981 rience for exceptional ability scores in any area.

56 Race: Human, elven, and half-elven bards have unlimited level
advancement. A halfling or dwarf may be a bard and attain up to
5th level. Half-ores and gnomes cannot be bards.

Alignment; The alignment of a bard may be either lawful
good, lawful neutral, (pure) neutral, neutral good, or (rarely)
chaotic neutral or chaotic good. Bards tend to be lawful, since
they depend on custom and culture to make their living. Bards
may expect to be allowed admittance to the homes of most
nobles and other wealthy patrons to play for their dinner, and if
they are superb they may also receive other payment, perhaps a
gold chain or a bag of coins thrown to the bard by the patron for
his excellence. Bards are not evil, for this evil intent would per-
vade their songs and ruin the beauty inherent in them. Evil peo-
ple are generally portrayed as being against beauty in any event.

Arms, armor, and combat
The only armor a bard may wear is leather armor, and only a

wooden shield is permitted. A shield may not be actively used

BEST OF DRAGON

6-sided Magical items usable by bards
A bard may employ magical weapons of the types normally
dice for Read
usable by a bard (see the preceding section). Magical leather
Exp. Exp. Level accum. Charm Lore Lang armor and a magical wooden shield may also be used by a bard.
They may use potions, scrolls, rings, rods, wands, and miscel-
level points Title hit pis. Pet. Pet. Pet. laneous magic items which are usable by all classes. Any books,
librams, manuals, or tomes that are read by a bard cause the
1 0—2,000 Rhymester 1 10% 0% 0% same effect as if the bard were a druid. Bards may also use a rod
of beguiling and all types of the Horn of Valhalla. Of course,
2 2,001—4,000 Versifier 2 15% 1% 5% they may also use any instrument of the bards which is appro-
priate to the character.
3 4,001—8,000 Lyrist 3 20% 2% 15%
The bard may employ some magic items with better than
4 8,001—16,000 Sonnateer 4 24% 5% 20% usual effect. These are:

5 16,001—33,000 Troubador 5 28% 8% 25% Drums of panic — saving throw is made at -1 on the die.
Horn of blasting — 50%greater damage.
6 33,001—67,000 Minstrel 6 32% 11% 30% Lyre of building — double effects.
Pipes of the sewers — double number of rats in half the usual
7 67,001—135,000 Skald 7 36% 14% 35% time; also, a bard may substitute the pipes for a stringed instru-
ment when attempting to charm children, utilizing it as such
8 135,001—270,000 Lorist 8 40% 18% 40% rather than for summoning rats.
Horn of the tritons — Calm water in a two-mile radius, double
9 270,001—500,000 Muse 9 44% 22% 45% the number of summoned creatures, double duration of fleeing
by creatures.
10 500,001—750,000 Laureate 10 48% 26% 50% Horn of Valhalla — double amount of summoned fighters.

11 750,001—1,000.000 Bard 11 52% 31% 55% Saving throws
A bard makes his saving throws as a cleric of equal level,
12 1,000,001—1,300,000 Bard, 12th l l + l 56% 36% 60%
except for saving throws vs. paralyzation, poison, and death
13 1,300,001—1,600,000 Bard, 13th 11+2 60% 41% 65% magic, which the bard makes as an equal-level magic-user,

14 1,600,001—1,900,000 Bard, 14th 11+3 64% 46% 70% Spell use
Because of their affiliation with druids, bards can cast most
15 1,900,001—2,250,000 Bard, 15th 11+4 68% 51% 74%
druid spells. Some spells are unusable by bards of any level,
16 2,250.001—2,600,000 Bard, 16th 11+5 72% 57% 77% however; these are enumerated below. The effectiveness of a
druid spell cast by a bard is the same as that of a druid one level
17 2,600,001—2,950,000 Bard, 17th 11+6 76% 63% 79% lower than the bard; i.e., a 3rd-level bard would cast a spell with
the same effectiveness as a 2nd-level druid. However, spell-
18 2,950,001—3,300,000 Bard, 18th 11+7 80% 69% 80% casting effectiveness greater than that of a I2th-level druid can-
not be attained until the bard becomes a Master Bard, in which
19 3300,001—3,700,000 Bard, 19th 11+8 84% 75% 81% case spells are cast with 13th-level effectiveness.

20 3,700,001-4,150,000 Bard, 20th 11+9 87% 81% 82% Bards also have some illusionist spell powers, derived from
their ability to enter strong impressions upon people's minds.
21 4,150,001—4,650,000 Bard, 21st 11 + 10 90% 87% 83% Just as with druid spells, some illusionist spells are off limits to
bards, and they are listed below. A bard's effectiveness in casting
22 4,650,001—5.400,000 Bard, 22nd 11+ 11 93% 93% 84% illusionist spells is three levels less than he has attained as a
bard; a 5th-level bard casts an illusionist spell as if he were a
23 5,400,001 or more Master Bd. 11 + 12 98% 99% 86% 2nd-level illusionist. A bard determines which illusionist spells
are known by him, just as an illusionist does.
when a bard attempts charming, since a string instrument must
be played, which requires the use of both hands. Druid spells not usable by bards:
2nd level: barkskin, fire trap
The weapons usable by a bard are: hand or throwing axe, club, 3rd level: stone shape
dagger, darts, hammer, javelin, horseman's mace, scimitar, sling, 4th level: control temperature Iff radius, product fire,
broadsword, longsword, and short sword. A bard may use flam-
plant door (may pass through undergrowth or thickets with
ing oil, but not poison, this spell, but may not enter trees)
Bards use the same "to hit" table as fighters; however, they
5th level: insect plague, pass plant, sticks to snakes
never strike more than once per round, as fighters do when they 6th level: conjure fire elemental, transport via plants, wall
attain high levels. Likewise, they do not gain multiple attacks of thorns
7th level: conjure earth elemental, chariot of Sustarre,
against opponents of less than one hit die. creeping doom, finger of death, fire storm,
When a bard character starts his career, he is proficient with Illusionist spells not usable by bards:
1st level: darkness, hypnotism
only one weapon, and suffers a -4 non-proficiency penalty. A 2nd level: blindness, hypnotic pattern, misdirection
bard may become proficient with one additional weapon for 3rd level: continual darkness, rope trick
every four levels that have been attained; i.e., a 5th-level bard can 4th level: minor creation, shadow monsters
be proficient with two weapons. A bard may never use a weapon
in each hand, such as a sword ih one and a dagger in the other. Languages and other knowledge
Since bards are a scholarly sort, often perusing old works or
Spells usable by level
learning songs of foreign languages, they have the ability to read
Bard Illusionist spells Druid spells 6 7 languages and also have knowledge about many magical or
level - - legendary people, places and things.
12 34 12 3 4 5 - -
1 ---- ----- - - The bard's "read languages" percentage determines not only
2 - .- - - - whether or not the bard can comprehend a particular work, but
S 1- -- - - -
4 ...- - - 57
5 2--- - - -
6 1- - - 3- - - - - -
7 2 ... 31-- - - -
8 2 1 .- 31- - - - .
9 31- - 32 - - - - -
10 31- - - -
11 32 .. 32 1 - - - -
12 32 ._ 331- - - -
13 32 1 . 332 - - - -
14 33 1 . 332 - - - -
15 332 - 332 1 - - -
16 332 1 333 1 - - -
17 332 1 3332 - - -
18 3332 1 1 -
19 333 1 3332 1 1 -
20 3333 1 2 -
21 333 1 3333 1 2 1
22 3332 33332
23 3332 33332
4 332 4 3332
VOL. in
4 4 32 4 4 3 32
4432 4 4332

54 3 2

how much of what is there may be understood. For instance, if a Charming by a bard is exclusive of all activities other than
bard has a 25% chance to read languages and is successful in the walking. If the bard begins to walk while charming, the charmed
roll to determine whether an item can be read, he can still read creatures will attempt to follow until or unless they are forced to
only 25% of the information there, so his knowledge of the work be farther than 4" away, at which time the charm will be broken.
in question will still be rather sketchy. Unlike thieves, bards may A bard must use both hands to play his instrument while
read languages that are now extinct. Bards are different in the charming.
way in which they may learn languages. A bard does not need to
be taught by a person who knows the language, but must study Other effects of a bard's songs
the language for an amount of time equal to 1 month, minus
one day for each point of intelligence above 12 and minus one A bard's singing and/or playing also has other effects. By
additional day for each language already known. However, this merely singing a poem or song, a bard increases the morale of
does not allow a bard to learn more languages than his intelli- associated creatures by 10%; gives +2 to those creatures on saving
gence would indicate. A bard may also, if he wishes, leam lan- throws vs. fear, submission, or similar attacks which act to dis-
guages in the same way that members of other classes do. hearten the individual; and inspires ferocity in attack, so that "to
hit" rolls are made at +1. Both of these characteristics require 1
The bard's lore round of poetics to produce the desired effect; during the second
The bard's ability to determine the nature of magical or leg- round after the bard begins to sing or play, the ferocity and/or
morale bonuses will be in effect. These effects last for one full
endary people, places, or things is expressed as the bard's "lore turn, as long as the bard conlinues to sing throughout this time.
percentage." Usually this knowledge will be dispensed toothers The bard can melee while he sings and still produce these effects,
as a riddle, poem, song, or in some other cryptic form. This abil- but cannot charm or cast spells and invoke the ferocity/morale
ity is not a substitute for a detect magic spell. A typical +1 sword bonuses at the same time.
is generally not able to be identified as such by a bard, but the
sword of a legendary hero could be identified, and the alignment The singing and playing of a bard negates the song effects of
(at least) of an intelligent sword could be discovered. Any magic harpies and prevents similar attacks which rely upon song, A
item bearing magical inscriptions can be detected as magical and bard's song gives +1 to the saving throws of associated creatures
its properties determined by use of the bard's lore percentage. (and the bard) against attacks which are based on sound, such as
Any item to be identified must be closely scrutinized, and if it is the wail of a groaning spirit, or the roar of an androsphinx or a
possibly usable by the bard it must be actually handled by him. dragonne. The bard's playing also stills the noise of shriekers.
Artifacts and relics can be identified as such by a bard, but their
powers won't be known, or will only be hinted at. A bard may When two opposing bards are engaged in a conflict of songs,
also have knowledge about a legendary place, if its name is the charm percentage of the lower-level bard is subtracted from
known or if the site has been visited. ihe charm percentage of the higher-level bard, thus giving a new,
effective charm percentage for the more adept bard in this
The dice should not always be allowed to dictate the course of instance. When two bards of equal level oppose each other, their
events on a lore percentage roll. If there is some knowledge that songs have no charming effect since they cancel each other out,
the DM does not want characters to find out, he may disregard though the duet may sound exquisite!
the result of a lore percentage roll and state that the bard knows
nothing about the item or subject at hand. This should only be A bard is useful to his party when traveling in the wilderness
done for the sake of the adventure or the campaign as a whole, because a bard's songs are soothing for a road-weary traveller,
and the tactic should not be used so often that the bard's ability thus allowing an additional 20%of normal movement per day if
becomes worthless. on foot, or a 10%bonus to movement if the party is mounted.

Charms and suggestions Miscellaneous information
Another ability of bards is that of charming creatures of at
When a bard gains the title of Bard (\ 1th level), he also gains
least animal-level intelligenceby Useof their singing and play- the power to change form, as a druid is able to do.
ing. Those creatures immune to charms are not affected, nor are
deafened creatures. An instrument is needed for all bard abilities associated with
song, except for inspiring ferocity or raising morale. In no way is
If the bard's roll on percentite dice exceeds his charm percent- any loyalty or reaction adjustment for high charisma of any
age, the charm attempt has essentially failed, and all non- benefit to a bard's functions.
associated creatures within 4" must merely delay their intended
actions for one segment. If the bard's roll is equal to or less than A bard cannot employ henchmen or hirelings until he gains
his charm percentage, all non-associated creatures within 4" the title of Bard ( l l t h level), and then may employ only druids or
must save vs. spell. A successful save indicates the creature will fighters of the human, half-elven, elven, or halfling races.
listen for one round, doing nothing else. Failing the saving
throw indicates that the affetled creature w i l l listen 10 the b;ml A bard will work with no other bards while adventuring,
for as long as he conlinues to play and sing. These creatures will although they may practice their music or poetry with each
be enraptured by the bard's music, doing nothing more than try- other. Like monks and rangers, bards will retain very litlle of the
ing to follow the bard if he moves, or perhaps tapping their feet money they gain. They will attempt to buy serviceable clothes
or doing a little dance. for traveling, and will buy fine clothes and the most exquisite
instrument they can acquire for use when they perform, but wilt
A bard can, if he wishes, while a creature is in this charmed keep only enough money to maintain themselves in a modest
stale, try to implant a suggestion (as the spell), in which case the manner. Any other money will he donated to a worthy cause or
charmed creature must again attempt a save vs. spell — this time give away at whim — although not to player characters! Occa-
at -2 on the die — and if t h i s saving throw fails, the creature will sionally, when a bard amasses an amount of wealth that is a
suffer the full effects of ihe suggestion. If the second saving burden to his creativity, he might use it to have an extravagant
throw succeeds, the creature is totally free of the bard's charm. festival or pany instead of giving it away.
To plant a suggestion, the bard must be able to speak in a lan-
guage known by ihe intended victim. It is not necessary for a One interesting sidelight of the bard class is that if a player
bard to speak the creature's language to simply charm, however. with a bard character has the ability or inclination lo write or
recite short poems or songs for particular situations, he should
A bard may attempt to charm as often as he wishes, but any be encouraged lo do so. For example, if a bard was to charm a
particular creature or character may be affected only once per creature and then plant a suggestion of sleep on the creature, a
day. Loud noise which would drown oui the bard's singing, or a lullaby could be appropriately sung by the playerrepresenting
physical attack upon the bard, will immediately negate charms, the bard character. This could add additional flavor and enjoy-
but not suggestions, which may be in effect. ment to the game.

5fi DM: Well, guys, how do you like it now?
Alphonae: Taaasssty, taaasssty!

BEST OF DRAGON

Cantrips: minor magic

A cast of spells for would-be wizards to use

by E. Gary Gygax

I have often wondered why no player or DM has asked me upper left-hand column of the chart immediately following this
about what apprentice magic-users actually do. The very text.) An apprentice has one useful cantrip for each point of
thought always conjures up visions of Mickey Mouse having intelligence, and is allowed free choice from the list of 20 offered.
troubles with brooms marching endlessly with buckets of water
— Walt Disney really outdid himself when he made Fantasial All cantrips are 0 level, have a 1" range, a generallysmall area
That aside, I have always reasoned that apprentice dweomer- of effect, require only soft, simple verbal and somatic compo-
crafters had to fulfill the dual role of menial and student, per- nents, and are cast in a very short time (1/10 to 1/2 segment).
forming chores all day and then studying late into the night. Only those which involve living creatures afford any saving
After a certain point, an apprentice would begin to acquire suffi- throw. The common cantrips are:
cient magical acumen to employ minor magics — mainly to
lighten his burden of drudgery but also to create some amuse- No. Useful Reversed (2-8) Legerdemain (2-5)
ment at times. The petty spells gained by an apprentice magic- 1 Chili Curdle Change
user are cantrips. 2 Clean Dirty Distract
3 Color Dusty Hide
Previously, the acquisition of first-level spell ability subsumed 4 Dampen Hairy Mute
that lesser magics would be ignored by the fledging magic-user. 5 Dry Knot Palm
The stuff of base servitude and inferior status would be cast aside Ravel Present
for the heady power of actual spells! However, as I worked on 6 Dust Sour
the list of cantrips which might be possible to apprentices, I was 1 Exterminate Spill
struck by the real usefulness of many of them. Why not allow the 8 Flavor Tangle
magic-user the option of retaining cantrips? Would it unbalance 9 Freshen Tarnish
play if a number of cantrips could be substituted for a single 10 Gather Untie
first-level spell? A few days of additional work detailing the 11 Polish Wilt
powers of cantrips and determining their possible effects gave the 12 Sa/(
answer: Not only did the addition not adversely affect the game,
the inclusion of cantrips made the play of low-level magic-users 13 Shine
very much more interesting and challenging! The following 14 Spice
regarding cantrips is from my AD&D™ expansion manuscript. 15 Sprout
16 Stitch
Cantrips are merely 0-level magic-user spells, the spells learned 17 Sweeten
and used by apprentices during their long, rigorous, and tedious 18 Tie
training for the craft of magic-use. Most cantrips are simple little 19 Warm
spells of no great effect, so when the individual becomes a jour- 20 Wrap
neyman (Ist-level) magic-user,'the knowledge and information
pertaining to these small magics are discarded in favor of the No. Person (2-8) Personal (2-8) Haunting (2-5)
more powerful spells then available.However, a magic-user may 1 Belch Bee Creak
opt to remember up to four cantrips in place of one 1 si-level 2 Blink Bluetight Footfall
spell. This assumes that the magic-user has, in fact, retained his 3 Cough Groan
or her book of cantrips — a tome as large as a good-sized book of 4 Giggle Bug Moan
higher-level spells. 5 Nod Firefinger Rattle
6 Scratch Gnats Tap
The number and types of cantrips known and recorded is 1 Sneeze Mouse Thump
determined by random use of the tables given herein. The excep- 8 Twitch Smoke puff Whistle
tion is the table of useful cantrips — those which were employed 9 Wink Spider
to make apprenticeship less wearisome. (These are given in the 10 Yawn Tweak
Unlock

Dragon Dragon

From issues #59 and #60,
March and April 1982

VOL. in 59

THE CASTING OF CANTRIPS Material so removed is transported else-
Cantrips are basically cast the same way that spells are cast. where, but new dust can accumulate, of
course. Verbal component is a continuous
Note that despite their simple components and short casting in-drawing of breath, somatic is a back-
times, only two cantrips can be cast during any round by a single and-forth hand motion.
magic-user or apprentice. Furthermore, the segment of the round
in which the cantrip is cast is dependent on the usual factors: Exterminate When this cantrip is used, the caster
surprise, initiative, and so on. After the first of the two cantrips (Abjuration) may kill a small pest such as a fly, mouse,
is cast, the magic-user must roll a four-sided die to determine rat, beetle, or the like. It is useful for
how many segments later he or she will be able to cast the second A of E: One very indoors and outdoor applications. If the
cantrip (if so desired). It is not possible for a magic-user to cast small creature subject is very small, an area of up to
both a spell and a cantrip during the same round, no matter how ii cubic foot (an be rid of pests. The
CT: 1/10 segment somatic gesture is a pointed finger, while
short the casting times. the caster verbalizes a low "zzzt" sound.

CANTRIP EXPLANATIONS

Useful Cantrips Flavor This cantrip enables the caster to give
(Enchantment) the subject a superior or better or differ-
Chill (Evocation) A cantrip of this nature allows the cast- ent flavor. Thus, mush can be made to
A o f E : r cubs er to cause liquid or solid material to A of E: 1 object taste as if it were lobster bisque, but the
CT: % segment become about 40° F. cooler than itwas, CT: ft segment dweomer will not actually affect quality
subject to a minimum temperatureof or wholesomeness. Spoiled food remains
freezing. If the subject is living matter, spoiled; a poisoned drink would still be
the cantrip will be only half as effective deadly. The verbal component is a mut-
and will not lower temperature more tered lip-smacking sound; the somatic
than 10°below normal for that creature. gesture is a shaking motion.
Verbal component is a soft whistling,
somatic is a downward-thrust thumb. Freshen By means of this cantrip, the caster
(Enchantment) brings new life or freshness to the object
Clean (Abjuration) This cantrip enables the caster to desired. The magic applies to food and
A of E: 4 sq. yds. remove heavy soil, dirt, and like foreign A of E: 1 object drink items such as milk, beer, meat, and
CT: g segment objects from floors, walls, dishes, win- CT: ft segment raw vegetables. It also works with cut
dows, etc.The subject surfaces are then
spotless, but care must be taken in remov- vegetables, flowers, herbs, etc. Although
al of pigments and the like, so usually it will remove a slight taint of spoilage,
only one type of material will be treated restore drooping flowers, and so on, it
in a single application. Verbal compo- lasts for but an hour. The subject must be
nent is a low outrush of air, somatic is a of relatively small size, i.e. a small cask of
liquid, a sheep, a bushel of vegetables,
circular hand motion.
etc. The verbal component is an
Color (Evocation) By use of this cantrip, the caster brings "mmmmmm" sound, while the hand
A of E: / cubic yd. color to an object. It can be used to re- makes a mystic symbol with thumb and
CT: ft segment store faded hues or to tinge those already forefinger forming a circle and the other
colored with a different hue. Thus, dull fingers upright and apart.
or faded fabric can be brightened, pig-
ments restored, or even hair or skin Gather (Alteration) This cantrip enables the caster to neatly
changed to another color. The effect must A of E: / sq. yd. gather numerous small objects into a
be renewed every 30 days. Verbal compo- CT: 1/6 segment stack or pile. For instance, if nails, nuts,
nent is a humming, somatic is a back- coins, papers, or like objects were spilled,
and-forth or wringing hand motion. the magic would bring them together. It
can be used selectively, for instance to
Dampen When a cantrip of this sort is cast, the separate one type of material from
(Evocation) subject area is permeated by a fog-like another, but only the selected type would
dampness which leaves all material be gathered neatly. The caster verbalizes
A of E: / cubic yd. within it damp to the touch. It is useful the type of material to be gathered while
CT: « segment for many sorts of things. It is hard on making a gathering motion.
parchment, and it similarly makes it and
like substances hard to set aflame. Verbal Polish (A Iteration) When this cantrip is used, the caster
component is a low hooting or a A of E: 7 object magically smooths and brings a luster to
hummed ditty, somatic is a hand gesture CT: % segment materials such as wood, metal, stone,
upwards with writhing fingers. leather, or ceramic. Naturally, the desired
object must be relatively clean in order
Dry (Abjuration) The cantrip removes dampness and for the cantrip to be effective. The object
A of E: / cubic yd. escess moisture from materials within the affected must be of reasonable size — a
CT: % segment floor of up to 1,000 square feet, an
subject areas. It is useful for cloth, herbs, armoire, etc. It works better on smaller
and cleaning chores. Verbal component is objects, of course, such as boots, mirrors,
similar to that of the dampen cantrip, crystal containers, etc. The caster hums a
and the somatic is a two-handed wring- ditty while making a buffing motion.

ing motion.

Dust (Abjuration) A cantrip of this sort removes all fine Salt (Evocation) This cantrip causes a sprinkling of fine
A.oftilO'T. dust and tiny grit particles from exposed A of E: I object salt to magically appear and descend
CT: » segment surfaces such as floors, shelves, walls, etc. CT: 116 segment upon the desired object — a stew, some
troublesome weed patch, or a barrel full
60
BEST OFDRAGON

Shine (Alteration) of stock fish to be preserved. The object Warm (Evocation) to tightly knot itself to either its other end
A of E: / object must be of a reasonable size — up to per- A of E: /' cube or an end of a similar object within I' of
CT: % segment haps 4 square yards in area or about 30 CT: % segment it. The resulting knot will be a normal
gallons liquid volume. Care must be one such as a square knot, half-hitch,
Spice (Evocation) taken to avoid over-salting if the object Wrap (A Iteration) running bowline, or whatever other sort
A of E: 1 object involved is smaller, and if the object is A of E: 7 cubic yd, the caster desires. The caster verbalizes the
CT: ft segment larger, it will not receive much salt. Ver- CT: ft segment name of the knot desired while holding
bal component is a labial smacking, per- up three fingers.
Sprout (Alteration} formed while the hand makes a sprin- Curdle
A of E: / cubic yd. kling motion. (Enchantment) This cantrip is the same as chill, except
CT: ft segment that the magic brings a warming of the
Similar to the polish cantrip, this A of E; / object liquid or solid. The temperature will rise
A of E: Special magic allows the caster to remove tarnish, CT: 1/6 segment at most about 40° F. The cantrip will
CT: ft segment rust, corrosion, and similar substances never cause living creatures to become
from the desired object. This cantrip Dirty (Evocation) warmer than their normal body tempera-
Sweeten brings about a mirror-bright shine to A of E: 4 sq. yds. ture. Components are an "aafi" sound
(Evocation) objects capable of such, causing their sur- CT: 116 segment vocalized while the hands are rubbed
faces to be smooth and unmarred. A piece briskly together.
A of E: / ofr/«ri of jewelry, for instance, would be made Dusty (Evocation)
CT: ft segment more attractive, and even its gems better A of E: Iff r. When a wrap cantrip is employed, the
Tie (A Iteration) {+1 on die rolls). A single object up to CT: 116 segment caster creates a strong and sturdy wrap-
A of E:./ object about 1 cubic yard in volume can be ping around the subject desired — a bit of
CT: ft segment treated by this cantrip. Verbal and Hairy (Alteration) herbs, a heap of flour, a bundle of cloth,
somatic components are similar to polish. A of E: / object etc. The material of the cantrip is of a
VOL. in CT: 1/10 segment suitable type and thickness for the item<s)
Unlike the flavor cantrip, this magic to be wrapped. Thus, a few ounces of fine
actually brings a particular spice to the powder will be contained in a waxy
object food or drink. Thus, ginger, tissue, gem stones in a felt-like envelope,
pepper, and like spices can be brought to meal in cloth, and so forth. The wrap-
add zest {or disguise). Herbs such as bay ping can be undone normally, but the
leaf, garlic, parsley, and so forth can caster can just as easily order it to open,
likewise be evoked by this cantrip. The so the cantrip is often used to enfold the
quantity is sufficient to spice food or material components of a spell. The cast-
drink for about a dozen people. The spice er verbalizes a general class of wrapping
(or herb) appears over the object vessel as desired while making folding motions
a fine powder or flake, falls upon it, and with his hands.
adds its substance to the dish or drink. A
ditty is hummed while the hand makes a Reversed cantrips
crumbling and sprinkling motion.
This cantrip is broader in effect than its
By means of this cantrip, the caster name, for it affects many food and drink
causes acceleration in the growth of items. The magic curdles milk and
plants, particularly with respect to the hastens spoilage or wilting. It has a per-
germination of plant seeds. Upon its cast- manent effect on the object. It is other-
ing, the cantrip will cause seeds to shoot wise similar to freshen. The caster verbal-
forth tiny sprouts, newly sprouted plants izes a retching sound while pointing the
to grow an inch or so, buds to flower, etc. thumb downward.
Fruits and vegetables can be caused to
ripen (or actually go past ripening to The opposite of a clean cantrip, this
spoilage) by this cantrip. A susurrant enables the caster to soil, spot, and sully
sound is verbalized while the caster's walls, floors, dishes, garments, etc. Verbal
hand makes hoeing motions. component is a spitting sound, made
while the feet are shuffled and stamped.
This cantrip magically sews seams in
cloth or leather. It will make new ones, or By means of this cantrip, the caster
repair old work. About 20 yards of cloth causes a film of dust and grirne to settle
can be thus stitched, but only about 2 upon all exposed surfaces within the can-
yards of leather. The seam thus created is trip area of effect. Verbal component is a
neither stronger nor weaker than a seam low humming, while the hands make
done without magic. Usually a brief shaking motions.
rhyme is recited as the hand makes a sew-
ing motion. While this cantrip is not actually one
of the standard "useful" ones which
This cantrip is the same as a spice can- apprentices reverse for mischievousness, it
trip, except that the result is the evocation is one which is generally used for no
of a sweetener — sugar, honey, or even a good purpose. It causes hair, fur, or hair-
syrup. Components are a buzzing sound like growth to thicken and lengthen.
and a stirring motion. Thus, a head of hair, a peach, a beard, a
cat, or whatever could be affected. The
By means of this cantrip, the caster can growth will cause the subject material to
magically cause the object of the magic — increase from 2-12 inches in length. The
thread, string, cord, rope, or even cable — subject material must be trimmed or cut

61

to remove the cantrip's effect. This can- Tarnish mixed materials such as grass and string,
trip can be reversed to shorten growth or (Alteration) hair and threads, and so forth. A buzzing
effectively shave, but since the effect on is verbalized while the finger makes a stir-
short material (growth under 1 inch in A of E: 7 object ring motion.
length) is complete absence of growth for CT: * segment
2-12 days, it is not often used. The caster The reverse of a shine cantrip, this
verbalizes snicking sounds while making Untie (Alteration) causes a covering of rust, corrosion, ver-
massaging motions for growth, or scissor- A of E: I object digris, or the like to cover an object nor-
ing motions for removal. CT: 1/3 segment mally subject to such tarnishing. The
object must be of about 1 cubic yard or
Knot (Alteration) This cantrip is a permutation of the tie Wilt less in volume. Verbal component is a
A of E: 1 object cantrip. It causes the thread, string, cord, (Enchantment) spitting sound, while the hand makes a
CT; % segment or rope to knot itself in such a manner as sprinkling motion.
to be very difficult to untie, and from 2-8 A of E: / object
rounds, minus dexterity bonus for reac- CT: » segment This permutation of a tie cantrip is
tion of the individual untying the knot, simply the reverse of the magic. The cast-
to undo. It works even on material er selects an object — thread, string, cord,
already affected by a tie cantrip. The cast- etc. — which is knotted or tied. The can-
er verbalizesa tow "zzz" sound while trip removes the knot or tying. Note that
moving the arm forward with strong the untie cantrip will cause a tangle to be
wrist motion. nullified. The cantrip will not remove
both a knot and a normal tying (normal
Ravel (A Iteration) This cantrip is the reverse of a stitch. It knot or one caused by a tie cantrip), but it
A of E: Special will work only if there is a loose or will cause the former to disappear so that
CT: 1110 segment broken thread in the seam or fabric to be only a normal tying remains. Somatic
affected, except for material magically and verbal components vary according to
stitched by the appropriate cantrip. When the desired result. In general, a popping
the latter sort of seam or material is sound is made white the hands are moved
involved, the ravel cantrip will always apart — either as if a knot were being
work, except in the case where the subject untied or a cord snapped.
is otherwise magical, i.e. a bag of hold-
ing, a cloak of protection, boots of elven- A reverse of the freshen cantrip which
kind, etc. The name of the cantrip is ver- affects only vegetable material —whether
balized while the fingers make a plucking growing or picked. Thus, a plant can be
motion. made to wilt (or possibly wither if it is
not very healthy), or a bunch of cut flow-
Sour (Evocation) When this cantrip is used, the caster ers sag and droop. Verbal component is a
A of E: 1 object causes the subject food or drink to take on descending hum, while the forefinger is
CT: ii segment a sour taste, not unlike vinegar of the slowly curled from an upright position.
appropriate sort. While it is typically
used to spoil wine, beer, or some pastry, Legerdemain cantrips
the sour cantrip can be used to useful
purpose. The magic actually causes about Change (Alteration) By means of a change cantrip, the cast-
a pint {maximum) of vinegar to appear A of E: 1 object er alters one small object to another,
over the subject. This can be an empty CT: II10 segment although the change must be within the
container in which such liquid is desired. same kingdom, and only animal and
The easier purses the lips and makes a vegetable objects are affected. Thus, a
whoosh sound while clenching the hand. piece of parchment can be changed to a
brightly colored cloth square, then the
Spill The opposite of a gather cantrip, this
(Alteration) enables the caster to cause the contents of cloth can be changed to a rose by another
a container to spill out. The object con- use of the cantrip. Likewise, a bird can be
A of E: 1 container tainer is actually tipped by the cantrip, changed into a bat, the bat to a flying
CT; /16 segment and since the magic is not powerful, con- squirrel by another use of the same type
of cantrip, and so forth. Each change
tainers of more than about gallon size, or requires a change cantrip. The cantrip
magical ones, will not be affected by the will not cause more than a 50% increase
cantrip. Solids and/or liquids within the or decrease in size/volume, and the effect
object container will spill out, if the con- will last for a base time of 1 turn. If the
tainer is not securely closed or capped. change is radical, then the time will be
The caster verbalizes an "oh-oh" sound reduced accordingly; i.e., changing a dead
while making an abrupt hand motion. object to a live one is a radical change
and will last only 1 round. On the other
Tangle (Alteration) A permutation of the tie cantrip, this hand, a very slight alteration such as
A of E: 1 object magic allows the caster to cause fine color change or the like will last for 1 or
CT: 116 segment material such as thread, hair, small grass, more days. A saving throw against this
and the like to become twisted and en- magic does not apply as long as small,
twined in a tangle. It will not work on animal-intelligence, non-magical crea-
heavy material such as rope. Untangling tures of normal son are concerned. Typi-
subject material will take 3-12 rounds, cally, a magic word is verbalizedwhile
unless it is roughly done — and the mate- the hand makes a pass over the object 10
rial is broken and snapped in the process, be affected.
torn loose, etc. The cantrip will tangle

62 BEST OF DRAGON

Distract By means of this cantrip, the caster Palm (Illusion) This cantrip enables the caster to secret
causes all who are watching to look at an A of E: 7 small item a small object in his or her hand without
(Enchantment) area of the caster's choice. The area must CT: 1/lOsegment seeming to do so. The dweomer creates an
A of E: Special be to the right or left of the caster, and the illusory duplicate of the object to be
CT: 1/3 segment distraction must be within 10 feet of the palmed, so that the other can be taken
caster. Thus, the caster can cause viewers while under a form of hide cantrip
Hide (Illusion) to watch his or her right hand and a place (which actually works regardlessof
A of E: 1 object a few feet distant where the caster's finger viewer position). The illusory duplicate
CT: 1110 segment is pointing, while the caster's left hand of the palmed object lasts but 1segment,
does something unnoticed. Saving throws so it must be covered or screened from
MvU(A Iteration) apply only to individuals above 0 level, or view, or else any onlookers will see it
A of E: 1 object with at least 1+1hit dice and an intelli- wink out of existence, A special word is
CT: l/Wsegment gence of greater than low rating. The dis- spoken whilea digit points at the object
tract cantrip has a duration of only 1 to be palmed. The caster may then pick
VOL. in segment. The caster speaks an attention- up the now-invisible actual object while
getting word or phrase and gestures to the seemingly only touching or handling the
left or right to effectuate the cantrip. illusory duplicate.

This cantrip allows the caster to magi- Present (Alteration) A present cantrip enables the caster to
cally hide an object of virtually any size A of E; / small item bring any small object or series of objects
for a short period of time. The cantrip CT: 1/6 segment from within a 2-foot radius of his or her
casts a dweomer over the desired object so person to his or her hand. The object or
that it becomes invisible to all who are in objects will appear magically in the cast-
front of the caster. Note that the magic er's hand as he or she puts the hand
does not affect sound, so that if a crowing upward or outward with a flourish and
rooster were made to seemingly disap- speaks the key word to begin the dweo-
pear, the noise of its cry would still be mer. If an object as large as a tankard is
heard. Likewise, if an elephant were hid- thus presented, the cantrip will be
den by the cantrip, the sound of its tread, exhausted, but as many as a dozen coins
trumpeting, or even breathing might be could be brought to the hand before the
heard. The dweomer will not work if dweomer failed. The caster must know
viewers are beside or behind the caster. the exact nature and location of the object
The cantrip lasts for 1 turn on an object or objects to be presented. If they are on
of 2 cubic yds. or less in size. The dura- the person of another individual, a save
tion is reduced by 1 round for every addi- vs. spell applies to the individual, unless
tional 2 cubic yds. of volume made to the object or objects are in plain sight.
seemingly disappear, until at 20 cubic
yds. of volume, duration is 1 round. At Person-affect ing cantrips
over 20 cubic yds, of volume, duration is
reduced by 1 segment per 2 additional Belch (Evocation) When this cantrip is cast, the subject
cubic yds.; i.e., the hide cantrip will have A of E: / person will involuntarily belch. A saving throw
a duration of 9 segments if cast on an CT: II10 segment is applicable only to see how loud or
object of 22 cubic yds. volume; 8 segments muffled the burping sound is, failure
For 24 cubic yds., 7 segments for 26, 6 for indicating a very loud belch, success
28, 5 for 30, 4 for 32, 3 for 34, 2 for 36, and meaning that the sound is relatively low
1 segment for 38 cubic yds. Anything over and muffled. The verbal component is an
38 cubic yds. in volume will at best almost inaudible belch, done at the same
momentarily seem to disappear and then time that the caster's hand presses his or
reappear again. Verbal component is an her diaphragm.
activating word such as abracadabra
while the hand makes a pass across the Blink (Evocation) By means of this cantrip, the caster
forepart of the object. The caster can dis- A of E: 1 person causes the subject person (or creature) to
pel the cantrip simply by speaking the CT: I HO segment blink his, her, or its eye or eyes. The
activating word. blinking reaction is only momentary, of
course, lasting no more than half a
The mute cantrip allows the caster to second. A successful saving throw indi-
alter the shape of small objects of a min- cates only a single eye wink, or no effect
eral nature. The magic is effective against for one-eyed creatures. The verbal com-
glass, metal, stone, etc. A plane can be ponent is a softly spoken magical word
altered to a rod, a torus to a sphere, etc. (such as "hatcha-cha"), voiced while the
Thus, a coin could be changed to be a caster snaps his fingers.
ring. Similarly, glass could be changed to
crystal, lead to silver, copper to gold, etc. Cough (Evocation) This cantrip enables the caster to make
The duration of the mute is but 1 round. A of E: 1 person the subject individual cough spasmodi-
If another individual actually touches the CT; 1/3 segment cally. If a saving throw is made, the
object affected, the dweomer of the can- cough is only a brief hacking which will
trip might be affected: The individual not usually disturb other activities. Fail-
touching it makes a saving throw vs. ing the saving throw indicates the victim
spell, and if it succeeds the cantrip is dis- is affected by a loud and active series of
pelled. The verbal and somatic compo- coughs lasting from 1 to S seconds. The
nents for the mute cantrip are similar to somatic component is a gagging gesture
those of a change cantrip. while a gasp is verbalized.

63

Giggle (Charm) By means of this cantrip, the caster occur, but the subject is then more sus-
A of E: / person causes the subject individual to involun- ceptible to a sleep spell. During the bal-
CT; 1/3 segment tarily giggle. The loudness and length of ance of the round in which the yawn
this reaction depend on the saving throw. cantrip was cast, and during the whole of
If the subject fails to save, the result will the following round, the subject will
be a chuckle or giggle lasting about 2 or 3 automatically fall into comatose slumber
seconds. If the save succeeds, only a brief from a sleep spell cast upon it, so 1 addi-
chuckle will be caused. The verbal com- tional creature will be vulnerable to the
ponent is a single word or phrase (known spell if more than 1 creature of 4 or fewer
in magical circles as a "punch line") lo hit dice are subjected to the spell. Further,
be spoken while one finger is moved back if creatures of 4+1 to 4+4 hit dice are
involved, there is then a chance that two
and forth rapidly. such creatures will actually be affected by
sleep. Even a creature of up to 5+2 hit
Nod (Evocation) This cantrip causes the subject to give dice can be affected by sleep if previously
A of E: I person an involuntary nod of the head due to victimized by a yawn cantrip, but the
CT: l/10segment muscle contraction. The effect is as if the
subject were nodding in agreement or as a effect of the sleep spell is rolled for as if
greeting. A successful saving throw the creature had 4+1 to 4+4 hit dice; i.e.,
negates the effect. The caster gives a there is a 50% chance it will not be
slight nod of the head while pointing his affected. The caster hums a lullaby for the
or her small finger at the subject. verbal component while making a rock-
ing motion with cupped hands.

Scratch (Evocation) A scratch cantrip causes the subject Personal cantrips of the apprentice
A of E: 1 creature creature to experience an annoying itch
CT: 116 segment on some portion of the body. Unless a Bee (Summoning)
saving throw is successful, the subject A of E: 1 bee
will involuntarily scratch at this itch. CT: 1/2 segment When this cantrip is used, the caster
This scratching will take but a second, summons a honey bee from someplace —
and will immediately cause the itch to where is of no importance, for the crea-
ture appears in seconds. The beewill
cease. Verbal component is the name of appear in whatever spot the caster is gaz-
some body pest (flea, louse, etc.) while the ing at, up to 1" distance from him or her.
area of the itch is pointed to. The bee is, of course, annoyed, and it is
90% likely to sting any living creature it
Sneeze (Evocation) A cantrip of this nature causes an irri- finds itself upon, (This will certainly
A of E: 1 creature tation in the nasal passages of the subject. cause the subject to react violently if it
CT: 112 segment Unless the subject makes a successful sav- would otherwise be so affected by a bee
ing throw vs. spell, a sneeze will occur. sting.) The verbal component is a low

This single sneeze will relieve the irrita- buzzing sound while the caster's forefin-
tion. The caster verbalizes the name of an ger moves through flight-like passes.
irritant substance while touching his or
Bluelight This cantrip enables the caster to con-
her nose. (Conjuration) jure a small sphere of glowing blue
radiance. The light has an eerie effect
Twitch (Evocation) By means of this cantrip, the caster A of E://*' when seen from a distance, but it only
A of E: / creature causes a muscle contraction in some por- CT: H segment illuminates an area in a 5' radius. Fur-
CT: 7/3 segment tion of the subject creature's appendages thermore, the bluelight does not cast
— head, neck, hand, arm, foot, leg, etc. reflections beyond this radius. The light
The twitch will be noticeable, but will does not affect either infravision or ultra-
not cause the subject great discomfort or vision. When the caster says a rhyme
loss of control or concentration. The can- using the words "blue" and "light" in
trip is negated by a successful saving any combination, the blueligkt appears
throw. Verbal component is the name of in his or her open palm and remains
the area to be affected while the caster aglow until the caster ceases to concen-
gazes at the area and makes a twitching trate on it.
motion with the hand.

Wink (Enchantment) This cantrip enables the caster to cause Bug (Summoning) A variation of the bee cantrip, the dug
A of E: / person the subject individual to wink one eye. A A of E: / bug cantrip enables the caster to summon
CT: 1/10 segment saving throw indicates that the winking some form of crawling insect. The beetle
is rapid and not greatly noticeable, while CT: % segment or bug appears in the same manner as the
failure to save indicates a greatly exagger- bee summoned by the cantrip of that
ated, prolonged winking. The caster name. It will likewise be irritated and
speaks a magical phrase (such as " twenty- will pinch, bite, or otherwise attack the
three skidoo") while making an imper- creature it might find itself upon, with
ceptible winking of his or her eye. appropriate results. Verbal component is
the name of the insect desired while the
Yawn (Evocation) A yawn cantrip makes the subject crea- caster's forefinger makes a sliding and
A of E: / creature ture feel a brief wave of drowsiness which pointing motion at the desired area of the
CT: 116 segment in turn evokes a yawn reaction. If a sav- bug's appearance (up to 1" distant).
ing throw vs. spell succeeds, the subject
creature is totally unaffected by the Firefinger (Alteration) The firefinger cantrip enables the caster
dweomer of the cantrip. Failure, however,
not only forces a yawn to immediately A of E: 'A' to cause a jet of flame up to one-half foot

CT: 1/3 segment in length to shoot forth from his or her

64 BEST OF DRAGON

finger. The flame is very hot and will spider is of the very poisonous sort, the
ignite combustible materials such as victim must also make a saving throw vs.
parchment, twigs, kindling, and the like poison at +4. Success indicates 1 point of
without difficulty, providing the mate- damage is inflicted. Failure indicates 2
rials are relatively dry. The flame persists points of damage are inflicted, and the
for up to 1 segment. The caster speaks a victim will feel sick and be unable to act
word of power over elemental fire (ron-
son, tip-po, or the much revered word, normally for 1-4 days unless a neutralize
dun-hill), extends the forefinger, and poison spell is cast to remove the toxin.
(A slow poison will defer the sickness for
makes a downward or sideways motion 1 day.)To cast the cantrip, the caster
with the thumb. speaks the word "arachnid" while spread-
ing his or her fingers and wiggling them.

Gnats (Summoning) A cantrip of this nature is similar to the Tweak (Conjuration) By means of this cantrip, the caster
A of E: / cubic foot bee and bug cantrips described above, A of E: / creature causes an unseen thumb and forefinger to
CT: %.segment except that when it is used a cloud of CT: / /5 segment harmlessly, but annoyingly, tweak some
gnats is summoned. The swarm will
immediately proceed to Fly around the portion of a chosen subject within a 1"
head of the nearest living creature, and radius of the caster. Portions subject to
unless this creature makes a successful the tweak cantrip are: cheek, nose, ear,
beard, moustache, whiskers, or tail. The
saving throw vs. poison, the cloud of cantrip's effects do not disturb spell cast-
gnats will distract the creature for from ing, although the tweakingmight distract
1-4 segments before the gnats fly else- any creature by causing it to turn to dis-
where. The verbal component is a high- cover the source of the annoyance. A fail-
pitched buzzing sound while the caster ure to save vs. spell (with respect to crea-
points a digit at the area in which the tures with an intelligence under 7), or
gnat cloud is to appear.
failure to roll a score greater than intelli-
Mouse (Summoning) Similar to the cantrip which summons gence rolled on 3d6 (with respect to crea-
tures with intelligence of 7 or gicater),
A of E: / mouse a bee or a bug, the mouse cantrip enables indicates a 1-segment distraction. The
caster speaks a magic phrase (such as
CT: % segment the caster to bring forth a mouse up to 1" "kitchy-kitf.ky-coo") while making a
pinching and pulling motion with
from his or her position. The animal will thumb and forefinger.

be a typical field mouse or as similar a

species as possible. When it arrives, the

caster will have no control over the

mouse, and the animal will behave as

would any mouse in the given situation. Unlock (Conjuration) This cantrip enables the caster to con-

The caster speaks a summoning word A of E: / lock jure an invisible, key-tike force appro-

(typically the name of a food desirable by CT: fe segment priate to the locking mechanism to be

mice) while holding his or her hands in opened (or closed). The unlock cantrip

such a way as to resemble mouse cars. will affect only simple locks of the most

basic sort — typically those which have

Smokepuff When ibis cantrip is employed, a puff closing pressure prongs or bolt and pins,
(Evocation) of actual smoke appears in the desired
location, up to [" distant from the caster, or bolt and spring closures. Locks w i t h
A of E: 1' d. cloud and will ascend as would a normal cloud
CT: 1/3 segment of smoke, or be dissipated, depending on tumblers or levers, as well as secret-
the prevailing conditions. The caster can
cause the smoke to be either white, gray, combination locks, are not subject to this
black, brown, yellow, or green. The caster
names the color of smoke desired while cantrip. Note that simple locks with
moving a hand from an extended hori-
zontal position to a vertical one, mean- complex wards to prevent skeleton-key
while breathing forth a puff of air.
triggering w i l l be subject to an unlock

cannip. While the caster speaks a word or

phrase associated with locks (tu-tock-

doublflock, yah-el, etc.) he or she makes a

twisting motion with fingers held as if to

grasp a key.

Spider (Summoning) This cantrip, much as d<x's a bee or Haunting-sound cantrips
A of Er 1 spider bug or mouse or gnats cantrip, summons
CT: a small, ordinary spider from elsewhere to Creak (F.vocation) By means of (hiscantrip, the caster
the location desired by the caster, up to 1" A of E: Special evokes a noise simiiar to that of a door
distant from his or her JXTSOII. The CT: 1/6 segment with corroded hinges slowly opening, or
arachnid so summoned will usually be a else a sound as if someone or something
were walking across squeaking floor-
common garden spider or the like, no boards. The former sound lasts for 1/3
larger than an inch or two in diameter, segment; the latter noise will last half a
and basically harmless. There is a 5% segment and seem to traverse up to 10 feet
chance that the creature will turn out to distance. The caster makes a low creaking
be one with powerful poison (bla< k sound in his or her throat while using a
widow, brown recluse, etc.). Since the
spider summoned will be annoyed, the hand to make an opening motion or fin-
creature upon which it finds itself, if such gers to make a walking motion.
is the case, will lie subject loan imme-
diate bite attack. This will have only a Footfall (Illusion) When this cantrip is used, the caster
momentary effect, distractingthe victim A of E: Special creates the audial illusion of footsteps.
For 1 segment, for a normal spider. If the CT: 116 segment The sound is as it a human or humanoid

VOL. in 65

was walking. The footfalls can be soft or the illusionary sound. The spell caster
fairly noisy. They can approach, move names the rattling device which he or she
away from, follow, or otherwise seem to desires to create the illusion of while
parallel a person or party. They must shaking one hand vigorously.
begin within 1" of the caster, but they
may thereafter move away from him or Tap (Evocation) By means of this cantrip, the caster is
her up to a 2" distance, or may approach A of E: I sq. foot able to evoke an invisible force which
closer than 1". The caster must softly CT: 116 segment will tap or rap against some solid object
vocalize sounds similar to footsteps while — a door, lid, floor, table, wall, pane, or
Groan (Illusion) pointing in the area they are to occur whatever. The sound will occur once,
A of E: Special initially and subsequently. twice, or thrice according to the number
CT: 1/6 segment of fingers extended by the caster. It is an
A groan cantrip creates the audible actual sound; creatures within 1" of the
Moan (Illusion) illusion of a wracking cry coming from noise will certainly hear it if they are
A of E: Special some location no more than 1" from the able. Verbal component is a hollow
CT; I/JOsegment caster. Naturally, those creatures within sound created by the tongue against the
hearing distance are allowed a saving palate, or a key phrase spoken softly,
Rattle (Illusion) throw vs. spell, and if it succeeds, the while the finger makes a tapping motion,
A of E: Special individual will hear no such noise. The
CT: ItlQsegment caster makes a soft groaning sound in his Thump (Illusion) An audible illusion, the thump cantrip
or her throat while pointing to the area A of E: Special causes all creatures within a 1" radius of
from which the sound is to appear to CT:7110 segment the area of effect to hear a loud but
come. Note that a container or door will muffled thumping sound, as if something
not hamper the range of the cantrip, so large just fell from a height of a foot or
that a groaning sound can be made to two. A successful saving throw vs. spell
seem to come from behind a door, in a nullifies the cantrip's effect. The caster
chest, etc. can cause the sound to seemingly come
from any location within a 1" radius of
This cantrip is the same as a groancan- his or her person. The caster swallows
trip, except that the sound involved is loudly while pointing toward the area
either a pitiful moaning or else an eerie where the cantrip is to come from, while
one. The desired sound is either alow- thinking of the thumping sound.
pitched one for the haunting effect or a
high-pitched one for the pitiful effect. Whistle (Evocation) When this cantrip is cast, the dweomer
A of E: Special causes a faint or loud whistling sound. A
By means of this cantrip, the caster CT: 1!6 segment faint whistling can be heard within 10', a
causes the audible illusion of a rattling loud one within 30'. The sound can be
sound associated with chains. Its direc-
tion and distance are the same as for a sharp and normal-seem ing or echoing,
groan cantrip. The sound will last for up hollow, and eerie. The caster must whis-
to 2 seconds. All creatures within 1"of tle softly in a manner similar to the
the sound are entitled to a saving throw desired sound while he or she looks at the
vs. spell to determine whether they hear area from which the sound is to come and
holds two fingers near his or her mouth.

Cantrips for the illusionist

Zero-level spells add spice to specialist class

by E. Gary Gygax

With magic-users' cantrips seen to, it is time to take up the From issue #61,
cause of their more specialized cousins, illusionists. This sub- May 1982
class is not too popular in most campaigns, but that will change
somewhat when the game system expansion is published. That
volume will have many new and highly useful spells for illu-
sionists. Meanwhile, you will find that adding cantrips to their
repertoire now makes the playing of illusionist characters imme-
diately more desirable. The cantrips for the sub-class are basi-
cally the same as those for magic-users of the standard sort. The
main differences are that illusionists generally have fewer of
them, and they have access to an additional type of cantrip not

Illusionists learn many of the same cantrips as do apprentice
magic-users, as indicated by the following list. They have, in
addition, certain of their own petty magics which they might
have learned. These special cantrips are likewise enumerated
below. Except where otherwise indicated, all properties pertain-
ing to magic-user cantrips likewise apply to those employed by

the illusionist class.

66 BEST OF DRAGON

Cantrips availableto illusionists.' Haze (Alteration) nout or rhee-oh-stat) and make a down-
Useful cantrips: One per point of intelligence, up to intel- A of Ei I" cube ward motion with one hand to effectuate
CT: # segment the cantrip.
ligence minus 3; i.e., an illusionist with 18 intelligence can
choose 15 useful cantrips from the magic-user list. Mask (Illusion) When a haze cantrip is cast, the atmo-
A of E: I person sphere in the desired area of effect
Reversed: 2-5 (compared to 2-8 for magic-users) CT: 1/6 segment becomes cloudy, as if layered by smoke or
Legerdemain: 3-6 (2-5 for magic-users) filled with floating dust. Any creature
Person: 2-5 (2-8 for magic-users) Mirage (Illusion) attempting to discharge missiles or cast
Personal; 2-5 (2-8 for magic-users) A of E: 2 sq." spells at a target screened by such a haze
Haunting: 5-8 (2-5 for magic-users) CT: fe segment will be affected. The target is 5%harder to
hit, so missile discharge is at -1 "to hit"
Special illusionist cantrips; Noise (Illusion) and saving throws are at +1 (or one is
Number Minor Illusion (5-8) A of E: 1" given when otherwise none is allowed,
CT: 1/6 segment although it is only a 5% chance to save in
1 Colored light the latter case). Hiding in shadows is5%
2 Dim more effective when screened by a haze
3 Haze cantrip. The hazy effect lasts but a single
4 Mask round. It must be cast over an area within
5 Mirage \" of the caster. Atmospheric conditions
6 Noise will destroy the haze if applicable — a
7 Rainbow good breeze, rain, etc. A gust of wind
8 Two-D'lusion spell will immediately disperse the haze.
The caster hums 3 melody while the
Minor Illusion cantrips hands make passes before the body to
effectuate this cantrip.
Colored lights When this cantrip is used, the caster
(Alteration) creates one or more globes of pastel light A mask cantrip enables the caster to
(cf. magic-users' bluelight cantrip). A alter his or her visage, or the visage of
A of E: Special single globe of illumination 1 fool in whatever subject individual(human,
CT: Vi segment diameter can be brought forth, or a pair demi-human, or humanoid) he or she
of 6-inch-diameter globes, three 4-inch chooses, by means of illusion. Ears, hair,
globes, or four 3-inch globes. The caster head shape, facial features, and all such
can cause these globes of light to be of aspects of appearance are affected. The
any pastel color. Each will illuminate a m&sh will only be detectable if a viewer
radius around it equal to five diameters; peers closely or can detect illusion and
i.e., a 1-foot globe sheds a 5-foot radius of does so. The effect lasts for 3-6 rounds.
brilliance, whilea 3-inch sphere of light The caster touches his or her face, thinks
illuminates only a radius of 15 inches. As of the desired features, and then speaks a
long as the caster concentrates on the word descriptive of the visage desired.

colored lights, the cantrip will remain This cantrip lets the caster cause an
active, and the globe or globes will will area to appear to be something other than
float near or rest upon the caster, as he or it is. The mirage cantrip brings an illu-
she desires, within the 1" range. Globes sionary scene to cover the area. The area
can be moved back and forth, up and must be relatively flat and featureless, and
down, to and fro as desired. The illumi- the mirage must be an actual place, in
nation from any of them wilt not cast existence at the time, which the caster has
reflections beyond 1", and the light shed actually beheld. A saving throw vs. spell
cannot be detected beyond 3". Infravision is applicable. The cantrip lasts for as
and uhravision are not affected if light is long as the caster concentrates, although
colored pale blue or pink, but other hues each round there is a 5% cumulative
will disturb these visual capabilities. The chance that it will waver and reveal its
caster must speak the color and number true nature. Touching a mirage will
of globes desired, then speak a magic instantly dispel the cantrip, as will dispel
word (noma, mazda, etc.), while directing illusion or dispel magic. The caster must
the globes with one or more fingers. speak a word or two descriptive of the
mirage and then make a single pass to
Dim (Alteration) By means of a iti'ii cantrip, the illu- cause the magic to begin. It is maintained
A of E: Special sionist causes a light source to become by concentration alone thereafter.
CT: % segment weaker or the very air to become less
permeated by light rays. If light sources The caster of a noise cantrip causes
are to be affected, about 6 torches, a illusory sound of whatever nature he or
medium-sized fire (such as in a fireplace she desires, although it is indistinct and
or a campfire), 72 candles, or even a light confusing. Thus, he or she can cause a
or continual light spell can be affected. murmuring sound as if many voices were
The dim cantrip will cause any of the speaking behind a thick door or at a great
above light sources to at best shed only distance, a rushing sound similar to
half their normal radiance for one full wings and wind combined, shuffling and
round. Torches will burn only as brightly scraping as if many people were moving
as candles; candles will but glow dimly; a things or walking slowly but at some dis-
fire will become torch-like in illumina- tant place, etc. All creatures within the
tion, and all light spells dim to half their
normal brightness. Affected light must be 67
within 1" of the caster. He or she must
speak a magical phrase (such as bee row

VOL. ill

area of effect will be subject to the can- is spoken while the fingers of both hands
trip, but each gets a saving throw. Success form a pyramid.
negates the noise with respect to the indi-
vidual. Range is 1" For the cantrip's Two-D'lusion This cantrip is virtually the same as a
radius of sound. The caster points a digit (Illusion) phantasmal force spell in most respects.
at the desired area and then softly makes The caster creates a two-dimensional illu-
sounds imitative of the noises desired. A of Er 4 sq." sion of whatever he or she desires. If any
CT: 116 segment viewer sees it from an angle of more than
45° from its horizontal or vertical viewing
Rainbow (Alteration) By means of this cantrip, the caster axis, the nature of the illusion will be
immediately apparent. It is dispelled by
A of E: Special brings into being a plane of pastel colors touch or magic (dispel illusion or dispel
magic). It is invisible from the side or the
CT: 113 segment which exactly duplicates a rainbow. He rear, and lasts as long as the caster con-
centrates upon it. To effectuate the can-
or she can cause this 30-foot-long, 1-foot- trip, the caster must speak a phrase de-
scriptive of the illusion while making a
wide band of color to arch into a bowed circular motion with his closed hand.

shape, remain a ribbon, twist and turn,

etc. In any event, one end of the rainbow

must be within 1" of the caster when the

cantrip is cast. The colors will glow softly

and be visible even in total (normal)dark-

ness. If no motion is desired, the caster

may leave the vicinity of the rainbow. If It is possible that an apprentice will have developed other can-
trips over the course of his or her apprenticeship. The Dungeon
motion is desired, the caster must control Master must carefully review any proposed cantrip to determine
if it is of suitable nature and power when compared to existing
it by hand gesture and remain within 1" cantrips herein. In no event is it possible for any apprentice to
have developed more than three new cantrips.
of it. The rainbow will last for 1 round
Since cantrips arc magical, they must be read as would a spell.
and then fade away. All creatures [ailing Likewise, to record one in a spell book or on a scroll, the same
procedure is followed as in recording a spell.
to save vs. spell will gaze at the rainbow

for 1-4 segments, 2-5 if the caster keeps it

in motion. Verbal component is a name

of power (gar-land, pegee-lee, etc.), which

Spell books

Rules for M-Us to read

by E. Gary Gygax

All information regarding spell books 4th, 5th, and/or 6th level; or two spells of From issue #62, June 1982
in ADfeD™ gaming is currently inferred. 7th, 8th, and/or 9th level.
This was not, Gentle Reader, by design. A travelling spell book costs 500 gold
Simply put, 1overlooked it in the morass Cost of spell books pieces for materials. The cost of each
of getting three volumes put together. In A standard spell book costs 1,000 gold spell contained within such a book in the
order to rectify that oversight, the follow- same as the cost for entering a spell in a
ing rules are offered. When the AD&D pieces for materials, plus 100 additional standard book. All travelling spell books
Expansion volume is completed (please gold pieces per spell level for each spell must be fabricated by the magic-user, or
don't ask me when!), the same rules will contained therein. otherwise discovered as treasure by the
be included therein, although some magic-user or his or her associates. A
minor changes are probable. The cost of a new magic-user's or illu- player character cannot automatically
sionist's initial book or books is assumed possess one at the beginning of his or her
SPELL BOOKS to be borne by the new spell caster's career.
When a magic-user completes his or former master, so the fledgling spell cast-
er will have one or two spell books at no Physical aspects of standard books
her apprenticeship, it is assumed that he cost to him or her. Books which are pre- A standard spell book is approximately
or she has one, or possibly two, spell pared later in a magic-user's career (hav-
books. A Book of First Level Spells will ing higher spell-level capacity than 16 inches in height, 12inches wide, and 6
certainly be possessed, and there might be "beginning" books) are not supplied by a inches thick, (The DM has leeway to
a Book of Cantrips as well. The latter M-U's master, but must be composed by reduce or enlarge this general size,
depends upon the options of both the DM the M-U in question as part of his or her although nothing smaller than 1 2 x 1 2 x 6
and the concerned player. The following training when the spell caster is trying to inches or larger than 1 8 x 1 2 x 9 inches is
applies to all spell books. rise to the next experience level. This recommended.) The weight of a standard
composition will take from 4-7 weeks for book is 150 gold pieces (adjusted upward
Types of spell books each new standard book; the book is or downward for varying sizes). The
There are two kinds of spell books: composed during and after the time when encumbrance value of such a book is
1. Standard books, each of which con- other training exercises are taking place. equal to three times its weight <450 gp or

tains up to 36 cantrips, 24 spells of under The same costs/prices apply when such BEST OF DRAGON
4th level, 16spells of under 7th level, or 8 a book is being manufactured and com-
spells of 7th, 8th and/or 9th level. posed: Any standard spell book requires a
1,000 gp investment for materials, plus
2. Travelling books, each of which con- 100 gp per level for each spell entered
tains at most one-fourth of the number of within the book, payable when a magic-
spells possible to be contained in a stan- user adds a new spell to his or her reper-
dard spell book: nine cantrips; six spells toire. (Entering a first level spell costs 100
of 1st, 2nd, and/or 3rd level; four spells of gp, a second level spell costs 200 gp, etc.)

thereabouts), although it is correct to eventually sold. Thus, a spell book can- book (and vice versa) even if the illusion-
assume that a volumewill (it within an not be kept while a particular spell or ist spell in question is the same in name
otherwise empty backpack or large sack. spells are transcribed, and then the work (and perhaps other respects) as a magic-
be sold for G.P. Sale Value and the pro- user spell. The magical forces released by
The cover of a standard book is typi- ceeds taken toward experience points. the casting of "namesake" spells are sim-
cally heavy leather — dragon hide, gor- ilar to one another, but the way in which
gon hide, etc. — inlaid with metal so as Casting spells directly from books that magic is triggered differs from class
to provide both extra security and a In extremis the DM may allow a magic- to class.
means to close and secure the book. Vel-
lum pages are sewn together and secured user to cast a spell directly from any sort Except as noted above, treat illusionist
to a fine, supple leather spine backing. of spell book just as if the book were a spell books as magic-user spell books.
Pages are secured additionally by Fine scroll. The book must be of appropriate
leather front and back pieces. It is also sort so that tbe spell matches the profes- Cost of M - I ' iIlusionist spell casting
usual for such a tome to have vellum sion of the caster, i.e. magic-user spell, While the cost of having a cleric cast
stubs at intervals for insertion of addi- magic-user spell book. The caster must
tional pages, although this by no means have read the particular spell. The caster needed spells is reasonably well detailed
allows for any increase or change in the must be able to know and use the spell in in the Dungeon Masters Guide, the cost
number and types of spells the book can question. (Note that in this regard, read- of magic-user or illusionistspell casting
contain. ing directly from a spell book differs from was neglected. Rather than give an exten-
the use of scroll spells.) sive list of spell costs, the following set of
Notwithstanding any special protec- guidelines will enable the DM to deter-
tions placed thereon, a standard spell Direct casting of a spell from a spell mine a "reasonable" fee for any spell.
book has a saving throw equal to that of book automatically destroys that spell.
"leather or book," with +2 to dice rolls There is also a 1% chance per level of the Basic costs: A willing magic-user or
made to save against acid, fireball, disin- spell that the spells immediately preced- illusionist will typically work for a fee of
tegration, and lightning attacks. ing and following the spell cast will 200 gold pieces per spell level. Double the
likewise be destroyed. There is an addi- material component(s), or material com-
Physical aspects of travelling books tional 1 %chance that the casting of a ponents of at least such value as substitu-
A travelling spell book is approxi- spell directly from a spell book will de- tions, is also a part of the basic fee.
stroy the entire book. A permanency
mately 12 inches tall, 6 inches wide, and 1 spell, for instance, would not prevent a Additional costs: Failure to furnish the
inch thick; 9 * 9 * 1 is likewise a good spell from "disappearing" when cast in material component(s) of a spell which
working size. The weight of such a book this manner; even though writing might has ordinary sort will incur a surcharge
is approximately 30 gold pieces, and remain on the page, that writing will no of 10% or three times the value of the
encumbrance roughly 60 gp. Five such longer be magical in nature. component(s), whichever is greater. Any
books will fit within a backpack, twice extraordinary component(s) bring a 100%
that number in a large sack. These strictures apply whether a spelt surcharge or three times such value,
caster is using his or her personal book or whichever is greater. Spells which place
The cover of a travelling spell book is the book of another. Read magic is the caster in danger (including such cast-
strong, supple leather, such as that from a required to read another M-U's spell ings as identify, which causes a tempor-
giant cobra. The hand-sewn leaves of book, and a magic-user can learn a spell ary drop in constitution of the caster)
parchment are carefully secured to a fine by reading it in another's book. This require at least a double fee, and guaran-
leather backing and glued to the spine. learning process requires 2-8 hours of tees will be required as well. Spells which
The whole is further secured by front and study per spell level, after which time the age the caster will be cast only if a coun-
back pieces of vellum. A small lock or spell is learned and thereby immediately ter to such aging is awarded prior to spell
leather ties are typically used to secure the usable by the M-U doing the studying. casting, or else if the amount of aging is
whole. Pages are very thin and fragile, so insignificant to the caster. (A young elf
great care must be taken to care for the Illusionist spell books will not be overly concerned about five
book when in use. Illusionist spell books are the same as years, although a ten times normal fee
might be charged!)
Notwithstanding any special protec- those of regular magic-users, with the fol-
tions placed thereon, a travelling spell lowing exceptions: Magic item payment: A magic-user or
book has a saving throw equal to that of illusionist will generally accept some
"leather or book," with no bonuses (like 1. Standard spell books contain 24 item of magic in lieu of cash or like valu-
a standard book has) against certain first or second level spells, 16 third or ables. In such cases, the sale value of the
forms of attack. fourth level spells, or 8 spells of fifth. item, adjusted downward by the general
sixth, and/or seventh level. If first reaction of the spell caster to the individ-
Value of spell books level magic-user spells are known and ual requesting his or her services, is to be
A standard speli book has an Expe- used by the illusionist, he or she must considered the base value of the item. The
have a new spell book for such spells; character and behavior of the NPC
rience Point Value of 1,000 points per this tome is essentially a standard encountered will always be the purview
spell level contained therein (considering work for first level containing up to 24 of the DM, Such character or behavior
cantrips as first level spells for this pur- spells. will, naturally, often affect costs and fees.
pose), and a Gold Piece Sale Value of 200
gp per spell level (but only 150 gold piec- 2. Travelling spell books hold 6 Hostile spell casters: In general, a hos-
es for each cantrip, if the book is of that spells of first or second level, 4 spells tile spell caster will either charge at least
sort). or third or fourth level, or but 2 spells double normal fees, or else he or she will
of fifth, sixth, and/or seventh level. simply refuse to cast any spell whatsoever
A travelling spell book has an Expe- Starting spells for an illusionistplayer — unless possibly bribed to do so with
rience Point Value of 500 points per spell character are determined according to the some magic item. Any spell caster of good
level contained therein (again, consider- preference of the player (subject to the alignment is quite unlikely to cast any
ing cantrips as first level spells), and a usual "chance to know" roll based on spell for a character of evil alignment in
Gold Piece Sale Value of 1.000 gp per intelligence). For additional security, any event. Again, adjudication of such
spell level (applies to all spells, including illusionists may opt to do their spell events is the realm of the DM,
cantrips). books using illusionary script, which
would only be recognizable as such by Spell casting under duress: Use the
As with any other magical items, spell another illusionist. A rnagic-user may not rules in the Dungeon Masters Guide for
books must either be sold immediately or leam a spell from an illusionist spell all magic-user and illusionist spell cast-
else the X,P. value taken. This holds true ing under threat, magical influence, etc.
regardless of whether or not any tome is

VOL. in

IV. Creatingnew
challenges

It takes all kinds to make an AD&D™ universe: Player characters, with-
out whom there would be no game; monsters, without which there would
be nothing for player characters to battle; and non-player characters,
without which any world would quickly become too sterile and struc-
tured and "unreal." Obviously, not everyone in a world can be a player-
character adventurer; PCs are the exception, not the rule, in the society in
which an AD&cD campaign takes place. Just as obviously, not everything
the adventurers meet can be bent on the obliteration of the party; even the
hardiest adventurerswouldn't last long in a climate like that.

Non-player characters bridge the gap between player characters and
monsters. Depending on how the adventurers treat them, and how they
(as role-played by the DM) react to the player characters, NPCs can be
friends or foes, helps or hindrances. Above all, they represent the variety,
changeability, and challenge that can keep an AD&D adventure from
becoming little more than an eternal exercise in sword-swinging and
spell-slinging. The final section of this collection features three NPC
types that have been mentioned most often when readers tell us what
they'd like to see reprinted. And, once again, the people who buy and
read DRAGON®Magazine have shown their impeccable good taste.
Without further ado, turn your eyes to the facing page and turn your
imagination loose. The winged folk, the alchemist, and the archer could
be incorporated into any DM's campaign. And you could do it without
necessarily changing anythingelse about the world you've worked so
hard to build — except, of course, the lives of the player characters. In
real life, the "world" each of us lives in changes every day — and why
should our fantasy life be any different?

70 BEST OF DRAGON

The winged folk

by William Lenox with cleric or druid ability (2nd or 3rd From issue #51, July 1981
level in all cases). If 50 or more are
One race of demi-humans that has been encountered, there will be the following Treasured carvings
neglected in most works studying the rel- additional figures: a 4th-levet fighter/4th- In addition to the treasure types given
atives of mankind is the Winged Folk, level magic-user or illusionist and a 4th-
known as Al Karak Elam in their lan- level fighter/4th-level cleric or druid. above, for each adult female in a village
guage. Perhaps this lack of attention on there is a 50% chance of her possessing
the part of other races and societies in the If the winged folk are encountered in from 2-5 carvings (roll d4+l for number,
ADfcD™ world is derived from the fact their lair, there will be a leader of 9th- then consult the following chart for
that the winged folk are even more reclu- level fighting ability and two lieutenants types):
sive than efves and often conceal their of 5th to 7th-level fighting ability. There
presence behind powerful illusions. will also be a magic-user of 7th to 9th Dice Base
level, an illusionist of 7th to 15th level, roll value Type
However, this reclusiveness seems to be and a druid or cleric of 9th level. All will 01-70 10 Common wood
coming to an end. After centuries of have assistants similar to the leader's 71-85 50 Precious wood or ivory
indifference to human concerns, the lieutenants. There will also be 3-36 86-92 100 Serni-precious stones
winged folk are said to be returning in eagles, hawks, falcons, or owls serving as 93-97 500 Fancy stones
numbers to the mainstream of human watchbirds, who will scout and spy on 98-99 1,000 Gemstones
and demi-human affairs. Because of this, non-winged folk in the area. 00 5,000 Gemstones
a study of the characteristics of this race, The value of carvings should be
which may soon be taking a more active checked individually according to the
part in the world, is well advised. procedure described on pages 25-26 of the
Dungeon Masters Guide. The stone
The following study will briefly detail should not increase or decrease in value
the history, physical description, dwell- by more than one level,
ing places, social, political and economic
characteristics, militaryorganization, and History
special attributes of the race of winged Once the winged folk were found
folk.
almost everywhereas mercenaries, adven-
The Winged Folk (Al Karak Elam) turers, and scholars. Men greatly desired
to have them as scouts and messengers
FREQUENCY: Uncommon (not to mention as regulars) in their
NO. APPEARING: 10-100 (100-1000)* armies. The winged folk even organized
ARMOR CLASS: 7 (or better) bands of 50 to 100mercenaries to hire out
MOVE: I2"/1P to more mundane races. The winged folk
HIT DICE: / +1 fit in well with humans and demi-
%INLAIR:/0% humans, and for hundreds of years there
TREASURE TYPE: JV (G, S, T in lair) was much interaction between the races.
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-70 orfry Some 2,000 years ago, King Imruk of
the city state of Erlacor {now in ruins)
weapon type sought to overthrow the High King of all
SPECIAL ATTACKS: +; to hit with the land. The High King had turned to
demon worship. Imruk intended to put a
bow or javelin halt to this exercise of evil power, and the
SPECIAL DEFENSES: Surprised only movement to oust the High King became
nigh unstoppable when Hawkwing, king
on a 1 of the winged folk, proclaimed that
MAGIC RESISTANCE: Standard because the High King had sacrificed sev-
INTELLIGENCE: Very to genius eral winged folk to the demons, the
ALIGNMENT: Neutral to chaotic good winged folk warriors would gather into
SIZE; M (y-ff tall, an army and aid Imruk's effort.

lff-iy wingspan) With command of the air provided by
PSIONIC ABILITY: Nil** the winged folk, Imruk was able to crush
the High King's armies.
At tack/Defense Modes: Nil**
The last battle of the uprising was
* — 5%chance of 100-1,000 appearing
if encountered "in lair." This represents a 71
tribal holding (large village or small
town).

** — Possible in exceptional
characters.

For every 20 winged folk encountered,
there will be one of above-average fight-
ing ability (2nd or 3rd level). For every 30
encountered, there will be one with
magic-user or illusionist ability and one

VOL. Ill

fought on the plain 10 the north of the throughout the world in search of adven- Druid: 9th level if wisdom 18; 8th if
High King's capital. The winged folk ture. But the leaders say they will never wisdom 17; 7th if wisdom 16 or less.
clerics called upon their gods for aid, and again involve great numbers of their peo-
their prayers were rewarded when the ple in the battles of humans. Magic-user: 9th level if intelligence 18;
High King's demons were destroyed by 8th if intelligence 17; 7th if intelligence
the gods' wrath. Physical description 16 or less.
Winged folk closely resemble half-elves
Seeing his demons and his army being Illusionist: Unlimited advancementif
destroyed, the High King called down a in appearance, except that their body intelligence and dexterity are both 18;
curse upon the winged folk and upon structure includes a pair of large, white- otherwise, maximum of l l t h .
Irnruk, proclaiming that Imruk would feathered wings. They are above average
become as he, but less than he, and would in all abilities (see table below) and can Muliklass restrictions; Winged folk
die for treachery. Seconds after proclaim- possess extremely high charisma. (For may operate in two classes simultane-
ing that curse, the High King fell dead height, weight and aging, use the half-elf ously as long as the rnulticlassed charac-
with scores of arrows in his body as tables, since the two races are similar in ter fits one of the following descriptions.
Imruk's warriors burst through the High these respects.) No three-way combinations are possible.
King's last defenses.
The tales of angels told by some Possible double-class combinations
Imruk was awed by, and apprehensive legends may have arisen from the wide- include fighter/magic-user, fighter/illu-
of, the power the winged folk had shown. spread use of winged folk as messengers sionist, fighter/cleric, magic-user/clerk,
He feared that unless he acted quickly, he and ambassadors (dressed in the white magic-user/druid, illusionist/cleric, and
would rule only by their sufferance. robes of peace) in the glorious days of the illusionist/druid.
Therefore, Imruk invited Hawkwing to High Kings of old when winged folk
bring the winged folk army to Imruk's were more commonly seen among men. Racial preferences: Winged folk are
encampment the following day so he very friendly toward elves and half-elves;
could give the winged warriors great Ability score minimums and maximum* tolerant of halflings, gnomes, and
rewards for their part in winning the dwarves (whom they call "diggers"); and
Males Females usually on good terms with any humans
battle. they come in contact with. They detest
The following day the winged folk Strength 15/18(00) i4/18<50) ores, goblins, and all their kin, but their
greatest hatred is reserved for gargoyles.
army landed in the designated area in the Intelligence 12/18 12/18 These fierce predators are one of the few
center of Imruk's camp. As soon as the air types of creatures which can seriously
was no longer stirred by the beating of Wisdom 12/18 12/18 threaten a winged folk village.
wings, Imruk's archers fired upon the
winged folk, and only a few of them Dexterity 15/18 15/18 Winged folk do not like the under-
again reached the safety of the sky, ground or the sea, and it is extremely
Constitution 12/18 12/18 unlikely that any will be encouritered in
Hawkwing was one who escaped, such places. Winged folk who are forced
Three days later he killed Irnruk in a raid Charisma 13/19 13/19 to stay in these environments or are
upon the camp, but was himself mortally imprisoned must save vs. spell once a day
wounded. Thus did Imruk die for his Winged folk typically dress in simple or go insane. Mania, manic, depressive,
treachery, and was ruin wrought upon tunics or robes when near their homes. homicidal mania, suicidal mania,
the winged folk, just as the High King's When they hunt, war, or make journeys hebephrenia, and catatonia are the forms
curse had prophesied. they will wear leather armor and carry of insanity (as defined in the Dungeon
shields. The weapons they normally use Masters Guide) to which the winged folk
The winged folk lost 80 percent of their are bows, javelins, daggers, spears, are susceptible.
male population and many of their swords, axes, bolas, nets, and ropes.
female clerics and magic-users in the Dwelling places: Though found nearly
ambush, even though many of Imruk's Winged folk may carry up to half their anywhere as adventurers, mercenaries,
men were also slain. The best estimates of maximum encumbrance in flight with a hunting parties, or engaged in other such
the winged folk population at the time of corresponding slowing of movement (as activities, winged folk make their homes
the ambush placed their numbers at if fully encumbered) and may carry max- only in forests and mountains. They
around 50,000. including 40 percent imum encumbrance airborne in an emer- build tree houses in the tallest trees in
males, 40 percent females and 20 percent gency for one or two rounds. They fly as forests; in the mountains they live in cliff
children. Most of the females and all of effortlessly as humans walk, needing only dwellings. Due to the power of the
the children did not go to Imruk's camp occasional rests to keep flying all day, winged folk illusionists, their homes are
and thus were spared. often disguised with permanent illusions.
Winged folk can speak with eagles, Their homes are always open and airy
Before he died, Hawkwing charged his hawks, falcons, owls, hippogriffs, grif- affairs; in many cases only the floors and
successor with the responsibility of re- fons, and pegasi. They also speak their roofs are permanent with the walls all
moving the winged folk from their rela- own language, the common tongue, and being simply lent cloth which is used
tionships with other human and demi- the language of elves. When aloft, they only in inclement weather.
human beings. Hawkwing's successor can see for great distances like an eagle,
followed this order, secreted the remain- and they have the night vision of an owl. Social and political aspects: Winged
ing winged folk from the society of men, folk have a loose-knit social and political
and thus the winged folk began their Winged folk may be clerics, druids, structure which stresses individual free-
long and slow recovery from the disaster fighters, rnagjf-users, or illusionists, or dom. The family is the basic social unit,
into which Hawkwing had unwittingly certain combinations of two of those and groups of families are gathered in
led his people. classes. They are unlimited in their abil- clans which owe allegiance to a tribe,
ity to advance in the illusionist class (for Tribal holdings may be extensive, but
During their self-imposed exile, the individuals with sufficiently high abili- most tribe members will choose to live in
only outside contact the winged folk had ties), but in other classes may never attain the tribal village itself, which offers the
was through their friends, the elves and a level higher than 9th. Clerics and high- protection of numbers.
half-elves, who served as their interme- level fighters may use maces or other mis-
diaries in trading and commerce. cellaneous weapons, and all higher-level All of the tribes form the winged folk
types have normal chances to have psi- nation, which is ruled by a king. The
In the last few years, winged folk have onics and magic items.
begun to move back into the mainstream BEST OF DRAGON
of human affairs, establishing trade, hir- Class level limitations
ing out as mercenaries, and traveling Fighter: 9th level if strength 18; 8th if

72 strength 17; 7th if strength 16or less.
Cleric: 9th level if wisdom 18; 8th if

wisdom 17; 7th if wisdom 16 or less.

king is chosen by the tribal chieftains The winged folk appreciate other types winged folk troops will be armed as fol-
from one of their number, and rules for of wealth as well as their carvings. Mer- lows: 50% of the group will have long-
life. Tribal chieftains are, in turn, chosen cenaries and adventurers are often moti- bows, and within this group 40% will also
by the clan leaders of each tribe. vated by the promise of gold and other be armed with a sword, dagger, and bolas;
riches with which to fill the communal 30% wiih spear, dagger and bolas, and
Female winged folk have a great voice coffers. 30% with axe, dagger and bolas. The
in their clans and often hold the office of remaining 50%of the group wilt be
clan matriarch because they excel in cler- When acting as mercenaries, winged armed with three javelins, and in this
ic's abilities. There are many male clerics, folk will not fight other winged folk serv- group 40% will also have sword, dagger,
but the majority are females, and the ing for an opponent, nor will they put net, and rope; 30% spear, dagger, net, and
males do not ignore their wisdom. each other in any danger by any of their rope, and 30% axe, dagger, net, and rope.
actions. This is expressly slated in any
Males and females are generally consid- agreement between an employer and mer- The winged folk bola does damage of
ered equals, with each responsible for cenary winged folk. At such times, both 1-3/1-8/1-3 (roll separately for 3 attacks
performing important tasks for the com- bands of winged folk would simply be vs. normal AC of opponent) and an
munity. In general, males are typically sent to other areas, or both would termi- entanglement (roll vs AC 6). An entan-
fighters and hunters; the females, clerics nate their service and leave. If only one of glement will bind both legs together(35%
and crafters. Both sexes deal in the magic- the employers is foolish enough to force of the time), one arm to the body (30%),
user class equally well. Females who wish the winged folk to fight each other, or both arms to the body (30%), or will cause
to fight and males who wish to be clerics, even insist on it, the band hired by that the weapon to wrap around the throat
though they are the exceptions, are not employer will join the other side. (5%). Entanglement prevents an opponent
scorned. from attacking for one round, and he
In battles against men, winged folk defends at -4 for that round while getting
Few laws exist among winged folk, and generally are employed as scouts to disentangled. If both hands are caught,
the few laws there are can be boiled down observe and report on enemy maneuvers someone else must cut that victim loose.
to one principle: Do not bring harm and as messengers. If from 50-100 winged Otherwise, a victim can cut himself free
upon other winged folk or their com- folk are present, they are usually from the entanglement of a bola attack.
munities. There are few winged folk who employed as high-altitude missile troops
would intentionally harm another of who can decimate enemy ranks with little The net and rope are used in conjunc-
their kind, and those few are exiled from fear of retaliation. In sieges, they can scat- tion with each other. The net is thrown
their clan as soon as they are found out. ter the defenders on [he inside of a wall in (roll for an entanglement vs. AC 6, as
Word is spread among the rest of the this manner to enable other attackers to with the bola) to entangle the opponent.
tribes, and there is usually no chance of storm the walls with minimal resistance. If a victim is entangled in the net, the
return for such an outcast. Should one of Winged folk mercenaries are as highly warrior who dropped the net will attempt
these outlaws attempt to cause further regarded as any troops, and rightly so, for to lasso and bind him in the round when
trouble, he is hunted down and killed by they bring aerial power to any battle, and he is struggling with the net (roll vs. AC
members of his former clan, can turn the tide for even a comparatively 6 to see if the roping attempt succeeds).
weak force.
Economy: Winged folk have a simple Winged folk conform in all ways to the
economy. They tend to be hunters and Military organization: Winged folk rules on aerial combat in the Dungeon
gatherers; they do not care to till or dig prefer to fight from the air using bows or
the earth. Many times they will locate javelins, but are not averse to closing Masters Guide for determination of dam-
their homes near groves of fruit-bearing with a foe and meleeing on the ground or age causing loss of flight ability. They are
trees to make the gathering easier. in the air if the situation so dictates. They class C in maneuverability.
Females are the main crafters, and their can hover for up to one round in mid-air
carvings of wood, ivory, and gemstones (long enough to discharge missiles with- The winged folk will be a power to be
provide the bulk of the community's out penalty) once every five rounds. If a reckoned with more and more often as
wealth. Elves act as intermediaries hostile party is outnumbered by four to they continue to emerge from their
between winged folk and men in matters one or more, winged folk may attempt to retreats and conduct their affairs openly
of trade, bartering finished carvings and capture them with nets, bolas, and ropes once more. The areas in which they oper-
furs for weapons, tools, utensils, and any- instead of killing them. ate will certainly feel a great impact; the
thing else the winged folk do not care to contributions of winged folk to a society
make. When found in groups of 20 or more. will almost certainly result in advantages
for all who show good will and willing-
ness to cooperate with them.

The alchemist JJ.M

by Lenard Lakofka the common trades, and thus tradesmen, From issue #49, May 1981
when encountered, might have minor
The alchemist is an obscure sub-class knowledge of alchemy. These trades are 73
of magic-user. He is always a non-player those of potter, glass blower, brewer and
character, as the rules here will indicate. distiller as defined within the text. Brew-
The class is detailed because information ers and distillers need not learn magic, of
on the alchemist is of value when he is the type used by alchemists, to ply their
encountered in a town or hired by a
player character as a henchman. It is trades.
helpful if the DM knows what an alche- An alchemist must have ability scores
mist can and cannot do,
within the following limits: strength 9 or
His profession encompasses some of

VOL. Ill

above, intelligence 10or above, wisdom 6 For each major glass instrument For each mixture analysis done cor-
or above, dexterity 9 or above, constitu- blown/crafted, 6 xp (this award cannot be rectly, 45 xp.
tion H or above, and charisma 15 or less. given beyond 7th level),
Humans, elves and half-etves may be For each spell learned, 7 xp per level of
alchemists. Only humans can become For each potion identified by the "10% the spell.
Masters or Grandmasters. An alchemist test," 7 xp (this award cannot be given
may never be a multi-classedcharacter. beyond 7th level). Alchemists must have specific intelli-
gence levels to obtain higher magic spells
Experience is gained by alchemists only For each potion made correctly, 10% of as well as for the more complex potions.
from plying their trade and never from the potion's xp value. If no xp value is If the alchemist is not smart enough, he
adventuring. Experience is given as fol- given, then award 20 points. This award will never be able to cast higher-level
lows, in case you wish to advance a non- is given for every properly made potion, spells or make the most complex potions.
player novice through a few ranks to be regardless of the alchemist's level. An alchemist must have an intelligence of
more useful to the party as a henchman. 12 for Srd-level spells and 2nd-diffkulty
For each poison made correctly, 5 xp potions; H for 4th-level spells and 3rd-
For each piece of pottery used in the for a mild poison, 15 xp for a toxic poi- difficulty potions; and 16 for 5th-level
trade, 3 xp {not given beyond 3rd level). son. This award is not given to Masters spells and 4th-difficulty potions.
and Grandmasters.

ALCHEMIST ABILITIES

See text for an explanation of each listing. All percentages give the chance of success.

Potion identification via:

"10% Analysis Analysis

test" of a of a of un- Manufacture poisons: Potions:

Level of Craft accuracy: known known known Destruc- Difficulty value

alchemist Pottery Glass potion potion potion Mild Toxic Lethal five 1st 2nd 3rd 4th
1
93% —— — ——— 10%
2 94% 7—5% 6—0% — 23%
3 95% ——— 36%
4 — 62%
5 96% 80% 65% —— — —— — 15% 75%
6 — —
7 97% 85% 70% — 25% 20% 15%
8 6—0% ——— 48% 35% 29%
9 98% 90% 75% 27% 71% 50% 43%
10 — 6—5% 4—8% 94% 65% 57% 49%
11 99% 95% 80% 8—1% 64% 52% 36%
43%
100% 100% 85%

100% 100% 90% 91% 70% 97% 80% 68% 59% 100% 80% 71%

100% 100% 95% 97% 80% 100% 96% 84% 75% 100% 95% 85%

100% 100% 100% 100% 90% 100% 100% 96% 91% 100% 100% 99%

Potions listed by difficulty 3rd difficulty 4th difficulty
This list tells what potions can be made by prescriptions writ- Intelligence 14+ Intelligence 16+
ESP Dragon control
ten in Alchemese (the special language of alchemists). Alche- Extra healing Heroism
mists who do not have the proper intelligence cannot make Flying Human control
potions of greater difficulty than their intelligence will allow. Gaseous form Invulnerability
Substances are also in the list. Oil of etherealness
Invisibility Super-heroism
1st difficulty 2nd difficulty Longevity Treasure finding
Intelligence 10+ Intelligence 12+ Philter of
Animal control Clairaudience Ghost/Vampire/
Climbing Clairvoyance persuasiveness Spectre control
Delusion Diminution Plant control
Levitation Fire resistance Polymorph self Keoghtom's
Sweet Water Heating ointment
Skeleton/Zombie control Oil of slipperiness Wight/Wraith/Shadow
Philter of love control Nohur's marvelous
Water breathing Poison pigments
Dust of appearance Dust of disappearance
Speed Dust of sneezing fr choking
Ghoul/Ghost control

The alchemist writes "prescriptions" in It must be translated and then written the intelligence of some alchemists and
a special language. His spells, if any, also down. Copying a spell without write is thus are doomed to failure. Even a 5th-
are written in "Alchemese." Thus, a possible, but the chance of error is 10% level alchemist with sufficient intelli-
magic-user cannot use an alchemist's per level of the spell and the time gence may attempt a 4th-difficulty
spell book without both read magic and required is one week per spell level. An potion, but his chance of success is rather
comprehend languages. Once an individ- error in the spell will simply ruin it80% small.
ual spell is understood, the magic-user of the time, but the other 20% of the time
would not have to resort to using those an error will cause it to backfire. Clerics Alchemists may not wear magic armor
two spells again to read that particular and illusionists cannot understand of any type, including bracers of defense,
spell. Alchemese, but neither can an alchemist but items that are for protection (cloaks
read their scrolls or books. and rings) may be used. Alchemistsrarely
In like manner, an alchemist must have use weapons, but they may learn the use
read magic and write to transcribe a spell Alchemists can begin to make potions of two, the dagger (never thrown) and the
from a magic-user's book to his book. He at 4th level, but the chance of misconcoc- dart. Those two weapons may be magical.
can never learn the spell directly from the tion at that level is quite high. Some Alchemists cannot employ rods or staves,
magic-user's book and transcribe it later. potions, as mentioned earlier, are beyond and only wands of detection and magic

74 BEST OF DRAGON

missiles can be used. Even with read such as range, duration and area of effect, liquid and not to look for taste, smell, or
magic, scrolls are useless to alchemists. will vary according to the alchemist's color, since potions made by the same
"level of magic," which is not necessarily alchemist will all have identical taste,
The alchemist may own the following the same as level of experience. The smell, color, etc.
items from the miscellaneous rnagic list "level of magic" at which an alchemist
In the DMG; alchemy jug (a Master can can cast a spell is determined by the Potions never tested before will be
obtain two types of liquid per day from alchemist's hit dice; for instance, a Schol- unknown to the Apprentice but will add
thejug), bag of transmuting, bagof hold- ar is a 7ih-level alchemist in terms of to his knowledge. A Grandmaster always
ing, beaker of plentiful potions, brooch experience, but he has 4+6 hit dice, so his knows a similar potion by the "10% test"
of shielding, crystal ball, decanter of end- if he has imbibed one before. Apprentices
less water, dust of appearance, dust of magic will be cast at 4th ievel. Alchemists charge 40 gp for this service, and 10 gp
disappearance, dust of sneezing and chok- do not progress in level or spell-casting may be added per level of thealchemist
ing, flask of curses, helm of comprehend- ability beyond Grandmaster, which is the for this test due to the belter accuracy
l l t h level of experience and has a "magic achieved at higher levels.
ing languages and reading magic, helm level" of 7.
of telepathy, Keoghtom's ointment, man- Spells other than read magic must be
ual of bodily health, mirror of mental More than one Grandmaster can exist, learned just as a magic-user learns a spell.
prowess, Noltitr's marvelous pigments, but rarely in the same vicinity. If two Remember that alchemist spells are writ-
periapt of health, periapt of proof against Grandmasters are in the same town, one ten in Alchcmese and must be in that
poison, scarab of protection, stone of might well try to do in the other. form to be rnemorized/learned. The
good hick, stone of weight, and the iron charge for casting a spell, if appropriate,
flask of Tuerny the Merciless. All alchemists are lawful inalignment; is given in the spell list.
80% will be lawful neutral, 10% lawful
If forced into combat, alchemists fight evil, and 10% lawful good. It is possible D. A Brewer learns ways of preparing
as magic-users. They make saving throws for low-level alchemists to observe other various compounds by boiling and mix-
as a magic-user, at -2 for all forms except alignments, but they all will have ing ingredients. He must be told what to
changed to lawfulness by the time they mix, or the results are 85%likely to fail.
vs. spell. reach 6th level (Identifier). Potions of the first difficulty can be
Certain aspects of alchemists' spells, attempted in this way, but failure will
produce a potion that has the opposite
ALCHEMISTS TABLE result. Animal control will cause the
4-sided animal to feel blind rage. Climbing will
cause the figure to be pushed away from
dice for Spells learn- the surface being climbed. Delusion will
hit points cause the imbiber to become more alert
Experience able by level Special and thoughtful, but then he will give in
and points to almost any suggestion. Levilation will
Level fc title 0—1,000 1 2 3 4 5 notes cause the figure to plunge as if he
t Potter magic level ----. A weighed twice as much, thus damage will
2 Glassblower 1 1,001-3,200 be double and saving throws for items
3 Apprentice 3,201—6,000 B will be at -1. Sweet water will pollute the
4 Brewer 1+2 6,001—10,000 1 - .- - C sample even more and turn it into a mild
5 Alember 2+2 10.001—18,500 2-- - - D poison <2d4 damage). Skeletoni'zombie
6 Identifier 2+4 18.501—30,000 3- - - - E control will cause those monsters to
7 Scholar 2+6 30,001—50.000 attack the imbiber, foregoing all other
8 Graduate 50,001—75,000 4 1 - .- F victims. Any cleric within 20 feet of the
9 Alchemist 3+6 75,001—110,000 imbiber will be unable to turn or destroy
10 Master 4+6 110,001-200,000 421- - G the monsters. Water breathing will cause
11 Grandmaster 4+8 200,001 + 432 - . H the figure to gag and cough and speed the
5+8 4331- I rate of drowning by 100%. Dust of
6+8 appearance will fail so that invisible
7+8 4432 1 objects will not be revealed.

4 4 4 2 2 —— All adverse results of making such a
potion will initially not be evident, caus-
Explanation of special notes B. A Glassblower makes beakers, flasks ing the Brewer or imbiber to believe the
At the first through ninth levels of and other glass items used in the labora- potion is correct. A defect in an improp-
tory. Workling his craft will take from 3-8 erly prepared potion is detectable by the
experience, an alchemist acquires certain hours per piece. The chart measures his 10% test or by regular analysis, but at
special abilities and characteristics for ris- chance of success by level; note that -30% to the normal chance for proper
ing to each new level. Abilities and char- alchemists of 8th level and higher always identification.
acteristics acquired at lower levels always craft pottery and glassware successfully.
apply at higher levels as well, unless Glass items sell for 6-600 sp per item. The Brewers can make various chemical
superseded by a higher-level ability. (For amount of pottery and glass needed for compounds but never any item that
example, the description under Special any experiment will be determined by the requires crystallization or distillation
note "A" says "A Potter has no knowl- DM. Alchemists often have a number of (i.e., potions or materials of the second or
edge of alchemy whatsoever." Obviously, novices working for them so that they do higher level of difficulty). Brewers are 75%
this characteristic does not apply to an not have to make pots and glassware likely to know how to brew beer, ale
alchemist of sufficiently high level, themselves. Both Potters and Glassblow- and/or malt liquors. They often prepare
although a high-level alchemist would ers might go on in those trades and never these liquids for extra money if their mas-
certainly retain the knowledge and skill take up Further alchemist studies. ter will allow such "nonsense."
of a Potter.)
C. An Apprentice begins to learn magic E. An Alember is a student of distilla-
A. A Potter can do little more than craft of a minor sort. Each is taught read tions of various types. He is allowed to
pottery used by the alchemist lo heat, stir, magic and can learn various other spells perform various steps in potion manufac-
grind and store items. He learns how to as outlined herein. Apprentices are taught ture but always under direct supervision.
tend for the hearth. Each pot must be trial-and-crror potion identification, He is taught the first elements in the
made from scratch. This process will take commonly called the "10% test." A list of alchemist's written language, Alchemese.
at least 48 hours. The percentage chance potions so tested must be kept for each
given in the abilitieschart is for a success- Apprentice as he progresses in rank. Only 75
ful crafting. Failure means the pot will be potions that are fully understood through
useless. A Potter has no knowledge of prior testing can be examined and identi-
alchemy whatsoever. Pottery sells for fied by this 10% imbibing. The Appren-
from 1-100 sp per unit, depending on the tice leams to examine the reaction of the

item.

VOL in

Unless comprehend languages is availa- magic-user is equal to a 9th-level alche- Wizard were 20th level. Thus, magic-
ble, another figure cannot read an mist. It must be noted that a magic-user users use the equivalent alchemist level
alchemist's prescription on how to make of llth or higher level gains no extra when learning such spells. An alchemist's
a potion. At 11 th level, magic-users can spells by learning alchemy. If he wishes highest effective level for the purpose of
learn this language so that they no longer to learn and then memorize a spell writ- range, duration, etc. is 7th.
need an alchemist to make a potion. ten in Alchemese, it is at the level in
Alembers can attempt a potion of their alchemist terms regardless of what level F. The Identifier begins to learn
own but such a potion, even if compre- spell it might be for the magic-user. second-level alchemist spells. Identify
hend languages is available, might fail. potion is always taught first, and the stu-
Example: A Wizard (12th level) wishes dent may consider his intelligence as
Those percentages are given in the to learn the spell magic missile written in being two full points higher for the learn-
alchemist abilities chart. However, failure Alchemese. It is a Sth-level alchemist ing percentage on this important spell.
will produce specific results. Roll percen- spell and must be learned at the Wizard's
tile dice and consult the following table 5th level even if he knows it at first level G. The Scholar is given the knowledge
to determine success or possible after- as a magic-user. Further, the Wizard will of third-level alchemist spells as well as
effects of a potion that fails. Column A in only obtain the results with it that an the knowledge to make poisons. He can
the table is for alchemists only; column B alchemist would obtain, i.e., four magic make poisons in four stages: mild, toxic,
is for non-alchemists or magic-users missiles. That would be true even if the lethal, and destructive. His chance of suc-
under 11th level using comprehend cess is measured in detail as follows:

languages. Damage inflicted: Manufacture result:
Failed Success- S.T.
Result AB save ful save modifier Half
Success 01-25 01-15 Success Failure efficacy
Complete failure 26-45 16-50
Explosion (6d4 dam.) 46-50 51-58 Ingested poisons: 5d4 2d4 +2 01-65 66-68 89-00
Half efficacy 51-60 59-64 Mild (A) 5d6 3d4 +1 01-48 49-84 85-00
Opposite effect 61-70 65-79 Toxic (B) 5d8 5d4 01-40 41-84 85-00
Toxic <C) Death 4d6 0 01-36 37-75 76-00
Mild poison (5d4 darn.) 71-90 80-90 Lethal (D) Death 5d6 0 28-68 69-00
Toxic poison (5d6 dam.) 91 -96 91 -96 Destructive (E) -1 01-27
Lethal poison (death 97-00 97-00
1 n.sinuatiVT poisons:
unless save made; 4d6
Type A 4d4 0 01-70 71-90 91-00
damage in any case) 0 01-55 56-92 93-00
Type B 4d6 0 01-37 38-84 85-00
0 01-27 28-78 79-00
TypeC 4dlO

Modifiers to percentile dice roll: For Type D Death

alchemists of 6th level (Identifier) or

higher, subtract 23 for each level higher Half-efficacy poisons do the same dam- will deal out 4d4 points of damage. The
age as if there were a successful saving charge for such an analysis is 150 gp.
than 5th. For non-alchemists or magic- throw vs. poison on a full-strength
I. Alchemists of 9th level learn what
users under 11th level, subtract 2 for each ingested poison. If the saving throw vs. a will occur if two potions are mixed. They
half-efficacy poison is made, there is no can, by chemical analysis, predict with
level higher than 1st, Note that the sub- damage whatsoever. Half-efficacy insin- 70% accuracy the result of a potion mix-
uative poisons do 2d4, 2d6, 2dIO, and ture. This accuracy is 80%for a Master
traction for an alchemist of 10th or 11th 2dl2 respectively if the saving throw vs. and 90% for a Grandmaster. Use the chart
poison fails. If the saving throw is made, on page 119 of the DMG. If the accuracy
level is always greater than 100; hence, all there is no damage. These poison types percent is diced, then tell the player the
conform, roughly, to the list given on proper result. If it is not, re-roll and tell
potions manufactured by them are suc- page 20 of theDMG. the player the new result. The cost of the
miscibility analysis is 450 gp. This analy-
cessful. All modified results of less than Modifiers to Manufacture result dice sis actually requires mixing about 5% of
roll; Subtract 16 from the roll for each the two potions, and thus the actual
01 are treated as 01. level of the alchemist above 7th, Subtract result does occur, but at a substantial
only 8 from the die roll for each level of a reduction. An explosion will deal out Id8
Examples: A Scholar (7th level) reads a rnagic-user above l l t h , and limit the sub- of damage. Explosion might also occur
traction to 40. Magic-users just do not due to the analysis itself. This is 20%
potion prescription based on his know- make poisons as well as alchemists do. In likely for an Alchemist, 15% fora Master
fact, you might wish to forbid rnagic- and 10% for a Grandmaster. Explosion
ledge of Alchemese. He is allowed to sub- users from making poisons altogether. due to the analysis wilt cause 4d6 points
The cost of the various poisons is given of damage.
tract two times 23 from any dice roll. If he in the DMG, page 20,
If two alchemists prepare identical
rolls 86, he subtracts 46 for a result of 40 G. Graduates learn analysis techniques potions, they will mix in the same way
of potion identification so that imbibing only if the prescriptions are identical.
(complete failure). A fighter of 8th level is not necessary. In any such analysis, 10% Thus, a healing potion could be mixed
of the potion is consumed. Without the with a potion of gaseous form and an
with a helm of comprehending languages text of the prescription in the Graduate's explosion might result. However, if either
book, he is 40% likely to misidentify the of the two potions was made from a dif-
and reading magic would be allowed a potion. With the prescription, the chance ferent prescription, a new result would be
for misidentification is only 15%. Any obtained if they were mixed.
subtraction of 7 (levels over 1st) * 2, or 14, analysis has a 10% chance to produce an
explosion. Check for this chance before Giving formulas for each and every
from his dice roll in trying to make a determining if the analysis was a success potion would be a waste of time. Some
or not. The chance of explosion is suggested key ingredients are given in the
potion. Such a fighter would still have to reduced by 2%per level above 8th, so a DMG (pages 116-117). Others can be sub-
Grandmaster is only 4% likely to have his stituted. A prescription for any particular
have an intelligence sufficient to make lab explode. The explosion so produced potion will tell the key ingredient. Any

the potion (i.e., depending on the degree BEST OF DRAGON

of difficulty of the potion), so that a

fighter of intelligence 11 could not make

a potion of the second difficulty even

with the helm. Note that an Stn-level

magic-user would have just as much

chance as an Sth-level fighter. Only at

11th level do magic-users gain real

alchemist abilities. A conversion table for

magic-users to alchemists is given below:

Magic-user level Equiv. alchemist level

11-12 8

13-14 9

15-16 10

17+ 11+

Thus, in any attempt to perform any

function of an alchemist, a 14th-level

76

substitution of the key ingredient should 20-pound bond, 12 or belter can break
reduce the chance of success by 10% for a one of 40 pounds, 14 can break one of 60
Ist-difficuhy potion, 16% for a 2nd- pounds, 16 can break one of 80 pounds,
difficulty potion, 23% for a 3rd-difficulty 17 can break one of 100 pounds, 18 can
potion and 40%for a 4th-difficulty break one of 120 pounds and 18(51) or
potion. better is needed to break one of 140

Some items might be bought by pounds. Bonds stronger than 140 pounds
alchemists when obtained by a party. The cannot be created,
items can be traded for potions or for a
reduced price in buying/making/testing Write can be used to copy texts written
a potion. in Alchemese. Ii can also be used to trans-
late magic-user text to Alchemese if used
Alchemists, since they are such poor in conduction with read magic. It can not
fighters and since they have so few useful be used to write a sepll in the magic-user
combat spells, will rarely goon an adven- language.
ture, even if some important raw material
might be obtained. Alchemist henchmen, Second level
of any level, will go on a trip only if there Affect normal fires (lOgp)
is ample protection and they do not have Create water
to go into danger themselves. Alchemist
henchmen wil give their bosses a slight T^OIECK Faerie fire
discount on the cost of any potion they Identify potion # (80 gp)
make. After all. the boss is providing named prior to spell casting. Minerals Identify plants (* (50 gp)
room and board and perhaps even raw can be complex or simple. The spell will Preserve # (150 gp)
materials. Alchemists, Masters and take 1 round to cast, it will last for 1 turn Shatter
Grandmasters like to hire from 3-10help- per effective level of the alchemist, and Shrink
er/novices to help in the lab. They would will cover an area of 10 feet by 10 feet to a Unseen servant
like their mentors to pay for these hire- depth of 60 feet. Man-made structures as
lings. Alchemists, Masters and Grand- well as any plant or plant byproducts will Identify potion is a spell that uses 10%
masters who have set up shop in a town foil the detection. Once a metal is smelted of the potion in question as the material
will have hirelings, including guards of it cannot be detected, since the spell only component. The potion does not have to
various types. This overhead will mean locates minerals in their natural state. be imbibed but it must at least be touched
that potion prices, as well as testing pric- (bare skin in the liquid sample).It
es, will be as much as 40%to 100% more Mending will only work on pottery and
than the listed prices. glass; otherwise it is identical to the increases the accuracy of ihe "10%test" by
magic-user spell. A piece broken into a 15% per effective level of the alchemist.
ALCHEMIST SPELLS number of pieces (not fragmented to Unknown potions cannot be identified
Each spell in the following list that has shards or dust) can be put back together. except by the analysis meihod also de-
the same name as an AD&D spell is iden- scribed herein. This spell adds 7% per
tical to that spell in its particulars — but Stir is a simple spell that employs any
remember to use the hit dice of the natural stick or rod as a stirring device so effective level of the alchmist to thai test.
alchemist for equivalent level when figur- that the alchemist can do something else. Finally, the spell adds 3%to the mixture
ing range, duration, area of effect, etc. If a Stirring can be set to any pace and for any test also described herein. The duration
standard AD&D spell is employed by duration up to 1 hour per effective level would be thai of the appropriate test with
more than one class, the alchemist uses of the alchemist. Casting time is one casting time equaling duration.
the version belonging to the class that round as the alchemist physically dupli-
receives the spell at the lowest spell level; cates the speed and tempo of the stirring Identify plants gives the alchemist the
for instance, the alchemist's version of stroke with the stick or rod. The stirring powers of a 3rd-level druid. The casting
create water is similar to the 1st level will then continue by itself. The alche- time is 1 round, duration 1 turn per effec-
cleric spell, not the 2nd-level druid spell. mist can command the stirring to stop tive level, range up to 120 feel, area of
Alterations in an existing spell are and begin again as long as the duration effect a 60-fooi-diameier circle. The mate-
marked with an asterisk (*) and noted fol- permits. rial component is ihe leaf of any tree.
lowing the lists, A new spell unique to
alchemists, but usable by magic-users, is Wizard glue is the creation of a bond Preserve is a spell cast upon a finished
marked with a number sign (#). Given that will hold one relatively flat substance potion to insure that it will remain
also in some cases is a cost (to the custom- to another: a picture to a wall, a mirror to unchanged and to protect it from expo-
er) to cast the spell. a door, a rug to the floor, a light fixture sure lo normal air. fictions have a20%
to a ceiling, etc. The glue is quite strong chance, or higher, to deteriorate when
First level if not overtaxed, but it can only support exposed to the air. Time sometimes will
Comprehend languages (45 gp) 20 pounds per effective level of the
Detect magic (150 gp) alchemist. Brittle items, like a mirror, destroy a potion's efficacy. Spell duration
Erase (80 gp) would break if they were forced from the is until the liquid is mixed or imbibed.
Identify minerals # (125gp) wall when being held by -wizard glue. Casting time is 1 round. One preserve
Mending *(40% of item value) The material component is honey, which spell can effect only one potion. The spell
Produce flame must be applied to both surfaces before is also used to preserve ingredients (eye of
Purify Water < 100 gp) they are joined. It takes only one segment basilisk, horn of ki-rin, troll blood, and
Stir # to cast the spell. Body weight converts to
Wizard glue # (225 gp per effective level) support weight if a living thing is held in so forth) so that they will not deieriorate.
Write * (200 gp/spell level) or by the glue. Dispel magic will unglue
the item. The area to be closed or held Third level
Identify minerals can determine if an cannot exceed 20 square feel per level of
outcropping contains a specific mineral the alchemist. Doors can be glued shut, as Freeze metal * (50 gp)
the caster is seeking. The mineral must be well as chests, etc., but once the bond is
broken the glue no longer adheres. Heat metal * (50 gp)
VOL. Ill Strength in excess of 10 can break a
Identify poison # (75 gp)

Leomtind's trap (125 gp)

Magic mouth (145 gp) ^,

Slow poison (200 gp/effectwlevel)

Tenser's floating disk

Wizard lock (200 gp)*p«Wfe

(Continued on following page)

77

Freeze metal and Heat metal are like Levitate find a living plant anywhere within one
the druid spell, but both are used in mak- Neutralize poison (1,000 gp) mile per effective level if he has a sample
ing potions and do not have a good Pyrotechnics of any part of that plant. Direction will
application to combat situations. Range Stone shape (400 gp) be pointed out without error for a period
is touch. Duration is 1 hour per effective of one hour per effective level.
level with maximum freezing/heating Find familiar produces a different set of
occurring at the midpoint of the spell possible familiars from the magic-user Fifth Level
duration. The amount of metal affected is spell. Other variables of the spell are the Burning hands
only 10 pounds (lOOgp weight) per level same, however. Roll d20: Dispel magic (700 gp)
of the alchemist. There is no saving Explosive runes
throw. Thus, it can be used in combat, 1-4 Black cat Glyph of warding (paralyzation or
but the target would have plenty of time 5-8 Hoot owl
to remove his armor. The spell can have 9-11 Crow blindness)
some uses as a trap if time is on the side 12-16 Garter snake Magic missile (4 missiles)
of the caster. 17 Special Locate object (300 gp)
18-20 None available this year Polymorph other
Identify poison merely tells if a specific Special familiars depend on the Potymorpfi self
sample is poison or has been poisoned. It alchemist's alignment: lawful good, a Telekinesis
is infallible in that regard, but the brownie or a blink dog; lawful neutral, Transmute rock to ore # (150 gp plus
strength of the poison is not determined. pseudodragon; lawful evil, imp,
Range is 100 feet, area of effect is 20 cubic An alchemist's familiar does not add to 10% of ore value)
feet of material. Casting time is 8 his hit points or level. It can gain infor-
segments. mation the same way a magic-user's Transmute rock to ore will turn ore-
familiar ran, and the alchemist has a tele- bearing rock into pure ore in any form
Fourth Level pathic link to it for the sake of communi- the alchemist desires, "form" being
Extension I cation. An alchemist with a familiar may powder, solid, etc., and not implying the
Find familiar add 5% to all of his chances to perform final shape of the ore. The spell takes one
Fools gold any task whatsoever. If the familiar is hour to cast, and interrupting the casting
Find plants n (125 gp) killed, the alchemist will be minus 5% on will negate the spell completely. A mag-
Glyph of warding (shock or explosion) all tasks until a new familiar is gained. nitude of one ton of rock can be reduced
Knock Find plants allows the alchemist to to the ore within it via this spell. Worked
rock will not be affected.

The archer

by Lenard Lakofka From issue #4%, January 1981

Those who are familiar with the Errol Flynn movie Robin Archer-rangers require even higher intelligence, wisdom, and
Hood may recall a scene when he kills four or five men-at-arms constitution — a minimum of 14 in each. Archers and archer-
with single arrow shots, all within one minute (I've timed some rangers whose strength and dexterity are both 16 or better gain
of the missile-firing melee scenes). We have all seen some movies 10% to earned experience.
in which the bow (usually the longbow) is fantastically accurate
and deadly. This pre-conditioning, if you will, confuses many a While archers may be of any alignment, archer-rangers must
new player of the D&D® or AD&D™ game. The novice might be good, just as rangers.
give up if the leader of a group of ores shouts out to his troops,
"Stand and deliver!" because the player has a fear of the bow. On Archers can be human, elf, half-elf, or half-ore, as well as some
the other hand, the party might refrain from missile fire for the other humanoid races. Hu manoids are limited in level as an
opposite reason: Most monsters met in an encounter cannot be archer as follows: Ores can become 3rd-level archers, gnolls can
killed by a single arrow. Are,or were, archers really as good as become 5th-level archers, and hobgoblins can become 4th-level
they are sometimes portrayed to be? archers. Kobolds, goblins, dwarves, gnomes, and halflings can-
not become archers. Only humans and helf-elves can become
In fact, an English longbowman could hit and kill a figure at archer-rangers. Archer-rangers can be human or half-elf.
a range of 400 yards! This was, however, the rare shot and not
the rule. That fact is based on fire into a group of figures and Archers and archer-rangers use 8-sided dice for determination
rarely, if ever, was such a feat achieved by a single shot at a lone of hit points. At first level, two 8-sided dice are thrown, just as
target. The maximum longbow range in the game is 21 inches, for the ranger class. All archers add 2 hit points per level after the
which equates to 630 feet outdoors — a mere 210 yards. How can 9th level.
this apparent inequity be taken care of? Well, it cannot without
unbalancing the game. Remember that movement and spell All archers may use a wide selection of armor, but the use of
range, to say nothing of spell casting time, is tied to selecting plate armor will negate an archer's "to hit" bonuses, and thus he
distances. If bow range is tampered with, it will throw off the will surely decline to use this type of armor. A shield can be car-
other numbers. However, in the archer and archer-ranger sub- ried, but obviously it must be set aside when arrows are fired.
class (described hereafter), some increase in range is allowed for
strong characters. BEST OFDRAGON

A new NPC class: Archers and Archer-Rangers
The principal attributes of an archer are strength and dexter-

ity, both of which must be 15 or better. Intelligence, wisdom, and
charisma must all be at least 6, and constitution at least 9.

78

taught by a magic-user, the archer must check to see if he can
learn it, as if he were a magic-user. Failure to succeed on this
check forever negates that particular spell. Archers cannot read
spells from scrolls in any case, and neither can they pen their
own spells.

Archers may use particular spells beginning at the 7th level of
ability. The number of spells usable and the list from which the
archer may choose changes as the archer's level increases:

Level # of spells
of archer
7th-8th usable Which spells possible
9th-10th 1 Magic missile, shield
llth-12th 2 Strength, minor image plus above
3 Flame arrow, protection from
I3th and up
normal missiles plus above
•1 Enchanted weapon {bows ft arrows

only) plus above

Archers have a great selection of weapons available, but this At 3rd level any archer can make arrows for his bow, assuming
selection is not as broad as thai of a fighter. They may use, in the proper raw material is obtained. He can craft a dozen arrows
addition to their long/composite/great bow, the following weap- in an 8-hour day. At 5th level any archer can make a long, com-
ons: swords of any type, dagger, axes of any type, spear or posite, or great bow. This process takes 9-14 days and also
javelin, darts, or scimitar. Archers rarely use blunt weapons like assumes proper materials are at hand. A crude bow that is -2 to
a mace, hammer, or flail. Archers do not use pole arms except (or hit and from which the archer gains no bonuses whatsoever can
the throwing spear. It is very rare tor an archer to use a short be crafted by an archer in less than an hour.
bow or any type of crossbow. Archers gain no bonuses to hit or
damage when using these latter missile weapons. An archer's major attribute is an enhanced ability to hit and
damage a target with bow and arrow. This bonus applies onlyif
Archers and archer-rangers have the same saving throws as an archer is not wearing plate armor, as previously noted. He
fighters. They melee on the fighter table. All archers begin with must be using a well-made bow and well-crafted arrows. The
only two weapons, a bow and almost always some type of sword, bonus applies to any target of human size, and may be further
Thereafter they may add one weapon for every three levels modified upward or downward depending on the target size and
attained, just as other fighting classes do. However, their non- relative motion of archer and target (see preceding discussion).
proficiency penalty is -3, All archers can make only one hand-to- The bonuses to hit and to damage must be awarded at each level
hand melee attack per round through the 8th Jevet. At the 9th promotion of the archer. Remember also that a +1 bow is +2 in
through 15th levels, they can strike three times in two rounds. the hands of an archer, over and above any bonus given here.
They gain two attacks per round only at 16th level and higher. The same "extra +1" is true of arrows.
At 7th level and above, archers can fire three arrows per round
instead of just two, All archers can employ those magical items Archers use the range of "point blank" in addition to the
usable by all classes plus many other items as well. A magic bow short/medium/long ranges for most missiles. For an archer,
and/or a magic arrow operates at +1 in an archer's hands, over point-blank range is from 10 to 50 feel. Other ranges remain the
and above any magical bonus to hit and/or damage it may same. (Hereafter are given range changes for exceptionally strong
already have. However, elven archers do not gain this +1 to hit
with a longbow because of their smaller-than-human size. characters, which may be used for archers at the DM's option.)
Note: The bonuses to hit/damage given below do not include
At 9th level, an archer can establish a freehold just as a fighter
can (see Players Handbook, page 22). However, archer-rangers the -2 and -5 adjustments to armor class which must alwaysbe
cannot build such a freehold (PH, page 25), applied at medium and long range, respectively.

The following applies only to archer-rangers. In melee, archer- Bonus to hit/damage at the range given:
rangers gain •*•! to damage vs. "giant class" creatures, just as
rangers do. An archer-ranger is as stealthy as a ranger and is able Archer Point-blank Short Medium Long
to track like a ranger does. An archer-ranger attracts a body of level Hit Dam. Hit Dam.
2-24 followers, just as a ranger does. However, archer-rangers Hit Dam, Hit Dam.
only gain druid spells, except for some very specific magic-user
spells outlined hereafter for both archer-rangers and archers. 1 +1
Druid spells are gained at the 8th level and follow the chart
given for rangers. An archer-ranger does not gain any special 2 +1 +1 +1
advantage from non-written magic items pertaining to clair-
audience, clairvoyance, ESP, and telepathy, such as a ranger can. 3 +2 +1 +1 +1
4 +2 +2 +1 -t-1 +1
All archers can learn some specific magic-user spells, but to do •u
this intelligence must be 9 or higher. When the spell is to be 5 +3 +2 +2 +1 +1 tl •fl
6 +3 +3 +2 +2 -H
VOL, HI
7 +4 +3 +3 +2 +2 +1 -H

8 +4 +4 +3 +3 +2 +2 +1 + 1

9 +5~ +4 +4 +3 +3 +2 +2 +1

10 +5 +5 +4 +4 +3 +3 +2 +2

11 +6 +5 +5 +4 +4 tS +2 +2
*s12 tfi +6 +5 +5 *4 +4 +3 +2

13 +7 +6 +6 +5 +4 +3 +2
14 and up +7 -t-7 +6 +6 +5 +5 +3 +3

No matter how well an archer is capable of shooting, a roll of
1 on the "to hit" die is alwaysa miss. (Normal missile-firing
troops always miss on a 1 or 2.) As an example of how to use the
above chart, a 7th-level archer with a +1 bow firing a +2 arrow at
point-blank range would have these bonuses to hit and damage:
+1 for the bow and +1 more because an archer is firing it; plus +2
for the arrow and +1 more because an archer is firing it; plus +4
to hit due to skill and +3 to damage due to skill at point-blank
range, for an overall bonus of +9 to hit and +8 to damage!

79

All archers, and optionally any trained figure with a long, slaying. The magic must be accomplished by a magic-user with
composite, or great bow, can also do extra damage and gain the following spells: enchant an item, wish, and trap the soul.
greater accuracy through use of physical strength. This can only Fresh blood from the figure type to be slain must be available.
be accomplished by the use of specially made bows and arrows Thus, it is virtually impossible to craft an arrow for use against a
with a greater "pull." Normal bows and arrows cannot be used, unique character like Bahamut, Tiamat, or a deity or demigod.
nor can any short bows or any type of crossbow. Such a bow
must be crafted by an archer, an archer-ranger, or an elf bow- Archer or Archer-Ranger table
maker who is at least 6th level as an archer or fighter. Proper
"long arrows" must be crafted by an archer, an archer-ranger, or 8-sided
an elf fletcher of at least 4th level. Ordinary fletchers can only
dice for
make normal arrows.
The strength bonuses apply to point-blank range and short Experience Experience accumulated

range only. Full strength bonuses as given in the Players Hand- points level hit points Level title
book will apply; +3 to hit and +6 to damage is the maximum 0-2,500 1 2 Bowman
bonus allowed due to strength. Girdles of strength will not pro-
vide a further bonus for this purpose. At short range, the bonus 2,500—5,000 2 3 Master Bowman
to hit and damage due to strength is halved from the amount of
the bonus at point-blank range {fractions are dropped). This 5,000—11,000 3 4 Fletcher
bonus for strength is in addition to an archer's bonus for skill.
11.001—22,000 4 5 MasterFletcher
The strength of an archer or archer-ranger may also allow for 22,001-42,500 5 6 Bowyer
an expansion of the long-range end of a bow's potential. Only
specially made bows will give greater range. Only the top end of 42,501-92,500 6 7 Master Bowyer
the long-range category is expanded. Medium range distance
stays as given in the Players Handbook. Given below are ranges 92,501—162,500 7 8 Sharpshooter
for each type of bow allowed to an archer, archer-ranger, or 162,501—287,500 8 9 Arrowsmith
strong fighter, according to the strength of the character.
Remember, the bow and arrows must be special. 287,501-512,500 9 10 Archer

512,501-850,000 10 10+2 Archer Esquire
850,001-1,187,500 11 10+4 Archer Knight

1,187,501-1,525,000 12 10+6 Archer Lord

1,525,001-1.862,500 13 10+8 Archer Master

1,862,501—2,200,000 14 10+10 Archer

Grandmaster

Strength Point- Long Long Great 340,000 experience points per level for each additional
9-15 blank Short Medium comp. bow bow level beyond the 14th,
16 10-50 51-210 211-420 421-630 421-630
17 421-630 421-640 421-630 Archers and archer-rangers gain 2 hit points per level
18 (all 421-640 421-650 421-630 after the 9th.
18/01-50 ranges 421-640 421-660 421-640
18/51-75 421-650 421-670 421-650 It is not uncommon for archer-rangers to have a double title,
18/76-90 in 421-650 421-680 421-660 like Fletcher-Scout or Ranger-Archer. Note that the ranger class
18/91-99 feet) 421-660 421-690 421-660 title is given first. Any individual might only state part of his
18/00 421-660 421-700 421-660 title. Note that the experience points necessary for each level are
421-670 421-720 421-660 the same for archer or for archer-ranger.

421-660 (By the way, Errol Flynn's Robm Hood was an Archer
Grandmaster and not a thief of any type. Consider Flynn's statis-
Only archers and archer-rangers who reach 8th level or above tics as follows: Str 16, hit 17, Wis 15, Dex 18, Con 18, Cha 17;
can craft arrows that tan later be magicked to become arrows of 14th-Ievel Archer Grandmaster; leather armor +2 for AC 6; HP
110; long sword +2, long bow +3.)

Editing and interior design: Kim Mohan
Cover design: TSR Product Design Dept.
Production: Marilyn Favaro
Editorial assistance: Roger Moore
Proofreading: Patrick L. Price
Contributing artists: Larry Elmore

Jim Holloway
Paul Sonju
Roger Raupp
Todd Lockwood
Todd Oleck
Susan Collins

80 BEST OF DRAGON

Buried treasure!

Some ofthe most popular articlesand features
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ingful as they were when they were first printed.

If you've only been reading DRAGONMagazine
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